A Rough Flow Chart of This Pipeline¶
flowchart TD
URPShadowCaster[URP ShadowCaster] --> StarRail1
subgraph StarRail1[Honkai Star Rail]
PerObjShadowCaster([MainLight PerObjectShadowCaster])
end
StarRail1 --> URPDepthPrepass[URP DepthPrepass]
URPDepthPrepass --> StarRail2
subgraph StarRail2[Honkai Star Rail]
ScreenSpaceShadow([Generate ScreenSpaceShadowMap]) --> ScreenSpaceShadowKeyword
ScreenSpaceShadowKeyword([_MAIN_LIGHT_SHADOWS_SCREEN])
end
StarRail2 --> URPOpaque[URP Opaque]
URPOpaque --> StarRail3
subgraph StarRail3[Honkai Star Rail]
CascadedShadow(["_MAIN_LIGHT_SHADOWS_CASCADE"])
CascadedShadow --> SROpaque
subgraph SROpaque["Opaque"]
direction LR
SROpaque1([Opaque 1]) --> SROpaque2([Opaque 2])
SROpaque2 --> SROpaque3([Opaque 3])
SROpaque3 --> SROpaqueOutline([Outline])
end
end
StarRail3 --> URPSkybox[URP Skybox]
URPSkybox --> URPTransparent[URP Transparent]
URPTransparent --> StarRail4
subgraph StarRail4[Honkai Star Rail]
SRTransparent(["Transparent"]) --> SRPost
subgraph SRPost[PostProcess]
direction LR
SRBloom([Bloom]) --> SRTonemapping([Tonemapping])
end
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.