Zelda-Inspired Open-World Rendering & Interaction Framework
GPU-Driven Pipeline: Million+ Instances grass rendering via Compute Shader Frustum Culling & DrawMeshInstancedIndirect.
Procedural GPU Particles: High-performance interactive fluid spores with Swirl Force physics & DrawProceduralIndirect (No Mesh/CPU overhead).
NPR & Stylized Rendering: Custom Cel-shading, Inverted-Hull Outline, and Depth-based interactive water with real-time ripples.
Custom URP Post-Processing: Lightweight stylized Bloom via Dual Filtering (Downsample/Upsample Pyramid) utilizing ScriptableRendererFeature.
Procedural Sky & Volumetric FX: Mathematical view-direction skybox (No Cubemap) & Soft-particle God Rays with dual-layer fluid noise.
Advanced Engine Systems: Triplanar mapping, Custom DepthNormals Pass, Bezier cinematic camera, and zero-allocation ProfilerRecorder integration.