Graphic Future in Unity? – LWRP, HDRP, Shader Graph, Visual Effect Graph, Ray Tracing

I’m in the same boat. Graphic features required for our project are spread across all three pipelines Best I can do is hold off and see how each pipeline matures for example will shadergraph support tessellation? And will it be in URP or HDRP or both ? Really hard to choose a direction atm.

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How about DIY SRP? Standard is a black box, HDRP is good but don’t scalable down, and URP… ahh… it was started like simple example for new SRP feature, and somehow growth to some strange homunculus.

That should be the biggest strength of SRP, and I do expect some nice 3rd party SRPs to show up at some point, but right now the core SRP is not yet stabilized nor documented (case in point: the 2018 Catlike custom SRP tutorial that became obsolete with 2019), so investing time into a full featured renderer is not a hot proposition.

I have yet to come back to reading teh source, but I wonder how much is close where we can’t do a franken custom HDRP anyway. I know light isn’t accessible to layman in the shader graph, because HDRP light are quite complex beast, which is great because HDRP is mostly specialised to only high fidelity.

So making a game that scalable, it’s either URP or built in. Be sure your need are covered by the given platform.

I wait for catlike coding to finish his new SRP tutorial to jump back to custom SRP and evaluate (which also mean being able to modify hdrp and urp if code are still available).

Using 3rd party plugins is a legal mess. It would take better part of a year to get a custom render pipeline to go through legal if not impossible. Most likely impossible