Probably a stupid question but:
Does the URP vs HDRP require any special programming for the everyday tasks that you might see in every day game dev or asset creation?
What I mean by this to be clear is, will I need to change the way I code things if I select HDRP over URP or is that only when I need to work directly with the renderer in cases like coding a different render pass or something like that ?
I am aware I can script custom things in both engine pipelines, but I’m asking in a sense that I don’t want to change the pipeline since there is no clear information in the internet about how render pipeline choice effects the day to day tasks for a the designer/developer. It just goes through and explains the differences at a very basic overview level. But since I have only played in the URP pipeline I don’t have enough experience to know if there are meaningful things that I need to be aware of when I switch, like any "got ya!.
In terms of materials for models, are there anything specific I need to concern my self with? and how does each render pipeline effect the performance between two games made exactly the same between both pipelines? I’ve read that there is a limitations on the hardware that can run the HDRP, but no one has done any performance metrics on identical games with in both render pipelines. so will simply being in HDRP affect the performance? Or can i use it, with out major effect. (yes im also aware there are factors out side of the engine that do affect the performance but i mean if 2 games were the same, will this make many differences, im looking for flexibility and having the ability to use the HDRP would be great.)
Any one with some experience in these, I would like to hear about your oppinions, advice or material that will lead me to a conclusion on the subject, that would be great. Thanks in advance!