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Question Describe the focus and future of URP

Discussion in 'Graphics Dev Blitz Day 2023 - Q&A' started by andyz, May 25, 2023.

  1. andyz

    andyz

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    Jan 5, 2010
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    The docs say "URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs", unfortunately it has been described as mobile focused or been given the view of a mobile targeted render pipeline on these forums, even by Unity staff in previous Q&As.

    Can you confirm officially it is a great pipeline for all platforms where there is not a need for super-realistic HDRP-style graphics or where scalability from very low to high-end hardware is needed?

    Going forward where will URP end and HDRP begin, is HDRP mainly a target for compute shaders and ray tracing features that will never make it down to URP?
     
    bart_the_13th likes this.
  2. ali_mohebali

    ali_mohebali

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    URP's goal is to provide scalable rendering across Unity platforms. Regarding visual fidelity, URP will need to improve on high-end mobile+, and we intend to do so.

    While raytracing APIs are available in URP for users to build their custom RTX-based features, we do not plan to integrate RTX into URP out of the box yet, not in 23 or 24. That might change based on the market movement and the feasibility/practicality of RTX-based features and workflows across larger hardware platforms.

    In terms of compute usage, we are considering utilizing it in the future for the higher-end feature sets. But in URP, we aim to provide ease of scalability across a vast range of platforms, from mobile to PC/Consoles. Cutting-edge features that are only practical on high-end PC/consoles and can not have a meaningful fallback for lower-tier platforms will stay exclusive to HDRP. For those projects that absolutely need performance on low-end and also cutting-edge fidelity on high-end, our aim is to provide scalability across URP and HDRP.

    However, to emphasize, scalability is not a magic bullet. Having the proper visual fidelity requires the right content and asset variation based on hardware. This is ultimately up to users to produce content quality for the right hardware tier. Only certain developers/studios can afford this production-level cost, so that has to be considered.
     
    Last edited: May 25, 2023
  3. ali_mohebali

    ali_mohebali

    Administrator

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    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 customizability) before improving the higher quality feature set on high-end mobile++.
     
  4. optimise

    optimise

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    Currently what's the list of missing features at URP compares with Built-in?
     
  5. ali_mohebali

    ali_mohebali

    Administrator

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    Apr 8, 2020
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    SSR, Auto Exposure, Custom Post Processing Workflow (in progress), Surface Shader functionality (Block Shaders as replacement and in progress)
     
    Last edited: May 25, 2023
    echu33 and optimise like this.