Spectrum Pipeline is a custom Unity Scriptable Render Pipeline (SRP) originally developed for an Oculus Quest VR game.
While unfinished, it includes a number of practical examples for building a lightweight SRP, particularly for mobile XR platforms.
The pipeline started as an HDRP fork but was heavily rewritten with mobile performance in mind.
- Forward Rendering (single-pass)
- Physically Based Rendering (PBR)
- Metallic, reflectance, roughness workflows
- Atmospheric & Height-based Fog
- Evaluated per-vertex or per-pixel
- Inline Shader Post-Processing
- Works with all Shader Graph shaders, no post process pass
- Custom Baked EVSM Shadow Volumes
- Bakes areas into EVSM depth textures
- Produces clean static-object shadows
- Shader Graph Integration
- Per-graph and shader optimizations
- Fog overrides
- (Includes commented examples for terrain shader graphs that required a custom ShaderGraph fork)
- XR Support
- Late latching support
- Compatibile with Unity 2022.3
- This repository is not remotely production-ready. It was an experimental implementation and is provided as-is.
- Useful as a reference for anyone exploring custom SRPs, Shader Graph integration, or mobile XR optimization.
This is free and unencumbered software released into the public domain.
See the Unlicense file for details.
