Put simply, is a way to configure and perform rendering in Unity that is controlled from a C# script.
Official Unity GitHub
As of the release of 2019.1, here is a comparison of what you can get:
Introduction to the Lightweight Render Pipeline - Unity at GDC 2019 Updates on LWRP in 2019 and the new Scriptable Render Pass API
SRP from Scratch, SIGGRAPH 18 Making a custom SRP from Scratch workshop.
The road toward Unified rendering with Unity’s HDRP Sébastien Lagarde and Evgennii Golubev talk at SIGGRAPH on the design and phylosiphy behind Unity’s HDRP.
Customizing a Production Pipeline Felipe Lira (LWRP Graphics Engineer) talk on customizing the LWRP
Getting Started with the Lightweight Render Pipeline Felipe Lira and André McGrail
Scriptable Render Loops and & the HDRender Loop In depth and technical overview of the Scriptable Render Loops.
The Future of Rendering in Unity - GDC 2017 A bit outdated, but gives a great overview of the philosophy behind SRP.
The HDRP Overview Unity’s blog entry on the HDRP.
The LWRP OverviewUnity’s blog entry on the LWRP.
SRP Batcher CPU Tool to speed up your SRP Rendering
SRP Overview Unity’s overview of SRP’s.
HDRP Intro to Artists A getting started guide to HDRP for artists
Exploring SRP’s in Unity 2018.1 A must read to understand SRP in a very friendly way.
Overview of SRP(Gamasutra) Ruben Torres’ view on SRP.
|Curated by: Brad Weiers||Arturo Nereu|