hdrp

Version 7.2.0 of the HDRP package is now out of Preview and verified for production. That means we guarantee stability, platform support and upgrade path.

HDRP软件包的7.2.0版现已退出预览版,并已进行生产验证。 这意味着我们保证稳定性,平台支持和升级途径。

With Version 7.2.0 of the HDRP package, we assure, platform support and migration path. It comes with mature debugging tools, scalable settings for all platforms for full control of performance, extensibility options and various artist tools. And best of all, you can start using it now.

使用HDRP软件包的7.2.0版,我们可以确保平台支持和迁移路径。 它带有成熟的调试工具,可在所有平台上进行扩展的设置以完全控制性能,可扩展性选项以及各种美术工具。 最重要的是,您现在就可以开始使用它。

The High Definition Render Pipeline (HDRP) targets high-end PCs, high-end Mac and high-end consoles (Xbox One and PlayStation 4) for creating high-definition and photorealistic visuals. With package version 7.2.0 in 2019.3, HDRP is verified.

该 高清渲染管道 (HDRP)创建高清晰度和逼真的视觉效果针对高端PC,高端Mac和高端游戏机(Xbox One上和PlayStation 4)。 使用2019.3中的7.2.0版软件包,可以验证HDRP。

Its design follows three principles:

其设计遵循三个原则:

  1. Rendering is physically based.

    渲染基于物理。

  2. Lighting is unified and coherent.

    照明是统一和连贯的。

  3. Features function independently of the rendering path.

    特征的功能与渲染路径无关。

Physically-based rendering relies on three pillars: lighting, material, and camera. Lighting and material rely on physical interaction, and they should be clearly decoupled to get a coherent result under various lighting conditions. The camera interprets the resultant lighting to display it on the screen. The goal is to make it easier for artists to achieve a realistic result.

基于物理的渲染依赖于三个Struts:照明,材质和相机。 照明和材料依赖于物理交互,因此应清楚地将它们分离,以在各种照明条件下获得一致的结果。 相机会解释由此产生的照明,以将其显示在屏幕上。 目的是使艺术家更容易获得逼真的效果。

Unified lighting means that all objects and participating media in the scene should receive the same lighting. There shouldn’t be any distinction between opaque, transparent or volumetric materials. Coherent lighting means that material must interact correctly with the lighting produced by any source (reflection probe, area lights, etc.), even when modified by a Decal, for example. The result is a more coherent look.

统一照明意味着场景中的所有对象和参与媒体都应使用相同的照明。 不透明,透明或体积材料之间不应有任何区别。 相干照明意味着材料必须与任何光源产生的照明(反射探针,区域照明灯等)正确交互,即使经过贴花装饰也是如此。 结果是外观更加连贯。

Real-time rendering uses various rendering passes: Deferred/Forward, Single Pass/Multi-Pass, and Tile/Cluster. In-game development, it’s common that the rendering path you choose will limit the graphics features you can use. Regardless of the rendering path you choose, with HDRP, the same set of graphics features is available to you. That means you can choose a rendering path based solely on your performance requirements; performance isn’t constrained by the graphics features you want to use.

实时渲染使用各种渲染遍历:“递延/前进”,“单遍/多遍”和“平铺/群集”。 在游戏开发中,通常选择的渲染路径会限制您可以使用的图形功能。 不管您选择哪种渲染路径,使用HDRP都可以使用同一套图形功能。 这意味着您可以完全根据性能要求选择渲染路径。 性能不受您要使用的图形功能的限制。

功能概述 (Features overview)

HDRP comes with a graphic feature set that can tackle more rendering challenges than the built-in render pipeline. In particular, this package provides the following advanced features for handling material qualities:

HDRP带有图形功能集,与内置渲染管线相比,它可以解决更多渲染难题。 特别是,此软件包提供了以下用于处理材料质量的高级功能:

  • Lit Shader

    亮着色器

    • Subsurface scattering and translucency simulates light that penetrates and moves within the area under a surface. Use it to make organic materials, like skin or plant leaves.

      地下散射半透明 模拟光在表面下的区域内穿透和移动。 用它来制造有机材料,如皮肤或植物的叶子。

    • Clear Coating simulates materials with a thin translucent layer over a standard layer. Use it to make multilayered materials such as car paints, soda cans, or glazed objects.

      透明涂层 模拟在标准层上具有半透明薄层的材料。 用它来制造多层材料,例如汽车漆,汽水罐或玻璃物体。

    • Anisotropy simulates materials whose properties change depending on the direction along the object. Those surfaces have highlights that change when viewed from different angles. Use it to make anisotropic materials such as brushed metal, velvet, or crystals.

      各向异性 模拟其属性随对象方向变化的材料。 从不同角度观看时,这些表面的高光会发生变化。 用它来制造各向异性的材料,例如拉丝金属,天鹅绒或晶体。

    • Iridescence simulates materials that appear to change color when viewed from different angles. Use it to make soap bubbles, insect wings, or seashells.

      虹彩 模拟从不同角度查看时似乎改变颜色的材料。 用它制作肥皂泡,昆虫的翅膀或贝壳。

    Lit Shader

    亮着色器

  • Layering of up to four materials with LayeredLit Shader. This allows you to blend materials on top of each other to achieve realistic and diverse visuals. Use it in a photogrammetry workflow.

    使用LayeredLit Shader最多可 分层 四种材料。 这使您可以将材料相互叠加,以实现逼真的和多样化的视觉效果。 在摄影测量工作流程中使用它。

  • Fabric Shader simulates realistic clothing materials. Use it to make cotton wool, silk or satin.

    Fabric Shader 模拟逼真的服装材质。 用它来制造棉绒,丝绸或缎子。

  • Hair Shader simulates light that penetrates and moves within hair fibers. The shader uses an improved Kajiya-Kay lighting model with better energy conservation.

    头发着色器 模拟穿透并在头发纤维中移动的光。 着色器使用改进的Kajiya-Kay照明模型,具有更好的节能效果。

  • StackLit Shader improves on the Lit Shader in favor of quality over performance. This shader coats surfaces more accurately than the Lit Shader and, unlike the Lit Shader, allows you to use multiple Material features like anisotropy, subsurface scattering iridescence, and hazy parametrization at the same time.

    StackLit Shader 在Lit Shader上进行了改进,以质量胜于性能。 与“ Lit Shader”相比,此着色器可以更精确地涂覆表面,并且与“ Lit Shader”不同,它可以使您同时使用多种材质功能,例如各向异性,次表面散射虹彩和朦胧参量。

  • Decal Shader allows you to place decals on surfaces in your scene. It supports both projector decals and mesh decals.

    贴图着色器 允许您在场景中的表面上放置贴花。 它同时支持投影仪贴花和网格贴花。

This package supports advanced lighting features:

该软件包支持高级照明功能:

  • Physical light units for all lights. The HDRP light types, as well as sky and emission settings, use physical light units to help you light your scene in the most realistic way. It also improves scene light rigging workflow because it is easier to achieve consistency. Supported units include lumens, candelas, lux, nits, and EV100. You can also enable color temperature.

    所有灯光的物理灯光单元。 HDRP光源类型以及天空和发射设置使用物理光源来帮助您以最真实的方式照明场景。 由于它更易于实现一致性,因此还改善了场景灯光装配工作流程。 受支持的单位包括流明,坎德拉,勒克斯,尼特和EV100。 您还可以启用色温。

  • Area lights, such as Rectangle Lights, Tube Lights (runtime only), and Disc Lights (fully baked only), and emission, simulate light emission from a surface uniformly in all directions (baked only).

    区域灯 (例如矩形灯,日光灯(仅用于运行时)和圆盘灯(仅用于全烘烤)以及 发射 )模拟从曲面在所有方向上均匀发射的光(仅用于烘烤)。

  • Various shadow types, including regular shadow with PCF filtering, cascade shadow with PCSS filtering, and area light shadow with Exponential shadow map. In addition, shadows can be enhanced with contact shadows and micro shadows.

    各种阴影类型 ,包括带PCF过滤的常规阴影,带PCSS过滤的级联阴影以及带指数阴影贴图的区域光阴影。 另外,可以通过接触阴影和微阴影来增强阴影。

  • Physically Based Sky simulates a spherical planet with a two-part atmosphere. It is a practical implementation of the method outlined in the paper Precomputed Atmospheric Scattering (Bruneton and Neyret, 2008), HDRI Sky with backplate mode, Gradient Sky.

    基于物理的天空 模拟具有两部分气氛的球形行星。 这是“预计算大气散射”(Bruneton和Neyret,2008), 带背板模式的HDRI Sky ,“ 渐变天空”中 概述的方法的实际实现

  • Fog can be set up as a global exponential fog with height in your scene and can be enhanced with volumetric lighting and localized fog.

    可以设置为具有场景高度的全局指数雾,并且可以通过 体积光照 和局部雾 来增强 。

  • Screen space lighting effects. Ground Truth Ambient Occlusion (GTAO) and Screen Space Reflections (SSR) are standard with HDRP.

    屏幕空间的灯光效果 。 地面真相环境光遮挡(GTAO)和屏幕空间反射(SSR)是HDRP的标准配置。

  • New artistic features let you exercise your creativity without abiding by the laws of physics. We added Light Layers, to make some lights affect only specific meshes, and Shadow Layers, to make some meshes cast shadows from specific lights. We also added control on penumbra and shadow tint.

    新的艺术功能 使您可以在不遵守物理定律的情况下发挥创造力。 我们添加了“光图层”以使某些灯光仅影响特定的网格,并添加了“阴影层”以使某些网格从特定灯光投射阴影。 我们还添加了对半影和阴影色调的控制 。

  • Shadow matte is a mode on the Unlit Shader Graph Master Node. This mode allows the shader to modulate its opacity depending on the amount of shadow it receives. You can then pick a color for the shadowed parts and compose the result over an unlit image or a video.

    阴影遮罩 是“不亮着色器图主节点”上的一种模式。 此模式允许着色器根据其接收的阴影量来调整其不透明度。 然后,您可以为阴影部分选择一种颜色,然后将结果合成在未照明的图像或视频上。

  • Note that HDRP does not support Enlighten, but we are committed to delivering a real-time Global Illumination (GI) replacement solution in 2021.1.

    请注意, HDRP不支持Enlighten ,但是我们致力于在2021.1中提供实时的全局照明(GI)替换解决方案。

There is a built-in implementation for post-processing using the Volume system. For post-processing, a Physical Camera setup enables you to control some of the effects, such as Depth of Field or Exposure, with a single set of standard physical settings (focal length, aperture, etc.). A Contrast Adaptive Sharpen (CAS) upscaling effect is also available. Finally, post-processing supports alpha channel; however, to use alpha channel with an effect like depth of field, allowing further composition, you need to switch the color pipeline to float16 RGBA.

有一个内置的实现,用于使用Volume系统进行后处理。 对于后期处理,“物理相机”设置使您可以通过一组标准物理设置(焦距,光圈等)来控制某些效果,例如景深或曝光。 还提供了对比度自适应锐化(CAS)放大效果。 最后,后处理支持Alpha通道。 但是,要使用具有像景深这样的效果的alpha通道,以允许进一步合成,您需要将颜色管线切换为float16 RGBA。

You can get a full overview of the post-processing effects available in this package and their execution order in the manual.

您可以在手册中全面 了解 此软件包中可用 的后期处理效果 及其执行顺序。

Another benefit is that  HDRP uses the SRP Batcher to speed up its CPU rendering.

HDRP的另一个好处是HDRP使用 SRP Batcher 来加快其CPU渲染速度。

For an in-depth look at the features of the built-in render pipeline and HDRP, see our comparison table.

要深入了解内置渲染管道和HDRP的功能,请参阅我们的 比较表 。

艺术家的工具 (Artists’ tools)

To be production-ready, a render pipeline needs to provide tools for artists to express their creativity. HDRP comes with verified Visual Effect Graph and Shader Graph, and offers new tools like Look Dev and HDRI Sky with Backplate for asset workflow.

为了准备投入生产,渲染管线需要为艺术家提供工具来表达他们的创造力。 HDRP带有经过验证的 视觉效果图 和明 暗器图 ,并提供了诸如Look Dev和HDRI Sky与Backplate等新工具来进行资产工作流。

As mentioned above, HDRP is built on the premise of physically based rendering. Thanks to this, materials authored correctly should respond to lighting in a natural way in all lighting conditions.

如上所述,HDRP建立在基于物理的渲染的前提下。 因此,正确编写的材料应该在所有照明条件下都能自然响应照明。

The Look Dev view lets you quickly check the look of your assets under several lighting conditions. It also includes some view modes that allow you to check each component of your materials.

外观开发 视图,您可以快速检查你的资产的几个照明条件下的外观。 它还包括一些查看模式,使您可以检查材料的每个组成部分。

You start by creating a library of HDRI images, then you load an asset or a prefab into the view. You can switch between images in the view or even use one of the debug view modes. Or you can adjust the display for a split-screen view to compare different assets, lighting conditions, or view modes.

首先创建HDRI图像库,然后将资产或预制件加载到视图中。 您可以在视图中的图像之间切换,甚至可以使用调试视图模式之一。 或者,您可以调整分屏视图的显示,以比较不同的资产,照明条件或查看模式。

In addition to Look Dev, Backplate is an advanced mode in the HDRI sky. It creates a virtual geometry that can be textured using the bottom part of the HDRI image, it can fade at the edges, and it can also render shadow maps on top of the otherwise unlit HDRI sky.

除了Look Dev, Backplate 是HDRI天空中的高级模式。 它创建了一个虚拟的几何图形,可以使用HDRI图像的底部对其进行纹理化,可以在边缘进行淡化,还可以在原本不发光的HDRI天空之上渲染阴影贴图。

HDRP allows you to make advanced visual effects thanks to Visual Effect Graph, which is our new node-based visual effect authoring tool. It is easy to use, flexible, and powerful. The visual effects generated rely on GPU particles, which allows you to take full advantage of GPUs to simulate and display large quantities of particles. The node graph allows deep customization of your effects, and you can expose the properties you need for interacting with your game systems. Read more about the Visual Effect Graph in this blog post.

HDRP借助 Visual Effect Graph ( 先进 的基于节点的视觉效果创作工具) ,您可以制作高级视觉效果 。 它易于使用,灵活且功能强大。 生成的视觉效果依赖于GPU粒子,这使您可以充分利用GPU来模拟和显示大量粒子。 节点图允许对效果进行深度自定义,并且可以显示与游戏系统进行交互所需的属性。 在此 博客文章中 阅读有关视觉效果图的更多 信息 。

Shader Graph is our node-based shader authoring tool. When used with HDRP, additional features become available (often prefixed by HD). You can use a shader graph to override the GI, edit vertex normals and vertex tangents, control Material Quality, or render your shader with a parallax occlusion mapping node that writes a depth offset. You can use distortion, refraction, subsurface scattering and other effects. You can also access specific HDRP lighting models for your shaders by using the Hair master node or the Fabric master node.

Shader Graph 是我们基于节点的着色器创作工具。 与HDRP一起使用时,其他功能将可用(通常以HD为前缀)。 您可以使用明暗器图形覆盖GI,编辑顶点法线和顶点切线,控制材质质量,或使用写入深度偏移的视差遮挡贴图节点渲染明暗器。 您可以使用变形,折射,地下散射和其他效果。 您还可以通过使用“头发”主节点或“结构”主节点来访问着色器的特定HDRP照明模型。

HDRP package includes Sample Content to show you how to use certain features. The package comes with a sample shader for Fabric and hair shader graph, an example of custom sky, some textures resources for post-processing, a particle system shaders for compatibility with Shuriken, and a set of material samples.

HDRP软件包包括 示例内容, 以向您展示如何使用某些功能。 该软件包随附用于面料和头发着色器图形的示例着色器,自定义天空的示例,用于后期处理的一些纹理资源,用于与Shuriken兼容的粒子系统着色器以及一组材料示例。

Sample content in the HDRP package: Fabric and Hair shader

HDRP软件包中的样本内容:织物和头发着色器

Lastly, the Render Pipeline Debug displays all material properties for both opaque and transparent materials, either with Deferred or Forward Rendering path. You can choose to display various lighting, such as Diffuse lighting only, Specular lighting only, shadows, etc. It also lets you override properties for the whole scene, like normal, albedo, or smoothness. It can display intermediate render targets like motion vector, depth buffer, and many others. An invaluable tool for artists, it works both in the Unity Editor and on any player (e.g., PS4).

最后,“ 渲染管线调试 ”使用“延迟渲染”或“正向渲染”路径显示不透明和透明材料的所有材料属性。 您可以选择显示各种照明,例如仅漫反射照明,仅镜面照明,阴影等。它还允许您覆盖整个场景的属性,例如法线,反照率或平滑度。 它可以显示中间的渲染目标,例如运动矢量,深度缓冲区等。 对于艺术家来说,这是一个宝贵的工具,它可以在Unity编辑器和任何播放器(例如PS4)上使用。

The MatCap mode replaces the material and lighting of objects with a simple environment texture. This mode is useful for navigating and getting a sense of the scene without having to set up the scene lighting. For example, you can use this mode when editing a dark area, like the inside of a cave, which would be difficult to navigate with low lighting.

所述 MatCap 模式替换对象的材料和照明用一个简单的环境纹理。 此模式对导航和获得场景感很有用,而无需设置场景照明。 例如,您可以在编辑黑暗区域(例如洞穴内部)时使用此模式,该区域在低光照下很难导航。

HDRP的可扩展性 (Extensibility of HDRP)

HDRP contains a lot of passes and it can be tricky to dig into it, but there is a way to add new passes without having to change the code.

HDRP包含很多通行证,要深入研究它可能很棘手,但是有一种无需更改代码即可添加新通行证的方法。

The main purpose of Custom Passes is to inject effects or custom code into the render loop. They allow you to access HDRP buffers and modify them at certain points in the frame. Custom Passes use the same volume system principle as Post Process but have more restrictions (they don’t rely on profile assets and they can’t interpolate). Custom Passes require some C# scripting and shader authoring.

定义通道 的主要目的 是将效果或自定义代码注入渲染循环。 它们允许您访问HDRP缓冲区并在帧中的某些点进行修改。 “自定义通行证”使用与“后期处理”相同的体积系统原理,但有更多限制(它们不依赖于个人资料资产,也无法插值)。 自定义通行证需要一些C#脚本和着色器创作。

Here is an example of an effect you can achieve with Custom Pass:

这是您可以使用“自定义通行证”实现的效果的示例:

Example of animated effects done with Custom Pass

使用自定义通行证制作动画效果的示例

See the Custom Pass documentation for more information, or explore some more effects made with custom passes.

有关 更多信息, 请参见“ 自定义通行证”文档 ,或探索 使用自定义通行证制作的 更多 效果 。

Custom Post Processes allow you to write your own post-processing effects. (They look a lot like the Post Processing Stack via Volume components in the Built-in render pipeline.) They are integrated within the Volume system, benefiting from the blending and overrides of this system. You create a shader that creates your custom post-process effect and link it to your Volume component.

自定义后期处理 使您可以编写自己的后期处理效果。 (它们看起来很像内置渲染管道中通过Volume组件进行的Post Processing Stack。)它们集成在Volume系统中,得益于此系统的混合和替代。 您将创建一个着色器,以创建自定义的后期处理效果并将其链接到您的Volume组件。

支持平台 (Platforms supported)

In 2019.3, we support the following platforms:

在2019.3中,我们支持以下平台:

  • PC (Vulkan / DirectX 11)

    PC(Vulkan / DirectX 11)

  • PC DX12 in Preview (for DirectX Raytracing)

    预览中的PC DX12(用于DirectX光线跟踪)

  • Mac (Metal)

    Mac(金属)

  • PlayStation 4 (Base and Pro)

    PlayStation 4(基础版和专业版)

  • Xbox One (Base, Scorpio and X)

    Xbox One(Base,Scorpio和X)

Note: Valve is currently developing their OpenVR Unity XR plugin for 2019.3 and beyond.

注意:Valve目前正在为2019.3及更高版本开发其OpenVR Unity XR插件。

验证是什么意思? (What does verified mean?)

HDRP has been in development for two years and we have expanded its features based on your feedback. In that time, some consumer-grade hardware (that supports ray tracing) has become more affordable and the code base has evolved.

HDRP已经开发了两年,我们已经根据您的反馈扩展了其功能。 到那时,某些消费级硬件(支持射线追踪)变得更加负担得起,并且代码库也在不断发展。

Version 7.2.0 of the HDRP package is now verified. That means we assure stability, platform support and upgrade path. You will be able to migrate your project data and code to future versions safely, and we will continue to develop and extend these features. All the features are documented here.

现在已验证HDRP软件包的7.2.0版本。 这意味着我们将确保稳定性,平台支持和升级途径。 您将能够安全地将项目数据和代码迁移到将来的版本,我们将继续开发和扩展这些功能。 所有功能都 记录在这里 。

In this case, verified also means the HDRP comes with mature debugging tools, scalable settings for all platforms for full control of performance, extensibility options and various artists’ tools. Read on to learn more about these advantages.

在这种情况下,经过验证还意味着HDRP配备了成熟的调试工具,可在所有平台上进行扩展的设置,以完全控制性能,可扩展性选项以及各种美术工具。 继续阅读以了解有关这些优势的更多信息。

在HDRP中寻找出路 (Finding your way in HDRP)

Longtime users of Unity should understand that HDRP isn’t like the built-in pipeline. It requires a new learning curve for both artists and programmers. New paradigms have been introduced, new artist tools, new settings system, new volume system, new shaders, etc. Migrating from an existing built-in Unity project isn’t a simple task and may require rewriting custom scripts, rewriting custom shaders, reworking the lighting, or setting up your scenes from scratch.

Unity的长期用户应该了解HDRP与内置管道不一样。 对于艺术家和程序员来说,都需要一条新的学习曲线。 引入了新的范例,新的美术师工具,新的设置系统,新的体积系统,新的着色器等。从现有的内置Unity项目中进行移植不是一件容易的事,可能需要重写自定义脚本,重写自定义着色器,重新制作照明或从头开始设置场景。

One major change is that this pipeline is a package; you need to use Package Manager to upgrade to the latest version. We recommend that you always use the latest available version compatible with your Unity binary as it contains more bug fixes. You can check the version in the Package Manager window.

一个主要的变化是该管道是一个软件包。 您需要使用“程序包管理器”升级到最新版本。 我们建议您始终使用与Unity二进制文件兼容的最新可用版本,因为它包含更多错误修复。 您可以在“程序包管理器”窗口中检查版本。

To get started with HDRP, check out this documentation. It includes several helper guides, including the Getting Started manual and how to upgrade from the Built-in pipeline or from a previous HDRP version.

要开始使用HDRP,请查看此 文档 。 它包括一些帮助指南,包括《 入门指南》 以及如何 从内置管道 或 从先前的HDRP版本 升级 。

You can also refer to presentations by the Unity team at events such as Unite or GDC. In particular, we recently presented about Getting Started with HDRP and VR support in HDRP. Alternatively, you can go deep and learn more about the architecture of HDRP (The Road toward Unified Rendering with Unity’s High Definition Render Pipeline) or how we implement some effects (Efficient Screen-Space Subsurface Scattering Using Burley’s Normalized Diffusion in Real-Time).

您还可以参考Unity团队在Unite或GDC等活动中的演示文稿。 特别是,我们最近提出的关于 入门HDRP 并 在HDRP VR支持 。 或者,您可以深入了解有关HDRP的体系结构( 使用Unity的高清渲染管道的统一渲染之路 )或我们如何实现某些效果( 使用Burley实时归一化扩散进行有效的屏幕空间次表面散射 )。

To help you on your journey and check that you have the right setup for your projects (regular, VR, ray tracing), we provide an HDRP Wizard. The Wizard validates your settings and can fix them if they are incorrect. It also lets you convert your built-in project and provides an HDRP Scene Prefab to create new scenes.

为了帮助您旅途中并检查项目设置(常规,VR,光线跟踪)是否正确,我们提供了 HDRP向导 。 向导会验证您的设置,如果设置不正确,则可以对其进行修复。 它还使您可以转换内置项目,并提供HDRP Scene Prefab来创建新场景。

The Render Pipeline Wizard

渲染管道向导

高清渲染管线的未来 (The future of the High Definition Render Pipeline)

Future versions of HDRP will focus on improving performance and build time. We intend to increase the quality of and support for existing features (like SSR, Area Lights, and Volumetric) and extend them with more options. We will continue to improve artist workflows in the Editor, particularly interactions with Animator, Timeline, Cinemachine, Preset, and more.

HDRP的未来版本将专注于提高性能和构建时间。 我们打算提高现有功能(例如SSR,区域光和体积)的质量和支持,并为它们提供更多选择。 我们将继续改善编辑器中的艺术家工作流程,尤其是与Animator, Timeline , Cinemachine ,Preset等的 交互 。

We will also work on taking full advantage of the DOTS technology.

我们还将努力充分利用 DOTS技术 。

Lastly, this version 7.2.0 of HDRP comes with a Preview of real-time ray tracing support, which we will discuss in a separate blog post. Ray tracing is a technology that we will develop further.

最后,此HDRP 7.2.0版附带了实时光线跟踪支持的预览,我们将在另一篇博客文章中进行讨论。 射线追踪是一项我们将进一步发展的技术。

高清晰度渲染管线和通用渲染管线 (High Definition Render Pipeline and Universal Render Pipeline)

HDRP does not replace or encompass the Universal Render Pipeline.

HDRP不替代也不包含 Universal Render Pipeline 。

HDRP delivers state-of-the-art graphics. HDRP is the best choice if your goal is to push graphics on high-end hardware. It also comes with increased complexity compared to Universal Render Pipeline and has a constrained set of supported platforms.

HDRP提供最先进的图形。 如果您的目标是在高端硬件上推送图形,则HDRP是最佳选择。 与Universal Render Pipeline相比,它还增加了复杂性,并具有受限制的一组受支持的平台。

The Universal Render Pipeline aims to be the future default render pipeline for Unity. Develop once, deploy everywhere. It is more flexible, is more extensible and, like HDRP, delivers higher performance than the built-in render pipeline, and has improved graphics quality.

通用渲染管线旨在成为Unity未来的默认渲染管线。 一次开发,随处部署。 它比HDRP更灵活,更可扩展,并且比内置渲染管道具有更高的性能,并具有改进的图形质量。

Given the differences, choose a render pipeline according to the features and platform requirements of your project.

鉴于差异,请根据项目的功能和平台要求选择渲染管道。

开始使用HDRP (Start using HDRP)

Several high-graphic productions are in progress with HDRP, including games and VR projects. We’ve even rendered Unity’s Japan office in HDRP, so you can see how the architecture, engineering and construction (AEC) industry can leverage HDRP’s photorealism.

HDRP正在进行一些高画质的制作,包括游戏和VR项目。 我们甚至 在HDRP中 渲染了 Unity的日本办事处 ,因此您可以了解建筑,工程和建筑(AEC)行业如何利用HDRP的真实感。

Check out these sample projects to help you get started: Fontainebleau and The Spaceship.

查阅以下示例项目以帮助您入门: 枫丹白露 和 太空飞船 。

To learn more about its capabilities and how to get the most out of HDRP, check out the following blog posts. But first, read more here on our Forum.

要了解有关其功能以及如何充分利用HDRP的更多信息,请查看以下博客文章。 但首先,在这里我们的论坛。

  • How to set up Unity’s High Definition Render Pipeline for high-end visualizations

    如何为高端可视化设置Unity的高清渲染管道

  • The power of photogrammetry: Simulating the real world in VR

    摄影测量的力量:在VR中模拟现实世界

  • Creating Assets with Photogrammetry using a rotating surface

    使用旋转表面通过摄影测量法创建资产

  • Introducing Sherman – a Unity project featuring Real time fur, HDRP and Visual FX Graph for animators

    Sherman简介–一个Unity项目,为动画师提供实时毛发,HDRP和Visual FX Graph

You can start taking advantage of HDRP for your projects today. Meanwhile, our team is continuing development. Please send us feedback in the HDRP forum!

您可以立即开始为您的项目使用HDRP。 同时,我们的团队正在不断发展。 请在 HDRP论坛中 向我们发送反馈 !

翻译自: https://blogs.unity3d.com/2020/02/24/hdrp-out-of-preview-in-2019-3/

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