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DOTS Render Pipeline

Discussion in 'Graphics for ECS' started by Sylmerria, Sep 28, 2019.

  1. Sylmerria

    Sylmerria

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    Hi guys,

    Did you have any information during the unite about the DOTS render pipeline introduced during the keynote ?

    I'm very curious about the purpose, time window, etc

    Thanks
     
    Last edited: Sep 28, 2019
  2. Joachim_Ante

    Joachim_Ante

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    It was released 7 months ago. Improvements are being released with each package update.
     
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  3. Sylmerria

    Sylmerria

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    Hi @Joachim_Ante,

    Do you speaking of hybrid rendering package ? Because I stayed on the idea that Package was temporary, waiting for a better solution.
     
    Last edited: Sep 28, 2019
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  4. Joachim_Ante

    Joachim_Ante

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    Yes. The hybrid rendering package is here to say. We used it on megacity and it clearly demonstrated it's strengths there.

    Curious to hear what gave you the impression that it's not something here to stay?
     
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  5. SubPixelPerfect

    SubPixelPerfect

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    Hi @Joachim_Ante
    This was said almost a year ago:
    But unfortunately to set shader properties per instance is not something you can do right now without forking RenderMeshSystemV2, please correct me if i'm wrong.

    This is the only thing that stopping me right now from starting to use DOTS in production
     
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  6. sngdan

    sngdan

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    V2 has taken some of the rendering to engine side, I don’t think you can add the instance color anymore, or at least not as easy as in v1.

    With DMII (drawmesindirectinstanced) you can achieve this quite easily at the cost of loosing V2 features.

    If I find time next weekend, I will put a system up in the old 2D thread where we experimented with sprite rendering, this has 3 implementations of DMII, but I found them to be complicated and too focused on stress testing. I left a concept idea in the thread that I never implemented, maybe next weekend
     
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  7. Grimreaper358

    Grimreaper358

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    DOTS Instancing with Shader Graph is being worked on. In the latest version, you can find options to enable it (Actually the DOTS Instancing option has been in shader graph for a while now) Hybrid Instanced is what's new and for each property created.

    upload_2019-9-29_0-55-2.png

    Don't know if they actually do anything yet as I don't code but not too long ago some updates showed up on Github - https://github.com/Unity-Technologies/ScriptableRenderPipeline/commits/dots-instancing

    As far as I know, the Hybrid Render just converts mesh to their ECS representation with the proper components needed so that just sits on top of HDRP, URP, (and probably Custom SRPs)
     
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  8. Joachim_Ante

    Joachim_Ante

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    instance material property overrides are part of the next entities / hybrid renderer release.
     
  9. SubPixelPerfect

    SubPixelPerfect

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    Awesome news
     
  10. Sylmerria

    Sylmerria

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    From the name firstly, since 2 years "hybrid" is the adjective for temporary module waiting "pure" rewritten module.( maybe rename it to DOTS renderer package so ?)
    And from conversions here and there because this package was made for megacity with a specific logic in mind ( loading data from subscenes) which no covers not all cases ( procedural for example)
     
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  11. SubPixelPerfect

    SubPixelPerfect

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    it is in fact hybrid as long as it uses objects for models and materials
     
  12. sngdan

    sngdan

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  13. DizzyTornado

    DizzyTornado

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    @Grimreaper358 @Joachim_Ante is this feature still present in Unity 2020.3 Shadergraphs? I still see options for GPU instancing but not for DOTS Instancing.
     
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