This is my most ambitious project till the moment, a lot of you might be familiar with URP or HDRP on unity, what I did is basically develop my own custom render pipeline for unity, in this case for my TFG.
The motivation came from needing the performance of URP but with some features of HDRP, like real-time shadows for point and spotlights, or shadowmask support. Luckily I found CatlikeCoding tutorials on the matter and started from there.
This section would be too long if we covered all that the renderer can do, instead, I'll highlight some of the nicest features, and at the end of this page link to my thesis where you can read more of how it works.
One of the major features of the renderer is the support for real-time shadows in point and spotlights. This is a missing feature on URP that we needed for the kind of game we were making at the time. But since we were aiming for low-end devices like old PCs and consoles like Switch we could not afford to render them all the same, so the renderer also supports shadow mask and distance shadow mask.
On this video you can see this in action, also rendering at 4K!
These are all the currently supported post FX:
Color Grading
Shadows, Midtones, Highlights
Channel Mixing
Split Toning
Post Exposure
Contrast
Color Filtering
Hue Shifting
Saturation
White Balance
ToneMapping
Reinhard
Neutral
ACES
Bloom
Scatter
Additive
Another major thing about the renderer is that I've had the luck to be able to port it and test it to Nintendo Switch!