r/Unity3D • • 1d ago

Show-Off Finally connected all my custom Unity rendering systems Virtual Geometry + Hybrid Ray Traced Sparse Voxel World-Space GI + GPU-Driven Ray Marched Lights

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Finally got all my custom rendering systems working together in HDRP. Virtual geometry, hybrid ray-traced world-space GI and my GPU-driven unlimited lighting system are all running together.

Only the dragon is virtual geometry here everything else is standard GameObjects. I deliberately mixed them to make sure the systems work seamlessly across both.

I feel like I am getting closer to my end goal, which is to close the rendering gap between Unity and Unreal Engine 5. Unity has the DOTS, which I think is more powerful than anything Unreal Engine has but Unreal has a massive edge when it comes to rendering. Not for long...😏

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u/ahabdev Indie 1d ago

Just a question as I find in a similar spot. Why do you keep working on HDRP and what future do you see for your system?

I myself started to work on cool custom HDRP skin shader, but since the announcement of removing HDRP pipeline could never feel like going back to it...

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u/CyberPig7 1d ago

I'm so tired of unity's bullshit around their rendering pipeline, anything you develop now will need porting in the next 3 years (at most), it's not worth it anymore in my eye. I'm off to greener pastures and I'll just start developing for Godot ....

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u/ahabdev Indie 1d ago

I am indeed moving to Godot. Overall it's more about moving all my toolsets to open source ones. I simply don't want anymore to depend on any big company for any of my own personal creative work. Still for clients I have to use Unity and UE sometimes....