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A simple one that I can think of that illustrates how hard it is to support plugins that change rendering behavior: Plugin Author A:
Plugin Author B:
Plugin Author C:
User A:
Implementing plugins from A, B is straight forward and same with A, C, but A, B, C is impossible as I see it without some sort of shader combiner(Think unity shader graph which kinda does this..). I don't think bevy should accommodate this though at least not in the near future.. |
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I'll follow @StarArawn's format, unless somebody proposes something better. Plugin Author A:
Plugin Author B:
Plugin Author C:
User A:
User B:
Other effects that might be interesting:
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This page was linked on discord, which is probably a good reference https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.4/manual/Custom-Pass-Injection-Points.html |
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We are in the process of reworking Bevy's renderer abstractions to improve performance (ex: via pipelining) and to better support certain scenarios like "multiple camera views", "shadows", etc. We are currently experimenting with both evolutionary changes to the current render abstractions (I'm working on that now) and revolutionary changes (adopting or building completely new renderers).
I want Bevy's rendering to support fully custom render paths, but it should also enable render plugin developers to extend "default render logic" without forcing end users to define fully custom render paths.
The goal of this discussion is to collect requirements for "3rd party RenderPlugin" scenarios:
Once we have a representative set of scenarios, we can start thinking about the best way to accommodate them in our renderer designs.
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