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Game Dev Guide | Unlocking The Power Of Unity's Scriptable Render Pipeline @GameDevGuide | Uploaded April 2023 | Updated October 2024, 1 hour ago.
Inspired by the release of Hi-Fi Rush by Bethesda, I wanted to see if I could get a similar vibrant and stylized aesthetic in Unity. Little did I know, it would swiftly lead me down a rabbit hole of custom rendering in Unity and, in turn, completely overhaul my entire perception of Unity's Scriptable Render Pipelines. This video is a showcase of that journey... so let's take a look at how we can use Scriptable Renderer Features, and Scriptable Render Passes to completely overhaul our rendering in Unity and replicate some of the techniques on show in Hi-Fi Rush.

Chapters:
00:00 - Intro
01:42 - Coming Up
02:23 - The Communication Problem
03:38 - How Bloom Started It All
05:10 - The Bloom Approach
05:51 - Volume Component
07:11 - Creating A Renderer Feature
09:55 - Setting Up The Bloom Pass
15:33 - Adding Ben-Day Dots
17:05 - Outline Multi-Pass
19:35 - Cross-Hatching Ambient Occlusion
20:12 - Outro

• Outline Post-Processing in Built-In - youtu.be/ehyMwVnnnTg

• Unity Graphics Library - github.com/Unity-Technologies/Graphics

• Custom Renderer Feature Docs - docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/containers/create-custom-renderer-feature-1.html

• Full Screen Pass - docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/renderer-features/renderer-feature-full-screen-pass.html

• RTHandles - docs.unity3d.com/Packages/com.unity.render-pipelines.core@12.0/manual/rthandle-system-using.html

• Toon Shading- blog.unity.com/engine-platform/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019
roystan.net/articles/toon-shader

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Unlocking The Power Of Unity's Scriptable Render Pipeline @GameDevGuide

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