Unity HD Render Pipeline Tests

I’ve been wanting to play around with the HDRP some more, so this evening I took a couple of my thumbnail paintings and set about creating them in Unity.

This is the first thumbnail.

And this was how it ended up in Unity. I didn’t get the colours quite right but I’m happy with the overall composition and geometry.

The scene setup is really simple. I used ProBuilder’s poly shape tool to draw out some rough land shapes and then extrude them out, add some edge loops and then tweak until things look right.

This is the other thumbnail I chose. Mostly because who doesn’t love mystery floating eggs lights!?

The composition of this one isn’t as nice, but I like some elements.

Again the scene is really basic, just a mess of primitives thrown around and a terrain. I haven’t used the updated terrain tools much, so that was fun. The GPU brushes are much better, but the UI needs some love!

These were really fun to do, so I’ll definitely make some more. I did record some video of my process, too, so I’ll see how that looks as a timelapse and throw it up here if it’s any good!

Planet shader

I made a basic planet shader, mostly as an excuse to get back into making shaders. It has rim lighting and an atmosphere layer with clouds, plus a illumination layer that gets masked by the global light direction! Fun.

It’s currently being used for the background of a menu scene in my top secret new project, but also I’m tempted to make an interactable globe thing on top of it.