Is someone even want to have their own render pipe?

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?

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.

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.

I found Jason Booth’s thoughts about “owning the graphics stack” [in this thread]( Can Unity please try documenting changes to the shader system? This is absurd. page-2#post-6333861) 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:

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?