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🌔 A Scriptable Render Pipeline (SRP) designed for toon/stylized visuals. Features custom lighting pipeline, multiple shadow algorithms, tiled lighting, Shader Graph support, and more.

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May cause worse performance on mobile due to a need to load cached cascade tiles.

Lighting/Shadows
Research
Performance

Performance
Native Render Pass
XR

https://catlikecoding.com/unity/tutorials/custom-srp/directional-shadows/

Enhancement
Lighting/Shadows

https://issuetracker.unity3d.com/issues/android-vulkan-msaa-gets-resolved-into-a-wrong-swap-chain-buffer-when-using-cameratarget-as-resolvetarget There are artifacts after orientation change. - [ ] Workaround: Acquire swapchain image last as possible (effectively introduces another intermediate texture) Test: - [ ] Orientation change - [...

Research
Performance
Native Render Pass
Blocked

- [x] Integrate RTHandleSystem in the renderer - [x] Add custom reallocate function - [ ] Camera RT - [ ] Pre-Pass RTs (Depth, Normals, MotionVectors) - [ ] Shadowmaps...

Enhancement
Performance

Probably for 2023.3, but can try earlier

Research
Unity Support
Performance

- Add shader stripping hooks to strip unused shader variants from external effects - moved to #186 - [ ] Wiki page

Distribution

- [ ] SSAO - [x] Bloom - ~6.5% faster, but could not achieve the same visuals with `smoothstep` - [ ] Vignette

Post FX
Performance

Alternative to #15 - [ ] Extended camera overrides for this - [ ] Ensure other effects do not break: - [ ] Fog - [ ] ...

Post FX
Performance