When it comes to graphics, you want to push your visuals and have direct control over what you need for your projects. Unity’s Scriptable Render Pipeline (SRP) gives you that. See what’s new in the Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP).
Universal Render Pipeline
The Universal Render Pipeline (URP), now in version 10, has new features that bring it closer to parity with the Built-In Render Pipeline. Screen Space Ambient Occlusion (SSAO) approximates brightness or darkness of a specific surface based on its surrounding surfaces and how exposed it is to ambient lighting, so you can improve the visual quality of ambient lighting in your scenes. You can now lower your build data size and improve loading times by stripping out certain shaders that aren’t in use. With URP Lit Shader you now have additional surface inputs such as detail, detail normal, height and parallax maps. Through the new Complex Lit Shader, you can use Clear Coat maps to simulate and mimic materials such as car paint.
High Definition Render Pipeline
Version 10 of the High Definition Render Pipeline (HDRP) includes better tools to help you debug lighting. For example, various lighting debug view modes allow you to separate, visualize and debug the components of lighting in your scene. Improvements to the decal system include a new Decal layers feature allowing you to specify which decals affect which Materials on a layer-by-layer basis. Path tracing supports fog absorption and subsurface scattering when you make organic materials, like skin, look smooth and natural rather than rough and plastic-like. HDRP also includes a new depth of field mode for producing path-traced images with high-quality defocus blur and more.
New HDRP template
A new HDRP sample scene is available – a great starting point for projects aiming at high-end graphics. This template includes multiple setups of physically based light intensities and more to help you start creating realistic scenes with HDRP. Download it from the Unity Hub.
Ray tracing (Preview)
HDRP improvements to ray tracing include a set of fallbacks for transparent GameObjects so the visuals are coherent both with and without recursive rendering and refraction. With this release HDRP supports colored ray traced shadows for transparent and transmissive GameObject. Additionally, the denoiser for ray traced shadows now produces higher quality results. HDRP’s ray traced reflection (RTR) solution now supports transparent materials, useful for transparent surfaces such as windows or water. The quality and performance of ray traced global illumination (RTGI) has also been improved.