Unity 6.4 and URP
Evolve is built on Unity 6000.4.10f1, running Entities 6.4, NetCode for Entities 1.13.2, and URP 17.4. URP handles the forward rendering foundation: the main light, cascaded shadows, camera textures, and platform integration. Everything you actually look at, terrain, water, foliage, sky, fog, rain, items, and characters, runs on custom shaders and compute written on top of that.
Writing my own engine would burn years solving tooling and platform problems that wouldn't make Evolve feel any more like Evolve. Unity already gives me a solid editor, build pipeline, input handling, GPU abstraction, and a NetCode stack I don't have to build myself. URP leaves enough room to own the world rendering without paying HDRP's cost or living with its assumptions.
Implementation notes
- D3D12 is the desktop baseline, since it's what gives me compute and shader model 6 support.
- Evolve uses custom URP forward shaders rather than swapping out the render pipeline entirely.
- Stock URP still covers the basics, like soft shadows and screen space ambient occlusion.