Personally, I use HDRP for my stylized game simply because it has many lighting features that I prefer over URP. These kinds of features are not restricted to "realistic" graphics games at all. In fact, I've found the performance overhead to be way better using HDRP's native volumetrics over implementing multiple 3rd party "fake" volumetrics in URP, while achieving a superior natural look. These videos are definitely helpful, but it pays new users to know that HDRP isn't just for realistic graphics and URP isn't just for toony stylized graphics.
Really cool video, thanks ! I have never really used Unity for 3D, only unreal engine and I'm surprised how good unity is now. I remember everything looking so bland. They really stepped up their game with these pipelines !
Honestly, the truth is that if you are asking this question, then you should just use the 3d built-in render pipeline (not URP or HDRP). 1. Probably 80% of the assets you get from the asset store have not been updated for SRP ( URP or HDRP) so will need a large amount of adjustments to make them useful for URP or HDRP. Any assets that have custom shaders will be completely broken etc. 2. You won't know how to use the SRP anyway (it is not a beginner or intermediate feature). 3. You will need a beast computer to make and run a game using HDRP. But just my opinion, if you are not an advanced Unity developer working on a real professional project, just skip the headache and don't bother with URP or HDRP now.. the built-in rp will give you all you need.
The Lego game uses ray-traced lighting, which is only supported on HDRP and also only supported on a select few Nvidia GPUs. Every other graphical feature should be achievable in URP
Isn't deferred rendering for URP in the tech stream and not included in the LTS? I would expect to have to wait for the next LTS version for that feature to be available for production use.
@@BrendanDickinsonUnity it s a Year ago. How do you stand today to this ? After Unreal 5 is coming, and even me, a marryed Unity fan, is on the point to change.
Very helpful and informative video! Near the beginning (1:19) you mentioned BRP vs. SRP, then seemed to transition to URP vs. HDRP. What happened to SRP? Toward the end it sounded like maybe URP and HDRP are both types of SRP. Is that right?
if I am not mistaken , it is from the book of the dead scene. You can not find in asset store anymore ( currently depracated ) but I believe that you can find in torrent websites
URP is a mess. I keep thinking I'm missing something and switching my projects over to it, tweaking for about 2 days, and just give up switching back to built in. The performance sucks out of the box, most assets are incompatible or at the very least require quite some tweaking to work with URP, and the settings are so spread out and ratted away in different panels it's a huge annoyance to change stuff in it. Fun to experiment with but overall I find it a waste of time and effort.
ayuda !!!!Hola Brendan, pregunto: puedo poner en el oculus 2 el sample HDRP que viene con Unity (el que tiene 3 ambientes y aparece una bolo dorada con el logo de Unity)Y EDITARLO Y CARGARLO EN EL Oculus??? gracias
Checking if player is grounded with this: (controller.isGrounded) does not work in urp version but do in core version, the point here is that it could be some scripting syntax differences too (isGrounded is not known in urp version).
Ray tracing really is an irrelevant feature. It's so hardware limited that it doesn't have any practical application outside of pre-rendered visuals. So at this point I think HDRP is really only suitable for pre-rendered projects.