High Definition Render Pipeline in Unity3D
The High Definition Render Pipeline (HDRP) targets modern platforms that can run high-fidelity computed shaders. It utilizes physically based Lighting techniques, and a configurable hybrid Tile/Cluster deferred/Forward lighting architecture. It’s capabilities have a more-in-depth effect on the project, materials, lighting, environmental effects, the camera, path tracing, tools and programming.
This pipeline possesses strict hardware requirements:
Elemental ideas about HDRP to be explored:
- Possibilities in material and texture manipulation
- Using Height Maps and Pixel Displacement
- Tessellation
- Using Decals
- Using Layered Lit to mix Texture Maps
- Creating Fog
- Cool Fog Fixes
- Control Your Lighting in Unity Using Light Layers
- Using Cookies to Create Realistic Lighting
- Screen Space Reflections
- Using Multiple Post Processing Profiles and Reflection Probes
- The Best Way to Bake Textures/Choose Static/Dynamic Objects
- Using Indirect Multipliers
- AAA Quality Games
This rendering pipeline is a huge challenge to explore and utilize broadly it’s capabilities; a viable tool to create extremely immersive experiences.
HDRP is compatible with VR and optimized for single-pass rendering. For more information about Virtual Reality, see the VR documentation.
Use HDRP to render distant GameObjects with large world-space coordinates in a more robust and numerically stable way than the built-in render pipeline. For information on how HDRP achieves this, see the Camera-relative rendering documentation.
Too much material to dive into…