
HDRP
Taking Textures and doing them right.
WHAT IS HDRP?
In short, it changes your low fidelity unity scenes into higher fidelity ones as you will see in later images.
​
HDRP, or known as High Definition Render Pipeline, is an In-Built System that allows Unity to play around with settings such as Physically Based Lighting, Linear Lighting, HDR Lighting, and the additional allowance for Cluster deferred.
​
And if you are wondering what it means, it essentially allows the user to be able to achieve realistic graphics for the uses usually in high-fidelity games, or making demos and even 3D animations. Basically if you require anything that has a demand in graphics, HDRP allows your creation to look from something that was made in a computer software, into an almost misleading reality bending scene.
HOW DOES IT LOOK LIKE?
Do note that these pictures were taken Schtiffs, straight from Unity.
(Click the next Image!)
![]() | ![]() | ![]() |
---|---|---|
![]() |
WHY HDRP? AND IS IT ONLY FOR STILL IMAGES?
As seen above, you are able to use HDRP on Still images and Video Alike, and as for why you would want to use HDRP for situations like game demonstrations, trailers, or maybe you would like to sell a product using animation in Unity. Without the use of HDRP, it would be difficult to create a "real life" looking scenario, and as such the usage of HDRP would be aimed at people who would care about Graphic Realism.
​
As to why bother even using HDRP as a Render Pipeline, in the current metadata and the day and age of our generation, a lot of people are competitive, and things falling short of looking like the "olde timey west", could make and break either games, or production models.