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Hello everyone.

I usually make a lot of Toon-style (anime-style) works, but I thought I should try making realistic works once in a while, so I tried various HDRPs in Unity, which I have been curious about for a while, as a way of studying.

This article is more of an introduction to what I tried rather than an explanation.


What is HDRP?

Simply put, it delivers high-quality graphics.

https://www.youtube.com/watch?v=7gU7V-EENl4 

See the official website for details.


Background practice.

I practiced background using HDRP.

We have tried using the Japanese Street model available in Unity's Asset Store.

I was able to purchase it with the support money from our supporters. Thank you!

First picture : Standard condition.

Second : Adjusted state with HDRP.

At a quick glance, there seems to be no difference, but the HDRP is more color accurate. (It reflects the blue of the sky.)

Another nice thing is that you can easily change the mood depending on the ambient light (in this case, the sky background).

The screen effects can be included and adjusted to make the screen look very good.

Click here for YouTube.

Next, we also tested how much difference there is between Built-in (Unity standard), URP and HDRP.

At a quick glance, they look the same, but I felt that the HDRPs have a better overall look from all angles. I feel that the Built-in and URP need to be adjusted for each angle.


About Character.

In setting up the character, I looked to see if there was any difference in the PBR settings that have been included in Unity for some time.

The character model is Peke, by QuQu.

From top to bottom, these are the Built-in, URP, and HDRP images.

There is a slight difference in how it looks depending on the material settings, but it didn't seem to make much difference.

But it seems that the light calculation changes depending on the background image.

Even with the same background, HDRP has a bit more purple than Buit-in and URP. Somehow I think HDRP is more accurate as a calculation.

Thus, I found out that the results are not the same because of the same settings, so I guess I should take a closer look again when changing from Buit-in to HDRP.

The advantage of HDRP is that if you switch the background image (HDRI image) during Runtime (game playback), the light changes. built-in, for example, does not switch if you change it during Runtime.


About lighting.

I decided to look into lighting and tried to create a Live Stage like atmosphere, using Volumetric Lighting for the lights while adding Fog to the stage. I also tried to see if I could create a different atmosphere by switching the way the lighting was applied. Model by UnityChan : © Unity Technologies Japan/UCL

First, try different ways of lighting.

I was able to create that kind of atmosphere by simply placing the lights correctly and shining the light on them.

Even with the background placed and the camera moved appropriately, I was able to capture an atmospheric image.

I also changed the color of the light and moved the lights around appropriately.

I like the atmosphere as if we were having a meeting on stage.

Once the position of the lights was decided, it was relatively easy to create a picture with a certain atmosphere, which was fun.


Can HDRP and Built-in create the same atmosphere?

I tried to see if I could create the same kind of picture with Built-in, referring to HDRP.

Surprisingly, I was able to create a similar atmosphere.

However, upon closer inspection, I felt that HDRP was more balanced in some details. Especially when the angle changed, the Built-in was sometimes too dark or too bright and needed to be fine-tuned.

Somehow I think HDRP has a more cohesive atmosphere and looks stranger from all angles. Click here for YouTube.

However, the FPS was by far the lightest for Built-in.

These are numbers on Editor, so they are not correct, but this is the difference. (I think it would be lighter with some load reduction, though.)

So, why don't we just start with a built in model? This time, I was able to make it easily because I had the HDRP example, but I thought it would be difficult to set up the lights from the beginning.

The light setting methods differ slightly between HDRP and Built-in.

In particular, there is a difference in the Intensity setting, which is surprisingly difficult to set because HDRP requires setting the Intensity based on realistic light source values, whereas Built-in requires setting the Intensity by feel. In addition, the intensity of the light hitting the camera changes as you change the Range in Built-in, so if you change the Range after setting the Intensity, the intensity of the light will also change, making the adjustment unexpectedly troublesome.


Impressions.

I haven't tried it in detail yet, but I think HDRP looks good for realistic expressions such as photo-realistic ones. I felt that the setting method was easier to use than conventional methods.

However, the load is heavy, so it is necessary to be creative when creating for real-time use. If rendering is a prerequisite, I don't think it will be a problem.

If you want to create a scene for real-time with priority on graphics, I think it is possible to create a scene with HDRP and then use Built-in to create a similar atmosphere, although it takes some time and effort.

Well, each has its good points and bad points, so I think it's best to use them according to the work you want to make! 

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