CustomSRP
March 24, 2026 ยท View on GitHub
A new SRP from scratch
Unity version : 6000.3.11f1+ Checkout to branches for older versions
Tested with : Win DX11
| Scene | Image | Description |
|---|---|---|
SRP0101_Basic | Super basic SRP that renders unlit material objects | |
SRP0102_AssetSettings | ![]() | Let the SRP Asset to pass some custom variables |
SRP0103_CustomGUI | ![]() | Have a proper interface for the SRP Asset |
SRP0201_FrustumCulling | ![]() | Frustum culling always work. This is a test scene to verify the culling results |
SRP0202_OcclusionCulling | ![]() | Baked Occlusion Culling always work also. This is just a test scene to verify it |
SRP0301_Batching | Use Static Batching, Dynamic Batching, GPU Instancing and SRP Batcher | |
SRP0401_NoSpecificPass | To draw the shaders that do not have a tag, e.g. default Unlit shaders | |
SRP0402_Multipass | In SRP we need to specify the pass names, so no more infinite pass. But we can specify the orders of passes | |
SRP0403_Compute | Use compute shader to achieve simple edge detection | |
SRP0404_DrawCommands | ![]() | using CommandBuffer functions (DrawMeshInstancedIndirect) |
SRP0405_Callback | Make your custom callback function so that you can insert extra rendering code with other scripts | |
SRP0406_ShaderDebugPrint | Print pixel values from shader to Console | |
SRP0501_SoftParticle | Setup CameraDepthTexture to achieve soft-particle effect | |
SRP0502_Distortion | ![]() | No more grab pass but we can implement our own |
SRP0101_Fog | ![]() | Use Fog on Lighting Settings |
SRP0601_RealtimeLights | Directional / Point / Spot lights and setup PerObject light data | |
SRP0602_BakedLights | Baked Lightmap / Reflection Probe / Light Probes and setup PerObject data for them | |
SRP0603_RealtimeShadowDirectional | ![]() | Directional light realtime shadow |
SRP0701_HDR_MSAA | ![]() | Use HDR and MSAA |
SRP0701_HDR_MSAA_RTHandle | ![]() | Same as above, but using RTHandle instead of RenderTargetIdentifier |
SRP0701_Stencil | In order to use stencil, we need the render target having at least 24bit depth. This case we use the same pipeline with 0701 | |
SRP0702_Postprocessing | ![]() | This shows you how to use Postprocessing Stack with SRP (transparent effects e.g. Bloom, Depth of Field) |
SRP0703_MotionVector | Make motion blur works. Use per-object and camera motion vector | |
SRP0801_UGUI | Use UICamera to render UGUI, also render 3D objects and particle on UI | |
SRP0802_RenderPass | ![]() | Use RenderPass to target multiple color attachments and read / write from / to them |
SRP0802_RenderGraph_RasterCommandBuffer | Use RasterCommandBuffer in RenderGraph to modularize rendering passes. Use Window > Analysis > Render Graph Viewer to see RT read/write status in each pass. | |
SRP0803_MultiRenderTarget | Use CommandBuffer.SetRenderTarget() to target multiple color surfaces | |
SRP0901_SceneViewFix | Make the gizmos / icons appear on scene view | |
SRP0902_SceneViewDrawMode | ![]() | Adding custom Scene View draw modes |
SRP1001_Error | Render the pink shaders on the materials that the SRP doesn't support | |
SRP1002_Debug | ![]() | Make the Profiler records the timing for SRP performance debugging |
SRP1003_DefaultShaders | ![]() | Set pipeline default materials when creating new material / objects / particle / terrain etc |
References / Useful Links:
- SRP Core Documentation
- Custom SRP template by phi-lira
- Custom Pipeline for Unity 2018 by Catlike Coding
- Custom Pipeline for Unity 2019 by Catlike Coding
- URP & HDRP
- SRPFromScratch by pbbastian
- Siggraph 2018 SRP presentation by Matt Dean













