How To Get REALISTIC GRAPHICS in UNITY URP! (ArchVizPRO Vol.8 Tutorial)

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[Music] [Music] hey guys it's matt welcome to another unity tutorial and you will know if you've been following the channel for a long time that i'm a big fan of onoros and their arc viz pro style visualization packs because i'm a really massive fan of realistic lighting in unity so i'm going to show you and i've got questions that i've asked to the developer on how they've achieved some of their best quality which is some stellar quality yet again for advice pro interior volume 8 which features for hdrp and urp which has over 130 pieces of furniture props custom shaders 4k textures and some insane quality that runs across pc vr and mobile so be sure to check out my patreon to get access to over 145 different scripts projects and assets you cannot find anywhere else check out all the links in the description for all the savings that you can make for this month of may all the humble bundle immunity savings and check out this asset in the description and be sure to like this video and be subscribed to always be up to date with what i'm making and here we are in the urp scene and i wanted to talk about some of the things that they've used to achieve some of these effects so when you look around the scene it does look pretty good in the editor now one of the big notions is the fact that it uses the baked global illumination with the light mode of a shadow mask and the resolution is about one gigabyte worth in size so it's very high level parameters and it's got 4k resolution in maps 120 in the resolution five in the padding and the settings that you see here so they're ramped up fairly high but they're using the progressive gpu mapper which will still take a fair bit of time as you can see from the resolution of the light maps is a very very detailed light baking that looks incredibly accurate i wanted to know because sometimes their projects are based on particular places the imagery used in this is just a medium-sized apartment with everything that's invented with a style the theme and the layout and there's around 1.5 million polygons in the scene but many assets do have lods which helps performance specifically when you create for vr projects and even when it's in a standalone version they do have a bunch of particle effects for things like dust in the windows looks quite atmospheric got some butterflies outside to add a little bit of dynamism and some little bubbles in the water just to add some sort of nice effects towards the scene and i wanted to know what the core differences between urp and hdrp were when achieving very photorealistic styles within unity itself the developer did mention there's a lot of features that are missing in uip compared to hdrp for in comparison that hdrp uses planar reflections which can simulate reflections in much more of a detailed way there's more post-processing effects there's volumetric lighting there's material translucency tessellation and more advanced managements for the anti-aliasing and the use of shadow masks for the lighting i do really like the use of decals all of acv's for those projects because this is just a decal of a metal door strip and or in another good example would be the mirror here uses a decal so you can see that if i turn it off rather than having to make necessarily a text yourself and put it onto a plane you can project it on wherever you want and you can even use it to simulate paint on a wall on the back here and you can set dimensions with the decal projectors in both urp and hdrp so you can add a lot more nice elements if you want to control that of course you need the same the actual textures that you want to use but it allows you to have much more control over it and i wanted to know how they actually got the urp version which at a glance looks very very similar to the hdrp version they said from the very start that you want to plan from the beginning that if you are going to make some of the hdrp and reach the exact quality that you're after have that work done so the transition is smooth as possible so therefore in the beginning all your models need lods so they're not as taxing to the engine and converting all the custom shaders in different ways but keeping the same textures so you get the overall look which feels the same they switched to specific baked lighting to increase performance across the board and adapted the lighting values to maintain the initial setup the scene it does involve light probe groups for all real-time objects it so it will take that back lighting into account and if you've got anything real-time it will take that lighting across you've got specific area lights throughout the scene so specifically at windows and area lights are usually baked only with a high level emissive intensity and quite a long range and you have but also a bunch of point lights which are set to mixed so they both contribute to the bake lighting and they contribute to real-time lighting so you get that extra dynamism again i wanted to know that what tasks are challenges you have to overcome to achieve it and you are be compared i know just said yet again with good planning there wasn't any particular major issues between hdip and urp but if you don't plan to have things in order when it comes to just being able to convert something from http to urp then you will maybe come unstuck and you all have problems in the future and you must remember that also post processing is really important for real time and or just any style project and there's usually tone mapping in your scene because with it off and then on tone mapping can neutralize the colors when you get very highlighted grey areas and make it look have more contrast in the area we have color adjustments here which also do bring out the contrast and the post exposure just because without the tone mapping and then with it in it looks a little bit washed out so turn mapping on those together to allow it to have a nice contrast without washing out the scene itself bloom is often a popular one so bright lights get hot spots and just make them look a little bit more dynamic these guys really love using chromatic aberration and film grain i'm not a massive fan but it's another sort of filmmatic effect again a little bit of vignette around the edges just to make it look more personal and then i wanted to know what the vr project or something when you're creating a vr project how that compares so hdrp and hdrp vr there's not huge differences apart from more lights specifically baked out and fewer post processing effects are used just to save on performance whereas if you take the urp pc version and the urp vr version which is suitable for android that's when you're talking about different levels of differences and there's certainly more effort required to do so to be able to run an oculus quest if it's a standalone build so you've got to take simplified shaders you've got to avoid the use of specifically highest detail lod and it's got to be have the lighting fully baked with a lower resolution of all the textures removed all of the post-processing effects and merged props together to reduce draw calls to just keep it as minimal amount of assets been rendering at once then they do have some custom shaders for the curtains to make the look of the fabric with lods on all of the objects so you can see that they use specific shaders with a shadow graph to make fabric to make the fabric curtains and of course they do have a lot of different reflection probes to get the reflections as accurate as possible for all the different areas so as i cycle through here there's many far very specific objects for very specific areas whether it's the shower the kitchen the table just to get really accurate reflections and they're all with a box projection with usually the same importance and intensity all baked out and again all the furniture and items do use lods so the further out you are away from these objects they do actually reduce the amount of polygons that you see to make it show that it's far more performant and also that most of the objects are static which can be taken into the lighting do come and check out my patreon to support me and get access to over 145 different scripts assets and projects you cannot find anywhere else come and join me on discord if you want to chat check out my great assets on the unity asset store and on my website for bonus discounts on those fantastic assets so thank you to all my patrons but a big thanks to peter steiner raheem whitaker tim yan link david 76 sammy romani gene pommy nigerian matt cindy zach manos berecast terence conrad gabe linston dr walter dunson john john games joseph newman randall x and mumuzu so thank you for coming to watch the tutorial so don't forget to like comment and subscribe cheers
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Channel: SpeedTutor
Views: 21,220
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Keywords: realistic graphics unity, realistic lighting unity, unity urp lighting, unity urp graphics, unity urp lighting tutorial, unity hdrp lighting tutorial, unity urp lighting setup, unity urp realistic lighting, unity urp realistic graphics, archviz unity, unity archviz tutorial, unity archviz vr, unity tutorial, unity urp post processing, unity urp, unity HDRP, speed tutor, speedtutor, speed tutor c#, brackeys c#, tarodev, codemonkey, unity, unity 3d, unity 2021, unity 2022
Id: SDN22snbfZA
Channel Id: undefined
Length: 9min 9sec (549 seconds)
Published: Sat May 14 2022
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