AljoshaD:
I very much understand that sentiment. And going all in would have made things much easier of our own developers for sure. It does not seem what’s best for many users though. In the thread, you can see how important the Compatibility Mode is for many users and asset providers. It allows you to upgrade your project and have it running without needing to port to RenderGraph first. I think also Nasos is making the point in that thread that we need to have backwards compatibility for a long time.
What we wanted to avoid is shipping first an unfinished experimental system, that then stays unfinished for multiple releases while have multiple redundant systems for a long time.In the Unity context, where upgradability is very important, and there is a huge ecosystem that needs time to transition, making RenderGraph the default is the most “all-in” we can be. The aim is to make it clear what you should use if you start from scratch and the system is stabilizing and maturing much faster.
Now all the URP internals, the HDRP internals, and the URP extension API use RenderGraph. Next is for HDRP to use the same RenderGraph extension API to consolidate everything to a single stable RenderPass definition.
We fully realize the impact for you of this transition and have explored all options to minimize the impact while still progressing towards an improved pipeline. If you have concrete suggestions for learning materials that can help let us know in [the thread]( https://discussions.unity.com/t/930355 page-7#post-9787632).
Does this mean that the effects we create now for the Render Graph will be easier to port to HDRP side ?
That would be great
It would definitely be a perk to make up for the many months of extra development.
AljoshaD:
yes!
That would be great
One other thing is that many of the more advanced effects are depending on the URP render objects renderer feature for shader replacement rendering, render single camera method and gbuffers with specific naming and Render Graph unsafe pass, will those have a HDRP equivalent for example ?
Thanks
Nicopol:
CameraTar
This is marked to be obsolete as well
Thank you so much. This solved my issue. I faced the same error in Unity 6, Viking Village Asset, where they have updated the water system to Boat Attack.