Achieving High Fidelity Graphics for games with the HDRP - Unite Now

Hi,

Here is a talk from our lighting artist Pierre-Yves Donzallaz about Achieving High Fidelity Graphics for games with the HDRP.

This is a must see to get its step into the lighting of HDRP. Often newcomer to HDRP have lighting issue they don’t understand and guess HDRP don’t work because everything is bloomy, dark, require to put very high value in lights etc… This is all related to bad lighting setup with incorrect usage of exposure. This video should provide all the basis to have a good lighting rig and get started with HDRP.

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SebLagarde please, could you push/backport new water shader in HDRP 7.4+ in some Unity 19.4.x, later when is done?
Could you remove obstruction to use SRP v9/v10 in 19.4 LTS?

This was really well made. Thanks very much for this. There were several things I was doing wrong, or just didn’t know about, that a thorough walkthrough clarified. For some reason, I always thought of “Exposure” as “Exposure Comp”, not EV. That definitely changes the way I’ll think about lighting.

And just in generally, this video was really well produced. Quite a step up from just a long screen-sharing session. Lots of content was presented in a relatively small amount of time. Again, thanks for this.

This video was great

What is this water shader you speak of ? Is there a build in water shader in some HDRP version now ?