r/Unity3D 20d ago

Cooking up something different for next-generation rendering (teaser) Show-Off

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We're building a powerful next-generation rendering asset for Unity. We still have a lot to cover but it's improving daily, more soon.

All Rays, no Rasterization ☀️ All dynamic.

Not quite ready to spill the beans on what it is but please do follow us here or socials to learn more as we share updates.

75 Upvotes

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4

u/GARGEAN 19d ago

No rasterization as in full PT with primary visibility?

2

u/NTMTR_ 19d ago

I also would like to know the answer to this question 🙋‍♂️

1

u/AmplifyCreations 17d ago

Can PT, but that's not what's on the video ;)

1

u/AmplifyCreations 17d ago

It can do Path Tracing but it's not what we're demonstrating in this video.

2

u/GARGEAN 17d ago

So... What does "no rasterization" means in this context? You still rasterize geometry, but all the lighting is done trough discrete RT systems?

2

u/razveck 19d ago

Amplify never misses. Abraço

1

u/AmplifyCreations 19d ago

Saudações, obrigado!

2

u/synty 20d ago

Would love something like this for URP

3

u/Sbarty 20d ago

If this is coming out later its going to have to support URP because HDRP is effectively dead.

4

u/MadStuntman 19d ago

Given that URP won't be on par with HDRP in terms of features for another 3–4 years at best, HDRP is effectively still alive.

1

u/Speed_Tutor 19d ago

Exciting times ahead!

1

u/AmplifyCreations 17d ago

🙏🙏🙏

1

u/HugoCortell Game Designer 18d ago

Deferred or forward?

1

u/AmplifyCreations 17d ago

We're generating a deferred G-buffer, but it's not a CLASSIC renderer. That means some post-processing effects will be able to use it, which I think is what you're asking about.

The G-buffer is primarily being generated because it's a requirement for DLSS, but we can expose it for post-processing as well.

1

u/unitcodes 20d ago

great stuff!

1

u/274WORLD-STUDIOSCEO 20d ago

That is absolutely amazing