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Comment by jayd16

9 months ago

I think you'd probably want a different render layer with different post effect settings so your weapons can have post-processing as well. I think you can do this in the editor with gui configs instead of changing code.

I'm pretty sure all of SRP is in C# and is "open source" as in source available and editable.

https://github.com/Unity-Technologies/Graphics/tree/master/P...

The problem with GUI settings is that the result is not apparent, and there might be side effects. I do not find spending half day on trying out setting combinations as productive work.

I have looked into SRP and i do still consider that as an option, and also replacing the shaders. But i have doubts regarding the SRP, for example i have looked at the code that sorts lights in Forward+. The individual light calculations are not much, but its still done trough the job system. I imagine if there are hundreds of lights, then that would make sense, but for 2-5 lights, it seems like a waste. So it might be optimised to scale, but not for my case.

Is the effort of replacing the SRP worth it, and is the performance comparable to putting together/reusing an engine in C++? It is also a bigger commitment, as it needs to be coded on a different level and in a way very specific to the engine. Better than having to reverse asset file formats, but still very specific to the engine.