🧵#HDRP-to-URP

hybridherbst

Best case is your project is already mostly using ShaderGraph, in which case at least switching the materials is easy (or another graph-based or RP-independent tool)

hybridherbst

What's harder is switching over post effects and such, as there's never a 1:1 mapping between what URP and HDRP have, so these you'll most likely have to recreate / set up again

melmass
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Thanks! It is, and for now I mostly care about non "render" related things in my project, I'm currently trying to import it into a blank URP template

melmass
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I just though there was some way to change packages/project settings without recreating it from scratch, so in the case of an "advanced" shaded project I guess it's a mess.... Good to know as I though I could care about it later on

hybridherbst

Can you clarify what your goal is? If it is to maintain parallel URP and HDRP projects with the same assets, yes, that works as well with some planning

melmass

Yes exactly, I actually want to provide both but authoring both in the same project ended up being too hard, or I don't know the right tricks and I did not find many info online. Until now I was not concerned about RP but it's my next step and I know how painful it is to have an asset that don't ship with the pipeline you use (at least std, URP & HDRP for me for now)

hybridherbst

My recommended workflow revolves around packages:

  • use ShaderGraph for all materials
  • put all your assets, materials, scenes, etc into a local package
  • put all your code and logic into another package
  • make two projects that reference those
  • one project is HDRP, one is URP
  • all the HDRP/URP specific stuff goes in the respective Assets folder
hybridherbst

You'll need one or two "shim scripts" depending on which Unity version you're on for the CameraAdditionalData/LightAdditionalData

melmass

🙏 Great breakdown! Splitting the packages this way is a great workaround and will avoid headaches later on!! It would be great to have an "hybrid" solution for tool authors, like simulating specific RP in some scenes....

hybridherbst

I want to do a writedown of all these tricks at some point – maybe also a talk – so much power in packages and their workflows and not much info available...