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Feature Request Future of URP/HDRP for publishers and game devs

Discussion in 'Graphics Dev Blitz Day 2023 - Q&A' started by kripto289, May 24, 2023.

  1. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    498
    As an assetstore developer (who has to support 3 different renderings), I am interested in the future of unity development.
    For example, now it is impossible to create 1 project and simply adapt it to different pipelines.
    For example, standard(built-in) rendering does not have a VFX graph. (Also, why built-in rendering was removed from VFX graph 10.4, while shader graph have built-in support)
    Postprocessing works differently in all renderings.
    CustomPass works in different ways.
    A million different rendering methods for each platform. Looks like a joke.

    Code (CSharp):
    1. CoreUtils.SetRenderTarget
    2. ScriptableRenderer.SetRenderTarget
    3. CommandBuffer.SetRenderTarget
    4. Graphics.SetRenderTarget
    5.  
    6. Graphics.Blit();
    7. CommandBuffer.Blit();
    8. ScriptableRenderPass.Blit();
    9. RenderingUtils.Blit();
    10. Blitter.Blit();
    URP/HDRP still don't have FSR/DLSS/XeSS
    Each pipeline has different names, scripts, shaders, API, UI, etc.

    Will unity admit the mistake and make one render instead of 3? Or will it continue indefinitely until finally there is a common pipeline?

    I am ready to give up all my assets and rewrite EVERYTHING for 1 pipeline again.
     
    Last edited: May 25, 2023
  2. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    2,065
    They will not admit mistake.
    It will continue indefinitely but there will be no common pipeline.
     
  3. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    498
    They also have to support 3 different renderings. This is an incredible waste of money and engineering effort. This could be spent on killer features such as nanite/lumen, rather than the pathetic TAA in 2023 in URP.