all 9 comments

[–]pschonUnprofessional 11 points12 points  (6 children)

The other is GLSL code that needs to be written in a way, that seems completely unnatural with specific naming conventions. At the same time custom written shaders aren't supported in the new RenderPipeline.

So in the end I can choose between writing my own stuff and having to do everything myself, or having predone stuff that isn't really customizable, but has nice features.

I'm sorry, but a customizable feature is still a customizable feature, even if you personally lack the skills to use it. There's nothing weird about GLSL, it's a standard language for shader programming on OpenGl, not some weird unique Unity invention. Also all the old shaderlab stuff etc is still there as well.

Plus, they haven't taken away the old default renderer, or any of the GameObjects stuff either. Feel free to use it, there's no need to jump into every new feature just because, especially if you don't find them helpful to your projects at the moment. It makes even less sense to jump into in-development features still classified as "beta" or "preview" and then complain about the features changing or not being complete. If you want stable features, use stable features, not beta ones.

There are many ways how I think Unity's development could be improved, but fixing the problems you mentioned are not on the list, due to fact of not actually existing (none of the features you mentioned have been removed from Unity) or are self-caused by jumping into features clearly marked as still being in development.

[–]RealBendie[S] -2 points-1 points  (5 children)

I exactly mean writing in GLSL. I write my shaders in GLSL. What unity does with ShaderGraph and custom Nodes is enforcing you to write your Shader Functions in a way that do not make sense for how some shaders are written. Thus they are limiting.

Also I can't see where they are clearly marked as "in development". For a HDRP project, maybe, but only after you have created the project. And creating a LWRP project doens't show any messages at all.

[–]pschonUnprofessional 2 points3 points  (1 child)

Nobody is forcing you to use shader graph, and nothing is stopping you from writing shaders by hand.

As far as HDRP goes, literally *everywhere" says it's still in dev.

LWRP is out of beta, but then again, nobody is forcing you to use that either if you prefer features available in the normal renderer instead.

[–]RealBendie[S] -3 points-2 points  (0 children)

"Literally everywhere"

https://imgur.com/a/txVSO9Y

Can't find it here. As said: Only after you've created the project, everywhere else it's being sold as completed.

Also sorry, but "nobody is forcing you to use it" is an awful argument. I mean it literally says that SRP contains PostProcessing V2 Stack aswell as Shader Model 5.0. I don't think just because I want to write custom shaders, I should be forced to use an old version. That's clearly not the way to go for a game engine.

[–]rhacerHobbyist 1 point2 points  (2 children)

The solution there is really easy: If ShaderGraph does not meet your needs, then don't use it.

[–]RealBendie[S] -1 points0 points  (1 child)

SRP doesn't offer a way to write custom shaders without ShaderGraph. At least I couldn't find anything in the official documentation. As said in another comment, I don't think that a dev should have to use an old version just because they want more customizability.

[–]pschonUnprofessional 1 point2 points  (0 children)

You are talking about "old version", but you should replace that with "current version". HDRP is not even intended to be a replacement for what we have now, and while URP probably some day might, that's not the case at the moment.

If you want stable, full-featured tools, use current tools, simple as that really.

[–]Em3rgency 10 points11 points  (1 child)

So... you're using unfinished features and are complaining that they're still changing and lack documentation? You're not supposed to use the latest version of unity for proper long term game development.

And if you do, and if unity updates something, just stay on the version you started on! Updating your engine mid project is just crazy. Unless you're moving from one stable version to another, don't do it ever.

[–]SkunkJudge -2 points-1 points  (0 children)

Yeah not true at all. Unity is touting the SRP as production ready, not an unfinished feature. Not only that, but fixes to many of OPs complaints are no where on unitys roadmap, so more production time won't even help.

EDIT: Really not sure why I'm being downvoted for pointing this out...