Unlocking The Power Of Unity’s Scriptable Render Pipeline

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 - • Unity Graphics Library - • Custom Renderer Feature Docs - @12.1/manual/containers/ • Full Screen Pass - @14.0/manual/renderer-features/ • RTHandles - @12.0/manual/ • Toon Shading- -------------------------------------------------------------------------------- Want to support the channel? ▶️ Help fund new episodes by joining the Patreon - 🛒Get GameDevGuide Merch! - 💡 Get One-Month Free of Skillshare Premium - Use these links to grab some cool assets from the asset store: Get the Must Have Assets! - Free Unity Assets! - New on the Asset Store! - Top Paid Asset Store Packages - Asset Store Partners - -------------------------------------------------------------------------------- Socials and Other Stuff: • Subscribe - • Join the Discord - • Twitter - • Facebook - • Instagram -
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