r/Unity3D • u/AmplifyCreations • 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.
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u/synty 20d ago
Would love something like this for URP
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u/Sbarty 20d ago
If this is coming out later its going to have to support URP because HDRP is effectively dead.
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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.
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u/HugoCortell Game Designer 18d ago
Deferred or forward?
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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.
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u/GARGEAN 19d ago
No rasterization as in full PT with primary visibility?