This page explains how render pipelines factor into Feel.

Introduction

As you are probably aware, Unity introduced a few years back the concept of SRP (Scriptable Render Pipelines). Some people love them, most people hate them. Whether you like them or not, they are now likely here to stay. Feel will work on all render pipelines, and you can absolutely import Feel in a URP or HDRP project.

There are two exceptions to this rule :

  • demos
  • post processing MMFeedbacks

Demos and render pipelines

Since Unity has decided to fracture render pipelines, it has become simply impossible to provide a demo that will work in all render pipelines at once. While it would technically be possible to duplicate all demos 3 times (one for Standard, one for URP, one for HDRP), that’d triple the size of the asset, and make maintenance a massive pain. That’s why most demos are using the Standard RP. It’s still (arguably) the best render pipeline out there, and the most common denominator. Opening most demos in a URP/HDRP/CustomRP project will likely lead to a lot of missing/broken materials.

If you are planning on using Feel in a non-standard RP, but still want to check out the demos, the easiest solution is to add Feel to your project, and create a standard RP project to check out the demos.

Post Processing

While most of the systems in Feel are completely independent from the Render Pipeline you’re using, some MMFeedbacks will target post processing, and these differ from RP to RP. There are 3 major post processing systems in Unity (deep sigh) :

  • PostProcessing for Standard RP (a separate package you have to install via the package manager)
  • URP Volume (for URP)
  • HDRP Volume (for HDRP)

As of v2.3 you’ll find dedicated HDRP and URP demos (see the dedicated section of the documentation), that will demonstrate the specific feedbacks for both URP and HDRP volumes. Of course you’ll have them in a project matching their RP.