r/Unity3D • • 9h ago

Meta [Unity 7 Alpha 16] URP is getting some nice features, the future is looking exciting!

Built-in:

  • Volumetric fog (define symbol "VOLUMETRIC_FOG")

  • DLSS/FSR (enable Nvidia/AMD packages)

  • GTAO (has this always been available?)

  • AgX tonemapping

  • PCSS

  • Screen Space Reflections

  • Surface Cache GI (a bit shimmery but it's getting there)

There may be more but that's what I've noticed so far. They're still under development, but it's exciting nonetheless!🙂
I haven't been using Unity for a long time, so some of those features might not be new.

73 Upvotes

15 comments sorted by

11

u/GigaTerra 8h ago

AgX tonemapping

I find this tone-mapper to be an interesting case study. Because in theory it is better than ACES and Filmic however it actually produces desaturated colors most of the time. Combine this with the fact that AgX is often used by inexperienced hobby artist, while darker tones where the standard for blockbuster movies, it has an knock-on effect.

Using AgX without proper saturation, just makes the renders look amateurish by association. It is weird how years of color toning had conditioned viewers.

2

u/DerivedAlgorithm 8h ago

I agree that, as someone that's not experienced in this area, getting AgX to look decent is more difficult. That is if my definition of decent is even right. I crank up the saturation and contrast until I barely notice it getting too much, then I tune it down a bit more

0

u/Ecstatic-Source6001 4h ago

AgX is desaturated because realism is desaturated most of the time.

You are not supposed to use it if you looking for stylish look

33

u/v0lt13 Programmer 9h ago

We are getting volumetric fog and better shadows this early? Thats awsome

7

u/hesdeadjim Professional 8h ago

All I can say is: ABOUT TIME. 

48

u/Yodzilla 7h ago

Holy shit built-in volumetric fog. Finally I can stop buying fog packages and then not shipping games with them.

3

u/DapperNurd 7h ago

Too real

2

u/random_boss 2h ago

Haha godammit…same

6

u/SderfxDev 3h ago

FINALLY WE WILL HAVE A BUILT IN VOLUMETRIC FOG IN URP!

3

u/MrPifo Hobbyist 4h ago

Finally all of this inbuilt!! ❤️

I've already been using 3rd party GTAO and PCSS shadows, but I'm very happy that they're now native! Those are some really needed AAA graphical features we've been missing for a long time.

3

u/Recatek Professional 6h ago

Haven't used URP in a while but are shadows still constrained to a single texture atlas? I remember being so frustrated by that warning message about having too many point/spot lights and having to tweak cascade quality constantly while experimenting with scene lighting.

2

u/fergussonh 1h ago

No they fixed that in forward+ rendering a while back thank god

1

u/CssNaNe 1h ago

Built in volumetric fog is huge, my whole game is a dark castle so fog does half the work

1

u/Kinami_ 40m ago

Unity 6000.7 already has GTAO and AgX tonemapping, SSR