We're very excited about this! Thanks for sharing all your recent videos! Unfortunately, we cannot switch until we can stack at least 3 cameras for: 1) Environment rendering 2) Weapon rendering over cam 1 3) UI Rendering over 2) Can't wait for a solution for this and we'll definitely make use of this new awesome URP :) Good job guys!
@@antiRuka I don't think we can do it yet for the FPS weapon over the environment (stacking anything else than UI). It's possible that we can have Unity UI working already, will check it out :) But we're still using that old NGUI plugin (which uses additional camera), because we're also on mobile, and our UI used to create many additional draw calls using the new Unity UI - whereas we can still have complex UI with a single drawcall, so even if it's old, we kept using it :D Might be the time to switch!
The URP seems to be a double-edged sword at the moment. On the one hand, you have a lot of accessibility with the shader graph to create new shaders, on the other hand it breaks every other shader currently in use. This would be easier if it were possible to convert them, but some of the tools needed for certain effects are no longer available, or are obfuscated behind various layers. You can code new nodes into the shader graph directly, but there are still certain variables locked off or hidden that even the high definition pipeline doesn't put back. I'm aware that some of these changes are necessary to facilitate a single-pass render but others make less sense. Perhaps it's a case of removing things for efficiencies sake, or perhaps they're features for a planned update to bring things back up to spec with the default renderer. Only Unity knows at this point. I do think there's a lot of promise with the system in the long-term, but I'm not convinced it's quite there yet.
Dunno if anyone gives a damn but if you are bored like me during the covid times you can stream all the new movies and series on instaflixxer. Have been watching with my gf for the last days xD
I have the same question as you 3 years later. Which render pipeline should I be expected to use in the long-term? Which pipeline does Unity give major support to?
So do we know from what he says at 3:56 about forward renderer of URP if it will be able to achieve AO? i think it will, what are you guys thinking about??
i have been keep trying urp with hybrid renderer time to time for years. the performance is always worse with it. also built in post processing for urp has less options than the unity's standard post processing package. urp uses too much time for every camera, standart render pipeline doesn't do this. i really wanted to use it but every time i try it, it fails me. also im used to writing shaders for standard render pipeline.
I completely agree with this. The built in renderer is simply still better than URP and switching to URP breaks everything. I hope Unity one day realises their mistake and somehow unifies the render pipelines.
Is URP always better for performance for a small indiegame targeted only for PC? Can I use the HDRP and still get good performance on low-end PC and consoles?
We're very excited about this! Thanks for sharing all your recent videos! Unfortunately, we cannot switch until we can stack at least 3 cameras for:
1) Environment rendering
2) Weapon rendering over cam 1
3) UI Rendering over 2)
Can't wait for a solution for this and we'll definitely make use of this new awesome URP :)
Good job guys!
Can't you do this already? Isn't ui already a separate stack?
@@antiRuka I don't think we can do it yet for the FPS weapon over the environment (stacking anything else than UI). It's possible that we can have Unity UI working already, will check it out :)
But we're still using that old NGUI plugin (which uses additional camera), because we're also on mobile, and our UI used to create many additional draw calls using the new Unity UI - whereas we can still have complex UI with a single drawcall, so even if it's old, we kept using it :D Might be the time to switch!
The URP seems to be a double-edged sword at the moment. On the one hand, you have a lot of accessibility with the shader graph to create new shaders, on the other hand it breaks every other shader currently in use. This would be easier if it were possible to convert them, but some of the tools needed for certain effects are no longer available, or are obfuscated behind various layers. You can code new nodes into the shader graph directly, but there are still certain variables locked off or hidden that even the high definition pipeline doesn't put back.
I'm aware that some of these changes are necessary to facilitate a single-pass render but others make less sense. Perhaps it's a case of removing things for efficiencies sake, or perhaps they're features for a planned update to bring things back up to spec with the default renderer. Only Unity knows at this point. I do think there's a lot of promise with the system in the long-term, but I'm not convinced it's quite there yet.
AO is the last thing missing in the URP for me
@@bezoro-personal Thats why the HDRP exists.
@@0011-b9j lens flare, decals, point light shadow, is something that should be on urp too
@@bezoro-personal We are talking about URP. You said it lacks of all of that features and I said thats why the HDRP exists...
Dunno if anyone gives a damn but if you are bored like me during the covid times you can stream all the new movies and series on instaflixxer. Have been watching with my gf for the last days xD
@Travis Max yea, I've been using instaflixxer for months myself =)
URP Sounds good but how's it's SSAO because SSAO in 2019.2/HDRP was unusable and we are still unable to upgrade...
Sounds cool. Cant wait 😃
Felipeeeeeeeee show me the SSAO !!!!!
Based on this it seems we should be building using only the URP instead of the built in right?
I have the same question as you 3 years later. Which render pipeline should I be expected to use in the long-term? Which pipeline does Unity give major support to?
Awesome! 😍😍😍
So do we know from what he says at 3:56 about forward renderer of URP if it will be able to achieve AO? i think it will, what are you guys thinking about??
i have been keep trying urp with hybrid renderer time to time for years. the performance is always worse with it. also built in post processing for urp has less options than the unity's standard post processing package.
urp uses too much time for every camera, standart render pipeline doesn't do this. i really wanted to use it but every time i try it, it fails me. also im used to writing shaders for standard render pipeline.
I completely agree with this. The built in renderer is simply still better than URP and switching to URP breaks everything. I hope Unity one day realises their mistake and somehow unifies the render pipelines.
@@josh_flash it simply runs slower
UPDATE: I tried it again today, and it finally works right with my project
@@nomadshiba got better performance? For me I get unstable frame rate by some reason when comparing to the built in :(
(And graphical bugs on iOS)
Does anyone know how to implement dynamic resolution using URP?
Is URP always better for performance for a small indiegame targeted only for PC? Can I use the HDRP and still get good performance on low-end PC and consoles?
@@dotcom4389 Do you mean in a built project using IL2CPP or in-editor?
and lens flares support?
I shifted a project onto the LWRP .... And discovered the absence of lens flares, and shifted it all back again.
Currently trying to use urp. Docs are horrible and don't show how to do anything it's more just theory
It's still very buggy and I can't use it...
Does CODM uses URP ?
no
اتمنى لو ان محرك العاب يونتي يدعم اللغه العربيه👾
بس هذا شي مو مهم فعلا لان المبرمج بالعاده يعرف انجليزي
@@تيماو-ه5س انا مبرمج وماعرف انجليزي
the speakers is with accent or speaking too fast , hard to listen clearly
Firt heheh