Rendering Pipeline

Abhishek Smith

Abhishek Smith

Building Outscal | Land Jobs in the gaming industry | EA, Epic Games, TCS, | CMU, IIT K

Camera Pipeline Settings

  • renderingPath: Forward (mobile) vs Deferred (complex lighting)
  • allowHDR: Extended color range rendering
  • allowMSAA: Multi-sample anti-aliasing control
  • HDR increases memory but enables bloom effects

Quality Configuration

  • antiAliasing: Configure MSAA levels (2x,4x,8x)
  • softParticles: Depth-based particle blending
  • shadowQuality: All/Hard/Disable modes
  • shadowResolution: Memory vs quality trade-off
  • shadowCascades: Split shadow map quality zones

Lighting Controls

  • renderMode: ForcePixel for accurate lighting
  • shadows: Soft shadows with PCF filtering
  • reflectionProbe: Real-time environment mapping
  • ambientMode: Global illumination source
  • lightProbes: Baked lighting data points

Material & Shader Setup

  • globalRenderPipeline: URP/HDRP pipeline selection
  • enableInstancing: GPU batch rendering
  • globalIlluminationFlags: How materials interact with global illumination
  • Custom shader loading and management

Performance Features

  • DrawMeshInstanced: Batch GPU rendering
  • DrawProceduralNow: Direct mesh generation
  • LOD System: Distance-based detail control
  • Probe resolution vs performance balance

Technical Pro-Tips

  • Forward rendering costs scale with light count
  • Deferred shading suits complex light scenes
  • Each shadow cascade increases memory usage
  • GPU instancing requires compatible meshes

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