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Hi, it is indeed part of our target goals and backlog. We haven't started on the work, though, and it won't be available in 23LTS. For visibility,...
It's possible but depending on the complexity of your portal requirements, you MIGHT hit some roadblocks and you might be better off customizing...
Hey there! It is in URP's backlog but is not prioritized considering other gaps URP currently has. Unlocking URP for larger world rendering is a...
We recognize the trend and the need for upscalers and the vast amounts of them with different techniques and hardware requirements, so we are...
Yes, we are considering that. However, this is something we haven't roadmapped this year.
We have looked at this and investigated this in the past. Unfortunately, this is not something we are planning to solve. It's not just about the...
Thanks for the feedback, noted and I have added your request to our product backlog item we have for this. Its currently not roadmapped.
Hey there! They are not roadmapped at the moment and will not be included in URP in 23LTS and they are currently not in development. However our...
Our suggestion is that avoid writing handwritten HLSL shaders if Shader Graph can do the job for you. There are many benefits, including having...
SSR, Auto Exposure, Custom Post Processing Workflow (in progress), Surface Shader functionality (Block Shaders as replacement and in progress)
Thanks for the feedback and the request. This is on our radar; we intend to address this by providing a SimpleLit sub-target or integrating tier...
Regarding solutions to enable dense world rendering, I just wanted to chime in and say we are excited about the direction the industry is moving...
The current focus of URP, as we speak, is to close the gaps with Built-in use cases and foundational improvements (performance, API usability, and...
URP's goal is to provide scalable rendering across Unity platforms. Regarding visual fidelity, URP will need to improve on high-end mobile+, and...
unrelated cherry picked is a strong word ;) Anyway across actively supported versions of Unity (21+) it is SRP 35%. Hope that helps.
I want to mention the data is for reference; this shouldn't be the only data for choosing the proper pipeline for a project. Other factors are...
Yes, we have analytics that actively tracks the adoption of SRPs in the editor. The method we use considers projects that are actively in...
I have added it here to reflect its status publicly. Specific effects like separate Bloom/Depth of Field (DoF) effects on different layers might...
Hi there, just to confirm that this is indeed planned, and it's one of our priorities in our backlog.
It was cross-posted in HDRP forums as well