book/14-resources-and-next-steps.md

14. Related Resources / Next Steps

Unity official documentation, Graphics/URP package source, practice assignments, and extended learning topics are organized by purpose.

The goal of this book is to provide “a coordinate system for digging deep into URP/SRP.” Here we organize Official Documentation (Original) and Additional Learning Resources by purpose.

14.1 Official Documentation (Required)

RenderGraph(URP)

URP Lighting/Forward+

Shaders/HLSL(URP)

SRP Batcher

Postprocessing (URP)

14.2 Package Source (the most powerful learning material)

For URP/HDRP, the package source is the “correct answer.”

Recommended routine:

  1. Follow the include of the URP Lit shader.
  2. Check where the Forward+ light loop branches
  3. Track what resources the Full Screen Pass Renderer Feature requires/creates
  4. Compare which resources the RenderGraph pass reads/writes with Viewer and Source.

Diving straight into the package source can make it difficult to know “where to start.”
This repository provides a workflow to automatically generate signatures/structs/macros/references (xrefs) by scanning local URP/Core sources.

With this flow, if you first fix the “definition location (file/line)” and then read the source, learning/debugging speed increases significantly.

14.3 Next practice task (in order of difficulty)

  1. Simple color correction (gray/invert) implementation with Full Screen Pass + Injection Point comparison
  2. Depth-based Outline implementation (including Depth linearization) + Comparison of Requirements settings
  3. Normal-based edge implementation (normal space check) + MSAA case check
  4. Implement downsample/upsample chain with RenderGraph (Blur/Bloom) + apply Blit optimization
  5. Custom Lit (including additional lights) implementation that works with both Forward/Forward+
  6. Implementing a time accumulation effect (simple TAA simulation) using the History texture

14.4 Candidates for the next expansion of this book (write more if you wish)

  • RenderGraph’s Compute Pass/UAV pattern (SSR/SSAO/tile based)
  • RendererList-based object draw (render specific layer/tag)
  • Shader Variant stripping/build optimization (large-scale projects)
  • Texture/coordinates/motion vector in XR (single pass instancing)