All this time I was under the impression that HDRP had some sort of secret-sauce that resulted in this “HDRP Look”, perhaps it was a different BRDF that was so much better? Or perhaps it was differences in post-processing implementations like a much better ACES? Well, turns out no and no:
- The BRDF of HDRP is exactly the same as the one from Unity 5.0+, just with multiscattering, which only slightly brightens rough metals.
- HDRP ACES and color correction implementations are exactly the same as Post-Processing Stack v2.
HDRP w/ 100000 Lux directional light, ACES
Built-In w/ DirectionalLight.intensity 1.0, Skybox cubemap from HDRP with lowered intensity in shader, ACES, Post exposure +3.65
As you can see they are pretty much almost identical. So just get your values of light intensity, skybox intensity, post exposure right and you can replicate almost any HDRP scene (without stuff like Subsurface scattering/ PCSS shadows- of course, but you can use the assetstore for that).
And the performance is better too: (1000 vs 300fps)
Thank you.

