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Unity's been moving at breakneck pace with development of the Scriptable Render Pipelines. Since my last presentation here a year ago on the LWRP Beta, It's been released with Unity 2019, and is now up for replacement with the Universal Render Pipeline. By understanding the 'Renderer' assets the pipeline uses you can take easily control of the graphics systems without having to dig through obscure cginc files.

The High Definition Render Pipeline has also seen some big changes. Fantastic materials, Super fast particles, Volume-based render settings and Physical cameras help bring realistic results to the table.
This presentation will also briefly go over several SRP-related tool changes, updates, tips and best practices. For example, Unity's Shader Graph Editor and Post-Processing + Lighting.

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