Summary
In this chapter, we discussed the three pipelines Unity offers us – the built-in render pipeline, the URP, and the HDRP. We saw how these templates differ from one another, what their strengths and limitations are, and how we can customize their features to better understand the rendering process in Unity.
We also took this opportunity to introduce some tools and techniques that we will discuss in more detail in upcoming chapters, such as compute shaders and CommandBuffers
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Finally, we saw how the SRPs themselves are designed for performance, and how we can optimize our shaders, thanks to the SRP Batcher.
A key point of this analysis is that today, the URP is slowly becoming the de facto solution for Unity rendering. With its diverse applications, its out-of-the-box optimizations, and its beginner-friendly shader creation tools, such as Shader Graph, it is slowly taking over the built-in pipeline. This is why, in the rest of this book, we will focus on the URP...