With Unity 6, URP exposed a RecordRenderGraph overload to ScriptableRenderPass.
Are there any exposed RenderGraph APIs for Custom Render Pass in HDRP?
If not, is it planned?
With Unity 6, URP exposed a RecordRenderGraph overload to ScriptableRenderPass.
Are there any exposed RenderGraph APIs for Custom Render Pass in HDRP?
If not, is it planned?
I would love to have that, too, unfortunately it probably won’t happen, as Unity started working on a new, “unified” pipeline, which will inherit parts of HDRP, and future of HDRP itself seems unclear.
Yeah I was wondering the same thing, like what custom pass framework are they going to use in the “unified” pipeline.
The one from URP or HDRP?
I feel like it is going to be the framework from URP, since it is the one that got RenderGraph support in Unity 6.
I am relatively sure it will be Render Graph, as they invested heavily into it the last year and a system like this seems to be industry standard by now.
Yeah I’m sure it will be Render Graph as well, I meant more about how custom passes will be handled.
HDRP uses volume framework for custom render passes.
URP uses a scriptable render feature that gets added to the URP renderer asset.
My guess is hopefully things will be based on HDRP… because you can scale down and trim out heavy optional stuff from HDRP to make it more “universal”, but you can’t hack advanced stuff somehow onto URP, if it is fundamentally more limited and simplified.
I agree this would be good. But I have the feeling it will be vice versa, there seems to go no more efforts into HDRP, even some bugs won’t get fixed, but rejected as „low priority right now“. It seems also that most/all of HDRP team was let go or left on their own by now.
It’s a shame, as URP might be nice for mobile stuff, but not for advanced PC graphics. I can understand that they try to target mobile for now, as the competition has left Unity far behind on graphics side, and Unity needs to fine a niche to make money in the future.