This document guides you through studying this book in what order and with what objectives. It was divided into cases where the focus was “reading the whole thing” and cases where the focus was “solving practical problems.”
To follow along with fast hand movements: 00. 빠른 시작(Quick Start)
Define target level
- L1 (User): URP settings/materials/default shader modification, use postprocessing
- L2 (Customizer): Renderer Feature/Pass creation, custom shader (lighting/shadow) implementation
- L3 (Pipeline Engineer): Resource flow design, performance/memory/compatibility design based on RenderGraph
Prerequisite knowledge (recommended)
- GPU pipeline (vertex → raster → fragment), HDR/LDR, texture format/sampling
- HLSL basic grammar, vector/matrix, coordinate system (object/world/view/clip)
- Unity C# execution model (Scene/Camera, ScriptableObject, Event Loop)
A. In-depth reading course (recommended)
- 01. Introduction — Big picture of SRP/URP/Pass concept
- 02. SRP Frame Loop and Data Flow — “What and When” of a frame is executed
- 03. URP Architecture — Where to plug in Feature/Pass (expansion point)
- 04. RenderGraph Fundamentals — RenderGraph mindset (resource dependency/lifetime)
- 05. Texture Resources and IDs — RTHandle/TextureHandle/ID/GlobalTexture
- 06. Command Buffer and Context — How to stack actual GPU commands with CommandBuffer
- 07. Forward, Forward+, and Lights — Forward/Forward+/Additional Light/Cluster (Fixed Contract)
- 08. URP HLSL Library Map — URP HLSL library “map” (file role/navigation routine)
- 16. Lit Include Chain — Lit Pass/Include/Entry “Accurate Map” (IDE)
- 21. URP HLSL Structs and Dataflow — Structure/Data Flow (SurfaceData/InputData/Light)
- 22. URP Lit Callflow and Edit Points — Lit callflow + secure customization point
- 23. CN Subculture Shader Rendering Deep Dive — In-depth rendering of China’s latest subculture style (based on published examples)
- 25. CN Subculture Rendering Tech Units — In-depth Chinese subculture rendering technology unit
- 26. CN Subculture Rendering by Game — Chinese subculture rendering game unit case study
- 27. Source Reliability Notes — Zhihu/CSDN/Baidu Source Reliability Note
- 09. Writing URP-Compatible Shaders — Pass/Keyword/CBUFFER (SRP Batcher) Compatibility Checklist
- 20. Pass Tags and LightMode Contract — Pass tags/LightMode contract (when/why consume?)
- 18. Lit-Compatible Pass Template — “Fully compatible” Pass set template (with options)
- 10. Post-Processing and Fullscreen — Screen full pass/volume/bullet pattern
- 11. Renderer Feature Patterns — Feature/Pass practical pattern combination
- 17. RenderGraph Compute UAV Patterns — Screen-based advanced effects with Compute/UAV
- 24. Debugging Playbook — Debugging playbook (Symptom → Cause → Check → Solution)
- 12. Troubleshooting FAQ — Quickly solve any problems you might encounter
- 13. Reference Cheatsheet — Look back when needed (including signature/definition location)
- 14. Resources and Next Steps — Official/Source/Next Task(Optional) References of the nature of “function dictionary” are:
is recommended. Link version:
- 01. 큰그림
- 02. 프레임 루프/데이터 흐름
- 03. URP 아키텍처
- 04. RenderGraph
- 05. 텍스처/ID/핸들
- 06. CommandBuffer/Context
- 07. Forward/Forward+/Lights
- 08. URP HLSL 라이브러리 지도
- 09. URP 호환 셰이더 작성
- 10. 포스트/풀스크린 패스
- 11. Feature/Pass 패턴
- 12. 트러블슈팅/FAQ
- 13. 레퍼런스(치트시트)
- 14. 리소스/다음 단계
- 15. 용어집
- 16. URP Lit include 체인 맵
- 17. RenderGraph Compute/UAV 패턴
- 18. URP 완전 호환 Pass 템플릿
- 19. URP Shader Methods Reference
- 20. Pass tags/LightMode 계약
- 21. HLSL Structs & Dataflow
- 22. Lit Call Flow & Edit Points
- 23. 중국 최신 서브컬쳐 게임 Shader Rendering Deep Dive
- 24. Debugging Playbook
- 25. 중국 서브컬쳐 렌더링 기술 단위 분석
- 26. 중국 서브컬쳐 렌더링 게임 단위 분석
- 27. 중국 서브컬쳐 렌더링 소스 노트
- (Optional) Automatically generate “accurate reference” from local URP with
tools/generate-all.mjs
A-2. Subculture Rendering In-depth Series (28~48)
This is the recommended order when studying the four core games (Myeongjo, Girls’ Frontline 2, Endfield, ZZZ) and technical unit documents separately.1. 28. 시리즈 허브 2. 29. 리서치 프로토콜 3. 30. 기술 택소노미 4. 31. 명조 심화 5. 32. 소녀전선2 심화 6. 33. 엔드필드 심화 7. 34. ZZZ 심화 8. 35. Ramp + Material ID 9. 36. Face SDF + Head Space 10. 37. Hair Spec Lobe + Flow 11. 38. Multi-Color Outline + Line Width 12. 39. Eye Shading + Parallax/Refraction 13. 40. Bangs Shadow + Stencil Layering 14. 41. Character Local Lighting + Selective Grading 15. 42. Depth Rim + Screen-Space Edge 16. 43. Temporal Stability (TAA + Velocity) 17. 44. OIT + Transparent Accessories 18. 45. Hybrid Forward/Deferred 19. 46. Material LUT + Parameter Packing 20. 47. 교차 게임 패턴 전이 매트릭스 21. 48. 소스 레저(단일 SoT)
B. Practical Problem Solving Course (“You Need to Implement It Now”)
- Custom full screen effect (Outline/Edge): 10 → 06
- Camera color/depth texture required: 05 → 04
- Not sure where to insert Render Feature/Pass: 03
- Custom lighting/shadow: 07 → 08
- Construction of China’s latest subculture style shader pipeline (including deepening): 23 → 28 → 30 → 31
34 → 3546 → 47 → 48 → 20 → 24 - Zhihu/CSDN/Baidu investigation source verification: 27
- SRP Batcher broken/variable placement problem: 09
Checkpoint (self-check)- Can you explain “when** my pass runs and what textures it reads/writes”?
- Do you understand “why the additional light loop behaves differently in Forward+”?
- Have you mapped “which includes provide which global variables/functions in HLSL”?
- Avoid “code patterns that break SRP Batcher compatibility”?