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Questions about new Hybrid Renderer

Discussion in 'Graphics for ECS' started by Kichang-Kim, Feb 27, 2019.

  1. Kichang-Kim

    Kichang-Kim

    Joined:
    Oct 19, 2010
    Posts:
    1,011
    Hi, I have some questions about new Hybrid Renderer package, especially for improving rendering performance of large, static world.

    1. Detailed documentation:
    Is there any API documentation for new Hybrid Renderer package?

    2. LOD and Culling System
    It seems that HLOD component, so can I use LOD and Culling features which presented in Megacity sample?

    3. Lightmap and ScriptableRenderPipeline support
    Will new renderer system support HDRP/LWRP and Unity's lightmap system?

    4. Editor workflow
    Is there best-practice for working with new Renderer system in Editor? current RenderMeshProxy object cannot be selected by clicking it.

    I used ECS for some part of my project and it works greatly, so I'm investigating ECS for further improvement on my project, especially rendering large, static world.


    My current implementation is that dividing the entire source scene into multiple sub-scenes by simple grid and baking lightmap of sub-scenes. This approach has serious downside that when I modified some small part of source scene, lightmaps of all sub-scenes are needed to be re-baked. It is very time-consuming and I want to improve this workflow, and also rendering performance too.

    Thanks.
     
    NotaNaN likes this.