I spent last week learning lighting & post preprocessing in Unity. Tried lighting a simple low poly scene build out of this asset. After spending a lot of time in Blender/Cycles, switching my thinking to lighting in Unity way was quite hard. Here is what I managed to achieve (and comparison across pipelines):
My observations:
- HDRP is great (though performance heavy)
- URP is OK, but I needed to use paid asset to make it as I wanted (mostly for light shafts).
- BulitIn pipeline requires the most work, but one can also achieve quite nice results… but also with paid assets.
- I didn’t include this in the video, but I also tried Aura2. It was great back when it was released, but I wasn’t happy with the results now. Too many artifacts, which I couldn’t get rid off (even when using presets that come with it). Most likely I miss something, but it is what it is…
Which one do you like the most? Any tips on pushing Unity’s lighting even further?