Introducing myself to HDRP with only primitive geo.
I’ve tinkered enough with the LWRP and the 2 work quite differently. Actually, LWRP works quite closely to what we already know in Unity, with the new pipeline asset basically just replacing what we used to do with the Quality settings.
A few notes on some differences between standard and HDRP:
- You HAVE to work in Linear colour space, found in your Player settings.
- Your pipeline asset needs a Diffuse asset plugged into it which is something new. This is just so lighting and shading can work somewhere close to what we have in the standard pipeline. Even LWRP doesn’t work this way so far as I’ve seen.
- Sky and Fog are done completely differently, through some ‘Scene Settings’ component which adds to your scene data. This seems mandatory for a standard visual result.
- Blue-shaded nav maps don’t seem to appear anymore.
- When you search for objects in your hierarchy, your scene view would normally have greyed-out- the objects you AREN’T searching for, now it just hides them outright.
- ShaderGraph and Post Processing seem to work identically to the LWRP.
- Lights have a few different settings from both standard AND LWRP.
- The default shaders that come with HDRP support a few extra neat things like SSS, refraction and tesselation.