Hi,
I know such posts/questions have been posted before, however I don’t see much out there and it’s been such a long, long time for the HDRP. Recently a buddy and I, both with over 10 years of experience with Unity made a little game for a jam. We decided to use HDRP.
We managed to do it, submitted a somewhat working game that had volumetrics, oceans, different volumes, fog and VFX graph and Shader graph shaders…running relatively well ( 100 fps on High, up to ~200 fps on low settings )…
In any way, the amount of underwater rocks we hit with lack of information on certain features, or their lack of under HDRP was great. I think that if weren’t relatively experienced we would’ve had no chance to actually kick-start the project. A great deal of assets and packages do not work in HDRP, however there is explicit check / banner that states that. Unity’s wind, trees and many other custom shaders do not work in HDRP or if they do they look bad. And I am not talking about your typical lit/diffuse shaders, I can convert this by hand all day long, even though the build-in converter does its job.
In any way, I find it still completely impossible to a small to medium team to make an educated decision on which RP to choose from before starting. And this is imperative, because the longer you work on a project the more painful to impossible it will become to switch over.
What is currently needed for devs, especially indie devs, which is the bread and butter here, to be able to make these decisions:
- A live, constantly updated GAP / Features list between URP and HDRP
- Colored tags / banners for each asset on the store that clearly indicates what RP they work with, something like:
It is sad that devs are left to rummage through forgotten forums and reddit for making such a grand decision, that has such a huge impact.
I often complain about Unity, but we appreciate the effort you guys are putting into things and we are all just trying to make this a better product.
Cheers and good luck to all!