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2D Renderer question

Discussion in 'Universal Render Pipeline' started by interpol_kun, Jan 13, 2020.

  1. interpol_kun

    interpol_kun

    Joined:
    Jul 28, 2016
    Posts:
    134
    So I started using the default 2D Renderer asset for LWRP. I can't find any information about the 2D Renderer concept regarding performance. What in general 2D Renderer is? Something to provide 2D Lighting and 2D Shadows (and some new features) in a different namespace? Or it's build exclusively for 2D and has some benefits over standard LWRP/URP asset?

    The question is simple: if I don't need any lighting in my 2D game, do I need to use 2D Renderer or I can use default URP/LWRP and I won't miss anything in terms of performance and stability?
     
  2. japhib

    japhib

    Joined:
    May 26, 2017
    Posts:
    65
    In my experience so far, you can get some cool effects (with custom shaders) with 2d stuff with using a Forward Renderer. BUT the 2d lights/shadows work exclusively with the 2d renderer.
     
  3. yuanxing_cai

    yuanxing_cai

    Unity Technologies

    Joined:
    Sep 26, 2014
    Posts:
    335
    At the moment, the 2D Renderer is for 2D lighting/shadows. If you don't need these, don't use the 2D Renderer. In the future though, we'll make the 2D Renderer the go-to choice for any 2D games.
     
    interpol_kun likes this.
  4. alkaitagi

    alkaitagi

    Joined:
    Dec 8, 2016
    Posts:
    87
    @yuanxing_cai are there any plans to support this Blend Mode parameter on materials as well? Like the way I've described here.

    upload_2020-1-15_15-37-8.png
     
  5. yuanxing_cai

    yuanxing_cai

    Unity Technologies

    Joined:
    Sep 26, 2014
    Posts:
    335
    We don't have a plan to support custom blend modes in Sprite materials. The blending between Sprites is a hardware fixed function (at least on desktop platforms), and there isn't much flexibility beyond what's described here.