URP post processing is crap?

Sooo, I’m confused here. Isn’t URP supposed to be better than BIRP?

Why are the post processing effects so bad compared to v2PP package? And why can’t we use that package with URP?

For example in v2PP we get TAA with a whole bunch of options such as jitter spread, etc, yet in URP the only option we get is “quality”?

For SSAO we get “multi scale volumetric obscurance” and in URP we get “blue noise” and “interleaved gradient”. URP SSAO looks horrendous compared to v2PP SSAO. In v2PP we can even change the color of the shadow.

If URP is supposed to be better then how come we have less options and lower quality?

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In URP TAA settings are moved to the camera, you’ll find everything there.

Most other post processing effects seem to be made with mobile performance in mind, I don’t think built-in was designed this way.

If you’re not building for mobile, you’re better off using HDRP. URP is better for multiplatform, but largely stuff is made with the lowest common denominator in mind. And it takes a lot less work to optimize for mobile.

EDIT: As an FYI though, I will say one major improvement SSAO has on URP is it’s shader integration. This makes it work much better with materials by being able to mask reflections at default. Additionally, you can also customize the SSAO effect in your custom shaders customizing the SSAO both under direct lighting and indirect lighting.

This to me is a major feature.

I feel your pain.
A lot of things have changed in URP and there is a lot of straight up downgrades.

You need to navigate around to bring the quality back.
It takes a bit of time to understand how things work in URP.

However in some case, some features are not fully supported or half finished.
So we need to trust the process and wait for Unity to update / fix stuffs.

My main reason for trying it out was for the LUMINA global illumination asset but it sent my FPS from 200 to 40. :thinking:

And besides that I couldn’t get the quality to look as good as BIRP so I’ll just figure out a custom lighting solution in, maybe something like minecraft lighting.

Everyone says you can get URP to look as good as BIRP with heavy customization but I just don’t see it man.

To me URP looks better than BIRP (particularly forward rendering) especially in Unity 6, but there’s like two things you might need which is Shiny SSR and maybe HBAO. But for simplicity reasons I’m currently not using HBAO.

But you can’t set things up the same way in URP as they are in BIRP.

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“URP to look as good as Birp” is very subjective.
My question to you is what is your problem with URP? what are the things you want to achieve that you can’t?
Any screenshot would help.

And now HDRP is going into Maintenance Mode, and there’s no word on getting URP on parity with BIRP as far as post processing so far. Mannnn whattt