Recently, I was looking at the book of the Dead demo, which modified HDPR to build its own SPR, so I tried it.
Generally go directly to GitHub to download the corresponding Unity version of the SPR project:
Https://github.com/Unity-Technologies/ScriptableRenderPipeline
Put Com.unity.render-pipelines.core and the pipelines you need in the unified directory, they are dependent on postprocessing, and need to go to GitHub to download a copy of the corresponding version.
Download good after the corresponding pipeline in the editor directory has a shadergraph folder, if not used shadergraph can be deleted directly (the old version of the Bookofdead demo is also deleted).
Note that assembly definition links may be lost and re-bound.
The directory is as follows:
Here's the point, shader's link will now be an error.
The relative root location of the shader can be configured in the 2018 version of the project configuration, and the result is found in the script ....
This is also the book of the Dead demo, so want to know more about the pipeline recommended to see the demo.
static class shaderpathincludeconfig{[Shaderincludepath] Public static string [] shaderpaths () { return new string [] { " assets/localpipe/com.unity.render-pipelines.core " " assets/localpipe/com.unity.render-pipelines.lightweight " ,}; }}
Write an editor class, and the function hangs on the Shaderincludepath feature.
So that you can use and make changes, turn off Skybox's drawing test, OK:
Unity3d several minor problems and solutions to modify LWPR,HDPR