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Using Hybrid Renderer with LWRP

Discussion in 'Graphics for ECS' started by Athomield3D, May 19, 2019.

  1. Athomield3D

    Athomield3D

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    Aug 29, 2012
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    Using Hybrid Renderer with LWRP seems to drop support for some lighting features and just looks different from the LWRP.
    EDIT : I'm using Unity 2019.1.0f2 with all required packages updated
     
    Last edited: May 20, 2019
  2. Athomield3D

    Athomield3D

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    I don't know if I was explaining it well but this is an image of two cubes with the same material one is using LWRP (left) and the other is using the hybrid renderer (right). The difference is subtle but it's clear that the colors are dimmed out when using the hybrid renderer.
     

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  3. Athomield3D

    Athomield3D

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    I have also dicovered that multiple cubes put together in a matrix kind of arrangement produce a very strage look. I don't know much about it but it looks like an issue with the depth buffer.

    EDIT: This issue seems to be present only with a transparent surface and not an opaque one.
     

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    Last edited: May 19, 2019
  4. Athomield3D

    Athomield3D

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    Apperantly the old hybrid approach is no longer valid too..This leaves no choice but to use this method which is not ready to work with LWRP (but from what I searched it works with HDRP)
     
  5. Joachim_Ante

    Joachim_Ante

    Unity Technologies

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    Currently we don't pick up SH Probes & Lightmaps for ECS renderers.
    We are working towards making it all 100% consistent with existing renderer.
     
    Last edited: May 20, 2019
    Athomield3D and FROS7 like this.
  6. Athomield3D

    Athomield3D

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    Thanks for your answer ! I was worried I was doing something wrong. Hopefully there is progress in the current 2019.1 cycle.
    Cheers