High Definition Render Pipeline (HDRP)
GPTKB entity
Statements (69)
| Predicate | Object |
|---|---|
| gptkbp:instanceOf |
gptkb:rendering_pipeline
|
| gptkbp:alternativeTo |
gptkb:Universal_Render_Pipeline_(URP)
gptkb:Built-in_Render_Pipeline |
| gptkbp:designedFor |
high-end hardware
|
| gptkbp:developedBy |
gptkb:Unity_Technologies
|
| gptkbp:documentation |
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest
|
| gptkbp:introducedIn |
gptkb:Unity_2018.1
|
| gptkbp:notRecommendedFor |
mobile devices
|
| gptkbp:partOf |
gptkb:Scriptable_Render_Pipeline_(SRP)
|
| gptkbp:supports |
gptkb:NVIDIA_RTX
gptkb:DLSS gptkb:VFX_Graph gptkb:Penrose_tiling gptkb:high_dynamic_range_(HDR) depth of field motion blur physically based rendering subsurface scattering transparent materials post-processing effects terrain system real-time ray tracing area lights baked lighting volumetric lighting color grading ambient occlusion real-time global illumination custom shaders GPU instancing deferred rendering forward rendering high-fidelity graphics light probes reflection probes screen space reflections shader graph volumetric fog custom post-processing custom render passes dynamic resolution light cookies exposure control anisotropic materials GPU lightmapper LOD cross-fade clear coat materials contact shadows custom lighting models decals eye shader fabric shader hair shader light layers multi-camera rendering multi-sample anti-aliasing (MSAA) physically based sky planar reflections screen space global illumination screen space reflections (SSR) screen space shadows shadow masks temporal anti-aliasing (TAA) |
| gptkbp:target |
PC
consoles |
| gptkbp:usedIn |
gptkb:Unity
|
| gptkbp:bfsParent |
gptkb:Unity_Engine
|
| gptkbp:bfsLayer |
7
|
| https://www.w3.org/2000/01/rdf-schema#label |
High Definition Render Pipeline (HDRP)
|