![]() ![]() But of course, we always keep an eye on the competition as well. ![]() So it was a lot about him bringing his industry experience into the project and making sure that we could achieve this cutting-edge quality. So you have to redo your lighting and you probably have to redo some of your materials as well, because you will have many more possibilities to get better quality out of them.ĭP: When developing the HD Rendering pipeline, did you take a close look at other products which already support these workflows? Other engines for example?Īrisa Scott: The majority was written by Sébastien Lagarde, an excellent rendering architect who also worked on the Frostbite Engine. Lightweight has a simplified PBR system, whereas HD is more accurate in addition to having all the shiny things, and HD acts a lot more like real lighting would. If you have created your shader with shader graph, we have added a master node that works in both, so you can have your shaders move over. We do offer some lighter versions of those, but if you have a material in HD that looks gorgeous, you can’t just add that in Lightweight, because the performance would suffer too much and you wouldn’t be able to ship it and hit with 60 fps on mobile.ĭP: Is it possible after starting with Lightweight to switch to HD afterwards?Īrisa Scott:You don’t need to start all over again, but you do have to restructure things a little. For example, in our post-processing stack there are options that are not available because of that reason. It is much more about creating a visually beautiful, cinematic experience.ĭP: What is the main thing that is missing then in the Lightweight pipeline?Īrisa Scott: There are things that were intentionally not added, because if we were to add them, they would hit performance. If you are a graphics programmer, it is a fantastic playground, and if you are an artist, you can just open it up and create something that you have much more control over now. When you open it up you have tons of options and settings which you have to dig into a little deeper to fully understand what they are capable of. It is optimized for GPU, compute-capable, very high-end. HD, on the other hand, is very different. It is also more similar to our current renderer, just with a slightly reduced feature set. The Lightweight Rendering Pipeline is all about being stripped down and optimized for things like mobile performance. ![]() Of course, there are differences in performance, but what is the main difference regarding the pipeline between those two?Īrisa Scott: They are built on top of the same architecture, but they are optimized for two different things. I wanted to be introduced immediately after to get some customer feedback from them as well.ĭP: In your talk, you introduced Lightweight Rendering and High Definition Rendering. I knew a few bits of what was going to happen, but I didn’t know, for example, about the game “Harold Halibut” and listening to the guy who was thrilled about the HD Render Pipeline (HDRP) was really great. It is easy to guess which one of them serves which purpose, and we had a little chat with Arisa Scott, Graphics Product Manager at Unity Technologies, to find out what makes those two rendering pipelines special and how people have adopted them.Īrisa Scott: It’s great! It’s been very high energy, I loved the keynote. Lightweight Rendering and High Definition Rendering – these are the two brothers who joined the Unity club with update 2018.1. The automotive industry is starting to knock at the doors of Unity and others are sure to jump on the train as well. The results are impressive indeed, and it’s not just game developers who like to use this engine for their games. Coming with it are new ways of rendering. We’ve already heard about the huge step forward that Unity has made in the last year. This article was initially published in DP 06 : 2018.
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