It has been announced that next gen Unity will be moving to a new Unified renderer. I have also heard that high-fidelity graphics is no longer a goal for Unity. Can we expect the Unified renderer to match HDRP or should we expect a downgrade in fidelity?
And will the Unified renderer keep the existing ray-tracing features from HDRP?
Next to ray tracing we are also interested in the future of the following HDRP exclusive features:
- SSS
- Water
- Physical Sky
- Volumetric Clouds
- HQ Line Renderer
- Advanced Shader like StackLit, Eye, Hair, Fabric,…
- DLSS
- SSGI
- SSR
Come on lads, it would be too much even for Unity.
I think the way it seemed to work is some stuff may not be functional on the “tiled renderer” the HDRP stuff will still be there. It’s still two renderers under the hood just seamlessly switchable.
For me the main issue is stuff like water and sky, even if you can seamlessly switch pipelines, the sky and water assets aren’t compatible with the “tiled renderer”. which if a game is made around those feature you’d need a secondary one for the tiled option.
It’d be nice if those features worked on a basic level at least.
Do you have a source for this? I have seen you state this before. However, I don’t think Unity has ever stated that it will be two pipelines under the hood. At one point Unity was working on a switchable pipeline but they have since changed their plans.
Watch the initial announcement they demo it. you simply switch the modes.
You can tell it’s URP and HDRP by the passes. But functionally it’s one. Kind of like switching between differed and forward.
They’ve been working toward this for years.
I watched your video, but it does not support what you are claiming. The option for “High Definition Render Loop” is not the same as “High Definition Render Pipeline” it is just one of the modes for the new Unified renderer. I really have no idea what the High Definition Render Loop supports.
Look at the render graph passes, “High Definition Render Loop” is just HDRP.
Do you have a source for that?
Just compare them currently, this is a HDRP graph now vs the video, there’s some differences but that amounts to a few settings.
The “tiled render loop” graph is much much smaller but also URP is what needs the most changes to be compatible with the HDRP stuff like shaped lights and cached lights.
Cause atm URP doesn’t support these. So there’s probably a lot more changes or “new” stuff there than on the formerly HDRP side.
Too much speculation in this thread based on what the video calls an old prototype of the GUI. If you already know the answer, why don’t you go ask your own question. I hope the arguing does not drive away the Unity staff.
Thanks,


