We have been creating asset store content for almost 10 years now and for most of our asset packs, we use URP now. So the question is simple and it would help us out on future products and understanding what unity users actually use for game making.
Do you guys still use Built-in or use URP instead?
Also, does anyone use HDRP anymore? It seems that it was a bit popular few years back but now not so much.
Would appreciate if someone actually comments on this. Thanks!
My studio uses Built-In for the following reasons:
Tons of content, knowledge, tutorials and assets available for it
We like easier to write shaders (Mix of custom written and Amplify Shader Editor)
Surface Shaders
We like fast shader compilation and build times (Especially compared to when using URP/HDRP)
All the effects we want to achieve are possible to get with BIRP
Burnt by URP in the past so not the fondest experience.
If we were to move to SRP we would probably go with URP for platform support; however it would be a case of only moving if we absolutely had to or if URP magically gave us something we couldnāt do in Built-In in a new feature.
HDRP is a no-go for us as it instantly locks out mobile and Switch support (I know its possible but we want performance better than like 5fps) and is also pretty dense & bloated. Also it influences an art direction (realistic rendering) that is different than what we desire so we wouldnāt benefit from itās pros.
If the day ever comes that Unity unifies URP and HDRP into one render pipeline then would be curious about porting to that; but that reality seems like many years away still and our project is shipping before that (And we are likely to use a different engine for next project but will evaluate Unifed Render Pipeline progress then and see how it compares with UE and Godot )
So far Iāve only seriously used Built-in, but Iāve recently been hacking around with the SRPs for fear of being blind-sided when the built-in is eventually dropped.
HDRP is too much trouble for me. URP you donāt really gain anything over built-in, but I feel like itās probably just on the verge of catching-up and passing built-in for being useful.
Thanks for the solid response. Are you developing stylized games or realistic ones? I am asking because from our experience, built-in does not look good for realistic ones unless you heavily modify it.
oh ok, this is interesting! I did not know that HDRP is almost 1/3 of the market. Would be interesting to see what kind of projects uses HDRP and what uses URP.
I agree with all of these, but my biggest sticking point with URP is that thereās no good way to create a shader graph with a custom light model at the moment. I would like that to be fully supported before I attempt to port over my big project.
Oh, this too! Our project has custom lighting which is super easy to implement via surface shader or Amplify. URP and HDRP make it 10 times harder to do.
Eh itās not any harder in Amplify for URP than it is in built-in imo. I converted my shaders when I moved from built in no problem like 4 years ago?
At the very least itās easy to just check out existing shader functions and work from that. Iām sure more talented people could do it much easier, I just tinker enough to get what I want.
I havenāt tried this with shader graph (yet) though, just amplify.
As for me the mobile version of my project would have been canceled if not for URP. I do want to use HDRP, but at the moment mobile and WebGL are too important. So I might dabble in a side project.
You get performance with a lot less work and asset management. Thats the main reason I switched. Built-in can match URP performance if you do a ton of stuff that can make the project hard to maintain and build on. But for something like mine doing that stuff just wasnāt viable.
Ok, my conclusion from all of this is that every pipeline is used and works well if the platform/project allows it to. I guess the only one that receives less love is HDRP
In past we created our bigger asset packs on HDRP and URP, skipping built in. We might need to revisit some of them and make them available on built in also.
I would love to do all 3, but unity has the crappy 6GB restriction, that kind of sucks for bigger packs and we cannot fit 3 pipelines in one submission.
Only if weāre including that built-in has a ton of existing content. I think if we disregard that itās built-in that receives the least as there are a fair number of new assets that support one or both of the SRPs but have no support for the built-in one.
I immediately spotted three new assets in the shaders section that are only URP.
For me, personally, I prefer to see 3D mesh assets for built-in. Unity provides an easy way to automatically convert the built-in āstandardā shader to URP lit and HDRP lit, so if an asset uses the standard shader then itās like the asset is automatically compatible with all three renderers and I can use it in whichever I choose.
On the other hand, if itās for HDRP or URP only, then itās not easy for me to convert the included materials to the other renderers. I could understand an asset targeting HDRP only, though, because then the artist can make use of the advanced surface features not available in the other renderers.
Edit: BTW, it appears now with Unityās Shader Graph tool you can write a shader thatās automagically compatible with all three renders. You only need to select all three renders as āactive targetsā and not use any of the fragment properties that are exclusive HDRP.
Can someone share a good way how to convert from URP to Built-in? I know that you can convert from built in to any other pipeline with just few clicks, but how can you backwards engineer it?