Creating a Beautiful Level in Unity
Objective: To look back over the features that were implemented in both the Universal and High Render Pipelines (URP/HDRP) Sci-Fi Lab rooms.
What started out as a very empty and dull looking project using the default standard render pipeline has turned into a masterpiece with HDRP! With a bit of love, it was incredible to see what the Unity Engine Render Pipelines had to offer in bringing a project to life by creating a very immersive experience for the player.
Let’s take a look at some of the features that were used in the URP Sci-Fi lab room:
- Creating a Custom Procedural Skybox
- Utilising Point, Spot and Area Lights
- Light Source Culling
- Altering existing Texture Maps using Photoshop/GIMP
- Altering FBX files in Filebase
- Adding Emissions to a Texture or FBX file
- Adjusting Texture Maps in Photoshop/GIMP
- Post Processing using Volumes
- Occlusion Culling
- Particles
- Reflection Probes
Let’s also take a look at some of the features used in the HDRP Sci-Fi lab room:
- Height Maps with Tessellation and Pixel Displacement
- Decals
- Standard and Layered Lit
- Post Processing using Global Volumes (using multiple)
- Emission Channels
- Area/Point/Spot Lights
- Fog Particle Effects with Volumetric Lights
- Light Layers
- Cookies
- Realtime/Mixed and Baked Lighting
- Interior Light Probes
- Reflection Probes (using multiple)
- Screen Space Reflections
- Occlusion Culling
The stand out for me here in this scene by far has been the Screen Space Reflections, Cookies and the Volumetric Lights in the Fog.