- High-quality graphics features with one-click integration for your URP project
- Ready-to-use shaders and templates for Amplify Shader Editor
IllusionRP is first designed to re-rendering game characters of @ILLUSION.
AIChara Remade Demo is WIP, stay tuned.
Designed for Forward and Forward+ rendering path, Deferred rendering path is not supported.
Add new shading model in deferred rendering path need modify the URP source code, which is hard to maintain. While using forward rendering path, we can add shaders without limitations.
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Android (Vulkan)
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Standalone Windows (DX12)
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Unity 2022.3.62
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URP 14.0.12
Use git URL to download package by Unity Package Manager https://github.com/AkiKurisu/IllusionRP.git.
To fix compute shader compilation error when enable Forward+, copy the ./com.unity.render-pipelines.ps5~ folder to your project Package directory and rename it to com.unity.render-pipelines.ps5.
- Replace Post Process Data with
IllusionRPPostProcessDatain your URP renderer asset.
- Add
Illusion Graphicsrenderer feature in your URP renderer asset.
Tip
For best visual experience and performance, I recommend you to enable Depth Priming and Forward+ in renderer asset to use Pre-Z Cluster Forward Rendering.
Introduction to included rendering features.
Support Screen Space Subsurface Scattering (SSSSS) ported from HDRP and fallback to Spherical Gaussian Subsurface Scattering (SGSSS) introduced by Matt - Approximating Subsurface Scattering With Spherical Gaussians when screen space sss is disabled.
Dual Lobe Specular provides a more natural skin effect.
Support Kajiya-Kay shading model with better performance.
Support Marschner shading model implemented by Unreal Engine.
Multipass is used (opaque & transparent).
OIT to solve hair transparent rendering order based on NVIDIA's Weighted Blended Order-Independent Transparency.
Support Anisotropy Specular.
Oren-Nayar diffuse model.
Sheen Scattering with Ashikhmin (smooth) and Charlie (softer) model.
The upgraded version of Universal Render Pipeline/Lit shader.
Support PreIntegrated Imaged Based Lighting ported from HDRP.
Support all Screen Space Lighting features in IllusionRP.
Support Order Independent Transparency.
Tip
You can directly replace the urp lit shader with Universal Render Pipeline/Hybrid Lit shader to get better lighting results.
Water shader is modified from URP samples and has been converted to ASE version.
Tip
To sample full scene color instead of _CameraOpaqueTexture, you need enable requireHistoryColor or ScreenSpaceReflection in Illusion Graphics renderer feature.
Support Per-Object Shadow based on stalomeow/StarRailNPRShader to enhance character shadow quality.
Include Contact Shadows ported from HDRP to capture small details.
Support Fragment Shadow Bias to reduce shadow acne.
Warning
Enable Fragment Shadow Bias will let IllusionRP shaders not compatiable with URP's built-in shader since we now apply shadow bias in receiver fragement shader instead of in caster vertex shader.
Include Percentage-Closer Soft Shadow from recaeee/RecaNoMaho_P for more realistic shadows.
Tip
Percentage-Closer Soft Shadow only works for Main Light Shadow Caster and Per-Object Shadow Caster.
Include Ground Truth Ambient Occlusion based on bladesero/GTAO_URP and HDRP implementation.
Support AO Multi-Bounce and Separate AO for diffuse and specular lighting.
Include Screen Space Reflection based on EricHu33/URP_SSR and HDRP implementation.
Support 3 algorithms: View Space Linear Search, Screen Space Linear Search and Hiz Search.
Include Precomputed Radiance Transfer Global Illumination (PRTGI) based on AKGWSB/CasualPRT.
Tip
PRTGI will not affect materials that use baked lightmaps.
Support Reflection Probe Normalization based on Unity Adaptive Probe Volume when enable PRTGI to prevent light leaking.
Include Screen Space Global Illumination based on jiaozi158/UnitySSGIURP and HDRP implementation.
Tip
Recommend to use PRTGI outdoor and combine with SSGI indoor.
Include Automatic Exposure ported from HDRP.
Include Convolution Bloom from StellarWarp/High-Performance-Convolution-Bloom-On-Unity.
Include Volumetric Light from CristianQiu/Unity-URP-Volumetric-Light.
Include Advanced Tonemapping with two kinds:
Gran-Turismo from yaoling1997/GT-ToneMapping better for anime characters.
Filmic ACES from Unreal Engine which is more artist friendly.
Note
Advanced Tonemapping only works in High Dynamic Range grading mode.
Recommended to install Chris to use Unreal-like console variables for debugging rendering features.
Install from git url
https://github.com/AkiKurisu/Chris
Recommended to install Chris.Gameplay which provides a in-game graphics setting solution.
Chris.Graphics also provides a Data-Driven Dynamic Volume Provider to support configuring volume profile per-platform.
Install from git url
https://github.com/AkiKurisu/Chris.Gameplay
Documents are generated with Devin AI, please create an issue if you find any problems.
See Contributing for more details.
Thanks to the following great works and articles.
HigashiSan/Weighted-Blended-OIT-in-Unity-URP
StellarWarp/High-Performance-Convolution-Bloom-On-Unity
CristianQiu/Unity-URP-Volumetric-Light
Matt - Approximating Subsurface Scattering With Spherical Gaussians
jplee - Extra technique for Skin shader by URP
jplee - UE4 ACES Tone mapping port URP
Naughty Dog - The Process of Creating Volumetric-based Materials in Uncharted 4
NVIDIA - Weighted Blended Order-Independent Transparency
Casual Effects - Weighted, Blended Order-Independent Transparency
ZZNEWCLEAR13 - 在URP的片元着色器中应用阴影偏移
Technical articles related to IllusionRP.
Licensed under the Unity Companion License for Unity-dependent projects--see Unity Companion License.
Unless expressly provided otherwise, the Software under this license is made available strictly on an "AS IS" BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
For integrated third-party code, please refer to their licenses included in the package.



















