Table The Differences between Rendering/Material/Lighting Templates

On the blog is a new post about the new templates for rendering, lighting, materials and post processing:

To make this even moderately useful, it would greatly help if there was a table of the differences between each of these setups, with a column explaining the considerations and thinkings around choices made.

Great feedback. I believe the intention of the blogs though, is to introduce users to the new concepts over time. It is not meant to be an overwhelming amount of information. Unity said they plan a series of blog posts to raise awareness. For deeper understanding we must wait for learning materials documentation to be written (it is in progress) and so on.

The HD pipeline docs are in a wip rough form here, and there is a disclaimer:
https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki

Experimental forum here:

(for passer-by readers).

This information, the differences between these setups, would be known. It was the entire process of creating the setups: the act of balancing performance and visual quality by means of different settings, weighting performance and quality to targets of devices and platforms.

That’s it. That’s all that’s been done.

The people responsible have this information. Rather than requiring users to trawl through these setups, simply table that information. It’s not a big ask. It’s not too much information. In fact, it’s the bare minimum to make these templates somewhat useful, and is a great source of insight and reference material.

There’s been 3 months since the release of these templates to make this table.