Remove Hybrid Renderer#316
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@@ Coverage Diff @@
## master #316 +/- ##
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+ Coverage 83.62% 85.39% +1.76%
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Files 136 136
Lines 7444 7442 -2
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+ Hits 6225 6355 +130
+ Misses 1219 1087 -132
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This was referenced Jul 29, 2021
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There are a few issues with Hybrid Renderer, apart from stability there are missing features like mesh skinning and DXR. As far as I understood, the advantage of the Hybrid Render is more efficient data handling in case of rendering hundreds of thousands of objects. So VPE should be fine with the GameObject approach.
vpe-no-hybrid.mp4
This PR removes the Hybrid Renderer dependency, keeps the GameObjects during DOTS conversion, and updates the DOTS systems to update GameObjects instead of the DOTS rendering components.
One of the bigger simplifications was the plunger animation, for which @Pandelii created a shader graph for lerp-animating vertices. Now we just use the skinned mesh renderer and set the blend shape weight.
I've posted about this at the Unity forums as well, and apparently it's a common approach. One thing we might consider in the future is to use DOTS Hybrid Components instead of
Mode.ConvertAndInjectGameObject.