Indeed, I went with the original non-scriptable pipeline in Summer 2020 because it was the easiest way to leverage the materials I had created for previous offerings of the course. This summer I'm probably going to jettison the built-in pipeline and start with SRPs right away.
@@Lantertronics I messed around with it a little bit, I tried to make a custom render feature from scratch, it was a bit harder than it seemed to get objects to actually render 😅
@@therealpeter2267 Hah! Yes, I tried that a while back and got stuck too. I then took another approach which was to take the URP (actually this was earlier, so I think it was called LRP at the time) and start taking out things to reduce it to a minimal pipeline... but things were spread out so much over so many files that it was difficult to get the "big picture." Or for that matter, a small picture. ;)
o wow I think I just found my favorite channel on youtube, thank you sir!
I highly doubt anyone still uses the built-in render pipeline and it's shaders for new projects
Indeed, I went with the original non-scriptable pipeline in Summer 2020 because it was the easiest way to leverage the materials I had created for previous offerings of the course. This summer I'm probably going to jettison the built-in pipeline and start with SRPs right away.
@@Lantertronics SRP tutorials would be amazing, thank you for your work! :)
@@therealpeter2267 I need to figure them out myself first... ;)
@@Lantertronics I messed around with it a little bit, I tried to make a custom render feature from scratch, it was a bit harder than it seemed to get objects to actually render 😅
@@therealpeter2267 Hah! Yes, I tried that a while back and got stuck too. I then took another approach which was to take the URP (actually this was earlier, so I think it was called LRP at the time) and start taking out things to reduce it to a minimal pipeline... but things were spread out so much over so many files that it was difficult to get the "big picture." Or for that matter, a small picture. ;)