Getting Started with HDRP in Unity
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Latest comments
by Frank
7 hours ago

Is there any way i can tweak the colors dynamically through another blueprint? I tried with the "get all actors of class" function and setting the colors of the clouds by a timeline, everything else connected to the timeline does its thing but the volumetric clouds wouldn't change. Are the properties somehow fix?

by Ronnie Ochero
10 hours ago

Hi, what version of blender does this work with?

by anonymous
15 hours ago

Yeah this is good but it doenst capture the 2d look it still looks 3d. How about copying the movement of 2d animation because this looks way too smooth. 1 example is using the classic by twos which most studios do or also use 24 fps to really capture the 2d feel

Getting Started with HDRP in Unity
24 September, 2018

The Unity team has shared a new post that discusses authoring a scene to be rendered using Unity’s High Definition Render Pipeline or HDRP. Let’s study the post and discuss. 

The new article can teach you how to start a new HDRP Project, upgrade the materials of any imported assets, and use the new parameters within the Material Inspector to create a realistic glass material. You will also learn about the differences between the built-in pipeline and HDRP.

What is HDRP? Unity 2018.1 brought a new system called the Scriptable Render Pipeline(SRP), which is basically the ability to create your own rendering pipeline, based on the needs of your project. The system also features two ready-made pipelines: Lightweight (LWRP) and High Definition (HDRP). The thing is that HDRP works best for high visual fidelity and is meant for PC and console platforms.

Make sure to read the article here

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