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Add support for Customizable/Scriptable Render Pipelines #644
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I think it would be worthwhile to revise this Proposal thinking about your particular challenges and how to solve them inside Godot. Right now your proposal is specifically asking for Godot to adopt a feature from Unity exactly as it is implemented in Unity. That is not going to happen as Godot is very different from Unity internally. Second, Godot uses a problem-centered approach to decide when to add new features. Specific problems reqiure specific solutions. Here you are providing a very general problem with no specificity and then proposing that the only solution is to copy a (huge) core feature from Unity. Try to be more specific about exactly what problem you are facing, and then try to target your proposal to solve that problem. Your current proposal is great! But as a result of the above issues you have missed the point. For example, many of the things you suggest are already possible, but since you are stuck thinking in the Unity way of doing things you have missed that Godot already provides them.
Already implemented using Viewports, which can be accessed using the low-level VisualServer API to make them even more customizable.
Already implemented using cull masks, material overrides, geometry properties.
No limitation on drawing any of these, skybox is accessed in the Environment
Already done in 4.0 :) As you pointed out already, there are plans to allow users to customize the render pipeline more in 4.0. So what needs to be discussed (and I think what this proposal should propose) is what that access will look like and how it will blend with other Godot features. IMO saying "do it exactly like Unity" doesn't really get us anywhere. I can see you have put a lot of thought into what you need for your project. I think just moving away from the Unity mindset and getting more specific about your problems and your needs would really help this proposal. |
I see, my proposal may seem very much like a "I want this Unity feature in Godot" but in reality I have only outlined some characteristics that a completely customizable render pipeline should have. My list of features are not what the engine should provide in general, but are the features the custom render pipelines defined by users should be able to do, this is because I could for example override the entire Godot default pipeline and replicate it with a few key changes. I already tried to implement the game I'm thinking of in Godot, and had to switch to Unity due to the impossibility to define a very customized way of rendering things in Godot. (even if I don't like Unity all that much) The features you mentioned that are already available in the engine are meant to be used in line with the standard pipeline and are absolutely not feasible in practice (due to usability, memory or performance reasons) if you want to bend them in an extreme way to emulate how you would want the render pipeline to render in the first place. Hope this helps, I thought I'd write this issue to track the realization of this feature, to provide a few examples and to give a prospective on the needs concerning this feature. |
Updated the issue with a Godot implementation proposal. |
I am now granting a huge amount of low level rendering access to the scripting API, but most of the stuff in the proposal above are IMO too vague. While technically you should be able to override the entire 3D or 2D rendering code, I highly doubt this is really what you need. It would be more interesting to discuss the proposals in a real life scenario of what you actually want to achieve, so we can see how to properly expose what needs to be exposed. |
The only thing missing right now is basically a singleton class that sits between RenderingServer and RenderingDevice, that lets you interact with the higher level aspect of the data in RenderingServer (basically what scene nodes put into it) and the low level data in RenderingDevice. I can think of many things to put in there, as an example:
But then again, this needs practical examples of how it needs to be used, otherwise I find it difficult to decide what to do. |
Ok I'll try to dive a little deeper into the proposal. As said before, a very good implementation of this features is Unity's Scriptable Render Pipeline: Unity offers its default render pipelines as implementations of the RenderPipeline class and lets you do virtually anything with the pipelines you define. This is a narrowed down overview of what I would like to achieve in Godot (there is more, but I think this covers the key aspects) and successfully doing in Unity right now. For this reason it may seem like a too much Unity-focused approach, but I think it is very good, and for the flexibility it provides I don't know if there are better alternatives.
To implement something like that in Godot right now it is very, very annoying and inefficient. |
Well, the draw per camera approach is very Unity, Instead what I was planning to implement in Godot is:
And of course, if you really want to, the ability to reimplement the entire 2D or 3D rendering for the engine, although again, you probably don't want to do that because it's a lot of work. Some things will just not work like in Unity, as an example, 2D engine does not use (and will never use) a depth buffer. Unity has the advantage here that it uses the 3D engine for 2D, so they can do it. As the priority in Godot is usability, and using depth buffer in 2D is an extremely rare use case, it will not be supported by default. Still, If you want to do this, you will need to reimplement the 2D renderer part, but at least it should be possible, or you can use the 3D engine for 2D but it will not have as many tools for this. Controlling the render pipeline yourself by calling functions is definitely not going to happen unless you want to re-implement it. (There is too much optimization opportunity lost by allowing that and the use case of something that you can't do with what was proposed above is too small) The re-implemented one could allow this, so if somebody wants to take the job of making an alternative one that works like this it's fine. |
Yes (however, maybe it's not the best way of doing multipass, since each pass has to be in its own shader and in its own material, and there's no shader parameters sharing between passes), it is currently not supported for anything that is not a spatial shader. Anyway, what you were planning to implement seems good enough for most uses, yes.
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Would be happy to see this feature implemented in Godot. What this proposal really asks is to provide a simple and clear abstraction of a render pipeline. This not only lets users to customize the rendering process but also help the rendering team to better maintain and upgrade the officially provided SRPs. I'm new to Godot and have found myself struggling to read the rendering code and have no idea how to modify it. Current rendering code is not as clear as how unity did their SRP abstraction, and I cannot change the pipeline without modifying current code. For example, the cull class calls the render method without letting user to decide what to cull. I can see that the server design is so great that allows you to do whatever rendering you want, but it is just too hard to make one from scratch. This proposal can really make a little team make great visual effects, for example many SRP projects show great anime/illustration like rendering with specially made GI or shadow. Unreal in the opposite has a powerful rendering system but is also criticised not friendly enough for making NPR visuals. Currently Godot can produce nice NPR images, but just like in Unreal (make NPR using post processing) it is costly. |
@hayahane what about this pr |
A step forward but not as flexible as this proposal wants to achieve. For example, This pr cannot let you make the pipeline used in npr games like genshin impact, where characters are rendered using forward shading and environment using deferred shading, which makes great and vast open world and stylized characters. |
what about this |
Probably not enough. Shader code is strongly related to a pass that the pipeline calls. Customizing shader codes doesn't allow you to customize passes. |
Compared to unity's shader language, ShaderLab, godot's shader language is quite limited. A shader language with more features like ShaderLab (Like what this proposal mentioned #496) could help realize both this proposal and the shader template proposal #8366. Modifying the visual effect should be much faster since there would be no need to build from source. As said before, this can help both users and engine developers. |
I see, i think this one is more recent |
Current render pipeline is really nested, though compositior api bring some flexibility here but with the cost of complexity. The problem is that no middle level api here: render server is too abstract and lost many detail in pipeline, and it's design is too related to the engine design. Meanwhile render device is too low level, you can't rely on it to custom the pipeline unless you want to write a new pipeline. |
I assume that this proposal and Reduz's proposal for a compositor (#7916) are strongly intertwined, and would likely both be addressed by a large overhaul to the rendering subsystem? |
Describe the project you are working on:
Top-down 2D game that needs a custom rendering pipeline to permit the wanted visual effects.
Describe the problem or limitation you are having in your project:
I'm working on a 2D project that needs a pretty custom way of rendering things. It needs to create multiple render buffers in the process, render objects to them using particular shader passes (custom shadow mapping, lighting, etc.), then feed them later to objects rendering themselves on screen (using another shader pass).
Right now I have to implement all of this in Unity thanks to the Scriptable Render Pipeline, as there's no way of doing it with Godot.
So, my proposal is focused on general purpose things but also on things I need that I already do successfully in Unity.
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
I think this feature is already planned for 4.0, this issue can eventually give some advice.
Customizable/Scriptable render pipelines should be able to:
This proposal goes hand in hand with #496, as it would allow several of the points in the list, especially thanks to multiple shader passes in a single shader definition and to shader tags.
Other suggestions are welcome!
Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
Unity implementation example
Unity achieves the feature allowing the user to create a custom ScriptableObject asset (a Resource in Godot) extending RenderPipelineAsset and letting the user define serializable properties the pipeline can then use to change the rendering process.
Then this new ScriptableObject has to implement a method that must return the real RenderPipeline object that does the actual rendering.
The RenderPipeline object implements a method that does the rendering, receiving all the available cameras (game and editor ones) and the rendering context.
The engine calls the ScriptableObject's RenderPipeline creation method every time its properties change and they can be fed to the RenderPipeline constructor.
Unity allows the assignation of one of this assets for each rendering "profile", targeting different platforms or different performance targets.
Then Unity pushes all of this a step further providing its standard pipelines as implementations of this Scriptable Render Pipelines system.
I thinks this approach is good enough, but a more Godot way of doing the same thing would be welcome too.
Godot implementation proposal
I'd suggest an approach that is similar to the Unity one:
The user begins creating a custom Resource RPS extending
RenderPipelineSettings
(new Resource type).RPS then can be filled with exported variables to define quality settings and other values the user might want to tweak in their rendering pipeline (e.g. directional shadow size, shadow atlas size and many more in the default render pipeline).
RPS has to implement a function, let's say
_create_pipeline
that must return an object of typeRenderPipeline
(a new Reference type?)In this function the user can initialize a
RenderPipeline
as he wishes following the settings that have been defined in the exported properties.Ideally, even the default Godot render pipelines should be implementations of
RenderPipeline
and the user should be able to return a properly tweaked version (within the limits of its quality settings) of one of them if he wants to.Then if the user wants to use a custom pipeline, he has to create a new implementation of
RenderPipeline
RP and return an instance of it in RPS's_create_pipeline
function.RP in turn has to implement a function, let's call it
_render
._render
receives as arguments all it needs to properly create command queues, rendering rules, buffers, as well as providing the cameras in the scene, the renderable obejcts, etc.This should not be very difficult thanks to the RenderingDevice abstraction.
Finally the user can instantiate a RPS, change its settings, assign the newly created Resource to a new property in the Project Settings (Quality tab?), and see the RPS exported properties there too, like the standard render pipeline ones. (current quality settings window)

The user can create a few instances of RPS in the project, tweak a bit their settings and assign them to different performance targets/profiles in the future, if it will ever be supported.
If we want to directly support partial customization of the default render pipeline too, the default
RenderPipeline
implementation could be extended by the user or it could provide several hooks.If this enhancement will not be used often, can it be worked around with a few lines of script?:
No, something like that could be achieved only modifying the engine source code.
Is there a reason why this should be core and not an add-on in the asset library?:
This can't be implemented with an add-on.
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