渲染流程图¶
flowchart TD
    URPShadowCaster[URP ShadowCaster] --> StarRail1
    subgraph StarRail1[Honkai Star Rail]
        PerObjShadowCaster([MainLight Per-Object ShadowCaster])
    end
    StarRail1 --> URPDepthPrepass[URP DepthPrepass]
    URPDepthPrepass --> StarRail2
    subgraph StarRail2[Honkai Star Rail]
        HairDepthPrepass([Hair DepthPrepass]) --> EnableScreenSpaceShadow([Enable ScreenSpaceShadow])
    end
    StarRail2 --> URPOpaque[URP Opaque]
    URPOpaque --> StarRail3
    subgraph StarRail3[Honkai Star Rail]
        DisableScreenSpaceShadow([Disable ScreenSpaceShadow]) --> SROpaque([Opaque & Outline])
    end
    StarRail3 --> URPSkyboxTrans[URP Skybox & Transparent]
    URPSkyboxTrans --> StarRail4
    subgraph StarRail4[Honkai Star Rail]
        SRTransparent([Transparent & Outline]) --> SRPost([Bloom & Tonemapping])
    end
    StarRail4 --> URPPost[URP PostProcess]使用普通 URP Shader 的透明物体和角色身上的透明物体被分成了两批渲染,可能会出问题。