New Blank HDRP scene - Explain the 4 (FOUR) Different HDRP Profiles Please

So when you start a new blank HDRP scene from the HDRP 3D template, as in the blank template, not the sample scene template, you have 4, yes FOUR different HDRP Profiles in there.

The 3 different ones I can understand because it makes sense to switch between them, depending on your needs:
HDRP Balanced
HDRP High Fidelity
HDRP Peformant
…and you can find these under your quality settings
8437205--1117727--upload_2022-9-13_22-0-40.png

However, clicking on HDRP, you see you have a 4th profile which is default:

So at any 1 time, how do I know WHICH profile is currently being used???

If I go up to Graphics, here I can see that 4th profile! So then if I only care about best quality, do I replace this 4th profile in Graphics with the High Fidility Profile, or do I leave everything as is in Graphics and then go to HDRP Quality and here double click the High Fidility Profile?

Then, if I switch to DXR and the Wizard tells me change settings, in which of the 4 profiles do I actually then adjust the settings for the Wizard to be happy???

HDRenderPipelineAsset is a Base Setting, the other 3 are your quality settings. Now, the 3 settings are up to you to set up, as Unity doesnt set these up for you, and keep in mind your targeted hardware. You DO NOT touch or adjust the 4th Base Setting (HDRenderPipelineAsset).

So then if I switch to DXR and it tells me to adjust transparent stuff in frame settings of the HDRP profile, do I adjust that in one of the 3 quality settings, or do I adjust it in the base profile?

And, if I adjust it in the base profile, wont my quality profile override that setting, ie I have to adjust it in the base setting, as well as my chosen quality setting?

I know I can adjust frame settings per camera and not touch the profiles, but for sake of clarity, I’m asking what if I want to adjut it in the profile, then in which profile do I adjust it?

It seems self explanatory? Its different quality settings?

maybe to you it makes sense. I’m clearly more dense and need better explanation

anybody care to explain better?

Usually you add an HDRP asset to a new selected profile you create to pair them together. Then the Editor is using whichever profile is currently highlighted.

Any options you then change will be on the HDRP asset you paired to that quality profile. Clicking a different one, will change options on that different one.

Yes, it is bad UI design, shackled by legacy decisions.

So then, technically I dont need the 4th default one? I could just drag the High Fidelity one into the place of the HDRenderPipelineAsset default one instead and delete all other profiles?

So then I will have only 1 profile?

You can delete them, remake them, do as you see fit, they are there for organisational purposes. You will want to ensure the profile is highlighted that you want to use unity’s settings or editor with as it will essentially just be editing a scriptable object file but with the Unity UI. That’s all there is really happening under the hood.

It’s covered with https://blog.unity.com/games/updated-for-2021-lts-the-definitive-guide-to-lighting-in-the-high-definition-render-pipeline

Anyway the pdf is worth the email address to download it (or poll for the older version). A lot of it is covered and it works alongside the HDRP template scene to train you in where everything is (I believe it covers your problem too). There may be minor issues when following the tutorial as they have changed the UI in places. For those issues, use the inline search tool in settings etc. Good luck!

To Unity:

Walls are not impressive, Unity. Don’t put barriers in the way of learning how to give you money such as polls, emails etc. These are already your customers. Help them get to your instruction manual sooner.
Particularly as you don’t have much content as it is. You should be supplying content like this WITH the template scene download.
Help people achieve the best results ASAP so people are convinced and impressed. Then, you won’t be able to get rid of them. A better problem.

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Wish they can create something like for a quality, ie raytracing and pathtracing approach
I dont care about game performance as I dont work in gaming

This is covered with one of the HDRP youtube videos (see Unity’s channel for it) and the pdf I linked above. You can whack the quality sky high.

Can even use the DLSS support for really high quality antialiasing.

DLSS doesnt work great with alpha channels for offline rendering
Also DLSS creates weirdness in 360 renders