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Question Can't decide which renderpipeline to use

Discussion in 'General Graphics' started by Deleted User, Mar 15, 2022.

  1. Deleted User

    Deleted User

    Guest

    I'm stuck because I can't decide which renderpipeline would be best for my plans.
    Maybe I can do some things I wanted from hdrp do in another way in urp?

    The plan:
    • Openworld,
    • mostly low poly style
    • urban environment with little towns
    • nature environment with dense forests
    • high mountains with some caves
    • some seas and rivers for schwimming/diving
    • weather: wind, rain, lighting, maybe snow
    • day/night cycle
    I stuck on a few things that hdrp has, but urp not (according to their micropages and the roadmap):
    • I tried the volumetric clounds and love them
    • DLSS is always nice to have I guess?
    • Terrain holes to create cave entraces for example
    • Ambient Occlusion
    • Halo
    • Lensflare
    URP therefore has:
    • Windzones
    • Camera stacking

    I'm sure I would find another solution to create (simple) clouds, but regarding the other features I'm somewhat lost. So far I have no experience with srp or programming shaders for the builtin renderer.

    Maybe some of you where in the same spot and can share their thoughts and decisions on this topic. :)
    Thanks!