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3D Design & Development

Unity Render Pipelines, Done Properly

Unity's rendering options, including the Universal Render Pipeline and the High Definition Render Pipeline, each suited to different platforms.

Imogen Clarke Imaging & 3D Lead 2 min read 22 views
Unity Render Pipelines, Done Properly

Where most projects go wrong

The usual mistakes:

  • Switching pipelines mid-project
  • Buying assets for the wrong pipeline
  • HDRP for low-end targets
  • Untested custom shaders

What good looks like instead

  • Choose the pipeline at project start
  • Match the pipeline to target devices
  • Use pipeline-compatible assets
  • Test performance early
  • Document shader choices
What to do and what to avoid with Unity render pipelines, side by side
Good practice against the usual mistakes, from the sources listed below.

Why it matters

The pipeline choice affects performance, features and asset compatibility, and switching later is costly.

The specs that matter

Published figures for Unity Render Pipelines
MeasureFigure
URPtargets a wide range of platforms, including mobile
HDRPtargets high-end platforms with advanced features
Built-in pipelineUnity's older default renderer
Materialsshaders are not directly interchangeable between pipelines

Knowing when to hand it over

Tip: Bring in help when starting Unity projects for multiple platforms.

Where this comes from

The figures and practices above come from the sources listed.

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The work behind this article, and what it costs.

Imogen Clarke

Stills, retouching and real-time 3D. Writes about color management, asset pipelines and getting heavy visual work into a browser.

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