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Render Pipeline

Thane5 edited this page Nov 23, 2022 · 1 revision

Sadly, every unity projects begs the questio: Which render pipeline should we use?

Unity currently has a total of three, with each having a different purpose all while beeing effectively incompatibile with each other (You can switch later on, but it's annoying and has its own quirks).

  1. The HDRP (High Definition Render Pipeline) is made for high end 3D graphics on powerful hardware. It is meant to produce photo realistic visuals, and includes raytracing and other modern technologies. It is the least fitting one for RGUnity.

  2. The URP (Universal Renderpipeline), according to Unity is what the majority of people should use for their projects. It does 3D and 2D graphics, scales well even on weak hardware, but is still capable from making stylized, to fairly realistic 3D games. This would be a perfectly valid option for RGUnity.

  3. The Built-In Renderer is kind of a legacy product at this point. Until the a few years ago, it was the only render pipeline that Unity had, so it always tried to do everything, from 2D to photorealism. Apparently Unity thought that it wasn't succeeding at that, so they switched to another strategy and now ship Unity with two render new pipelines: the URP and HDRP. Strangely enough, they never bothered to remove the built-in Renderer, and to this day, it is a core part of the engine and is the default renderer for every new project you create (unless you pick a specific template).

So, which one is it now?

It's the built-in renderer.

Why?

Because i say so

Seriously now?

Okay okay.

  • I think that built-in is better for retro-styled graphics, because it's lights use a linear light falloff, or at least something more linear than inverse-square. This looks bad, but is likely how old games, including Redguard did it. Built-In also has many "legacy shaders", which also are realy bad by today's standards, but also look super retro at the same time.
  • It's simpler to set up and to maintain, since it doesnt require external config files but instead uses the project settings.

It is totally possible that we eventually find good reasons to switch to the URP, but for now, there are none. So that's where it will be for now.