I am not currently using the 2d renderer, but would consider it if it met my needs.
Both 2d orthographic and mixed 2d and 3d scenes.
milkyremarkablekakarikis
I would prefer that 3d objects not be handled any differently by default. I mix 2d and 3d in a single project.
I use ārender object,ā as well as depthnormals and outlines. These are mostly used for custom layering, masking or stylized lighting, other than outlines which is used for⦠outlines.
I use shadergraph for the usual shader-making reasons.
Ideally, being able to light āthe 3d object from the perspective of the cameraā as if it were a sprite, to make the lighting consistent between 2d and 3d objects when using 2d lighting. Both in terms of receiving lights and using the screen-space outline to cast 2d shadows.
Allowing the screen depth of a 3d object to affect 3d shadows would be nice.
It would be great to make masking 3d objects as simple as it is to mask sprites.
While not exactly lighting, it would be nice for the rendering layer to be exposed on mesh renderers- you can edit it via script already and it is useful in 3d. For instance, I use it to mix procedurally generated meshes with sprite mechanisms such as the chains and wheels of a bike which are meshes that are meant to look 2d.

Proper tangents on sprite meshes. This has been a total thorn in 2d usersā sides from the beginning of sprites in Unity, and the single thing that would make me more interested in the 2d renderer. Of course, ideally this would be done for regular URP and BIRP as well, just because there is no reason I can imagine to not have proper tangents on sprite meshes. It makes making custom lit sprite shaders a real pain.
Generally speaking, sprites, spriteshapes, and rigged sprites responding to 3d lighting even when rotated.
It would be really nice for the rigged sprite editor to be able to export 3d meshes with 3d bones rather than sprites, the way that Anima2d(which the 2d rigging package was based one) did. This would allow for better integration between 2d and 3d in some cases, as well as allowing for exporting unity rigged sprites into 3d software for texture baking and the like.
I use a perspective camera sometimes, to allow for proper environmental perspective.
I do not yet, because it was introduced after I made my own solution. I would definitely consider using it in the future.
I would like to build to be able to set an arbitrary 2d plane.
Sprite shape splines allowing 3d positions for nodes would be useful.
Overall, I like the ability to just treat 2d objects as flat 3d objects and donāt want to move away from that paradigm. It is one of the best reasons to use Unity rather than a few of the other 2d engines.
I dislike the decision to make a separate 2d renderer, which feels like it will inevitably lead to the renderers drifting apart in features and support(no offense, but this has already happened with Unity and render pipelines multiple times), as well as making it even harder to deal with assets authored for any given renderer. There currently isnāt much value in the 2d renderer for me, since I donāt think that the 2d lighting is enough to justify breaking my existing projects.
I am still not sure what there is under the hood that requires splitting off a separate renderer, but I am willing to accept that there might be technical reasons to require the branch rather than using renderer features for 2d lighting, etc. I look forward to seeing how it develops, in any case.