Non-Physical RP (NPRP) is designed to enable creativity, not constrain it, giving you the tools to define your own rendering logic at every stage of the frame.This is its own render pipeline so its not compatible with URP, HDRP or Built-in. A material converter is in the work for upcoming versions. Until then none of the shaders from other render pipeline are compatible or convertible automatically.Ambient Occlusion comming soon.NPRP is a custom Scriptable Render Pipeline for Unity designed to unlock full creative control for artists and technical developers who want to explore non-photorealistic rendering (NPR) styles, without the limitations imposed by traditional physically based rendering (PBR) pipelines.Fully customizable rendering stackControl the G-buffer and all render target parameters and results.Fully integrated with Shader Graph, using it to truly control the rendering logic with direct-to-buffer output nodes, without any post-processing alteration.Includes many custom Shader Graph nodes, with more to come.Powerful line renderer with three different techniques: Inverse Hull, Expand, and Brush.The Brush mode lets you use a custom brush texture and provides control over rotation, pressure, and size.Lines support per-material colors (including textured colors) and different colors for outlines and inlines.Per-light specular controlEnable or disable speculars, use point or textured speculars (configurable in shaders), and control the rotation and index of textured speculars on a per-light basis.Custom screen material render passDesigned for custom screen-space shaders (deferred rendering enabled by design).Forward, deferred, or mixed rendering supported by design.More features to come.To redact the Readme, help with unity's documentation and help with the redaction of my documentation. No code from ML was copy pasted directly. ML was used to beter understand some standards like clip position etc.




