# ScriptableRenderPipeline **Repository Path**: Biotap/ScriptableRenderPipeline ## Basic Information - **Project Name**: ScriptableRenderPipeline - **Description**: No description available - **Primary Language**: C# - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 1 - **Created**: 2018-05-30 - **Last Updated**: 2024-06-15 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # ScriptableRenderPipeline Unity ScriptableRenderPipeline Exploration I wanted to build an SRP from scratch that targets hardware capable of running Mobile VR (e.g. Google Pixel). This is largely unfinished at this time, but does support a number of features such as Mixed Lighting, Radiosity Normal Mapping with support for up-to 8 dynamic pixel lights, up-to 4 dynamic Shadow Maps from a single shadow-casting light, and a basic transparent queue with per-Material Z-Prime Pass. I will continue to update this and will continue to post notes as I make progress. This project will remain free for you to use under the MIT License. View the blog post at http://colourmath.com/2018/tutorials/exploring-scriptable-render-pipelines-in-unity-2018-1