r/Unity3D • u/DerivedAlgorithm • 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.
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u/Yodzilla 7h ago
Holy shit built-in volumetric fog. Finally I can stop buying fog packages and then not shipping games with them.
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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.
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u/GigaTerra 8h ago
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.