#archived-hdrp

1 messages Β· Page 18 of 1

coral hound
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nah only forward and depth prepass in that dropdown

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also not sure if this matters but ive tried changing lit shader mode to forward instead of deferred and it didnt seem to do anything either

wild oasis
coral hound
wild oasis
coral hound
wild oasis
coral hound
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yea theres no gbuffer or base pass that i see in there

wild oasis
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Can you expand the forward depth prepass and take take a screenshot of any draw call inside(with more event details visible - not just the output)?

coral hound
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wait i think i accidentally clicked on a diff one for the other details

wild oasis
# coral hound

Aha. This looks like the pass that renders to the normal buffer

coral hound
wild oasis
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There are 12 draw calls there

coral hound
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oh then that was just one that happened to be for the blood effect?

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when i disabled it its like the same but says a lit shader

wild oasis
coral hound
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so basically i need to get the pass to run before that ? or update the normal buffer after when my custom pass runs

wild oasis
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You need it to render to the normal buffer. Doesn't matter where, as long as it's before the Ambient Occlusion pass. Though I'm not sure how to achieve that.

coral hound
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yea i feel like ive tried everything i can think of within the options of the editor

wild oasis
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Maybe try playing with the render queue here:

coral hound
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i went through all of those and that one produces the best results some either make it worse or dont render it on top of everything

wild oasis
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Other than that, can't you use a camera stack or a separate camera?

coral hound
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nah not for hdrp especially i also steered away from that in urp cause i was having issues with lighting

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it sucks cus its so close lol almost got lucky and had everything work no prob

coral hound
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i could get camera stacking working on hdrp but i think id still have the same lighting issue and inherent performance cost

dense sinew
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I'm having this weird issue with my material's height map. How can I fix this. The material is an hdrp lit material btw

rocky latch
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I haven’t looked into the details very much but there’s a high base cost to rendering anything at all in HDRP (this is why real time reflection probes are unusable even at 32x32) and I suspect much of that work can be shared

shrewd moon
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<@&502884371011731486>

true zealot
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!softban 791971685213536266 bot spam

hoary starBOT
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dynoSuccess zynxer_ was softbanned.

west peak
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hey unsure if this is the right place but for using HDRP/LayeredLit, does the main layer take the splatmap's alpha channel? cuz that's not working for me rn

frank plank
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Sanity check: the depth value in a depth texture only relates to the Z coordinate (relative to camera), rather than relating to the distance to camera (i.e. relating to all XYZ coordinates relative to camera)?

E.g. as long as a point is at the same distance on the Z axis, it will have the same depth, regardless of the X and Y coordinates of that point?

frank plank
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Thought so, yeah. But it's weird, as it's hard to confirm on the internet, where everywhere I look it just carelessly mentions "distance to the camera" without making the distinction/specification that it's only the Z-axis distance.

rocky latch
frank plank
rapid sierra
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Thinking of going from urp to hdrp, anything crucial i should be aware of?

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Aka anything urp has that doesnt work in hdrp

rocky latch
rapid sierra
# rocky latch Camera stacking doesn't work in HDRP

thnx, its been a smooth transition so far, im tryna figure out what settings i should keep enabled or disabled. i wanna keep disabled the non-vfm settings aka those who hit performance hard for a small visual upgrade

rocky latch
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That's subjective, but personally I keep the shadow filtering on low on all quality settings.

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Under volumetric fog, there's a setting for the maximum amount of volumes you can have on-screen and by default this one's really high. You can save quite a bit of VRAM there.

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I have it set to maybe... 4? Used extensively

rapid sierra
rocky latch
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Yeah, that one

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256 is insane. That's 256 fog volumes on-screen at the same time

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Who uses that many?

rapid sierra
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bruh there are so many values i need an extra person just to go through them all

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are there other settings that are set to unnecessary high values?

rocky latch
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You can shrink some of the atlases for things you're not using

rapid sierra
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and i havent even touched the graphics tab, im only looking at the quality > hdrp

rocky latch
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Yeah most stuff is in there

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Like if you're not using point light shadows, you don't need to reserve so much memory for them and you can set their atlas to the minimum value

rapid sierra
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what about some odd checkboxes like stream reflections from gpu and disk, should these be enabled for optimization?

rocky latch
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I'd probably leave that one off unless you're having a memory issue

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There's another one called screen space shadows - it has no quality impact, but it's something that can either help or harm performance depending on the situation. So you might want to test in a build whether it helps your game.

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If you're using volumetric fog I'd not use the quality presets, you can get better performance and stability with custom values.

rapid sierra
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yea, i enabled all screen space toggles to test them, i also wanna see what exactly high quality line rendering does, considering the camera already has anti aliasing

rocky latch
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That's for the hair system

rapid sierra
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i would never guess

rapid sierra
rocky latch
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More color accuracy. I've set it to the lowest.

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I think it might make a difference on HDR displays? But if you're targeting PC there's almost nobody using those so I'll just take the extra performance, thanks.

rapid sierra
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i have the hdr settings off cause i work on an oled screen

rocky latch
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You'll need to test HDR support at some point. It's possible to break it with improper tonemapping

rapid sierra
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is it the allow hdr display output check in player settings? or is there another one?

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also i noticed it hase the auto windows graphics api disabled, should i enable it?

rocky latch
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If you're not using ray tracing or wave intrinsics (you'd know if you were using that) I'd recommend setting it to DirectX11 only.

rapid sierra
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when i enable the hdr output in player settings it says its not enabled in the pipeline but dont see anything hdr related there

rocky latch
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I don't know

hexed charm
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Who wanna build a game doe fr

rocky latch
hoary starBOT
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rapid sierra
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which setting affects the resolution of the clouds?

rocky latch
rapid sierra
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wait i think i had to add override to the volumme

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still dont see resolution tho

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its weird cause some pp effects are enabled but some others like screen space GI i need to override to manually enable

rocky latch
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I don’t recommend screen space GI without ray tracing. It’s not nearly as good and performance cost is similar

rapid sierra
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by default volume u mean the slot in hdrp tab or in graphics tab

rocky latch
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SSAO and reflections are good

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You'll need to test if you want to support the ray traced options. I personally don't because RTAO doesn't help with foliage, and I don't like the sharpness of RT reflections

rapid sierra
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i dont use ray tracing

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which options are ray traced?

rocky latch
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The ones labeled "ray tracing" 😏

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You can't enable it by accident

rapid sierra
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i dont see any label in the hdrp settings

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im using hdrp 17.1

turbid matrix
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currently you have to turn that off to get any shadows in VR, this can't come soon enough πŸ˜ƒ

blissful geode
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Hello there. So i try to use the new visual effect graph comming with this hd render pipeline. And after one month i still havnt found how to make my own 3d vector field textures in unity. The examples come with vector field but none explain how to make them ? Any idea, tutorials ?

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The only tools i found are 2y/o 40 buck assets. There must be a tool in the new unity right ?

turbid matrix
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but the actual conversion must be trivial

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considering fga is just 2d array of values

blissful geode
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I looked a bit in the repo, and it look like vectors fields examples are made from houdini just as you said. Exporting vector fields shouldn't be hard but before spending ton of time learning a whole new software, I would like to know if someone else actually used the visual effect graph and made vectors fields successfully inside unity.
It is pretty unclear how to make them for me and I mean... If unity released a tool and a demo using vector fields (The unity logo with milion particle, the genius from the lamp, the demo vortex sun graph...), there probably be a way to make them with the said tool ? There really isn't any doc or tutorial about this anywhere.
Still, thank you @turbid matrix !

turbid matrix
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well, the shape things are probably using SDF for the actual shapes and some may use vector fields for the actual effect

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I do agree that it would be nice to have some plugin that did all that baking inside Unity

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and I'm sure Unity will do something about it eventually, it's still very early days on this

turbid matrix
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hope they get HDRP done for it soon as well, altho Speedtree itself is sure taking it's time on getting their v8 Unity modeler out...

zenith hedge
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There was a render pipeline for PS1/PSX visuals but the last time I used it, it was outdated/not working.

dawn sorrel
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@zenith hedge The one made by Keijiro? I think the API used to make that is out of date now. 😦

rancid hemlock
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yeah if I remember it was just turning off lots of stuff lol to get back polygon jitter and stuff

zenith hedge
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@dawn sorrel Sadly, yeah.

rancid hemlock
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it's probably not too hard to recreate tbh

zenith hedge
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There's also some free PS1 shaders for Unity on Github but they're not that customisable.

dawn sorrel
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With the new Custom Render Pass API in LWRP, It shouldnt be too difficult to replicate a similar visual. πŸ˜ƒ

zenith hedge
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@dawn sorrel I'd love that. A classic pipeline that renders Unity games like PS1 games with utmost authenticity, but then ways of making the experience cleaner, but still reminiscent of PS1 games. For example, weak vertex jitter, minimal affine texture mapping, more than 16 bits of colour. So it feels similar only without the graphical hindrances.

dawn sorrel
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Im not sure what you mean by 'utmost authenticity, but a cleaner experience'. Do you have a specific example for the 'emulation'?

zenith hedge
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By utmost authenticity, I mean as if you were developing a game for PS1 hardware, shown exactly how it would be on a n actual PS1/PSX. The alternative is like when you remember PS1 graphics in your head, only it's not as outdated, if that makes sense.

dawn sorrel
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Oh, I understood that! I just didn't understand the cleaner experience part. πŸ˜„

ancient thicket
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Nostalgic things are usually seen through rose colored glasses, it might be very hard to make it still look appealing

zenith hedge
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So ideally the cleaner/more cleaner version is supposedly how one would see it through rose-tinted glasses, lol.

dawn sorrel
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He also wrote a Retro 3d shader about 4 years ago. Looking at the shader, it should still work today for the Built-In Renderer; and not too difficult to rewrite for LWRP (I haven't written a shader for HDRP so have no idea how it compares): https://github.com/keijiro/Retro3D

zenith hedge
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There's one by Dsoft too. I think that's the name.

full fulcrum
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Is there any way to get HDR Pipeline to not eat so many shader keywords?

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It, plus poststack v2 eats somewhere in the order of 180 keywords.

turbid matrix
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@full fulcrum you know that PPv2 is going away on 2019.1 (for HDRP)?

full fulcrum
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Oh for crying out loud.

turbid matrix
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they already got PPv3 integrated on HDRP's master branch

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it works on recent alphas

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ppv2 will not even work there

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it's literally replacing it

full fulcrum
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That's gonna be a mess when it comes to people writing plugins for LWRP/HDRP/Legacy

turbid matrix
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yeah, I agree

full fulcrum
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Just about everything in HDSRP seems to be designed to cause people to lose hair.

turbid matrix
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I'd love to know how they plan PPv3 to be extended

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now there's no info about it yet

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and current PPv2 docs literally say it'll work on LW and HD RPs too πŸ˜„

full fulcrum
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Yep

turbid matrix
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which is still true today

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but not on next version

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anyway, just wanted to give you heads up if you weren't aware

full fulcrum
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Yeah thanks, that's really useful.

turbid matrix
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on PPv3, everything is moved to HDRPs scene settings

full fulcrum
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We're running a user generated MMO built around Unity, which we're planning to migrate to SRP later this year once it gets a bit more stable.

turbid matrix
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you know the thing which has HDRP sky, reflections etc setup in

full fulcrum
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and porting everyones content automatically between versions has been ... shall we say fun, and HDRP has just made that more so.

turbid matrix
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well, HDRP is currently planned to get out of preview for 2019.3

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but it was supposed to be out preview originally even full year earlier so you can't really count on such long targets to hold

full fulcrum
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Visually it's a very nice compelling upgrade

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But upgrade-wise, it's been absolutely terribly managed so far. One of the nice things about Unity has been historically, upgrades just work.

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E.g. going from Gamma->PBR, the old shaders still work. (we've been upgrading Unity projects since 2.1/2.2)

turbid matrix
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well, to be fair, it's in preview

full fulcrum
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This one, .... everything breaks. And breaks again.

turbid matrix
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it's same with current ECS

full fulcrum
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Yeah; but even stuff like Surface Shaders -- there's no good reason for them to break.

turbid matrix
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things move around much

full fulcrum
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Surface shaders just output metalness/diffuse/etc values - that should easily remap to the new renderer.

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I can understand the odd feature like _GrabPass going by the wayside, but there's been a lot I've gone "grrrrr." over with this.

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also stuff like PostStack V1->V2 lost a bunch of useful functionality (like tonemapping pre-pass when outputting to LDR)

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Mainly just kvetching! But it's annoying.

turbid matrix
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there are some funky things coming up as well

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that's probably related to this package Unity is now working on SRP branch: json { "name": "com.unity.voxelized-shadowmaps", "description": "This proposes a data structure for precomputed shadows.", "version": "0.1.0-preview", "unity": "2019.1", "displayName": "Voxelized ShadowMaps", "dependencies": { "com.unity.render-pipelines.lightweight": "5.2.3", "com.unity.render-pipelines.high-definition": "5.2.3" } }

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I'd assume this is pretty much equivalent to UE4's relatively new volumetric lightmaps

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like, not the implementation but the use case

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I don't think Unity itself has mentioned this officially anywhere, but then again they haven't really spoken publicly either about the DXR raytracing things that are now merged to HDRP master

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noticed that being broken a while ago (PR fixes HDRP SSR in forward)

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already tested it too, it does work again, altho it still doesn't work with MSAA

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would love to know someday if that's actually planned as supported combination πŸ˜ƒ

full fulcrum
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Neat πŸ˜ƒ

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ranting aside, the new HD-SRP stuff is looking amazing.

turbid matrix
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it is

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that'll be nice as we don't need to disable camera relative in the future for it

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that used to break some shaders in past

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I haven't made custom experimental merges anymore, could probably do some soon again as there are some nice new things coming up that I'd love to try

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I did bunch last fall where I just manually merged all cool upcoming HDRP feats in experimental HDRP branch so people could try them out early on

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the feats weren't fully polished but was fun to get heads up on upcoming things, like how they worked

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and could also report some bugs really early on

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I fixed some small things on my own branch and when Unity eventually merged the new things to master I could PR the fixes right away few times πŸ˜ƒ I didn't tell them I had the fixes just waiting there for days before

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I mean, I had to do the fixes to use my experimental branch anyway, didn't do it for sake of sending them to Unity

atomic dove
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Hello everyone, I know that Lightweight render pipeline is still in preview, so I shouldn't use it in a commercial project, right? I'd like to use shader graph but I guess it's risky... what do you think?

scarlet hull
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Beeing in preview "only" means that the support on it is not as extended as for released features: non high user pain bugs won't be backported for example. But you still can use it for comercial projects.
And you can upgrade during your project development, maybe it would came out of preview ?

exotic robin
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We've tried to start our big internal project on HDRP, but it failed on many points, forcing us to switch back to legacy. I'm not sure about LWRP, looks like a bit more complete/ready for production than the HDRP.

turbid matrix
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@atomic dove worth noting that LWRP will be out of preview really soon, they target 2019.1 for that

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so even if you start using it today, not much will change to the point when they make it go out of preview (as they can't make any big changes anymore at this point if they want to make it stable)

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I could be horribly mistaken on their plans πŸ˜„ that's my assumption tho

full fulcrum
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From my own observations, I wouldn't be surprised if LWRP becomes the default render pipeline, and people just stuff more HD features into it over time.

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Since it's the one that's more broadly compatible (in almost every sense of the word)

remote forge
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LWRP should be out of preview in 19.1, one of our goals for 2019 is to close the feature gap between LW and built in renderer so that LWRP will become a replacement for built in.

full fulcrum
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Hey @remote forge that sounds good - I have one question, re: shaders. Is there any reason why you guys didn't just expand the Standard shader to make the LWRP/HDRP Lit?

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It seems like 90% of what we're doing in all three shaders is just describing real world properties; and ideally we'd fill in every map we can possibly put, then have the engine pick which ones the hardware can support.

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It'd be nice to have just a "Real World" shader that had a ton of properties/parameters, of which Unity doesn't support a bunch .... yet. (or not in all renderers/etc) - but long-term it's a stable material definition.

elfin osprey
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Its a complex situation. Builtin renderer standard shader is a bloated beast atm, and has some key incorrect lighting calculations which we cannot change for fear of breaking live projects

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(among other general design issues)

remote forge
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There are two things here which are connected, but different. There is the interface to the shader (that is the shader lab properties that exist in the shader), and then the shader itself (specific passes, specific data processing, and specific operations).

The first part here, the interface does have some similarities between pipelines but LWRP isn't a strict subset of HDRP (i.e things do not overlap 100%). We didn't want to confuse people here and make a mega shader where only some things work when using LWRP. On a practical side, these are also run from different packages and worked on by different developers so keeping it in sync and high velocity is pretty hard.

The other part (the shader side) is not possible, each pipeline has different passes that exist as well as different levels of complexity in the actual shader code to target differnt hardware levels.

elfin osprey
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Then HDRP and LWRP shaders (and their libraries) are purpose built for maximum performance/quality for their respective hardware targets

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(Stramits answer was better than mine πŸ˜› )

full fulcrum
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@elfin osprey / @remote forge I'm thinking more in terms of defining "One shader to rule them all" similar to how say iray does their shader defs

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well, not nessecarily shader.

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more one material definition

elfin osprey
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Shader Graph ^

full fulcrum
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Yeah, I know - is dual-compatibility with HDRP/LWRP a long-term feature of Shader Graph?

elfin osprey
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in practice, developing and maintaining a system like this leads to sub-par shaders on all targets

full fulcrum
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I know, I'm trying to balance more long term projects.

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We've been building/upgrading a MMO since 2008 on Unity

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(we were like #2 after that Nickelodeon one)

elfin osprey
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Yes, the long term goal for shader graph is generation of equivalent shaders for any and all render pipelines that have defined backends for it

full fulcrum
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We've migrated through just about every renderer Unity has, and the HDRP/LWRP split is ... a bit frustrating.

remote forge
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Why do you think that (really curious as we designed them to solve very differnt problems)

full fulcrum
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Well, different platforms, different visual goals - we run really cross platform, target almost every build target on offer.

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Some of them, like desktop PCs - we want to use HDRP.

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Not all desktop PCs though - older ones, LWRP seems best.

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But phones, switch, modern consoles, etc.

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Each is going to fit a different pipeline.

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Visual disparities aren't a huge breaking feature for us - just the ability to offer the best the platform can support.

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I know that's not everyones use case - but with things like the Switch out there, I suspect it could be more common than you might think.

turbid matrix
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if you only use PBR and Unlit Graphs, they mostly compile on both LWRP and HDRP afaik?

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I think there are some LWRP specific nodes but I don't use LW myself

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it's kinda weird concept but I get why someone would want that

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but as side effect, there's now PBR and Unlit but also HD Lit and HD Unlit graphs (names might be different but you get the idea) on recent SRP git for HDRP

elfin osprey
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To claify, our intention is that these HD specific master nodes are temporary and will be replaced by a more robust, render pipeline agnostic, solution in the future.

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In the short term we needed them to get all the HD features to our users (internal and external) in a timely manner.

full fulcrum
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Fair enough, and that's a useful bit of insight - I tend to operate on a fairly long term view with Unity, e.g. I'm more concerned about 'what comes after HDRP' and making sure we're not rewriting thousands of shaders

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(I already need to come up with a hack for converting Surface Shaders to SRP...)

turbid matrix
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was just going to write "surface shaders for SRP when"

full fulcrum
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Seriously, I'd love it.

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Right now there's no easy way to make a shader that works on legacy, and SRP.

turbid matrix
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yeah they were great

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I could still make small modifications to HDRPs shaders manually, that's fine but maintaining stuff like that is PITA when new versions come out

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this is what all Unity's tech demos etc do atm

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like BotD, new FPS Sample, I bet same applies to MegaCity at some extent when it comes out

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and if there's bigger change in SRP, it takes a ton of effort to port things again

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like for example, to get BotD environment running on current HDRP version, you'd have to figure out a ton as there were huge changes between 2.0.5 what they use and current 5.x

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I mean, if you want all the custom tech they did there

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I'd still love to know what's the deal with occlusion probes πŸ˜„

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like is that already forgotten thing, is voxelized shadowmaps partially replacing it (it's fundamentally different thing but has similar effect)

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or well, replacing is wrong word as OB's were never integrated on official packages

turbid matrix
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nice to see that camera relative VR patch is finally on HDRP master - no need to manually edit the SRP files for it

wild dome
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Is it still true that LWRP doesn't have sprite renderers? Does HDRP have them? Or are 2D games stuck in the legacy pipeline?

turbid matrix
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so you probably can work around it with shader graph shader

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I dunno about the current state, I don't use LWRP, I only know what happens on bleeding edge HDRP

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(they don't have Sprites working out of the box on HDRP)

elfin osprey
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We dont support sprite output in shader graph right now im afraid. It can "work" but we dont support sprite renderer features like masking etc

wild dome
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The question is not necessarily about Shader graph, I'm interested in general 2D sprite workflow in these pipelines and whether they will eventually work well with 2D (more than just giving minimal support for sprites be viable) - I get that right now it's not a good idea.

elfin osprey
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Sure, I was just responding to Olento's statement. 2D will be supported in SRP world, but I cant speak for timelines on that, or the specifics.

wild dome
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Understood. Thanks!

misty charm
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sharp hatch
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@misty charm checkerboard rendering like used on consoles?

misty charm
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sharp hatch
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@misty charm store it in an RT

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i mean store previous frame in an RT

misty charm
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sharp hatch
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@misty charm isnt checkerboarding usually done as a gpu feature?

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ie. its not done via RT's etc by hand

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its something you enable on the GPU

true zealot
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It's something you could definitely use a render pipeline to do - but I think you may have to wait for the experts πŸ˜›

misty charm
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sharp hatch
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@true zealot no but i mean to get an actual 4k checkeboard rendered texture

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you have to ask the GPU to do that

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idk remember the name of the optiion you use

misty charm
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sharp hatch
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its called multi resolution shading i think

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it requires lower level access to the gpu than unity provides via the API to enable

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i dont know of any way to enable it from unitys C# api

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but im not a rendering guru so i might be wrong

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donnu how useful it is

misty charm
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sharp hatch
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from a reddit post: As far as I have seen, not without the sourcecode of the engine. The scriptable render pipelines do not give you enough platform dependent options to do it yourself. :( asking if you can do CB in Unity

misty charm
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sharp hatch
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afaik yes

misty charm
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sharp hatch
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i have never seen a single example of working CB in Unity

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and afiak the reason is you dont have access to enough platform dependant stuff

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again I could be wrong, but I did look into this a few months ago out of curiosity

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im sure you could fake it half decent with RTs and stuff

misty charm
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sharp hatch
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but the whole idea behind CB is to increase performance with as litle visual quality loss as possible

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and whenever you start jumping through hoops

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you usually give up performance

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and kind of negates the original point anyway

misty charm
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sharp hatch
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@misty charm on top of SRP?

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not that i know of

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or do you mean by hand in C++?

misty charm
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sharp hatch
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afaik no, the SRP is still fairly hard to get into if you want to make your own from scratch

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i tried... (was a while ago) and gave up, just too much information/documentation missing

misty charm
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sharp hatch
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the basics of SRP is simple, there is some examples somewhere

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but other than like getting a simple mesh to draw, you're on your own afaik

calm elm
misty charm
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One message removed from a suspended account.

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turbid matrix
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it's at least on staging atm, probably soon on regular registry (unless it's there already)

#

that should at least fix the HDRP unlit graph on shader graph

sharp hatch
#

@turbid matrix nice

#

@calm elm thanks, im gonna go through that one

#

thank god someone had energy to figure all of this crap out without any documentation πŸ˜„

#

and tell the rest of us who are way to lazy

quasi mulch
#

4.7 is on PM (might need to enable showing preview packages etc ofc)

turbid matrix
#

ah, cool

#

wonder if Unity will release 5.x for recent LWRP changes soon, there are some HDRP changes but most of them are still on the other WIP branch

coral salmon
#

Has anyone figured our how to get baked reflection probes to look better on highly reflective surfaces? The pipeline asset's refection cube resolution setting seems to only affect realtime reflection probes.

quasi mulch
#

you just have to rebuild lighting I think

#

untick auto

coral salmon
#

Yeah I've tried that extensively I even bumped up the cookie sizes for good measure. My generated exr cant exceeded 128 in size. Not sure what is going on

#

Closed and reopened Unity. Deleted and recreated my reflection probe. Didn't help.

coral salmon
#

lol looks like i cant recreate my problem in another scene so far

quasi mulch
#

The mystery & magic of Unity

coral salmon
#

Ah yes, keep you guys posted if an answer develops.

turbid matrix
#

that's just some placeholder model from blendswap on my test scene, not really game ready and has tons of individual materials, they are almost all set to HD Lit

#

I think the mainbody is still sharing only same material across all submeshes and it still breaks only on some parts

scarlet hull
#

@turbid matrix Could you maybe send your scene so I can test it ?

turbid matrix
#

sure, it'll take a while to take the extras out but can strip it to smaller repro project probably (if it still breaks there)

#

you prefer I submit it through issue report or just share link here?

scarlet hull
#

You can send it in PM

turbid matrix
#

will do

#

would kinda wish it would break on some simpler model, this isn't quite typical mesh but it could be the reason why it breaks too

#

every other mesh on my test scene is fine

#

I can also make whole Unity crash by removing "wrong" parts from the mesh prefab on prefab editor but that's probably totally different issue related to prefab workflows

#

this is 2019.1 alpha tho

scarlet hull
#

Or could be an issue cause by the combination of the SRP batcher and the prefab view

#

You like living dangerously πŸ˜ƒ

turbid matrix
#

I guess it could be

#

well, you have to be on bleeding edge to try latest hdrp master πŸ˜ƒ

scarlet hull
#

And that's not even the most unstable and risky, trust me πŸ˜ƒ

severe leaf
#

Hey, small question... I dont think my game requires the HDRP but i want to use the tools it provides (decals, particles, etc.) Should I use it anyways or use the LWRP?

turbid matrix
#

HDRP team has been pretty cautious on recommending HDRP's use in production so far, it's even right now in the middle of big change and there will not be a officially stable release until late this year (if their current targets hold)

#

LWRP however is targeted in getting out of preview for 2019.1 so it's safer bet

#

that being said, I'd still try them both and see how they work for your project and use cases

#

and there isn't anywhere near as many showstoppers on current HDRP as there were last spring when they started promoting SRPs πŸ˜„

#

(by promoting, I mean blog posts, GDC and Unite talks, tech demos etc, HDRP team specifically have been really clear at the same time it's not officially production ready)

faint kraken
#

tbh, I'm surprised to find the HDRP to be pretty much stable for me even thought it's not production ready.

turbid matrix
#

I still keep breaking things from it πŸ˜„ but many things that break now are due to new systems or restructuring of it

#

they've done quite few such along the way

#

but in general, it's pretty usable already

#

biggest issue from my own perspective is on scalability. afaik they still have lots of systems that run in preparation for some features and they are all for nothing if you don't enable those feats. You'd want to have really bare bones "simplified" setup for low end hardware so you don't have to put outrageous min spec for your game

#

of course a lot of the perf depends on the assets and levels you have but still, there's still overhead in the HDRP itself that could be cut out for weaker systems

#

Epic has "simple forward" mode on UE4 which they've used on their own games, it basically forces everything to medium tier mobile level graphics to guarantee they can run their games on really weak gpu's

#

their main renderer still has certain basic overhead which will slow weaker gpu's to crawl if used there

#

that being said, I have not done myself any serious benchmarking on HDRP yet so would really have to test these on final levels to get better understanding of the situation

quasi mulch
#

Is it a renderer with submeshes?

#

Should report a bug as a case like that would be easy to spot as anyone into perf typically does not go for submeshes

turbid matrix
#

that was basically just a mesh with 13 etc materials πŸ˜„

#

it wasn't really game ready thing like noted earlier, just a placeholder

quasi mulch
#

I see yeah so a ton of submeshes. I can see that breaking real good

turbid matrix
#

well, it only needs 2 materials to break and >65k mesh (unless you force 16bit indices) πŸ˜„

#

I can see that more probably scenario than the mesh I have right now πŸ˜„

true zealot
#

@severe leaf Kink3d (who's here on the discord) is developing https://twitter.com/MatthewDean3D/status/1063919555242688512 and has indicated they're planning LWRP support, so there may be decal options for the LWRP in the nearish future 🀷

Released: kDecals. Forward projector Decal system for #unity. Create Decals at edit or runtime with automatic pooling. Multiple render modes and a script API for custom Decals! Package in releases tab if you want to try it. #gamedev #madewithunity
https://t.co/oVoGsC80d2

turbid matrix
#

I know Unity has made it clear that their old callbacks had issues but they've been postponing this thing for so long now, basically everyone wanting to hook in custom things is left hanging unless they want to implement the hooks manually (which isn't big deal for people who work on projects but it huge limiting factor for people making assets for sale)

#

how I see it right now, almost every time Unity itself uses HDRP for some demo or extensive sample, they add similar hooks manually as even they can't work without

#

positive thing here is that we get the sources and are able to do it ourselves but would be nice to have some built-in solution too

elfin osprey
#

Vertx, just to quickly point out that is a private project and not affiliated with Unity in any way πŸ˜› If I add LWRP support to it there is no guarantee it will make it back to LWRP, however I dont think I need to alter the render pipeline itself to achieve this. πŸ˜ƒ

true zealot
#

Oh yeah I totally get that! I'm just recommending your work πŸ˜‰

elfin osprey
#

Danke πŸ˜„ Just have to add the disclaimer sometimes ya know

sharp hatch
#

Does HDRP have support for volumetric lighting in 2018.3 ?

true zealot
#

yup

turbid matrix
#

@sharp hatch yes, it's built-in now

#

if you've ran the FPS Sample, it uses it on the level too

sharp hatch
#

i have, and ur right yeah

turbid matrix
#

talking of HDRP and features, spotted new branch on github for adding dynamic resolution for HDRP (they just added it to LWRP)

sharp hatch
#

@turbid matrix do you know if there's any tooling for packing the HDRP Lit maps?

#

M = metalic
AO = ambient occ
D = ??
S = Specular

#

what is D here?

#

depth?

#

i suppose S is smoothness, not specular

#

but ye

turbid matrix
#

@sharp hatch detail mask

#

and

#

S = smoothness

sharp hatch
#

ye not specular

turbid matrix
#

I'm also going to tell you something that you didn't know

sharp hatch
#

realized that

turbid matrix
#

that's exactly the same packing that old standard shader has used so far, besides having the detail mask in blue channel

#

if you don't need detail mask and have used the old packing efficiently, your textures work as is in HD Lit etc

sharp hatch
#

no the old standard had occlusion separate?

#

at least that

turbid matrix
#

look closer to it πŸ˜„

#

they had separate slots for these

#

but they only used specific channels from them

#

it was designed so that you'd only have one texture for these all

sharp hatch
#

oh yeah sure its the same channels

turbid matrix
#

but I doubt many users realized it

sharp hatch
#

oh yeah that im aware of

#

but i want a tooling to combine them into one texture for HDRP

turbid matrix
#

there are few 3rd party utilities that do the texture packing but I dunno, I'd probably write custom if you need these for some specific purpose, it doesn't take that long to write

sharp hatch
#

yeah no its usually pretty quick, just figured i would save myself the effort

turbid matrix
#

Alloy has their own packing tool for example (free on github, I also have it ported to package manager for on my github so one can just drop in the github link to packages/manifest.json and it should work

#

but Alloy is overkill for this if you don't use the shaders

sharp hatch
#

i mean its just remapping channels to a new texture

#

just figured if something was available i would not have to write it myself

turbid matrix
exotic robin
#

a texture packer should come built-in with Unity

#

imo

turbid matrix
#

I actually don't know if the material conversion tool does the packing too

#

it totally could

#

you know the one that does ship with HDRP

#

I'd check that first if I actually needed this

sharp hatch
#

@turbid matrix for reference im importing arch visualization assets into hdrp

turbid matrix
#

I'd just write a script that you can batch run automatically for set of textures if there's a lot of them, would save a lot of time

sharp hatch
#

ye

#

ur right

scarlet hull
#

The material conversion does the packing

exotic robin
#

you mean the legacy to HDRP converter?

scarlet hull
#

Yep

sharp hatch
#

@scarlet hull i can not get it to work

#

or rather, does it trigger automatically?

#

all my old materials are just pink basically

scarlet hull
#

You need to call it by hand, it's in the edit/renderpipelines menu

sharp hatch
#

ah

turbid matrix
#

yeah, that's the one I referred on the one they ship with

#

I've just ran it to get some 3rd party samples to show something on HDRP, but I've never checked if they took in the additional maps

sharp hatch
#

@scarlet hull well thats convenient as hell, thanks

#

saves me a ton of work

turbid matrix
#

worth noting that it's one way street then

#

but that's pretty obvious

sharp hatch
#

ye

#

it even warns u

turbid matrix
#

that conversion tool has been since the early 2018.1 versions I think (never looked what it did behind the curtains)

scarlet hull
#

It kind of existed before, but wasn't doing the repacking job

turbid matrix
#

(totally possible it was there earlier too)

#

ah

sharp hatch
#

seems to work out nicely

scarlet hull
#

Also packs the detail maps btw

sharp hatch
#

but having some trouble with specular flicker i think

turbid matrix
#

so technically, if you need a custom batch packing tool, you could hack it from that too πŸ˜„

sharp hatch
#

hmm what the hell is going on the edges of the table leg there

turbid matrix
#

does it do that when you run the game (in game view)?

sharp hatch
#

that last one is ingame

#

another one

#

looks like some accuracy issue

turbid matrix
#

TAA is there to help smooth spec issues out, but many of the issues do originate from the materials themselves

sharp hatch
#

ye

turbid matrix
#

HD Lit has some specular AA options I think, altho I'm not sure how much of them were on 2018.3

#

I don't think they've even merged all in from current github PR's even

#

StackLit has more options for this

#

so if you do Archviz, definitely check that one out

#

it's not meant for realtime games as it's heavier

sharp hatch
#

@turbid matrix im not doing arch viz per say, just using arch viz assets to try to push the visual quality a bit, figured i would use the HDRP for even better quality

scarlet hull
#

For the packing stuff : the material converter does the packing through a class I wrote : TextureCombiner. I wouldn't be very hard to make an UI to use it individually, I just don't have the time to do it, as the converter now works

sharp hatch
#

here's another asset

#

if you look at the steel bars under the chair

#

its the same issue

turbid matrix
#

@scarlet hull I was more of thinking if people need to batch convert a ton of similar texture setups (in non-Unity format), having a batch script that used some hardcoded values for iterating through all those would save tons of time, it doesn't even need fancy ui then

#

like, imagine you have PBR material library that's all authorized some specific way and you have hundreds of these materials there

sharp hatch
#

no fucking clue whats going on

#

it does not look like that in the standard deferred pipeline

scarlet hull
#

Other way to do it : make a new shadegraph material that uses this PBR packing and the same property names, and just change the original materials shader πŸ˜ƒ

turbid matrix
#

sure, but a lot of these library materials aren't really packed in efficient way to begin with

#

would be just huge waste of texture samplers and memory

sharp hatch
#

also the edge of the leg is weird, i gets dark as hell

#

gah

turbid matrix
#

@sharp hatch can you try with all PP off?

#

also without AA

sharp hatch
#

no AA on last

turbid matrix
#

pretty hard to tell what's going on from those images πŸ˜„

#

but I'm not a renderer guy to begin with, I just use these things πŸ˜„

sharp hatch
#

ditto

#

@turbid matrix do you know any good tutorials on the HDRP? How to set it up from scratch properly, deal with importing (mega-)scanned assets, etc stuff like that

turbid matrix
#

for quixel megascans, you should use their own bridge tool, it packs those materials so they can be used with HDRP automatically

sharp hatch
#

ah nice gonna read that

#

getting some weird pixel like artifacts between the tiles also on a floor

#

oh thats just the pom setting

#

okey so it doesnt transfer material properties perfectly using the convert tool

scarlet hull
#

what ?

sharp hatch
#

@scarlet hull well i used the conversion tool, and it messed up the height map extrusion setting

#

so the value in the inspector was like 0.015

#

but that wasnt the actual value being used

#

that setting

scarlet hull
#

Well, the height map extrusion value can't really be "converted"

sharp hatch
#

im not complaining per say, just saying what happend

#

the editor read 0.015 as it does there, that's after i set it to 0.015 by hand

#

but the actual value being used was MUCH higher

#

more like 1.5 instead of 0.015

scarlet hull
#

The displacement algorithm is totally different. On the standard shader the height value is use to do an uv distortion, while in HDRP it's raymarched per pixel parralax mapping

#

Guess I could take a look at it

sharp hatch
#

@scarlet hull Again, the issue wasn't that the value of 0.015 was WRONG, it was that it showed 0.015 in the inspector... but it used some other value

#

i touched the inspector value once

#

and it worked after that

scarlet hull
#

Oh, okay

#

So I know where it comes from ... thanks

sharp hatch
#

also for completeness sake

#

that weird.... specular aliasing or w/e you wanna call it

#

went away after i upgraded to 4.6.0-preview

#

it looks correct now

#

i was on 0.4.1-preview before

scarlet hull
#

Cool

sharp hatch
#

just upgraded and it looks correct, so idk what was going on and probably doesnt matter

turbid matrix
#

a lot has changed even from that 4.6, things are moving really fast on HDRP land

sharp hatch
#

how do i get the later version?

turbid matrix
#

4.7 isn't on your package manger?

sharp hatch
#

no

turbid matrix
#

it should at least have fix for Unlit shader graph, it's broken on 4.6

sharp hatch
#

im using 2018.3.1

turbid matrix
#

ah, maybe it's still only at staging registry and github

#

for newer HDRP, you have to use 2019.1 alphas

scarlet hull
#

Still in staging

turbid matrix
#

2018.3 still gets some things backported but dramatically less now

#

as HDRP has gone through big changes recently that can't really be backported anymore

scarlet hull
#

If you want to have a newer newer version, you'll need the 2019.1 alpha

sharp hatch
#

ah, might try that

#

is there lots of new features?

turbid matrix
#

if you stick with package manager versions, HDRP 5.2.3 seems pretty similar to 4.6 at first glance

scarlet hull
#

Huh ... can't even remember ... changes to fast

turbid matrix
#

there are some additional shader graphs

sharp hatch
#

@scarlet hull When is it going to slow down and become 'stable' ?

#

Moving fast is great

#

But it's hard to do something with it

#

Or well, try to base a project on it, if it moves so fast

turbid matrix
#

2019.3 is what they target internally afaik for getting it out of preview

#

unless that has shifted again (I'd expect 2020 tbh)

#

all the bleeding edge stuff is still only at github atm

#

they've been working on hdrp specific wip branch for a while which contains all the new cool things

#

but also things we can't use atm, like DXR

sharp hatch
#

oh yeah, just waiting on the 2060 to become available here

#

so i can play with DXR a bit

#

outside of Unity for now

#

i dont really game, so just want the cheapest RT capable card

turbid matrix
#

there's that raytracing stuff, HDRP specific new postprocessing, VR improvements, more shadow filtering options etc

#

yeah, me too

#

might get RTX 2060

sharp hatch
#

my current workstation is a beast of a machine

#

eexcept the GPU

#

GTX 660 πŸ˜„

#

i dont do shit with rendering or game at all

#

no new splash screen for 2019.1? 😦

#

same as 2018.x πŸ˜„

scarlet hull
#

Will maybe come for the final release ? I guess it's not the priority right now πŸ˜„

sharp hatch
#

yeah doesnt really matter, just always fun to see which one gets picked :p

turbid matrix
#

tbh

#

I hope the splash would at least give option to use the same as on their youtube videos

#

that's really nice, but the one we get is just tiny static image that can be zoomed a little on splash

sharp hatch
#

okey on 2019.1 alpha with hdrp 5.2.x something

turbid matrix
#

5.2.3 I think

#

(latest one there)

sharp hatch
#

the scene camera has acceleration now πŸ˜„

#

GODDAMNIT

#

gonna take a year to get used to that

turbid matrix
#

scrollwheel thing?

#

that's great

#

I just wish it went further than 2.0

#

but you can always hold shift

#

I just don't do that automatically when I need it for some reason

sharp hatch
#

i can get used to this

turbid matrix
#

it's actually similar to ue4 scene navigation now

sharp hatch
#

AAND SEGFAULT

turbid matrix
#

πŸ˜„

#

well, alpha

#

most of my random crashes have been for having the new memory profiler just installed there (I could be paranoid about that, I swear everything is way more stable as soon it's gone)

turbid matrix
#

oh, 4.8.0-preview

#

I guess this explains why 4.7 never got out of staging

scarlet hull
#

You sir are very fast

turbid matrix
#

I just checked if there's update on github for hdrp-master so spotted the tag for release

#

currently trying to solve an issue on my project

#

basically console gets 999+ errors asap I try to examine the camera on editor

#

anyway, about that 4.8.0-preview, here's changelog for those whom interested:```[4.8.0-preview] - 2018-01-16
Fixed

Fixed remove sync with render thread when updating decal texture atlas
Fixed issue with TerrainLit not compiling with depth only pass and normal buffer
Fixed geometric normal use for shadow bias with PBR master node in forward
Fixed error message when having more than one directional light casting shadow
Fixed issue with MicroShadowing and SpecularOcclusion
Fixed issue with vertex animation in shader graph not compatible with SRP Batcher
#

it only seems to affect HDRP, there's no changes for other parts of the SRP on the changelogs

turbid matrix
#

oh snap

#

the camera error thing I have when using HDRP seems to be specific to happen now on even stock HDRP 5.2.3

#

@sharp hatch you still have the alpha open? if you click on camera object, do you also get flooded with error messages like NullReferenceException: Object reference not set to an instance of an object UnityEditor.Experimental.Rendering.HDPipeline.HDCameraEditor.SceneViewOverlay_Window (UnityEngine.GUIContent title, System.Action`2[T1,T2] sceneViewFunc, System.Int32 order, UnityEngine.Object target) (at Library/PackageCache/com.unity.render-pipelines.high-definition@5.2.3-preview/Editor/RenderPipeline/Camera/HDCameraEditor.Handlers.cs:61) UnityEditor.Experimental.Rendering.HDPipeline.HDCameraEditor.OnSceneGUI () (at Library/PackageCache/com.unity.render-pipelines.high-definition@5.2.3-preview/Editor/RenderPipeline/Camera/HDCameraEditor.Handlers.cs:23)

sharp hatch
#

@turbid matrix let me try

turbid matrix
#

like, with the scene view opened

sharp hatch
#

yup i do

turbid matrix
#

scene view has to be active for that to happen

sharp hatch
#

not the exact same one

turbid matrix
#

ah

sharp hatch
#

but similar

#

error spam

turbid matrix
#

yeah, there's like 999+ errors in no time

sharp hatch
#

and now the editor crashed πŸ˜„

#

again

turbid matrix
#

it has to be a14 etc related change

#

I first thought it only happened on bleeding edge github version but I've now tracked it to happen even on default HD Template scene

#

I'm also pretty sure this didn't happen on a12 or older, but would have to install one to be sure

sharp hatch
#

never used anything before a14

turbid matrix
#

in moments like these, you'd wish the hub would actually let you install older versions as well :p

#

need to go to the archive now to test where it broke

#

uh

sharp hatch
#

πŸ˜„

turbid matrix
#

why would it want to remove old unity installation

#

hub itself lets you install multiple minor versions

#

I just ignored the warning for now, seems to still install

sharp hatch
#

@turbid matrix Β―_(ツ)_/Β―

turbid matrix
#

also installed to a new folder so it's not that either

#

ok so, it's a14 thing

#

it doesn't happen on a13

sharp hatch
turbid matrix
#

I'll file a report for it

sharp hatch
#

got fedup with the hdrp atm

#

cba to deal with it

turbid matrix
#

(not from your bitching)

sharp hatch
#

i mean it looks great

#

but just.... the unfinished status of everything

turbid matrix
#

well, HDRP isn't supposed to be ready yet

sharp hatch
#

@turbid matrix i know

#

but half of the features are "it's not ready yet"

#

ecs, burst, srp/hdrp/lwrp, new networking, etc.

#

all is 'not ready yet'

#

πŸ˜„

turbid matrix
#

the other alternative would be that Unity quietly worked with these for years behind the curtains and didn't get our feedback on things

#

I dunno, I very much still prefer this approach

sharp hatch
#

honestly that sounds like a much better approach :p

turbid matrix
#

current approach makes their development so much more transparent

#

and if people don't like WIP stuff, they can just use what's marked as stable

sharp hatch
#

i'm fully aware of how works :p

turbid matrix
#

it just seems to trigger people that they see the preview ones sitting there for some reason

sharp hatch
#

or what the idea is

plush pilot
#

I sent this feedback along recently to Unity - not sure how it is for other studios, but its difficult for my team to meaningfully engage with new features. Spending time to provide feedback for WIP stuff seems like a real luxury

turbid matrix
#

only real complain I totally get is ditching old systems before new ones are fully out

plush pilot
#

yeah, that too ^

sharp hatch
#

@plush pilot yeah nobody working on a real project has time for that

plush pilot
#

I see stuff in 2019 and think "cool, my games in 2021 might be able to use that"

sharp hatch
#

ye

turbid matrix
#

that's not even that far fetched πŸ˜„

#

especially if we think of state of ECS

#

it's not going to be finished this year, like have all engine parts ECS'fied

sharp hatch
#

i'd be surprised if it's ready before 2021

#

that's less than 2 years until 2021 so

#

but it creates this problem

#

where the engine constantly taunts you with

#

the new features that are not quite ready

#

that you cant use yet

#

and right now it's a SHIT TON of features which are not ready

turbid matrix
#

you should have used UE4 between 4.0 and 4.10 :p

sharp hatch
#

unity really seems to like throwing away and starting over

#

networking - thrown away twice even, old rendering system, go/mb system vs ecs, etc.

#

i mean i understand it's still there

turbid matrix
#

I'm personally all for what they do now

sharp hatch
#

but how can you ask people to put effort into using system which we dont know when/why they will be deprecated

#

and not worked on any more

turbid matrix
#

it's finally driving the engine further instead of doing the same old thing they've done for past 15 or what years

sharp hatch
#

i very much prefer iterative improvements that are stable

#

over this shotgun approach of re-develop every core feature of the engine at once

turbid matrix
#

unet aside, rest of the "stable" systems still work

#

also, mind you LWRP is supposed to be out of preview for 2019.1

sharp hatch
#

yes, but when will they stop being updated? do they have more development resources assigned to them for further improvements, etc ?

turbid matrix
#

if you look at the packages, they don't even say preview anymore

#

same with shader graph

sharp hatch
#

all of it creates huge question marks basically

#

about what to use, will it be future proof, etc.

#

all kinds of crap

#

it might work for hobbists, etc.

plush pilot
#

I think the messaging around "the v1 of this feature is deprecated and depriortized, but the v2 of this feature is only in preview mode in the latest" isn't fantastic

turbid matrix
#

then again, they did remove the preview status from the hub and it still feels like early beta with it's limited functionality πŸ˜„

sharp hatch
#

but like trying to build something that is future proof on top of Unity at the moment feels like an impossible task

#

even if it's an asset or a game or whatever

#

the whole engine is in flux

turbid matrix
#

Cryengine is currently at similar situation too, things get messy when you have to redo a lot of old systems

sharp hatch
#

yeah but nobody uses cryengine πŸ˜„

turbid matrix
#

and same happened on UE when they did 4.0

sharp hatch
#

j/k ofc

turbid matrix
#

it literally took like 2 years for UE4 to feel fully featured

#

they didn't even have UI at first

#

like, game ui

plush pilot
#

given the options of having stuff in preview mode available for comment vs not and just waiting till its ready - I agree the former is much more preferable

turbid matrix
#

other than the hardcoded slate setup that wasn't documented anywhere

sharp hatch
#

sure, but that situation is different, they didn't have a bunch of existing projects IN UE4

plush pilot
#

just important that they're calribrating how much commentary is reasonable

sharp hatch
#

they did a clean cut vs UE3

turbid matrix
#

a lot of people moved over from UDK

plush pilot
#

and that silence doesn't imply that everythings right πŸ˜›

sharp hatch
#

@turbid matrix yes but that was their choice right? We can either stay with the old deprecated stuff, we know what it does, we know where it is, etc. or we can go with the new unsure thing

turbid matrix
#

also, you still can use the old systems in Unity, it's not like the engine is broken without new but still in preview features

sharp hatch
#

currently the engine is being heavily modified while people still work in it

#

it's a difference

turbid matrix
#

I can't think of any other thing that UNet where they cut the cord too soon right now

sharp hatch
#

it's not about that

turbid matrix
#

but even in case of UNet, it was far from ideal to begin with

sharp hatch
#

it's about that knowing which parts of the engine to use for a project is not easy

#

since you dont have a clear word on say when is the old rendering API going stop having updates done to it

turbid matrix
#

well, officially, you'd use the parts that are marked as full releases

#

nobody from HDRP team will tell you to use it on production

#

they actually say the opposite

sharp hatch
#

you're missing the point im making

plush pilot
#

right, maybe what fholm is getting at is production cycles are long

#

you start a new project on the legacy render pipeline because its the approved one

sharp hatch
#

take SRP vs old rendering

plush pilot
#

and you ship your game 3 years later on something thats deprecated

sharp hatch
#

SRP is new stuff, its not ready
Old stuff works, its ready

turbid matrix
#

ah

sharp hatch
#

but there is NO WORD on when its going to switch

turbid matrix
#

if you target on shipping in 3 years, definitely use SRP now πŸ˜„

plush pilot
#

haha

sharp hatch
#

@turbid matrix yeah, right

#

but SRP is ... not ready

#

so...

#

what to do

plush pilot
#

take a vacation till its ready

#

is my plan

sharp hatch
#

and sure, if there was ONE feature that was like this

#

but right now we have:

  1. Rendering
  2. Game Logic (ECS)
  3. Networking
#

in this state

plush pilot
#

vfx

turbid matrix
#

input too :p

sharp hatch
#

yeah

turbid matrix
#

and asset handling

#

πŸ˜„

sharp hatch
#

see what im getting at now?

#

whole engine is in flux, and it feels like there's no direction, no clear roadmap when things will switch over, etc.

#

just a jumbled mess of old vs. half finished new features

turbid matrix
#

you'll love it when we get HPC# Physics

sharp hatch
#

yes sure, so 2023?

turbid matrix
#

(just trying to point out that there will be more WIP systems to this)

sharp hatch
#

πŸ˜›

#

yeah so it's a quagmire trying to build anything in Unity atm

turbid matrix
#

but I'm not really understanding what you'd prefer instead

sharp hatch
#

slow steady cycle, incremental and stable changes over time

turbid matrix
#

Unity is keeping legacy systems in place until they can be replaced fully

sharp hatch
#

instead of shotgunning the whole engine

turbid matrix
#

you can't make huge changes like these in incremental fashion

#

that's actually what's brought all the technical debt to Unity in the first place

sharp hatch
#

then keep it in internal development until it's closer to production ready

turbid matrix
#

they've just kept adding things

sharp hatch
#

it feels like a badly managed open source project at this point lol

#

sorry :p

plush pilot
#

I like that they're being pretty bold with the scope of the changes they're making vs letting the engine rot

#

but agree with the overall sense that it's kind of an awkard place to be in atm

sharp hatch
#

yeah

plush pilot
#

not sure what the answer is other than buckle up

turbid matrix
#

but to backtrack a bit

#

and get to RP's since that's what this channel is about.. HDRP is pretty usable even on 2018.3 right now

sharp hatch
#

@plush pilot me neither

#

yeah sorry, i derailed this a bit

#

my bad πŸ˜ƒ

turbid matrix
#

things being unstable on 2019 alpha.. well, that's alpha

sharp hatch
#

yeah not complaining over that

turbid matrix
#

I'm guessing Unity didn't do betas and alphas before because they were worried people would expect stable things

turbid matrix
#

just dropping that here in case some others face similar issue, no need for others to track down what caused it

turbid matrix
#

oh wow

#

it only spams more errors if you hover the mouse cursor over the scene/game view WITH camera selected and HDRP installed

#

that's like super specific combo πŸ˜„

true zealot
#

I feel like the approach they're taking is a sensible one, and fairly clearly communicated (and I know this isn't RP specific, but we can move if someone has a specific question)

#

The old pipeline works, and all the legacy systems are still there and functioning, they also receive bug fixes, just not updates

#

so that part of the engine stagnates somewhat

#

but everything else is steaming along as fast as possible, isn't recommended for games being released any time soon, and therefore is a fantastic early preview for those who are extremely invested (us weirdos)

#

whilst also giving them ample bug reports

#

The only better way it could go is if the legacy pipelines were stably updated with new features during this time, but you can completely understand how infeasible and ultimately wasteful that endeavour is

turbid matrix
#

yeah, that's also pretty much how I feel about it

#

altho I don't feel they should put any effort on legacy besides keeping it running

#

it would just make the switch harder in the future as there wouldn't be as much reason for users to switch to the new thing if old one is almost as good

#

plus those extra resources could just be used to make the new thing get out faster

#

right now the biggest pain point for people seem to be the development time

#

not that the legacy systems would need updates

plush pilot
#

I think I'm fine with that provided the replacement has exited preview

true zealot
#

Actually there is something they could do better: documentation

turbid matrix
#

you mean in preview?

true zealot
#

in general, all across these new systems

turbid matrix
#

I dunno, there isn't really many that have gotten out of preview πŸ˜„

true zealot
#

they're very inconsistent in format, location, and descriptive accuracy

turbid matrix
#

they start to document them more when they are getting closer to release

plush pilot
#

deprecating a system before the new one has exited preview presumes some success on the new direction

turbid matrix
#

like for example, SRPs have gotten recently a lot more docs

plush pilot
#

which obviously we hope is true, but they've built and scrapped v2s before: see HLAPI

turbid matrix
#

yeah, but that's also pretty much only thing they've done that for

#

and they really didn't want to keep patching UNet

#

which I kinda can understand

#

still sucks tho

#

multiplayer wise, Unity isn't in best position and is has never really been

#

their own systems have been half baked (earlier setup) or bugged (UNet), paid third party offerings have been sketchy, now we have few free ones that are updated pretty much by few individuals so they lack resources...

alpine bluff
#

@true zealot - yes, our documentation definitely needs to be better across the board. I can't say much other than: We know. We're working on it.

In the meantime, if there's every something specific you see missing from docs (a use case, an example) or there's an error, please let us know.

true zealot
#

it's definitely a lot better than it used to be! I can give an example of what I mean by inconsistent location: click View documentation on the Visual Effect Graph in the PM and it takes you to a page without documentation

#

so I then have to google and hope to hit the official docs

alpine bluff
#

Yes! So that's a peeve of mine too.
We're working on tooling for Package docs and the overall Manual, to try and consolidate them, and improve searchability etc. I can't give a specific date - but I can assure that us writers are pining for it.

#

In the meantime, I'll try to research why that link even exists if there are no docs. :)

rain sable
#

Not really focused on render pipelines but that's the closest channel for that.. Do you guys know if there is a way to add the DynamiclyScalable flag to a RenderTextureDescriptor? For some reason that setting is not available on it, and it's a pain : (

quasi mulch
#

Documentation is one of the hardest jobs given that they're documenting something that's practically out of date the day the ink dries.

#

Specially with alpha/beta/experimental

turbid matrix
#

oh wow

quasi mulch
#

A nice to have, I think maybe. Not got a use for it atm

quasi mulch
#

Updated FB demo:

#

Some people have been asking for it, so here it is.

lyric wagon
#

whups πŸ˜ƒ

quasi mulch
#

need specific github LTS

#

LFS

plush pilot
quasi mulch
#

You sure? it didn't work out for the FPS assets

plush pilot
#

oh interesting

#

didn't handle the large binary assets properly?

quasi mulch
#

gave stubs πŸ˜ƒ

turbid matrix
#

I don't think the zip gives you the LFS part either

#

tbh, they should have put this earlier in the readme

lyric wagon
#

that was half way through a git clone btw.. i cloned again and it worked πŸ˜ƒ looks great!

#

now make one with realtime gi! πŸ˜›

turbid matrix
#

mine is still cloning

#

LFS while using git from command prompt is suuuuper slow for some reason

#

I mostly get 1Mbps peaks where it mostly just transfers some kilobytes πŸ˜„

lyric wagon
#

yea lfs is slow in general for me .. its supposed to be faster if you use git lfs clone, but feels the same tbh

turbid matrix
#

and it would normally go to around 50Mbps on regular downloads

#

yeah, it's the same for me too

lyric wagon
#

hm well i did clone the fps sample just now with git lfs clone, took only 30-40 mins.. maybe there's less/bigger files idk

turbid matrix
#

The demo now additional decals fabric, particles, volumetric and planar reflection and is use to illustrate some technology of HDRP

#

so should look quite different now

turbid matrix
#

We are starting work on integrating PPv3 on LWRP and then this will be supported.

#

I totally thought PPv3 on HDRP was super specific to HDRP itself

full fulcrum
#

Plz, plz re-use the PostProcessProfile class / types from V2

#

I've written now four conversion utilities going between old school ImageEffects -> CinematicEffects Beta -> PPv1 -> PPv2

#

I may break if I write another. πŸ˜›

turbid matrix
#

they wont

#

I know because I'm using v3 already from github

#

if you've used HDRP, you probably know they have their own scene volume asset for it

#

it stores sky, fog etc stuff

#

they moved them out of the lighting

#

PPv3 has moved PP volumes contents to that scene volume asset

#

it's similar concept tho

#

@full fulcrum

full fulcrum
#

😒

turbid matrix
#

let me grab a screenie

full fulcrum
#

Yeah I can imagine, I've poked at HDRP a little bit, I vaguely recall that

#

I just really, really wished we didn't have different components for different SRPs

#

For us, it's a pain since we need to write migration scripts depending on which SRP we're using (we're planning on using both LWRP and HDRP for different platforms)

#

but for asset store creators .... O_o

turbid matrix
#

which has that profile there which is just a scriptable object, like in PP volume has it's own this as well

#

you add components there just like in PPv2

#

they got most PPv2 effects ported to that already

#

there are some extras, like panini projection

full fulcrum
#

I wonder if it re-uses the same classes/types.

turbid matrix
#

they have their own setup for this, but structure could be similar

#

you don't install PP package anymore with this btw

#

there is no PPv3 package

#

this is now integrated in the SRP package

woeful ice
#

us that scene setting thing just for HDRP or LWRP as well?

devout thorn
#

I've heard a bit of confusion here and there regarding HDRP not being too compatible with Intel... I'm going to assume this isn't actually a thing, but does anyone have any idea if this is true or not?

scarlet hull
#

Not true

#

@devout thorn Exept if you have a REALLY old intel GPU, it should work. Probably slowly, but should work.

turbid matrix
#

are you sure about that?

#

because what I've read from peoples experiences, there have been gpu's that have failed to run the game

#

let me find some posts, I don't quite trust my memory on specifics πŸ˜„

#

hmmmm, I'm reading the messages on the itchio thread, the users who had it failing aren't really super specific on their GPU specs

#

so it's totally possible that these users are really running the thing on some ancient laptops with lesser than DX11 integrated GPU

#

I have few old integrated intels here (all DX11 worthy) that I could test this with tho, but I'd not target a game to run on these today

#

@devout thorn @scarlet hull I could bet that forum post is the root source of people being iffy on integrated gpu's + hdrp as even I remembered it despite having a terrible memory πŸ˜„

#

I also think there was some other thread that discussed about this and some bare minimum HDRP GPU requirements

scarlet hull
#

I have tested HDRP on intel integrated GPU, and it worked.

turbid matrix
#

but... people do try to run your game on toasters anyway. I've been wondering about what to do with it myself a lot as I afaik HDRP does have a lot of initial overhead atm

scarlet hull
#

It's all I can tell. It's pretty hard to test on EVERYTHING

turbid matrix
#

sure, especially in PC space πŸ˜„

#

it's like trying to make sure your android mobile game runs properly on all phone models out there πŸ€”

true zealot
#

you mean you haven't tested on the Direct3D Wall of GPU History? UnityChanShocked

turbid matrix
#

I'm actually rethinking about the HDRP scalability thing, Unity staff usually brings up the point that everything works differently on HDRP to other pipelines so swapping the pipeline at runtime for weaker platforms isn't recommended

#

but...... what if you actually made custom scaled down version of HDRP itself that literally only implements the bare bones setup using the same scene controls, lighting setup etc (and swap to that on weaker platforms)

#

I can already tell that's probably not worth the effort, but just a thought (still far from impossible)

#

I hope HDRP itself can do this at some point

#

thing like this could also be an asset you'd sell on store, like slimmed down variants of individual HDRP versions for letting people to use the same scene setup as with stock HDRP and let people just swap the pipeline based on quality settings

#

I dunno, I'd buy that πŸ˜„

turbid matrix
#

this makes me pretty curious as all the work is being done in LWRP and there's no HDRP implementation at all atm

devout thorn
#

Cheers for the clarification guys @scarlet hull @turbid matrix

turbid matrix
#

hmmm

#

I have this weird reoccurring issue with texture streaming now in 2019.1

#

but since it seems to happen totally randomly, it's hard to write a bug report for it

#

basically what happens is that sometimes objects with standard HD Lit shader and Alpha clip don't actually clip the alpha, but this only ever happens if I use texture streaming

#

if I manually touch the alpha clip threshold, it renders the asset (tree leaves) properly again

scarlet hull
#

Yes, that's not the best reproductible case you seem to have here

turbid matrix
#

I have actually an idea, I'll try something and report back

#

worth noting that I've seen this only in editor so far but I haven't really done that many testbuilds with texture streaming enabled

turbid matrix
#

oh well, can't repro on my minimal project, I had this theory that when I saw this happen, it usually happened after some library refresh but I can't really trigger it in any way

dawn sorrel
#

Hey @turbid matrix I remember you saying that you used light layers on HD in 2019.1. I can't find where I can customize it :0

turbid matrix
#

I haven't used it, I just know the settings on HDRP Asset...

scarlet hull
#

Enable the light layers in your HDRP Asset, and then use them in your lights / probes / objects

turbid matrix
#

yeah, but does it like automatically work if you just use different layer per light ?

#

that's what I'd try first but haven't seen any info on the setup

scarlet hull
#

Yes ?

turbid matrix
#

@dawn sorrel ^

dawn sorrel
#

Or is it the game object layer?

#

(sorry btw, someone called me)

turbid matrix
#

@dawn sorrel it's gray because you haven't enabled the feature

dawn sorrel
#

Oh, where do I do that? πŸ˜„

turbid matrix
dawn sorrel
#

XD sorry

#

Still don't know what to do after but thanks that's already improving ^^

turbid matrix
#

basically everything in HDRP works like this, you get the main toggle for some functionality first, like a master switch and rest are just options you can config for different passes or change how it works etc

#

Light Layer : Choose which rendering Layer this Light will affect. This Light will only light up Mesh Renderers with a matching rendering Layer.

#

so.. I'd assume it means the gameobject layers

dawn sorrel
#

Hum I tried but I guess I did it wrong, I'll dig into it ^^

#

There is a layer index inside the meshrender component now, maybe not the same

turbid matrix
#

oh

dawn sorrel
#

Okay found rendering layer on the mesh renderer

turbid matrix
#

there's light layers specifically

dawn sorrel
#

but I need to put my light inside a layer now

turbid matrix
#

I have no idea how you can set the light itself to these layers

dawn sorrel
#

If I find it I'll tell you ^^

turbid matrix
#

ah

#

oh wow

#

this was like not obvious at all

#

wonder if it works like this on older HDRP

#

but I figured how it works on latest πŸ˜„

dawn sorrel
#

:0

#

Go on share it x)

turbid matrix
#

@dawn sorrel ^

dawn sorrel
#

That little icon x) Gosh nice one

turbid matrix
#

yeah, I was wondering where the additional settings are now

#

there used to be regular checkbox for it in past

#

but they changed the design

#

this will not be obvious to people....

#

I don't think I have special use cases for these myself but good to know the current setup regardless

#

@dawn sorrel what's your use case?

dawn sorrel
#

Not really mine so I won't be able to explain (I should ask), but it's to have a specific rendering on a decor. I think he didn't want the main object to reflect on the decor.

turbid matrix
#

oh wow

#

basically, this would let us use those occlusion probes with shader graph shaders "properly" without radically custom SRP

#

at least I think it would

turbid matrix
#

light bake just crashes the editor on 2019.1 when used with occlusion probes... oh well πŸ˜ƒ

#
========== OUTPUTTING STACK TRACE ==================

0x00007FFD5059A251 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========```
#

it's really not giving me much to go with

true zealot
#

I think I got that one

turbid matrix
#

I'll not really put more time into this, will see what Unity will do with the callbacks when they eventually port this to 2018.3 (altho it's totally possible their old callback still work as is on 2018.3)

#

for example I noticed they use different convention for FPS Sample callbacks

#

but it would require some restructuring on whole occlusion probes scripts logic

turbid matrix
quasi mulch
#

Hope it will reach HDRP as well. Currently the tiny weapon trick is unusable for me.

#

it'd be as usuable as it would be in VR

#

(ie none)

turbid matrix
#

you can't really do the fake gun on top rendering in VR either :p

#

or was that the point you were trying to make? πŸ˜„

quasi mulch
#

No, but I need to render some things in front to prevent minor polish clip issues. I have exausted all over avenues and used to this fine with my own engine πŸ˜›

turbid matrix
#

some people seem to think the separate rendering pass is some standard thing that every engine gives out of the box, without realizing that out of modern engines, Unity has been one of the few that has allowed that

quasi mulch
#

for example the enemy will thrust with his sword and you will block it but his sword passes through your shield in an ugly way, or world objects can penetrate it slightly. This is an issue in VR as well, and touch ups are needed πŸ˜„

turbid matrix
#

ue4 doesn't support any of this stuff for example

quasi mulch
#

you could make it all physically correct but then the game would play quite bad in my case πŸ˜ƒ

turbid matrix
#

and there doing custom passes is like 10x harder than with say, Unity SRPs

quasi mulch
#

I'm saying it's a valid thing to ask for, and I can script the SRP myself to add this, but I don't really want to as Seb's said it's subject to change quite a bit til 2019.3

turbid matrix
#

I wouldn't want to make big changes to SRPs either

quasi mulch
#

so a native feature for tighter opaque rendering control is nice, it's purely for polish though

#

To be fair on UE, it doesn't really support anything much at all except for fortnite these days

#

If it's not suitable for their core plans, it's unlikely it'll get added

turbid matrix
#

ok so

#

SSR just got fixed on latest hdrp-master

#

it broke a while ago when they added raytracing stuff

#

I also kinda wonder if the HD guys even want any reports for this wip stuff, considering they probably know already many of these things being broken

#

but that being said, I actually think there's something fundamentally broken about the reflect sky option

#

I get similar issues on all test scenes where I've tried it

#

(don't mind the SSR settings here, it's setup here this way for debugging reasons, the effect is still there on more sane reflection levels)

warm widget
#

Anyone else getting a problem with LWRP 4.7 and 4.8 where overlay cameras (like UI cameras etc.) are clearing the render buffer to the slid background colour?

turbid matrix
#

SRPs don't support camera stacking anymore

#

@warm widget

warm widget
#

Really? That seems pretty crazy...

turbid matrix
warm widget
#

I believe you that it happened, I can't believe that Unity actually did it. It hamstrings so many techniques essential for game development.

turbid matrix
#

I'd disagree on that, you can do most things without that hack

#

for example, engines like UE4 do just fine without it

#

that being said, if you read the last post on that thread, they are making custom passes more approachable so people can work around the limitation

warm widget
#

I agree that there are ways to work around it, with render textures, etc. but to eliminate stacking before those replacements are in place is a bit crazy. For instance, uGUI can't be rendered in perspective now with SRP, and you'll always have that giant canvas because you can't put it into a screen space camera anymore UNTIL Unity gets around to implementing those things, whenever that is. And it feels that the other solutions are more hacky than just being able to stack cameras on top of each other, it's intuitive.

#

Anyway, not looking for a fight, I'm just flaggergasted at this sudden move.

#

Thanks for the link though, I'm checking it out now.

turbid matrix
#

ah the HUD/UI thing does make sense

#

you wouldn't want things in front of it

#

I do get the benefits from the stacking too, reason why I feel it's not all that necessary is because it usually enforces bad practices. If they'll make a separate pass you can inject easily, it actually solves this and makes the process more obvious to user (instead of having magic happening behind the curtains like it's been so far)

true zealot
#

As long as there's easy to find code examples I'm happy

turbid matrix
#

re: removing feats before replacements: apparently happened now with shader graphs custom nodes

#

based on the random things I've seen here from Unity staff, I'd guess they are replacing the custom c# node code with custom node inside the shader editor, like it's done in ASE, ShaderForge, UE4 materials etc

#

that being said, I don't even know if they have a release where it's removed, so my point isn't super strong here πŸ˜„

dawn sorrel
#

Current Custom Node API for Shader Graph is being removed in 2019.1.

exotic robin
#

@turbid matrix how about UI particles on SRP project? They don't work properly when using screen space UI, you need to use camera screen space in order to have the z order set correctly. Did they provide a fix for that?

turbid matrix
#

@exotic robin tbh I didnt know that was a thing :D