Hdrp unity что это
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Hdrp unity что это

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Using the High Definition Render Pipeline

The High Definition Render Pipeline A series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (HDRP) is a prebuilt Scriptable Render Pipeline, built by Unity. HDRP lets you create cutting-edge, high-fidelity graphics for high-end platforms.

Use HDRP for AAA quality games, automotive demos, architectural applications and anything that requires high-fidelity graphics. HDRP uses physically-based lighting and materials, and supports both forward and deferred rendering. HDRP uses compute shader A program that runs on the GPU. More info
See in Glossary technology and therefore requires compatible GPU hardware.

For information on how to use HDRP, see the HDRP documentation microsite.

Unity: Understanding URP, HDRP, and Built-In

Unity is a cross-platform game engine that is used to develop video games and other interactive media. Unity offers several built-in features, including the ability to create 3D and 2D games, virtual and augmented reality applications, and simulations. One of the key features of Unity is the ability to use different rendering pipelines to create high-quality visuals. This article will explore the three main rendering pipelines in Unity: Universal Render Pipeline (URP), High Definition Render Pipeline (HDRP), and Built-in.

Understanding URP

Universal Render Pipeline (URP) is a lightweight pipeline that is designed to provide high-quality graphics while maintaining optimal performance. URP is a forward-rendering pipeline that supports the latest rendering techniques, such as dynamic lighting, GPU instancing, and post-processing effects. URP is designed to be compatible with a wide range of platforms, including mobile devices and low-end computers.

Advantages of URP

One of the main advantages of using the URP rendering pipeline in Unity is its performance. URP is designed to be lightweight and efficient, which means it can provide high-quality graphics even on low-end hardware. Games developed with URP can run smoothly on a wide range of devices, including mobile devices and low-end computers. Although using URP does sacrifice some visual quality and feature set relative to HDRP, the ability to scale to a variety of target hardware can offset the visual cost.

Another advantage of URP is its high level of customization as a scriptable render pipeline. It is somewhat easy to inject renderer features and render passes that extend or replace default aspects of URP's SRP. The customizable nature of URP can enable you to create your own rendering solutions that are tailored to the specific needs of your game. This level of customization can greatly enhance the visual quality of a game, but it can also require more time and resources to implement.

URP also supports flexible lighting and post-processing effects.

The performance, customization, and support for the latest rendering techniques make URP an ideal choice for developers who want to create good-looking games that run smoothly on a variety of devices. While URP may not support advanced Unity features like ray tracing and volumetric lighting, it still provides a powerful rendering pipeline that can create high-quality graphics for a variety of games.

Compatibility with other Unity features

The URP rendering pipeline in Unity is designed to be lightweight and efficient, which makes it compatible with a wide range of platforms and devices, including mobile devices and low-end computers. This efficiency allows URP to provide high-quality graphics that run smoothly on a variety of hardware.

URP is also designed to be compatible with the Shader Graph and the Visual Effect Graph, which allow developers to create custom shaders and visual effects. The Shader Graph is a visual tool that allows developers to create custom shaders without writing code, while the Visual Effect Graph allows developers to create complex particle effects and other visual effects using a similar visual interface. The compatibility with these tools makes it easier for developers to create high-quality visual effects that enhance the visual quality of a game.

However, URP may not include default support for the latest advanced graphics features that are included in HDRP such as ray tracing, volumetric clouds, and volumetric lighting.

Overall, the lightweight and efficient design of URP makes it an ideal choice for developers who want to create high-quality graphics that run smoothly on a wide range of platforms and devices. Compatibility with the Shader Graph and the Visual Effect Graph also makes it easier for developers to create custom shaders and visual effects that enhance the visual quality of a game. While URP may not be compatible with some of the most advanced HDRP features, it is still a powerful rendering pipeline that can provide high-quality graphics for a variety of games.

URP usage in production

Neon White is a speed run-focused first person shooter game with stylized graphics. It was developed using URP by Angel Matrix and published by Annapurna Interactive.

Understanding HDRP

High Definition Render Pipeline (HDRP) is a pipeline that is designed to provide high-quality graphics for high-end hardware, such as gaming consoles and high-end computers. HDRP is a physically-based pipeline that supports the latest rendering techniques, such as ray tracing, volumetric clouds, volumetric lighting, and HDR lighting. HDRP is designed to provide highly realistic graphics with accurate reflections

Advantages of HDRP

The HDRP rendering pipeline in Unity offers a number of advantages that make it an ideal choice for developers who want to create highly realistic graphics. One of the main advantages of HDRP is its ability to create highly realistic graphics that push the boundaries of what is possible in real-time rendering.

HDRP supports advanced rendering techniques, such as ray tracing, which can simulate realistic reflections and shadows. This technique allows for accurate reflections that are based on the actual geometry of the scene, rather than using pre-baked reflections. This creates a much more realistic look, especially in scenes with reflective surfaces.

HDRP also supports volumetric lighting, which can simulate the scattering of light in the atmosphere. This technique allows for realistic lighting effects that simulate the way light interacts with particles in the air, such as fog or dust. This can greatly enhance the visual quality of a scene, especially in outdoor or atmospheric environments.

Additionally, HDRP supports HDR lighting, which can provide a greater range of brightness and color. This technique allows for a wider range of colors and brightness levels in the scene, creating a more realistic look that more closely matches the way our eyes perceive light.

HDRP's advantages lie in its ability to create highly realistic graphics that push even the latest hardware. The support for advanced rendering techniques such as ray tracing, volumetric lighting, and HDR lighting makes HDRP an ideal choice for developers who want to create games that rely on a high degree of graphical fidelity. Just make sure you don't need to target low-end hardware like mobile.

Compatibility with other Unity features

The HDRP rendering pipeline in Unity is designed to be compatible with advanced Unity features, such as ray tracing and volumetric lighting. These features can greatly enhance the visual quality of a game, but require more processing power to run smoothly.

Ray tracing is a rendering technique that simulates the way light interacts with objects in the scene. It allows for realistic reflections and shadows, which can greatly enhance the visual quality of a game. However, ray tracing is computationally expensive and requires more processing power to run smoothly. HDRP is designed to be compatible with ray tracing, which means developers can create highly realistic graphics with accurate reflections and shadows.

Volumetric lighting is another rendering technique that simulates the scattering of light in the atmosphere. This technique allows for realistic lighting effects that simulate the way light interacts with particles in the air, such as fog or dust. Like ray tracing, volumetric lighting is computationally expensive and requires more processing power to run smoothly. HDRP is designed to be compatible with volumetric lighting, which means developers can create highly realistic lighting effects that enhance the visual quality of a game.

Like both Built-In and URP, HDRP is designed to be compatible with Shader Graph and Visual Effect Graph. These features allow developers to create high-quality visual effects without sacrificing performance. Shader Graph is a visual tool that allows developers to create custom shaders without writing code. Visual Effect Graph allows developers to create complex particle effects and other visual effects using a similar visual interface. The compatibility with these tools makes it easier for developers to create high-quality visual effects that enhance the visual quality of a game without sacrificing performance.

Overall, the compatibility of HDRP with advanced Unity features, such as ray tracing and volumetric lighting, along with its compatibility with Shader Graph and Visual Effect Graph, make it an ideal choice for developers who want to create highly realistic graphics that push the boundaries of what is possible in real-time rendering.

HDRP was used by Skater XL

Skater XL is a skateboarding game developed by Easy Day Studios. The game features volumetric fog, motion blur, HDR rendering, and other advanced graphics features supported by HDRP.

Built-in

Built-in is the default rendering pipeline in Unity. Built-in is designed to provide a balance between performance and quality. Built-in supports a wide range of platforms and devices, including mobile devices and low-end computers.

Advantages of Built-in

The Built-in rendering pipeline in Unity offers a number of advantages that make it a popular choice for developers. One of the main advantages of Built-in is its compatibility with a wide range of platforms and devices. This is because Built-in is designed to be lightweight and efficient, which means it can provide high-quality graphics even on low-end hardware. This makes it an ideal choice for developers who want their games to be accessible to as many users as possible.

Another advantage of Built-in is its high level of customization. While it may not be as customizable as URP or HDRP, Built-in still provides a range of customization options that allow developers to create their own rendering solutions. This can be especially useful for developers who have specific visual requirements for their games or who want to create unique visual effects that are not available in other pipelines.

Built-in also offers a number of other features that make it a popular choice for developers. For example, it provides support for dynamic lighting and post-processing effects, which can greatly enhance the visual quality of a game. It also provides support for both 2D and 3D graphics, which makes it a versatile choice for developers who work in both genres.

Overall, the Built-in rendering pipeline offers a number of advantages that make it a popular choice for developers. Its compatibility with a wide range of platforms and devices, high level of customization, and support for a variety of features make it a versatile choice for developers who want to create high-quality games that run smoothly on a variety of devices.

Compatibility with other Unity features

The Built-In rendering pipeline in Unity is designed to be compatible with a wide range of platforms and devices, including mobile devices and low-end computers. This compatibility allows developers to create games that can run smoothly on a variety of hardware.

Built-In is also highly customizable, which makes it ideal for developers who want to create their own rendering solutions. The customizable nature of Built-In allows developers to create unique rendering solutions that are tailored to the specific needs of their game. This level of customization can greatly enhance the visual quality of a game, but it can also require more time and resources to implement.

Built-In is also compatible with the Shader Graph and the Visual Effect Graph, which allows developers to create custom shaders and visual effects without sacrificing performance.

Built-In may not be compatible with the latest SRP-related Unity features, such as ray tracing and volumetric lighting.

The Built-In Render Pipeline is versatile choice for developers who want to create high-quality graphics. Although Built-In may not feature a scriptable render pipeline like URP or HDRP, it still provides a powerful rendering pipeline that can create high-quality graphics for a variety of games.

Built-In was used by Among Us and Genshin Impact

SteamDB has a huge list of games developed using the Unity SDK. These games include games developed using URP or HDRP as well.

Among Us

Among Us is a popular multiplayer game developed by InnerSloth that features simple 2D graphics. Despite its simplicity, the game is visually appealing and provides an immersive gameplay experience. It runs across a variety of hardware and was able to achieve popularity in part because of the lightweight, low-requirement design.

Genshin Impact

Genshin Impact is an action role-playing game developed by miHoYo that features open-world exploration, character development, and multiplayer modes. Genshin Impact uses a custom version of Unity 2017.

Comparison between URP, HDRP, and Built-in

When choosing a rendering pipeline, it is important to consider the performance, compatibility, and features of each pipeline. URP is ideal for developers who want to create high-quality graphics while maintaining optimal performance. HDRP is ideal for developers who want to create highly realistic graphics for high-end hardware. Built-In is most compatible with older assets on the Unity Asset Store and is fairly flexible, but I would generally recommend choosing between either URP or HDRP as your baseline.

Performance is a critical factor to consider when selecting a rendering pipeline for your project. Each pipeline has its own performance characteristics, which can have a significant impact on the overall performance of your project.

URP is a lightweight pipeline that provides optimal performance. It is built with the latest rendering techniques, such as dynamic lighting and post-processing effects, to provide high-quality graphics while maintaining optimal performance. This makes URP an ideal choice for projects that require high-quality graphics and optimal performance, such as mobile games or VR applications.

HDRP, on the other hand, is designed to provide highly realistic graphics for high-end hardware. It is the most resource-intensive pipeline, which means it requires a powerful system to run smoothly. HDRP supports advanced rendering techniques, such as ray tracing and volumetric lighting, which can provide highly realistic graphics. This makes HDRP an ideal choice for projects that require highly realistic graphics, such as high-end PC or console games.

Built-in was the standard pipeline. It provides a balance between performance and quality. It is designed to be compatible with a wide range of platforms and devices, including mobile devices and low-end computers. Built-in supports a wide range of features, but URP has largely replaced it as the default render pipeline option.

Choosing the Right Render Pipeline

When choosing a rendering pipeline, it is important to consider several factors, including the performance requirements of the project, the target platform, and the desired visual quality. For projects that require high-quality graphics and optimal performance, URP may be the best choice. For projects that require highly realistic graphics and are targeting high-end hardware, HDRP may be the best choice. For projects that require a balance between performance and quality, Built-in may be the best choice.

I'd recommend putting together a list of critical features for your project, then comparing this list to Unity's comparison feature table for URP, HDRP, and Built-In.

In general, I recommend URP as a good starting point for most projects.

Conclusion

Unity offers several rendering pipelines, including URP, HDRP, and Built-in. Each pipeline has its advantages and disadvantages, and developers should choose the pipeline that best fits their project's requirements. Understanding the differences between these pipelines can help developers create high-quality visuals while maintaining optimal performance.

Which rendering pipeline should I choose for my project?

The rendering pipeline you should choose for your project depends on several factors, including the performance requirements of the project, the target platform, and the desired visual quality. For most projects, URP is a good starting point. It scales well, supports reasonably good graphics, and is performant. For projects that require highly realistic graphics out-of-the-box and are targeting high-end hardware, HDRP may be the best choice.

What are the advantages of URP?

It is performant, compatible with most Unity features, and scales well across a variety of target platforms.

What are the advantages of HDRP?

It provides highly realistic graphics and advanced rendering techniques.

Can I use Shader Graph with all rendering pipelines?

Yes, Shader Graph is designed to work with all Unity rendering pipelines, including URP, HDRP, and Built-in. Shader Graph is a visual tool that allows developers to create custom shaders without writing code. It can help developers create high-quality visual effects without sacrificing performance.

Michael Sacco
Founder & CEO

Michael Sacco is the Founder and CEO of OccaSoftware where he specializes in developing game assets for Unity game developers. With a background ranging from startups to American Express, he's been building great products for more than 10 years.

Использование конвейера рендеринга высокой четкости

Конвейер рендеринга высокого разрешения (HDRP) — это готовый конвейер рендеринга с поддержкой сценариев, созданный Unity. HDRP позволяет создавать передовую высококачественную графику для высокопроизводительных платформ.

Используйте HDRP для игр с качеством AAA, демонстраций автомобилей, архитектурных приложений и всего, что требует высококачественной графики. HDRP использует физически обоснованное освещение и материалы и поддерживает как прямой, так и отложенный рендеринг процесс вывода графики на экран (или текстуру рендера). По умолчанию основная камера в Unity отображает изображение на экране. Подробнее
См. в Словарь . HDRP использует вычислительный шейдер программу, работающую на графическом процессоре. Подробнее
See in Словарь , поэтому требуется совместимое аппаратное обеспечение графического процессора.

Hdrp unity что это

High Definition Render Pipeline is a new way of rendering that gives us resources to achieve realistic results in Unity. SRPs (Scriptable Render Pipelines) was released in Unity 2018.1 as Preview package, so these features are still not finished.

HDRP brings to Unity a new Lightning system called Physical Light Units (PLU), new Volume settings that contain information about fog, visual environment, shadows, reflections, etc. We can also find some new shaders for HD rendering, especially new Lit shader which is the equivalent of Standard Shader.

Entire HDRP is too much for just one post, so I will focus on Lit shader and all the properties that it contains.

Installation of HDRP into Unity project

The easiest way to add HDRP to your project is just to create a new project with High-Definition RP template.

High Definition Render Pipeline Template

HDRP Template

However, if you want to install HDRP to existing project just follow instructions from Unity:

Lit shader features

Lit Shader Features

HDRP Lit Shader Features

Surface Type
First of all, we need to choose the type of our material. Opaque, with which we will get solid material with no light penetration or Transparent, that allows us to make transparent object like glass but with higher performance costs.

Double sided

Check this if you want your shader to display on both sides. When disabled your shader will not render backfaces.

Standard is a basic option with no render changes.

Subsurface scattering is an advanced feature that simulates light penetration. Useful with rendering plants or skin.

Lit Shader Subsurface scattering

HDRP Lit Shader Subsurface scattering

Anisotropy affects reflection on material, useful with metallic materials. I’m using anisotropy on my sample scene I created for this post to achieve some brushed metal feeling.

Iridescence is an effect useful in creating glass or elements like oil stains.

Specular color controls color and strength of specular reflections. Specular replacing Metallic inputs and converts it from slider to a color space because with specular we can change color of our reflections.

Translucent allows us to simulate light transmission through an object. This material type offers less costly solution than Subsurface Scattering but it’s kind a “fake” effect.

Base color + opacity simple RGBA color space with texture input.

Metallic and Smoothness in basic version are sliders that control how material is reflecting environment. It is a rough surface that absorbs light or it’s smooth and reflects light.

Mask Map is a pack of 4 grayscale textures in one RGBA texture, where each channel contains information:
Red Channel – Metallic

Green Channel – Ambient Occlusion

Blue Channel – Detail Map Mask

Alpha Channel – Smoothness

Mask Map affects Metallic and Smothess sliders from above.

Normal Map with strength factor from 0 to 2

Detail Map is a second map that gives us more space to work with details like skin pores etc. Texture input is similar to Mask Map.
Red Channel – Grayscale using Overlay Blending

Green Channel – Normal Map Y channel

Blue Channel – Smoothness

Alpha Channel – Normal Map X channel

Coat Mask a clear coat effect that affects smoothness on surface. Powerful with creating car paint or making surface wet.

In this section, we can control refraction of transparent objects using parameter called Index of Refraction and Refraction Thickness. We can also apply distortion to set some blur to refraction.

These are the most important features that the new HDRP Lit shader introduces to us in Unity 2018.1. I’m using Unity 2018.2.14 and things got better since I tried them at the release. I haven’t noticed any issues or experienced crashes during project work.

In the next part, I will explain how to achieve high quality of rendering. I will focus on tools that I have used to create my sample HDRP scene, so you will see how to put these into practice.

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