Using Hybrid Renderer V1
The Hybrid Renderer package contains two versions of Hybrid Renderer. This document contains usage information specific to version one of Hybrid Renderer. For information about the differences between the versions, see Hybrid Renderer versions.
For information on how to install Hybrid Renderer V1, see Hybrid Renderer V1 in Creating a new Hybrid Renderer Project.
Setting up shaders for Hybrid Renderer V1
Hybrid Renderer V1 only supports Shader Graph based shaders. It does not support built-in shaders such as HDRP/Lit.
Note that Hybrid Renderer V1 requires at least one Hybrid Instanced property in each compatible Shader Graph shader. You don't need to use this property in the shader, but if the Shader Graph does not have at least one, the rendering might be corrupted on some platforms. Hybrid Renderer V2 does not include this restriction.
To make properties Hybrid Instanced, the first step is to enable Enable GPU Instancing on every material used with the Hybrid Renderer:
Next, the method changes depending on the Unity version and render pipeline package version:
- Unity 2019.1 with HDRP 5.x.x: Enable DOTS Instancing in Shader Graph HDRP/Lit master node (cog menu):
- Unity 2019.2 with HDRP 6.x.x: Enable GPU Instanced in any Shader Graph custom property:
- Unity 2019.3/2019.4 with HDRP/URP 7.x.x, or Unity 2020.1 with HDRP/URP 8.x.x: Enable Hybrid Instanced (experimental) for any Shader Graph custom property:
- Unity 2020.1 with HDRP/URP 9.x.x: Enable Hybrid Instanced (experimental) for any Shader Graph custom property. This property is in the Node Settings tab of the Graph Inspector:
- Unity 2020.2 with HDRP/URP 10.x.x: Set Shader Declaration to Hybrid Per Instance for any Shader Graph custom property. Shader Declaration is in the Node Settings tab of the Graph Inspector:
Unless every shader and material you use with Hybrid Renderer V1 is set up correctly, you might encounter visual issues. Unfortunately, there's no validation or error messages in Hybrid Renderer V1. The most common visual issues caused by incorrect Shader and Material setup are:
- All entities rendering at position (0,0,0) in standalone builds
- Flickering or incorrect colors, especially on DX12, Vulkan and Metal backends
- Flickering/stretching polygons, especially on DX12, Vulkan and Metal backends
Important: If you are using Hybrid Renderer V1 with URP and an unsupported Unity version, you might see similar graphics issues.