InfinityRenderPipeline is a ExtremeGraphics Research for SRP in Unity.
Completed :
- TemporalAA
- RenderGraph
- 8Byte ThinGBuffer
- MaskOnly PreDepth
- ScreenSpaceGlobalIllumination
- StochasticScreenSpaceReflection
- GrandTruth Ambient&Reflection Occlusion
- MeshDrawPipeline a Unfield HighPreformence DrawMeshSystem for EasySetting
Developerment :
- Atmospherical Fog
- Z-Binning Tile Based Lighting
- Instance Terrain use MorphVertex for Low DarwCall
- Runtime VirtualTexture for HighPerformance TerrainRender
- Instance FoliageSystem for HighPerformance and Mass FoliageRender
Planned :
- DiaphragmDOF
- ScreenSpaceShadow
- Volumetric Fog&Cloud
- ScreenSpaceRefraction
- Separable Subsurface Scatter
- PBRSystem for PBS&PBL&PBC
- Static&Dynamic Patch ShadowMap and PCSS
- Diversification ShadingModel for DefualtLit/ClearCoat/Skin/Hair/Cloth/NPR
- DXR Based Octree PRTProbe for Large GlobalIllumination in VolumetricLightmap