Will official going to provide Unified Rendering tooling to scale high-end art assets created for hdrp like graphics to urp like graphics to make it run smoothly at rock solid 60 fps at mobile platform without requiring artist to create another set of lower-end art assets to make support urp like graphics at mobile platform?
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The question seems to be whether Unity will automatically convert a HDRP asset to a URP asset not just technically, but also in terms of efficiency.
The answer is almost certainly: no.
HDRP and URP really demand different assets created in different ways all around, there’s no automatism that would work well enough unless you’re willing to accept low-quality URP assets with possibly broken parts eg flipped normals, holes in mesh, important details removed, non-important details remaining, hard edges becoming beveled or vice versa, stretched textures, animation clipping.
This “downscaling” process is so involved that the industry uses expensive solutions like Pixyz to convert CAD data to high-res realtime models and still having to apply a fair bit of manual work.