High Definition Render Pipeline in Unity3D

Alberto Garcia
2 min readMay 29, 2023

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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:

Requirements to run Unity’s HDRP

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.

From Unity Dev’s UK

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…

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