Unified renderer coming to Unity Next Gen (after 6)

let’s remember that some features in Built in are missing in URP. One such example, and I do not know why Unity has failed to add this, is custom tonemapping support with post processing. Both HDRP and Built-in have options to support custom LUT textures, but URP you are either stuck with using neutral, ACES, or none. Let’s also remember that the replacement for grabpass is a bit under baked, especially with the whole thing with rendering transparents. For Custom SRPs, for some strange reason Unity decided to put things like ScriptableRenderFeature and ScriptableRenderPass behind URP and HDRP, there’s no reference for it in the Core SRP library.

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I dont understand, while in HDRP you forced to use only one camera in URP we have camera stack.
Is it mean in unified we can use camera stack as in URP or limited to one like in HDRP?
cuz it creates a situation where user can set one checkbox and lose 70% of the fps unawared why
I guess solution for that can be something like Camera and HD Camera components

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this is a very good thing if stuff can be simplified.

I still have nightmares in trying to understand how HDRP and URP worked, with countless options spread in various files and settings. It is and was a mess.

But saying this we can’t ignore that the initial idea was excellent:

Give the user control over the rendering so he can create his own custom render pipeline

the execution was abysmal. the learning curve is steep like a brick, essential information are hidden, this means no indie user could had ever figure out how to have his own scriptable render pipeline. apart big studios that have custom license contract and direct conversation with unity devs, no one managed to write a new renderer as far i as know.

Probably at the start the concept was to give everyone this freedom, we all know that unity as a whole just got downhill in the “freedom to the users” initial concept that allowed this company to replace the “adobe flash gaming” ecosystem.

But then these people that we have now took control so that is that.

Regardless this unified thing I’m afraid it is not a fast thing. They said 5 years? I’ve understood wrong?

So 2 years of development, beta period, a messy zone where you need to have the existing setup together with the new one so you can try converting the projects. That could take years maybe? So 2030? Don’t know. Maybe.

Will unity be around in 2030? If they end in new hands then who know what those people will try to do.

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I wonder why Mihoyo (genshin impact, honkai series, zzz) being famous for making top visuals on Unity on low end devices chooses for their next project to use Unreal Engine. Is it so much pain to optimize it on current SRP? Also I doubt that Unreal any better at that field…

there is no mystery there, it is because of the epic games store.

epic offer deals to these big devs. solid engine and tech support, store promotions (and with that access to fortnite user base), even monetary incentives for any type of exclusivity, is an ecosystem that unity doesn’t have.

what unity had was an add system but that one got decimated by google and apple and unity doesn’t have the lawyer power to fight with these mega corporations like epic did.

money talks.

it is interesting, and I will not stop repeating this, years ago I’ve expressed concerns on this forums on why unity decided to use the billions they got from investors to purchase the pointless weta tools. Instead of investing those billions in creating a gaming marketplace that could compete with steam and epic store, they’ve got those outdated tools made for the movie industry that were pointless for game development.

As proof I was right, these weta tools still are not available to use.

That marketplace would had given the opportunity for the small unity creators to have a strong place to publish in instead of dealing with steam. Obviously good revenue for shareholders. Contractual power with big developers that don’t have an inhouse engine.

I didn’t understood at the time why they did this (obviously now) bad move. Now I know.

edit. I wanted to add that “having issues with the render pipeline” is not a problem for big developers that use unity engine because they have access directly to unity staff that will help with any question about obscure settings and they can fix bugs in a very short time. is not like the rest of us the “indie peasants” that need to report bugs and wait for months for a fix or even get ignored because some random small thing we need is not a priority and will never be a priority.

if those big studios switch from unity to unreal is not because of technical issues

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They were SO incompetent, SO egregious with their spending, that they totally destroyed themselves and made their removal a clear cut decision.

You can’t put a price on the positive change that entailed. Unity may not have the deepest pockets to push forward, but since when does money buy good tech? The best employees and the best management are not always money minded, it’s about building up the right mix, and they’re not always scooped up by other companies with deeper pockets either.

It’s an exciting time in tech right now, when everything is collapsing it’s also a time of new beginnings.

There is absolutely nothing stopping these Unity guys from turning things around. Maybe i’ve gone from sickeningly pessimistic to revoltingly optimistic as of late, but I’m still pinching myself at how amazing this engine is starting to shape up. That Animation update really shows they still know how the secret sauce is made and the terrain system is also super promising.

If they pull off the animations, the terrain, and get these supercharged with DOTS and ECS, if they get some viable post processings in, some improved lighting, make the UI and input systems powerful and ergonomic…

The future is very bright.

This isn’t an impossible situation. There is a clear trajectory to redemption, they just need to foster the right culture and mindset for achieving that. From everything we’ve seen over the past year, every single sign points to a solid foundation leading to fantastic tools tomorrow.

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Lots of ifs there… Just saying…
Also the procedural terrain system seems to work like in UE5 and the animation system in UE has always been better…

Especially now, after Ricitello, Unity needs to try and play the catch up game, if they wanna stay on the top for AAA games, but I honestly don’t think that they are gonna make it…

Then again Unity has like 4x the workforce of UE, so good management could fix everything, but that is also what has been destroying everything earlier so……

Unity should have focused on one singular pipeline in my opinion, if not make it easier to port some of built in’s features into SRP and make the process of working in the new pipeline less painful, but we’re here now so not much we can do.

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No it isn’t.

All of Mihoyo’s games since Honkai Impact have been available on mobile and PC, with Genshin Impact and later also being available on console. Compared to mobile and even console, the PC market is a drop in the bucket. The reason that Mihoyo probably switched is because they are a prime example of a company that would be severely impacted financially by Unity’s initially proposed licensing changes.

This has nothing to do with the Epic Games Store at all and everything to do with Unity completely eroding trust in themselves as a company through a sudden license change that would have also severely impacted Mihoyo’s bottom line.

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game dev companies like Mihoyo have custom license agreement with unity and they would not fallen under the license changes you are talking about. is called now “unity enterprise” but in short the license is negotiated between parties at corporate level.

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Except why would they want to negotiate with a company that changed their terms of service at a whim and also tried to make those changes retroactive?

Chinese have their own offshoot of Unity, that never had the runtime fees planned for it. So it feels like a bit of stretch in this case, but maybe. Or Epic just gave them a better deal in general.

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See this part.

The value they’d get from releasing a free to play game on EGS is such that an engine switch wouldn’t really have a significant impact.

Didn’t mean an EGS deal but rather licensing deal. Unity probably asks a decent amount of change for source access, Unreal is source available at no extra cost. And Unreal per seat licensing is also significantly cheaper, and perhaps if they got a better deal behind closed doors it’s way below what Unity asks now.

Or they just liked Unreal’s open world tooling better since Unity has none.

None of this has to do with the Unified Renderer.
Please can we stop debating something that has no effect on this feature in this thread.

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Yeah youre right, I hate having to maintain only one pipeline for my games and assets, its so much better having to design difficult art features twice.

AAA has never been the cash cow for Unity let alone a place with major marketshare. So would it really be wise to attempt that now?

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Unity already has most of the mobile and indie market share. Desktop and console games are an area where Unity could increase its market share. In today’s world Unreal is hardly only targeting AAA games.

We should not be talking about AAA games at first. Where Unity can start to gain market share is with, as Unity likes to say ambitious, games. In time Unity could even become more relevant to AAA games. It is either Desktop and console games or movies and Unity tried movies.

Hi all, the official Unified Rendering topic is now available. Please use that to discuss the topic going forward.

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