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Question Custom Culling / Disable Culling

Discussion in 'Graphics for ECS' started by Thygrrr, Aug 5, 2023.

  1. Thygrrr

    Thygrrr

    Joined:
    Sep 23, 2013
    Posts:
    673
    I've experimented with a camera centric rendering approach URP (correction factor added in vertex shader). Works very well. Except...

    It appears as if Hybrid Render Culling has no idea what to do with this. (understandable)

    But I run my own culling; which can make much more informed decisions than HybridRenderer's cool blanket solution - and I and would like to know how to turn off culling in HybridRenderer, or how to hook in my own.

    Can I just remove some tags? The PerInstanceCulling tag is not documented, sadly, and removing that is not enough.
     
  2. DreamingImLatios

    DreamingImLatios

    Joined:
    Jun 3, 2017
    Posts:
    4,001
    If you want Entities Graphics culling to pass everything, just make the WorldRenderBounds and ChunkWorldRenderBounds of all entities very large. Otherwise you have to replace a large chunk of the Entities Graphics stack like I did.
     
    apkdev and Thygrrr like this.
  3. Thygrrr

    Thygrrr

    Joined:
    Sep 23, 2013
    Posts:
    673
    Great idea, thanks - I decided to just change the render bounds for prototyping, and just translating them as a "hint" to the culling system. Precision is sufficient.

    Oddly enough, static (LTW only) objects already work. Maybe these don't get culled?!
     
    Last edited: Aug 6, 2023