Personal Research · Independent development
Infinity RP
RENDERPIPELINEASSET / CULLING / DEPTH / FORWARD
A personal rendering pipeline for examining RenderPipelineAsset, RenderLoop, Culling and multi-stage passes, with explicit responsibilities and runtime costs.

Design & implementation
- Organize Pre-Depth, GBuffer and Forward stages to inspect depth, material and lighting separately.
- Track Culling, CommandBuffer, RendererList, resource binding and shader-variant costs.
- Compare mobile budgets and platform differences through pipeline experiments.
01 / RENDERPIPELINEASSET / CULLING / DEPTH / FORWARD
System Structure & Responsibilities
Render stages are separated so their outputs and costs can be inspected.
- Inspect Pre-Depth, GBuffer and Forward stages independently.
- Trace resource binding through Culling, CommandBuffer and RendererList.
- Evaluate shader variants, platform budgets and visual results together.
01 / STAGE
Separate render stages
Assign distinct responsibilities to Pre-Depth, GBuffer and Forward.
02 / BIND
Inspect resource boundaries
Trace bindings through Culling, CommandBuffer and RendererList.
03 / VERIFY
Check runtime cost
Evaluate variants, platform budgets and final images together.
