Comparing HDRP to built-in real time lighting

HDRP’s real time lights are much better. In the center of that is a better, probably more realistic falloff.
Although dealing with all the exposure stuff can be a pain in HDRP, It’s the price I suppose :smile:

Pictures:

notice how in built-in lighting feels flat, all-alike and they don’t really feel like lanterns. They also can’t light up the castle well. Built-in’s bloom wouldn’t quite be there unless the lights intensity was 2-4x as high.

A video shows the difference better:


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It is fairly easy to hack inverse squared falloff into Built-in though, Unity just never bothered to properly implement it for built-in.

Same with the Color temperature stuff, that were working for Built-In as well at some point (presumably by oversight?), until I started using them and then they decided it was only for SRP stuff.

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Excuse my french; WTF?

The real deal is when you turn on the volumetrics.

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Very true, they were off here and the directional light is off but it does look pretty damn nice.
There’s a game called hardspace:shipbreaker that uses HDRP. It’s beautiful, there’s a stream of the devs mentioning how the volumetrics and lighting of HDRP made it look so good and helped with the visuals especially since they can’t bake anything.

Did you make the lamp materials using light layers and translucent material or did you just make them emissive?

Nope, that’s just good old bloom :smile:

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