High definition render pipeline, shader graph, GPU-based progressive lightmapper
summary
Demonstration shows the HD Render Pipeline with Shader Graph, photogrammetry assets and Quixel Megascans powering the Book of the Dead level running at 30 FPS on PlayStation 4 Pro. Realtime features include area lights (cost ≈2× a spotlight without shadows), volumes, decals, tessellation/displacement, layered materials, subsurface scattering (including a Disney Burley option) and multiple-scattering specular. The GPU progressive lightmapper is a GPU path tracer that bakes millions of texels using hundreds of millions to billions of rays in seconds for rapid iteration.
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chapters (14)
- 0:00Project and photogrammetry intro
- 1:48High-definition render pipeline overview
- 3:54Lighting consistency with HDRP
- 5:59Debug modes for lighting
- 8:47Post-processing and interactive effects
- 10:55Decals and tessellation in HDRP
- 12:18Shader Graph for materials
- 13:43Translucent and subsurface scattering
- 15:30Specular response and advanced materials
- 17:40Film-quality character rendering
- 19:37Book of the Dead demo on PS4
- 21:49GPU lightmapper intro
- 22:33GPU lightmapper features
- 25:26Summary and call to action
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