Vivid RP
ForkThe Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.
com.unity.render-pipelines.universal Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/alex-rachel-universal.git README Markdown
Copy this to your project's README.md
## Installation
Add **Vivid RP** to your Unity project via Package Manager:
1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/alex-rachel-universal.git
```
[](https://www.pkglnk.dev/pkg/alex-rachel-universal)Used By (20+)
Packages 20
README
Vivid Render Pipeline (VividRP) – Custom SRP Package
This package provides a custom implementation of Unity's Universal Render Pipeline (URP), a prebuilt Scriptable Render Pipeline (SRP) designed for performance, flexibility, and cross-platform graphics in Unity 6 and above.
Overview
VividRP is Unity's High-End-platform rendering solution, built on the Scriptable Render Pipeline (SRP) architecture. It is designed to deliver optimized graphics for a wide range of hardware, from mobile devices to high-end PCs and consoles. This package contains a custom version of URP, allowing for further extension and experimentation with Unity's rendering pipeline.
VividRP is currently undergoing radical evolution, and some interfaces and implementations may be completely rewritten. Maintain maximum compatibility with existing resources and be ready to upgrade to the latest version of Unity at any time
Unity and Graphics API Versions
[!IMPORTANT]
Developed with Unity 6000.4.0a5.
Only Windows/DirectX 12
Key Features
- SuperResolution
- DLSS 4.5
- TAAU
- STP
- FSR1
- FSR2
- FSR3
- Unreal TSR
- Material
- Forward ToonMaterial
- PBR Lighting
- Rimlight
- Outline
- Shadow
- Fur
- Stocking
- Physically Based Material
- Standard
- Forward ToonMaterial
- PostProcessing
- Bloom
- MobileBloom
- ConvolutionBloom
- AntiAlaiasing
- CMAA2
- Physically Based Depth Of Field
- AutoExposure
- BackgroundLightScatter
- Diffusion
- ToneMapping
- Neutral
- ACES
- GranTurismo
- AgX
- LumaPreservingMapper
- KhronosPBR
- Bloom
- GlobalIllumination
- ScreenSpaceLighting
- ScreenSpace Global Illumination
- Hybrid Reflection
- ScreenSpace PathTracing
- ScreenSpace PlanarReflection
- AmbientOcclusion
- HBAO
- XeGTAO
- RTAO
- Referenced PathTracing
- SDFGI(Lumen Like)
- DDGI
- RESTIR DI
- ScreenSpaceLighting
- Shadow
- Hybrid Shadow
- Full Raytrace Shadow
- Opaque
- Transparency
- Cascade Shadow
- Shadow Scatter
- PerObject Shadow
- Denoiser
- FidelityFX Reflection Denoiser
- Bilatal Filter
- Temporal Filter
- NVIDIA NRD
- SIGMA
- REBLUR
- REBLUR-DIFFUSE
- REBLUR-DIFFUSESPECULAR
- REBLUR-AMBIENTOCCLUSION
- Lighting Culling
- Cluster based deferred Lighting(CBDL)
- Fine Pruned Tiled Light Lists(FPTL)
- World Cluster(prototype..)
- Sky
- HDRI
- Gradient
- Physically Based Sky
- Procedural Sky
- Fog & Cloud
- Volumetric Fog
- Height Fog
- Atomosphere Scatter
- Volumetric Cloud
- Advanced Technique
- Shader Execution Reordering(NVSER)
- Realtime AreaLight
- FidelityFX SinglePassDownsample
- FidelityFX SinglePassGaussianBlur
- NVIDIA Real-time Denoising (NRD)
- Bindless Resoucre(SM 6.6)
- RayQuery
- Wave Intrinsics(SM6.0)
- DLSS 4.5
- DLSS Ray Reconstruction
- DLSS Super Resolution
- SHARC(Spatially Hashed Radiance Cache)(SM 6.6)
Reference
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