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.

14. Related Resources / Next Steps

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.

14.2.1 (Recommended) First fix “exact definition location” with Generated reference

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)