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alelievr / Hdrp Custom Passes

Licence: mit
A bunch of custom passes made for HDRP

HDRP-Custom-Passes

A bunch of custom passes made for HDRP. This project have been setup for Unity 19.3 version with HDRP 7.4.1. It should be compatible with all 19.3 version of HDRP.

TIPS Effect:

Features:

  • Edge detect
  • Draw Mesh
  • Compositing with fullscreen pass

Source file link for this effect: TIPS.cs and TIPS.shader

TIPS_Effect TIPS_Effect_Size TIPS_Effect_Color

Slight Blur Effect:

Features:

  • 2 Pass gaussian blur and a downscale
  • Masking to not blur certain part of the screen using meshes

Source file link for this effect: SlightBlur.cs and Blur.shader SlightBlur

Outline Effect:

Source file link for this effect: 02_Selection_Objects.shader and 02_Selection_Fullscreen.shader

Effect made without custom C#, setup in the inspector: image

OutlineThickness OutlineColor2

See Through Effect:

Source file link for this effect: SeeThrough.cs and SeeThroughStencil.shader SeeThrough

AR Effect:

Features:

  • Early depth pass
  • Composite with video in background

AR

Glitch Effect:

Features:

  • Display a "bad reception" effect over objects of specified layer, using the following shader: SS_Glitch

Glitch

Scrolling Formulas Effect:

Features:

  • Uses a builtin fullscreen custom pass and a custom pass fullscreen shader
  • Triplanar mapping ScrollingFormulas

Liquid

Features:

  • Meta balls made by bluring normals
  • Visual Effect Graph inside a custom pass
  • Overriding depth and normals of a fullscreen transparent to emulate a surface Liquid

Glass

Features:

  • Thickness aproximation using a custom pass rendering backfaces in custom depth image

Depth Capture

Features:

  • Render objects from a different camera and output their depth in a depth buffer image

Render With Normal Buffer

Rendering objects in the normal buffer is essential to make objects work with screen space effects. This example show how to create a custom pass that renders an object in the depth, normal and color buffer so the SSAO can correctly be applied (you can see the exagerated SSAO effect in this screenshot)

image

And this is the same image without rendering the object to the normal buffer:
image As you can see the SSAO is completely messed-up

Note that because you need to render the object in both depth-prepass and forward pass, you need two custom passes volume with different injection points:
image

ScreenSpace Camera UI Blur

This effect blurs the camera color buffer and renders the screenspace UI on top of it. It is intended to be used in the after post process injection point UI_blur

Note that this custom pass also avoid z test issues when doing this kind of as the transparent objects are rendered after everything.

image

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