Creating great visuals is time consuming, so our team spotlighted a few updates to help you achieve your vision more efficiently in both Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP).

“We know that it’s hard to choose a rendering pipeline early in a project,” said Nancy LaRue, a marketing manager for technical artistry tools. “And it can be complicated to switch later on. So we’re working on modifying the render workflow so you’ll be able to use both URP and HDRP in the same project.”

The segment highlighted some new tools for URP, including Forward+ rendering and a new Decals offering, that achieve parity and even eclipse what you could achieve with the Built-in Render Pipeline. To highlight URP tools’ effectiveness in production, Hannah Kennedy, art director from Obsidian Entertainment, took to the stage to talk about the studio’s new game Pentiment, launching November 15. Hannah’s team chose Unity and URP to deliver on their project because they needed a flexible approach, right from the start.

“We were also able to use URP’s wide range of direct and indirect lighting solutions to quickly achieve the mood and enhance the dramatization of the game,” she said.

Next, a demo illustrated an HDRP workflow to help you create dynamic environments using Physically Based Sky, Cloud Layers, Volumetric Fog, Adaptive Probe Volumes, the Volume System, and our incredible new Water System.

We closed the graphics segment by celebrating some of the inspiring and jaw-droppingly gorgeous games that you’ve brought to life with Unity over the last few months. Catch the full sizzle below.

Source: Unity Technologies Blog

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