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This project implements a custom deferred rendering Unity SRP in order gain a better intuition for Unity's render pipelines. Shaders written in HLSL.

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akoreman/Deferred-Render-Pipeline

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Deferred Render Pipeline

A deferred render pipeline using Unity3D's scriptable render pipeline to demonstrate the fundamentals of using deferred shading and using Multiple Render Targets (MRT), for more advanced lighting/shadow techniques see the forward rendering project. This project shares some code with my forward rendering pipline project (https://github.com/akoreman/Forward-Render-Pipeline).

Currently Implemented:

  • Using MRT to render the geometry buffers in a single pass.
  • Sampling from these buffers to calculate diffuse shading from directional lights.
  • Renders a screen-space triangle and sample the geometry buffer to a square of that to render the final image.

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Normal buffer

Albedo buffer

World-space positions buffer

Combining the buffers for a diffuse shaded render

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This project implements a custom deferred rendering Unity SRP in order gain a better intuition for Unity's render pipelines. Shaders written in HLSL.

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