If you look at the code, you can see for example that they have nodes for the same shading models you’d find in UE4:
You can also see that nodes have inputs and outputs:
On a side note, you can follow the progress of the new HD rendering pipeline by looking at the commit messages here. I’m not an expert, but from what I’ve gathered by looking at the code, I think they’re making a rendering engine that uses clustered rendering, similarly to how idTech 6 works ( http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ ). Oh yeah and this HDRenderer project seems to be lead by Sebastien Lagarde, who was previously senior graphics programmer on DICE’s Frostbite 3 engine. So I think it’s safe to assume this is pretty promising
Hi, we’ll be releasing more and more information as the pipelines become more mature, internally we are already moving a lot of out new gfx feature development and test frameworks to use the. If you would like a specific version of the public repository for use then I would take a look here, we are tagging the versions that are compatible Over the next months the documentation should begin to improve. https://github.com/Unity-Technologies/ScriptableRenderLoop/tags