Has anyone tried using Unity’s ECS without the Hybrid Renderer? I’m going to try it but I’m making this thread in case anyone has any tips or warnings. I’ll post them here if I discover them.
The motivation is that the current Hybrid Renderer appears to have lighting bugs. At the very least, it doesn’t yet support lightmaps.
See: New HDRP template + DOTS
Also see this anonymous quote:
“AFAIK it’s a known issue that lighting with hybrid renderer is kinda broken right now, both in URP and HDRP. […] Just don’t expect a fix any time soon - it’s been bad for a while.”
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im actually working on a new Custom Hybrid Renderer that fit my Game needs and based on DrawMeshInstancedIndirect.
Required Features :
- Optimal Performance for mobile : drawing Renderers using DrawMeshInstancedIndirect and taking advantage of GPU buffering + Compute Shaders
- Support Shaders Properties per Entity: Batching all Compatible Renderers with different Shader Properties.(Color …)
- Support LightMaps : this will allow our game to use Baked GI and maximize performance.
- Support for Terrains : Terrains will be included in our Subscene and converted to simple Renderers with a fragment shader. (All flat Terrains will be Batched into a single DrawCall) this will take advantage of both Techs ( Beautiful Terrains & ECS Performance).
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Yes. Check here. It’s for a 2D game though.
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