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This repository was archived by the owner on Oct 3, 2025. It is now read-only.

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Spectrum Pipeline

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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.

Features

  • 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

Notes

  • 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.

License

This is free and unencumbered software released into the public domain.
See the Unlicense file for details.

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A custom experimental Unity render pipeline focused on mobile XR.

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