Rendering Flowchart¶
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]
Transparent objects using normal URP Shader and transparent objects on characters are divided into two groups for rendering, which may cause problems.