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Is someone even want to have their own render pipe?

Discussion in 'General Graphics' started by BattleAngelAlita, Oct 17, 2020.

?

Do you want to have your own render pipeline?

  1. Want, i'm a indy/enthusiast

    0 vote(s)
    0.0%
  2. Want, i'm a company

    2 vote(s)
    22.2%
  3. Don't want, it's too dangerous

    7 vote(s)
    77.8%
  1. BattleAngelAlita

    BattleAngelAlita

    Joined:
    Nov 20, 2016
    Posts:
    400
    At first, everybody was very excited that unity adds ability for everyone to write they own custom rendering. But what i see now - everybody sticks to URP/HDRP and refuse to make custom rendering. What happens? It is fear of bus-factor? Fear of some-maybeee-future-bugs that unity fix sometime in *RP? Artist refused to work without shader graph? Some specific feature of *RP?
     
  2. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    2,073
    For me.
    It's not about your own complete render pipeline, It's all about modification/extending the existing one.
    But for now the promise behind HDRP is good enough. I will be very happy when promise becomes reality.
     
  3. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,740
    I used to want to make my own, early on, even did some tests. Then the complexity of SRPs rose without better documentation.

    Also I now view SRPs in general as a mess, which kinda makes me want to avoid them as a whole.

    With all that said, I've been asking for a subforum that is intended for people that want to write their own SRPs. Even if it's not very popular, I'm sure it would be educational.
     
  4. Matt-Cranktrain

    Matt-Cranktrain

    Joined:
    Sep 10, 2013
    Posts:
    129
    I found Jason Booth's thoughts about "owning the graphics stack" in this thread very helpful when it comes to the question of whether or not to maintain a fork of an SRP or a customised-from-the-ground-up varient:

     
  5. BattleAngelAlita

    BattleAngelAlita

    Joined:
    Nov 20, 2016
    Posts:
    400
    So basically answer is "expensive". Funny how unity force everybody to switch from "cheap to modify" Standard to "expensive to modify URP/HDRP".
    But how about unique features that can offer custom SPR? Point light shadows;), dynamic GI, heavy stylized game graphics, switch <-> 4k scalability, portals, grab-pass after all?