Unity3d seems to have jumped into a weird space where they have this whole the shader graph / scriptable render pipe / post process stack and nothing works together or feels production ready. Where is the midweight? What if you are doing Switch?

Anyone else nervous?
It feels like you have to pick a path and commit to a pipeline, but switching if you find you have backed the wrong horse (like, say you need shadow cookies) is hella difficult.
From what I have seen Amplify seems to be head and shoulders over the shader graph in usability, can author vanilla and pbr shaders- as well as post processing shaders and also works for scriptable pipe. Shader graph doesn't.

Is that a fair statement?
It feels like "hi, here is our amazing new feature A"

"HI, here is our Amazing new feature A. Of course, you can't use B with A."

"Hi here is amazing new features C and D. Pick one, but they don't work together unless A is installed. B works wirh C but not some of it.
Unity scriptable render pipeline motto:
This is a failure of direction. If your developers are all just making their own shit and nobody is integrating this stuff together, it's gonna negate the whole point of using Unity.

Unity needs unity.
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