#archived-hdrp

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quasi mulch
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(spot my typo)

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Currently HDRP 5.4 crashes with 2019.1 b3, so I might have more luck with 6.x on .2?

turbid matrix
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you can try 5.5

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it's out on staging + github

quasi mulch
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I can't even use package manager, it freezes unity when I open it :/

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Which means I have to remove staging from manifest

turbid matrix
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2019.2 alpha is super crashy on my use but it's possible the issues I've had would happen on earlier versions too

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should prepare some repro for prefab crashes as that's currently crashing for me on almost every second operation

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and I think it's caused by the funky mesh I have there

quasi mulch
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I just want to work on my game but it's necessary for me to keep up to date with HDRP especially with lighting changes

turbid matrix
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hard crashes are my number one annoyance about not having source code access to engine code

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as it would be so much easier to identify the issues if you had that

quasi mulch
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so my min version I can use is 5.3.1 with V3

turbid matrix
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there really isn't any major advantages in terms of HDRP right now in 2019.1 vs 2019.2

elfin osprey
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if youre using HDRP, stay on absolute latest imo

turbid matrix
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custom bakes crash atm on 2019.1 so occlusion probes baking doesn't work there but I'm sure they'll sort it out before release (I sent bug report on it)

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well, 2019.1 does get most of the new commits backported atm

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obviously that will be lesser amount the further the development goes

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but yeah, if you target 2019.3 etc release, it makes sense to stay on bleeding edge

elfin osprey
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2019.1 feature backports stop today

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fyi

turbid matrix
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ah

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how does that even work? I mean, you still keep providing fixes and some improvements to 4.x.x even, but I guess you mean like bigger feats?

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surely 2019.1 SRPs still require a lot of love before final 2019.1 release

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(but I'm guessing that means it goes into maintenance mode as long as 2019.1 tech stream is alive)

elfin osprey
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yea bugfixes only is the theory

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for now

quasi mulch
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I'm also wondering about how much time and effort it takes to backport HDRP - why is this even worth it?

elfin osprey
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in fact, i guess as far as youre concerned this just isnt true, well still be backporting some features, just not until weve stabilised for the editor build

turbid matrix
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I'd assume the SRP releases get minor updates as long as the TECH streams and LTS versions are alive, I mean at least bug fixes

quasi mulch
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For HDRP I was thinking since the release for that would be 2019.3, it would be a safe assumption that people developing with HDRP would target a final release with 2019.3 as well, so beta/alpha only would be fine...

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Maybe save the gfx squad some needless work

turbid matrix
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and tech streams are only getting updates until next one is up.. so I'd assume zero 5.x.x SRP updates next summer when 2019.2 is out etc

elfin osprey
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Thats pretty much it 0lento yea

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We update the latest dev version (2019.2 now) and the latest live version (2019.1)

turbid matrix
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@quasi mulch worth noting that 2019.3 is still only target, it's not a hard promise

elfin osprey
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but at some point we stop delivering features to live

quasi mulch
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I know Olento, Seb mentioned it but it's the best target so far.

turbid matrix
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now only if we had 2019.2 version that could run latest master as is :p

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but yeah, I know alphas are now stalled for few weeks

frigid cypress
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shhh... you ask too much of us sir... :p

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functional alpha builds? in my engine?

turbid matrix
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one can wish ๐Ÿ˜„

elfin osprey
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well we need it to work with trunk (our very latest editor build)

quasi mulch
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hehe I am not brave enough to use github version as from time to time it relies on versions of Untiy I will never have :D

turbid matrix
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well, I don't mean functional alphas, just bummed that we only got one alpha and now the next two alphas will be skipped from public distribution due to PM issue

quasi mulch
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When will PM stop hanging my entire Unity editor - anyone know when that will be fixed btw? (sorry for offtopic)

turbid matrix
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two for occlusion probes, and 3 reverts because a4 can't use those commits due to being stuck to older API

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and don't take that as a complaint, I'm aware why these things happen ๐Ÿ˜ƒ

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also super happy that regular engine users now get this bleeding edge access to things in general

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(only thing better would be actual source code access to the engine :p)

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(and yeah, I know it's available for $$$, but I'd assume that it is out of my budget)

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@quasi mulch git versions are great though, even if you only use some release from it, you can still fix minor issues yourself or extend some minor things from it easily

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or cherry-pick some fix from some other branch if it's applicable

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this becomes twice more important if you ship a game using these SRPs

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as you usually don't want to risk changing the engine version that much anymore and you get "stuck" to the version you launched with, but you can still keep getting bugfixes back to it

frigid nova
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wait will the occlusion probs be in engine now and work?

turbid matrix
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@frigid nova not that I'm aware of, but it doesn't take big SRP changes to use it on 2019.2

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I'm sure some Unity rendering engineer will cry a little if they see how I feed the occlusion probes data into new baked GI input but it seems to do the trick ๐Ÿ˜„ I haven't compared the results side by side so it could be totally off but seems clean enough

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(on shader graph)

frigid nova
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i hope they had them in as they said back at 2018.2

turbid matrix
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on my screenshot, the other needed commit is for adding the callback in SRP, I don't think there is any built-in callback in right position that I could reuse for this, and other commit is for adding Matrix4 property type to shader graph so I don't have to feed in four Vector4's for it

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they are working on voxelized lightmaps for 2019.1 but it seems to be LWRP feat at first anyway

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and it's bit different concept too

iron hollow
alpine bluff
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<3

turbid matrix
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๐Ÿ˜‚

iron hollow
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his coffee is hazelnut, of course ๐Ÿ˜›

turbid matrix
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(just dont offer me hazelnut coffee irl, I'm allergic)

iron hollow
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awww

alpine bluff
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Okay, Iโ€™ll drink your hazelnut coffee for you.

quasi mulch
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Hey all, is it possible to omit terrain or specific meshes from contact shadows? I doubt it due to the technique but I thought I would ask. It's because I've got them set up just how I like for both far and near, however the terrain doesn't look so hot with them so I'd like to just omit them for this element.

iron hollow
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contact shadows only work on what is visible in the screen view, so, i think to do that you'd have to find a way to eliminate that object from whatever data is being used (depth pass or whatever). Not sure that would be easy

quasi mulch
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Yeah as it's using depth, I wondered if there was a separation per material available, there is some work here in HDRP already, for example it can be used to filter decals or SSR

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worth an ask I guess

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I am really liking using contact shadows for open world near and far (far is 2048) as it's allowing me to mask what would be a horrible transition from using only 2 cascades

iron hollow
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yeah it would be nice if you could do that

quasi mulch
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using contact shadows to repair, the quality at 2k shadowmap with 2 cascales is same quality as 8k shadowmap with 4 cascades

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which is an absolutely substantial perf increase

iron hollow
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yeah it can really help a lot

quasi mulch
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this is with 4 samples

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if I could just nuke it on terrain that would be nice :/

iron hollow
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this was a pic i took with NGSS's contact shadows

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was explaining to someone how if the object goes off screen you don't get contact shadows anymore

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so you can see the quality difference contact makes heh

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maybe showing the original would help lol

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there's two arms on that beaker stand

quasi mulch
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yeah it's a little fixer-upper for all things

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I can't imagine I need it all that much indoors

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indeed it'll only apply from the most important light

iron hollow
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that will be a nice thing with raytraced shadows, it will allow rendering shadows for things off-camera

quasi mulch
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yeah that's very nice

iron hollow
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in a contact shadow context

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though you wouldn't want to go too crazy, or you're not helping really

quasi mulch
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raytracing in general for gpus has now had the ice broken so we can probably see over the next few years just less hacks using classic shaders and more real thing going on

iron hollow
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yep

quasi mulch
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TBH AAA is already at prerendered quality so the quality improvements aren't really going to be out of this world

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but that doesn't mean we can't have it <3

iron hollow
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hehe

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yeah i watched the video of what was it, Battlefield or whatever that has RTX support

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it really didn't make any striking difference

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but there were subtle things

quasi mulch
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it does on the promo shots because they've natually emphasised it a lot while tanking the framerate, and they could just approximate that fine at full speed but didn't there

iron hollow
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mostly it made for a much nicer replacement for SSR

quasi mulch
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nvidia's not sold as many as they'd have liked

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perhaps because it probably costs 4 times more than my car is worth

iron hollow
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well the goon squad on Reddit regularly talks it down

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because they don't get 'bigger framerates' compared to 10xx

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they don't get that bigger framerates are not the point ๐Ÿ˜›

quasi mulch
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they don't uderstand how any of it works

iron hollow
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yep

quasi mulch
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they expected it to be an additive thing

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its nothing of the sort, it's just a completely different technique

iron hollow
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not to mention few games even support the RTX features yet

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so they aren't going to see any benefit from it yet.

quasi mulch
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its fantastic for things like substance designer or business right now - I've read about companies adopting it hardcore for those purposes

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its really sped up authoring workflows

iron hollow
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yeah, it will become more apparent as more software leverages the features

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I heard this HUGE leak that Unity is adding RTX support, apparently it's a HUGE SECRET SHHHHH ๐Ÿ˜›

quasi mulch
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talking like 10 mins being squashed down to 1

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that's not a laughing matter

iron hollow
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yeah that's a huge gain

quasi mulch
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cheaper than a renderfarm

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swap gpu, done

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going to see most of the film industry properly cuddling up to game engines and hardware like this I think

iron hollow
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definitely

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already starting really

quasi mulch
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it'll trickle down to gamers

thorn lodge
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So when do we get to SDF rendering for all-the-things?

I think the world is ready to completely throw away all of the existing tooling and authoring workflows for perfect scaling resolution volumes

iron hollow
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reminds me of that company years ago, that said they developed a game engine that used infinite resolution or something

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what ever happened to them?

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these guys

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they said you could go down to the grain of sand level, to the continent level at perfect resolution

thorn lodge
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OH YEAH. I assumed they were trying to make some kind of SDF renderer, but they apparently never figured out animation and just sorta... disappeared

iron hollow
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last video was this one

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looks pretty blocky to me ๐Ÿ˜›

thorn lodge
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seems like they still exist:

https://www.euclideon.com/

just not making a game engine, more static hologram stuff.

I can't tell if their render is SDF or some kind of high-res voxel system

iron hollow
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if they really wanted to prove it's real, they would have released a downloadable demo

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but they never did

thorn lodge
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https://en.wikipedia.org/wiki/Euclideon

looks like it's some sort of point cloud/voxel system

Euclideon Pty Ltd is an Australian computer software company best known for a middleware 3D graphics engine, called Unlimited Detail. Euclideon is also the parent company and operator of Holoverse, a 'holographic entertainment centre' located on the Gold Coast, in Queensland,...

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they don't seem to be doing anything game related at the moment

iron hollow
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yeah i recall at some point they decided to take the tech 'private' which was very convenient for them ๐Ÿ˜›

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i don't doubt they made a voxel system, i just don't believe it can handle the scale they claim

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if it could they would be licensing it and making bank

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but the fact they refuse to, smells bad lol

thorn lodge
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people shouldn't be claiming to replace traditional rendering unless it catches on and begins to replace traditional rendering

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this just looks like a high-res point cloud scan + renderer

quasi mulch
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I guess with AI and ML you can make crysis out of mashed potato because it'll just render it perfectly

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HDRP 5.5 spams console with diffusion profile meta file errors

turbid matrix
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@quasi mulch what do you do to get those meta errors?

quasi mulch
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nothing. it seems to have occured by itself. I think it's due to converting the older diffusion profile from one asset to many

turbid matrix
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just curious because I put 5.5 on hd template on 2019.1 and didn't spot any (although it'll always errors on the initial run after swapping the SRP, but restarting the editor cures those)

quasi mulch
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yeah probably needed to be using subsurface scattering etc

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these errors kept happening though periodically

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thankfully it's stopped for now

turbid matrix
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I do get ArgumentException: Object at index 0 is null now every time I add an item on volume profile

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when I try again, it always adds it on second try (but first one always errors out)

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seems like SSR is broken on 5.5.0 HDRP's forward-only mode as well (unless there's some hidden settings needed for that to work now)

turbid matrix
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also, why does the dynamic resolution option limit the max screen percentage to 100%? You'd think it would be nice to be able to run 150-200% if the system allows it (and get that SSAA effect from it)

turbid matrix
turbid matrix
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noticed that HD Template 3.1.0 is at staging, gave it a go (it's for 2019.2). Default Post-process and Scene Post-process gameobjects both setup the same volume component: Exposure

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so it's setup twice and the prio will pick one of these, but it's hardly ideal for a template to do errors like this (as people will inevitably sometimes try tuning the exposure from volume setting that got overridden and it'll not do anything)

quasi mulch
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My main problem is finding some concrete footing with the sky contribution

turbid matrix
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I'm bit puzzled on the bug reports now (hippo knows the thread I'm talking about). Got staff recommendation on the forums for not reporting issues on staging. I get that many minor things may be obvious that they are broken but where do we draw the line? In past I've just commented them in HDRP thread if they've been on wip branches but now filed issue on fogbugz as the thing was broken on multiple releases (but there's no guarantee they make past staging)

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it's kinda weird spot as you'd think specific reports wouldn't do any harm and just make people aware that they might be issues but obviously don't want to burden Unity staff if they don't want feedback on things that are still only on staging

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I do get that they are not final releases and normally these would be treated as github issues but the SRP repo already moved to fogbugz on this (maybe worth updating the SRP readme to not file bug reports on anything but what you can access on regular registry then?)

scarlet hull
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I think I know the post you're talking about, and that I answered.

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It's not an easy answer for us on how users should handle bug reports for HDRP. I mean : It's still in preview ; But package versions are released ; package staging versions are also publicly available ; the git repo is publicly available !
We can't prevent anybody from using the bug reporter for bugs on the latest master branch for example.
But internally, we prefer to use the bug reporter for released package versions, and other ways (favro/google docs ...) for staging or in development branches.
But we take any input you're giving us, bug reports, forums, and now discord.

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At one moment we had issue open in github, but that was confusing the managed so we decided to close it ...

turbid matrix
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ah, just confused how these should be reported if it's not something that pops up in regular PM

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so forum posts are still fine for wip things?

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@scarlet hull

scarlet hull
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Yes, forum posts are still fine ๐Ÿ˜ƒ

quasi mulch
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Fine, I will post spam and teach you the error of your ways.

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(not really :P)

dawn sorrel
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Hehe, I actually met the guy who runs the Euclideon Tech at Gamescom about 5 years ago. Same guy who does the voice in their videos. Interesting conversation!

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At the time; one of the biggest blocks of their tech actually being used for games is you couldn't animate any of it.

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Atleast, in a reactive way that games require.

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For example; their video does a comparison between grass-cards swaying with game-wind and then their static and stiff grass rendering that looks significantly better.

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it feels like '2 steps forward, 3 steps back and then a big step to the side'

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'Better by a factor of about 100 hundred thousand times' (Except we failed to mention that everything will be static and you can't move any of it so its ultimately useless for stuff that animates and moves like Foliage, Vehicles, Characters, and the vast majority of things in a game world etc)

twin cargo
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Yeah everybody should know by now that it was a big ass scam. Doesn't seem like they have learned since they're still making those big claims in their newer presentations

small gyro
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So, this is probably something really silly that I'm missing... But I'm trying to save a RenderTexture to a file, and then load it back into a RenderTexture.
This is my very simple code:

            Texture2D tempTex = new Texture2D(seenMaskTex.width, seenMaskTex.height, TextureFormat.RFloat, false);
            Graphics.CopyTexture(seenMaskTex, tempTex);
            return tempTex.EncodeToJPG();
        }

        public void SetSeenTexture(byte[] data) {
            Texture2D tempTex = new Texture2D(seenMaskTex.width, seenMaskTex.height, TextureFormat.RFloat, false);
            tempTex.LoadImage(data);
            Graphics.CopyTexture(tempTex, seenMaskTex);
        }
```The saving works fine, however I get the following error when loading: ```Graphics.CopyTexture can only copy between same texture format groups (d3d11 base formats: src=0 dst=39)```
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What am I doing wrong? Both textures are set as RFloat.

plush pilot
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I've found CopyTexture to be extremely finicky

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if this isn't super performance intensive, Blit is a little more reliable

small gyro
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Seems the problem is with saving TextureFormat.RFloat as JPG. Any other ideas on how to serialize and deserialize such a texture?

scenic jay
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@small gyro do you man for saving on disk? you could just write the raw data to a file and read it back. no need to have it as a other format.

small gyro
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@scenic jay The texture is used in the game all the time (its a mask for explored areas in the fog of war). But then when you save the game, I need to convert it to a bytes array and save it with all the game data, and later load it back to the RenderTexture.
Anyway, I figured it out. There were many issues there.

The biggest issue is that Graphics.CopyTexture only makes a copy of the texture in the GPU and does not update the RAM. So when you use EncodeToJPG, it doesn't have the updated texture. Very weird scenario where the texture in the GPU is different from the one in C#. I need to use ReadPixels to get the pixels from the RenderTexture into the Texture2D.

The second issue was that a texture of format RFloat cannot be saved as JPG. There is no error, but the resulting JPG is just blank. So I had to replace it with an ARGBFloat texture type. It still performs well with large textures, and can be saved as JPG just fine.

I also had a bug where the byte array that was passed to SetScreenTexture was empty ๐Ÿ˜ƒ

scenic jay
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thanks for the update ๐Ÿ˜ƒ

turbid matrix
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(ssr fix for forward)

quasi mulch
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how long does backporting typically take?

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I mean is it released at the same time as usual package manager updates or a couple of weeks later (for HDRP backports)

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(kinda want SSR but on 19.1 atm)

turbid matrix
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so, will be included on next 5.x.x release

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5.5.0 and 6.3.0 were only releases where it's been recently broken and those never left staging afaik

quasi mulch
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is it out on 6x now?

turbid matrix
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only in master

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but there might be 6.4.0 soon

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been testing that custom function node whole day now (I merged it manually to master for testing)

quasi mulch
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I hope not too many nightmares for kink

turbid matrix
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I've been bugging him little more than I should ๐Ÿ˜„

quasi mulch
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I take it this node refactor has been a pretty big headache to merge?

turbid matrix
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but yeah, this is a good addition once the next PRs land that fix remaining issues

quasi mulch
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I want to be able to dissolve things that break line of sight between camera and player (like all the posh AAA games do) so I think I'd need a custom node for that...

turbid matrix
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I wouldn't have any clue how much work this stuff is, just happy it's happening ๐Ÿ˜ƒ

quasi mulch
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unless it can be done in standard graph now?

turbid matrix
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I've never done that kind of effect so no idea ๐Ÿ˜ƒ

quasi mulch
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It'd have to be spatial (radius+position) rather than per-object

turbid matrix
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but what would be the limiting factor?

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you can do math in SG just fine, and feed in properties you want

quasi mulch
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not sure just not experienced enough with graphs

turbid matrix
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well, you know how you'd code in built-in's shaderlab?

quasi mulch
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planning to apply to opaque, a sort of dithered falloff cutout, which hopefully uses jittered blue noise (that's built in, I think?)

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yeah I know how I'd code it

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well if you think it's all available I'll give it a go instead of custom node

turbid matrix
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custom node is not yet merged though ๐Ÿ˜ƒ

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PR's were opened yesterday, I just manually merged the PR for testing

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that textbox gets bit crowded and it's bit pain to navigate without scrollbars but it works

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I could have put extra lines there though

frigid cypress
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if you have more functions in the text box than fit by default, you should put it in an include file anyway :p

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cleaner

turbid matrix
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I guess, but that's just few lines of code really

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issue is that lines get long

frigid cypress
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yeah i suppose, maybe it's just me but if i'm writing enough hlsl to stop fitting within that box then i want to look at something with actual IDE formatting instead of plain text anyway

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lines that long in plain text are a pain to interpret

quasi mulch
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I thought custom nodes would be done in regular files instead of trying to ram it inside there...

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Not worried just worried that's all. I can imagine a couple of asset store authors frowning :D

frigid cypress
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you can do both -- you can either put a small function directly in the text box or point to an include file

quasi mulch
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Nice - can point to include directly from the node interface or have to like before, register the node somewhere?

turbid matrix
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@quasi mulch yeah, there's option for string (textbox) or file

frigid cypress
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no you can do it directly from the node interface. there's a drop down there and if you set it to "file" then you just put directly in the function name and filepath

quasi mulch
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Oh handy!

turbid matrix
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should be way easier now

quasi mulch
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this cuts down on mess too

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Often you want to just get some math done, and that's 2 lines not 20 nodes :D

turbid matrix
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yeah, I actually had most of the custom node screenshot in nodes originally on SG

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but it was quite a mess

quasi mulch
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I do prefer this over old surface shader style coding though, I don't want to exclude artists and with this node stuff, I don't buy it should be slower than coding an entire shader yourself assuming you want to use a lit variant

turbid matrix
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in fact, you could do that all without custom nodes

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but it would fill few screens with nodes

frigid cypress
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that's kind of the goal of the custom nodes, not necessarily to give functionality that didn't exist before, but to be able to streamline it for people who have a better idea of what they're writing

quasi mulch
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yeah, my old water shader in amplify got a bit unweildy but their feature of using "aliases" or little temp nodes that would hold a result allowed for a much cleaner graph

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Allowed for shaping a graph much better with way less wires but functionally the same

upbeat badger
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can we now change input types in regular nodes like in vfx graph?

frigid cypress
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what do you mean "change input in regular nodes"? like, on an add node change the input type?

upbeat badger
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yes

frigid cypress
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well most nodes in shader graph are already dynamic by default -- anything with a vector 1 input will automatically upcast for any other vector input. but on a regular node you can't change a vector input to like.. a texture input

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the types on the nodes that ship are static and users can't change them, but you can change the type on the custom node and subgraph input/outputs

upbeat badger
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hmm, i thought it would discard y and z if i connect vector1 and then vector3

frigid cypress
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no, it upcasts the vector 1

upbeat badger
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ok thanks

turbid matrix
upbeat badger
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it means megacity didnt used instancing?

turbid matrix
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it means megacity's instancing is now included on main repo

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they probably used custom SRP for the demo at Unite LA

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all these Unity's tech demos tend to run on customized RPs but they've got a lot of complaints for it, so if they can make the demos run on as stock SRP as possible, it's all better

iron hollow
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I don't see much wrong with them using custom srps for shows, if it helps them through development. but once it's released to us end users, it shouldn't be on a custom srp.

turbid matrix
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wonder if they still release 5.6.0 and 6.4.0 today

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they updated the changelogs for both to this date

iron hollow
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any features that were cool enough for them should be cool enough for us ;p

turbid matrix
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the issue with custom SRPs is that people who see the demos think they can do that with Unity out of the box

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which isn't really true

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altho since we get the custom SRPs, technically we can use them

iron hollow
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right which what I mean, those features should become part of stock

turbid matrix
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but it's not always trivial to maintain bigger changes

iron hollow
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well alternatively they should remove whatever can't be stock from the released demo

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which seems to be what they have done a couple times

turbid matrix
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that's not really great option ๐Ÿ˜ƒ

iron hollow
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I know Book of the dead was released with most of it stripped out heh

turbid matrix
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BOTD got tons of custom tech

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I mean, in the environment we got

iron hollow
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yeah

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even then it has a lot of customization

iron hollow
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yeah hehe

iron hollow
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i'd still love to see a full playthrough of the original BOTD

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seems only people who went to that show got to see it

turbid matrix
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ah, you mean the assets

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like, the whole experience

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I thought you meant like technical side only

iron hollow
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yes the experience

turbid matrix
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afaik, we got most of the tech

iron hollow
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see the monsters in action etc

#

we really never got to see all that much at all

glad tartan
#

Isn't it still being worked on? We only got a teaser and the environment demo

turbid matrix
#

time will tell

iron hollow
#

it's basically done and over with afaik

#

they released the environment and that was that

#

they hinted there would be followup posts

#

but never happened

glad tartan
#

Hmm I was thinking we might be seeing it in the future GDC or sometime after. The full playthrough/build

iron hollow
#

I kept hoping too, but i'm resigning myself that it won't come

#

it's like half LIfe 3 ;p

glad tartan
#

๐Ÿ˜„ too much hype on HL3 they cant make it until everything can 100% be simulated as the real world. We finally getting Ray/Path tracing so they might be prototyping

iron hollow
#

yeah somehow I think they are too busy rolling around in their piles of steam cash to make it.

glad tartan
#

Haha, steam sales erase the thought of HL3 always.
Still have some hope for BOTD though. It's been different teams working on the other demos from last year so the Demo team might still be on BOTD finishing it or maybe on a new project and waiting to reveal the final version of BOTD

iron hollow
#

knock on wood hehe

glad tartan
#

haha yea

#

I'm more looking forward to the new stuff they will be working on and showing for HDRP, LWRP and the editor. Things are getting interesting

iron hollow
#

yes, they are ๐Ÿ˜ƒ

turbid matrix
#

6.4.0 now on github and staging

frigid nova
#

i just want an occlusion probs for unity,or indirect shadows,since realism needs that,so we wont be able to make fully realistic games without something like that,since shadows now will be flat colored,also you cannot bake a whole scene with foliage ,so the probs that showen would be great ,anyone know is we ever get them officially ?

turbid matrix
#

@frigid nova you know about the voxelized shadowmaps?

quasi mulch
#

the vid you linked is an evolution of it

#

quite relevant probably

iron hollow
#

it seems for volumetric lighting

#

but that's probably not what they are doing

quasi mulch
#

so what are they doing?

iron hollow
#

I don't know, I don't see anything about voxelized shadow maps

#

2016 paper, but again about volumes

#

actually the same guy as your paper heh

quasi mulch
#

Once a man has his obsessions he rarely lets them go

iron hollow
#

oh I know this technique

#

there was an open source implementation for unity 5

#

very neat idea, but it had some big drawbacks

quasi mulch
#

basically taking the old stencil extrusion lark to an async more useful place

iron hollow
#

you had to create a big cone mesh from your light source

#

had a lot of polygons

quasi mulch
#

yeah!

iron hollow
#

I tried to port it to 2017 but I never quite got it working

quasi mulch
#

you had to make sure your meshes were watertight and being inside the volume would also create endless problems which I assume he's solved all of

iron hollow
#

something changed about scale I couldnt' figure out

#

mesh was too small to do the trick

#

but the problem with that implementation is he made the mesh by hand

quasi mulch
#

oh this looks nice for resolution. the current volumetric fog kind of craps out unless you are quite attentive and fade your volumes etc

iron hollow
#

it wasn't generated at runtime

#

so it was more proof of concept than anything

#

it did work well though on 5

#

really nice shadows

#

wonder if I can find that project again

quasi mulch
#

I have a reasonable compromise right now with 3 cascades, I found 4 were not worth it because at those distances were 4th made sense, it was already covered by 3rd's resolution and 3 works better under more circumstances. I guess I never understood why some games went with 3 even on max settings, but now I do

iron hollow
#

lost to the sands of time

quasi mulch
#

gone never to return

iron hollow
#

well will be neat to see it implemented properly in HDRP

quasi mulch
#

Well I'm looking forward to it. I guess its faster and better looking?

#

they can shovel all of this on compute can't they

#

async

iron hollow
#

probably

#

but yeah basically it casts vertices as 'rays' and where they don't strike is considered shadow

#

inside areas that do strike

#

so you get basically infinite range (or at least as far as you tell it to cast)

#

with no loss of fidelity with distance

quasi mulch
#

So what's the catch?

iron hollow
#

all that casting

quasi mulch
#

must be fun at high resolutions

iron hollow
#

the higher rez the more points yes

#

so the more casts

#

the reasons it's 'voxelized' is because the points are on a grid

#

so it basically is breaking the area up into blocks

quasi mulch
iron hollow
#

yeah I've been watching their SEGI thread for some time

quasi mulch
#

He didn't do SEGI though

iron hollow
#

maybe i'm thinking of the wrong thing

quasi mulch
#

he has a gi thing but it's not sonic's

#

I was wondering if he uses similar techniques, if so it would be a nice quality increase indeed

iron hollow
#

oh yeah my bad HXGI

quasi mulch
#

The argument being "this was too slow to use before" but now I'm doing things on new gpus and using much higher quality settings than those times in the past so this voxel technique may well end up being good perf

iron hollow
#

SEGI HXGI I get them mixed up all the time lol

quasi mulch
#

yeah, how dare you have a life

iron hollow
#

yeah I think on high end hardware it will be just fine

upbeat badger
#

voxelated shadows, cool. Finally we will get nice soft shadows from particles and volumetrics

quasi mulch
#

Now for at least a month of asking the driver if we're there yet.

upbeat badger
iron hollow
#

that Unreal?

upbeat badger
#

yes

iron hollow
#

but you can make particles cast shadows in unity too

#

already

upbeat badger
#

yes, but selfshadowing of particles is very buggy

iron hollow
#

that could be true

upbeat badger
#

looks like this on the left

iron hollow
#

I see

#

i wrote a particle shader to flap the wings of my moth and it took me some work to get shadows working on it

#

but was a must have

#

i still need to go back and add translucency as well

quasi mulch
#

procedural sky is coming along nice, had a nose about on github

#

stuff like planet radius

iron hollow
#

yeah sounds interesting. are they adding stuff like cloud generation too?

quasi mulch
#

Not reading anything abou drinking pints or beers law

#

seems just the scattering stuff and procedural sky without clouds so far

iron hollow
#

seems like the old stuff will have to be relied on then

#

gotta have clouds ;p

#

i'm still learning thigns about the old sky

#

like i had no idea you could make it rotate on it's own lol

#

i figured i'd have to make my own skybox to get it moving

quasi mulch
#

reading this is a bit of a concern about the mess going on

#

even adding terrain holes is both a perf hog and a problem with build times. And I don't know if holes are a performance problem in view, or in distance and so on. I mean how can we optimise this stuff?

iron hollow
#

shader compilation. yeah that's always a problem

quasi mulch
#

Unity's archictecture is weird like this

#

too much legacy

upbeat badger
#

i saw conversation in twitter between unity and other developers about problem of shader variants, dunno if its even possible to solve

quasi mulch
#

Not without destroying compatibility with builtin and redoing it

#

I guess they wanted to build on the existing foundations and from a time pov it makes sense

#

but compiling variants performance, that's something that could improve a lot, right?

iron hollow
#

yeah I mean....

quasi mulch
#

Still, for me it's only 1 hour sitting about then sebsequent builds are fast

iron hollow
#

i probably don't know nearly enough about it. but i don't get why they can't tell which variants your game uses and just compile those.

#

instead of compiling every possible thing, used or not

quasi mulch
#

I guess it's because if an option is exposed on a shader such as render nipple mapping, that variant would be hard to detect

iron hollow
#

i think there's a tool on the asset store that does this

#

and maybe they need to invest in that guy's tech ;p

quasi mulch
#

How would the shader compiler know if you intend to toggle a feature on or off?

#

Frostbite totally never has this problem: every shader is lean as hell and only does that specific thing

#

BUT.... naughty dog actually don't do that and have 1 consistent ubershader for everything with a consistent cost, with some minor variations

iron hollow
#

yeah i'm reading about it

#

seems it just gives you an easy pane to toggle variants on and off

#

you still have to know if you should or not yourself

quasi mulch
#

Unity has a growth of some sort that went from fixed function into the horrid tentacle it is today

iron hollow
#

but even giving an easy pane would be an improvement

#

because right now I have zero idea how i would even turn a variant on or off lol

quasi mulch
#

I agree, I know what my game needs so if it just let me exactly specify, I would be happy. But it does not.

iron hollow
#

i know they did a blog post about it

#

but i really didn't follow it well

#

when they pulled out the algebra, my eyes glazed over

upbeat badger
#

aras mentioned some new material/shader runtime in his blog. maybe this will fix problem of shader variants

quasi mulch
#

It's the definition of having a huge tech debt.

#

It's got to be solved though

#

it's clearly got the point where Unity doesn't want to add any features because it can't without doubling how many shaders are built.

#

They can add features but it's a hard on/off only, so you end up having either good perf or bad perf. You can't use it situationally and get good perf with the feature

iron hollow
#

makes me wonder about something

quasi mulch
#

Its harming the unity product, if not now then absolutely going forward.

iron hollow
#

you know you can remove built-in features via package manager

quasi mulch
#

I guess we'll all be raytracing with the One True Material in the end and it won't matter.

iron hollow
#

i wonder if doing that removes any shaders associated with them

#

if so it may be worth doing moreso than ever

quasi mulch
#

I dunno, I think they would have be in the build, right? or referenced

iron hollow
#

well yeah you shouldn't disable something you're using

#

but say you don't use terrain

twin cargo
#

If you're talking about those equations in the blog post, that rotated M means sum, and the parallel I is a product, that's it

iron hollow
#

would disabling terrain remove all it's shaders?

#

but i get what you're saying, if you're not using terrain, would the shaders be compiled or included anyway? i'd hope not but...

#

i call the rotated M a funny E ๐Ÿ˜› i know it means Epsilon

#

but i don't relish having to deal with formulas in a situation like that

quasi mulch
#

As far as I know unity scans anything saved in any scene, and in Graphics project settings (where there's lots of included shaders). If it isnt here or in a saved scene included in the build or used by a prefab you link to in some way, it will be stripped.

stone charm
#

IDK why, but summations were my most difficult subject in calc

iron hollow
#

i just want to know what button to push to make it all better ๐Ÿ˜›

quasi mulch
#

we know all that I guess, but it still doesn't solve the problem where you don't want to add a feature because it will bloat, and it becomes an all or nothing thing

iron hollow
#

a very smart guy on the blog asked how you're supposed to know what shaders your project uses.

#

but nobody ever answered him

#

๐Ÿ˜›

quasi mulch
#

lol

iron hollow
#

well i take that back, i did get an answer of sorts

quasi mulch
#

it's possible to design it out: just prevent materials changing keywords during runtime, forcing a shader/material change for that

#

but because of that one feature they can't do any of it

iron hollow
#

but the answer is to do something that should be automated

quasi mulch
#

now asset store is a monolithic beast they won't change any of this legacy tech debt

#

its too late

iron hollow
#

log what variants are used, and plug them into the variant thing

quasi mulch
#

yeah or hint variants somehow, just reference a list of keywords the shader uses

#

you can go in and delete defines so making that presentable somehow would go a long way

#

I think that would be a solution really

#

you can just remove the keywords but in a nicely presented window

#

no text

iron hollow
#

well i think they would do what I do. deal with it as is until legacy is depreciated and they can dump all the old stuff ;p

quasi mulch
#

they can't though

#

since all the current stuff is then the old stuff or they break all the projects past and present and all of asset store

iron hollow
#

at some point they will make a version without legacy

#

not anytime soon

#

but eventually

quasi mulch
#

when the sun is swollen and the seas of the earth become faded printed memories on parchment used to light fires miles below the scorched crust.

iron hollow
#

lol

#

lot of things have to happen first, it's true

upbeat badger
#

they can develop new shader thing in parallel as they doing with new ecs systems

iron hollow
#

LWRP and HDRP need to be finalized and stable. Asset store needs to become at least 75% SRP ready. and who knows what other things.

quasi mulch
#

Apparently LWRP and HDRP don't get much traffic at the moment. FOOLS! little do they know of the delights that dance beyond their limited fov tweaks.

present company excepted of course

iron hollow
#

hehehe

upbeat badger
#

Does this mean new material system for entities? I dont think they will change anything with current materials.

faint kraken
quasi mulch
#

Joe's right of course, why would I ever doubt him

#

material overrides sound exactly like volume overrides

#

and would allow Unity to track easily

#

like I was talking about with the whole material thing earlier, that's the start of the madness, so this would solve that problem too, since the materials themselvs don't change and can thus be tracked

upbeat badger
#

yeah, its like material instances in unreal. but it will be official feature instead of what they did in fps sample

trim bone
#

to anyone using hdrp 5.5.0, are you cloning it directly from github or grabbing it via the package manager?

quasi mulch
#

PM

#

I have staging that I added to PM, which I don't recommend unless you want Unity to pause for ages. Apparently a fix is on the way

trim bone
#

er do you mean just adding
"com.unity.render-pipelines.high-definition": "5.5.0-preview" to the manifest?

#

pm cant seem to find 5.5

turbid matrix
#

5.5.0 is so last season now ;D

#

and yeah, these are only in github and staging atm

#

@trim bone this would work but be always cautious on staging packages as they are not "approved" for release yet (and are often versions they skip if there's some issues on them):json { "registry": "https://staging-packages.unity.com", "dependencies": { "com.unity.render-pipelines.high-definition": "5.6.0-preview",

trim bone
#

ahh so thats staging thanks!

turbid matrix
#

also sometimes the staging packages don't even work out of the box with the engine versions we've got, in such cases it's often reason for staging package being released before engine version with the needed API changes and then usually the next beta will run the new package again

#

so, if you get bunch of errors when you try them, that can be one reason (for example current 6.x.x packages on staging will not run on only available 2019.2.1.0a4 without modifications)

spring jasper
#

guys for some reason the post processing effect doesnt work on my lightweight render. I copied the stuff from the Unity LW sample.

#

I think it might come from the color space in unity project set to Linear while mine set to Gamma

#

Any ideas how i could solve it?

trim bone
#

yeah i was using 5.3.1 which wasnt officially on the package list and had some errors, thought I might as well continue forward instead of backwards, and 5.6 did fix my issues! murphys law will probably find different errors later but thats not tonights problem ๐Ÿ˜ƒ

turbid matrix
#

@spring jasper set color space to linear on player settings?

#

I dunno if gamma setting is even supported by SRPs (LWRP might support it)

spring jasper
#

@turbid matrix Any other option than that ? Changing the the color space option do weird things to the camera (everything turns black) in both scene view and game view

glad tartan
#

Did you set the proper layer for the post processing?

spring jasper
#

@glad tartan yes I did, like the Unity sample. Set post processing layer on the post process volume object, then set the post process layer on the camera to that layer

glad tartan
#

hmm, thats pretty weird then

#

is post processing volume set to global?

spring jasper
#

The bloom effect doesnt work

glad tartan
#

@spring jasper is the Post Volume also set to global?

spring jasper
#

yes @glad tartan

glad tartan
#

Ah alright. Odd bug you're having then

turbid matrix
dawn sorrel
#

FPS Sample project has a Material Override System in it that works with HDRP. ๐Ÿ˜ƒ Can be easily extracted too!

bronze python
#

Hey all does anybody know if any glTF importer works with HDRP?

turbid matrix
#

I've been aware of it having that system but I never tried it in practice

dawn sorrel
#

@turbid matrix Yep! ๐Ÿ˜ƒ

#

They used it for consistency across various sections of the environment; most of the modular pieces use it for some kind of color tinting.

turbid matrix
#

you now if that's a selfcontained thing or does it require some other changes?

dawn sorrel
#

AFAIK, Its self contained; the only thing it points to external to the scripts in that folder is the shader you want to set properties on.

#

In FPS Sample; this is HD Lit.

turbid matrix
#

ah, that would rule out package setup unless one can implement the needed changes on SG

#

that being said, I don't see such changes on HD Lit here

#

oh, you meant the other way around

#

I'll take a look

#

as a side note, isn't HDRP VR now camera relative on 5.3+?

#

now that page tells to modify the camera relative off (which is still correct for 4.x releases)

#

but then again, I'm guessing that page hasn't been updated because HDRP VR is constantly getting updates now for 2019.1 (so it probably makes sense to wait for doc pass until it's stabilized a bit / 2019.1 is closer to release)

upbeat badger
#

great stuff

turbid matrix
#

yeah, been waiting for something to give area lights realtime shadows for a while ๐Ÿ˜ƒ

#

btw, got that material property override thing to do something on HD Template, but not quite sure how it's helping yet

#

will take a look at fps sample (once it opens on current 2018.3 version) how it was used there

dawn sorrel
#

@turbid matrix Why would it rule out package setup? You literally just set a new shader for it to use. It works with Shader Graph Shaders too.

turbid matrix
#

@dawn sorrel it wouldn't, I thought you had to modify shaders to include it but realized you meant it the other way around

#

from what I briefly looked at it, it's just few scripts, should wrap into package format nicely

#

I'm thinking I could make some "one-for-all" package repo for things I've ported and have like branch directory on the welcome page

#

I don't have that many freely distributable things (I have like 30 I've ported that can't redist) but might still be nice

#

I from ones I can redist, I have Unity's AutoLOD, Alloy shaders, Occlusion Probes, Steamworks.NET and ECSPhysics converted to packages

#

ah, so, this property thing lets you have like global access to specific shader values and ties them to assets that hold them

#

FPS Sample uses this for few layered materials that repeat across the level, letting you tweak the overall tone of the section

#

like those big pipes orange color

#

I'd love to have like true material instances, like on UE4

#

altho I do think the setup on UE4 is bit slicker (but then again, it's built-in feat there)

#

in Unity you play with global shader values traditionally for something like that

turbid matrix
#

got brand new look here

#

what's weird is that it actually renders fine, somehow all the in scene materials got converted to 0.5 gray base color

#

if I manually change the materials, they show color again

#

for some reason, it cleared the both base colors texture and color value, but left all other maps like mask, normal and occlusion in place

#

here's after putting the safety helmet albedo texture back + changing it's color/tint to white:

frigid nova
#

@turbid matrix wait i see voxel to hdrp if they do that its gonna be insane

turbid matrix
#

@frigid nova you mean the voxelized lightmaps?

#

they started working on HDRP implementation for that this week

#

(or who knows when they started it but showed up in github)

#

kinda hard to get excited about it before knowing what it's about though

frigid nova
#

Dunno what would actually happen in the end but if its implemented correctly then it would fix lightmaps ,global illumination of tilable materials.GI in trees in big cities man this could be the answer.Is there any new update for the lighting inside unity?

turbid matrix
#

well, checking out on LWRP atm

#

basically they have three types of shadow map scripts, one for each light type (directional, spot and point)

#

no clue yet how you actually get that resource it relies on though

turbid matrix
#

spot and point light scripts are still stubs (only implementation for directional right now)

#

but there's still nothing here that would let you generate that needed scriptable object for this

iron hollow
#

so they have the voxelized already functional?

turbid matrix
#

no idea how functional this is ๐Ÿ˜„

iron hollow
#

๐Ÿ˜‰

turbid matrix
#

also, could swear I saw another stub repo on github for this but can't find it now

quasi mulch
#

actually funny you mention this

#

I was thinking of generating a heightmap from the terrain plus any objects that are unchanging, and baking that at editor time

#

then using it to extrude shadows for a flat shadowmap I'd apply to the dir light cookie of the sun. good or bad idea?

#

since it's the sun we can make a lot of assumptions

#

I'm interested in doing this because having CSM for 8192 units is not exactly optimal

#

and unity doesn't do any warping to make the joins nicer between splits

#

putting it in via the cookie is a bad idea but I'm not sure how else to combine it with the dir light without fuss

#

Another bonus of this is I can easily render shadows from clouds

#

hmm it would mess up with sun light rotation so cookies are out I guess

iron hollow
#

sounds a bit like shadows done using the stencil buffer

#

I have seen an implementation of that before

#

That's the old technique used for shadows, also called stencil shadows as it uses the stencil buffer. It was replaced by shadowmaps for a number of reasons. The biggest one it can eat fill rate a lot due to overdraw and works only on solid meshes, if there's a hole you will see artifacts. Another drawback of this is that is draw directly to the display buffer, you can't get the shadows and modulate light/spec, etc with. Unless you are re-rendering the scene twice which will make these even less optimal. Worth notice that shadows volume won't save you from drawcalls as you need to redraw your shadow mesh and your scene mesh either way.

fading rose
#

Isn't "Material Parameter Collections" the same or similar with "Shader Variant Collection" ?

Why would you want to have these "true material instances"?

turbid matrix
#

the material property override isn't exactly same thing

#

but you get access to material properties you've overridden per object

#

and can control those globally

#

or globally is wrong word but for every asset that has set that same property override asset

fading rose
#

Hey @turbid matrix are these Vx Shadows from 19.1 ?

quasi mulch
#

ooh

turbid matrix
#

so yes, but it's not merged yet

#

I feel like this branch is missing the asset baking tool though

elfin osprey
#

i might be wrong (i doubt it) but this looks like itll get merged after we stop updating the templates for 19.1

turbid matrix
#

as I didn't see any way to make the required resource

#

I'd ask if you knew more details about this but you probably couldn't tell even if you knew ๐Ÿ˜›

elfin osprey
#

about how it works? or about release schedules? ๐Ÿ˜›

turbid matrix
#

more like, what it's supposed to do and why ๐Ÿ˜„

#

I can see the volume

elfin osprey
#

oh i have no idea lol

turbid matrix
#

and can imagine it's voxel based shadowmapping

elfin osprey
#

havent looked at it

turbid matrix
#

so, basically 3D shadowmaps that are probably baked somehow

quasi mulch
#

come to think of it, i don't really need or want any shadows to cast over the 8192 visible range, just cast the shadow of one single object across that distance... perhaps someone has an optimisation they know of or trick?

turbid matrix
fading rose
#

voxel based lightmapping sound so much better than the crappy proxies.

turbid matrix
#

this looks very similar to occlusion probes with difference to not containing AO only

quasi mulch
#

if it's on LWRP I imagine it's better perf than CSM

elfin osprey
#

well CSM is pretty expensive

#

lots of draws and a big ol texture in memory

turbid matrix
#

also there's an option to run shadows on this alone or blend it with regular shadows

#

so it would let you opt out on the regular shadowmapping

elfin osprey
#

so its a baked shadow representation, so you can have a smaller CSM for dynamic objects with a closer max distance and blend it?

#

makes sense

turbid matrix
#

that's from the vx directional light script

#

welp

#

so, I don't think we can test it quite yet

#

pretty sure that's required to author the needed resource file for this to work

elfin osprey
#

yes, it is

turbid matrix
#

this proposes a data structure for precomputed shadows.

#

but yeah, that repo was a stub when I looked at it originally

#

well, it's a waiting game then :p

fading rose
#

Well, that sounds like you found something that was meant to stay hidden ๐Ÿ˜„

turbid matrix
#

even if you reverse-engineered the structure from that SRP branch, you'd still need utility to bake it right and in that case, may as well wait till Unity actually launches this thing :p

#

this isn't super secret though as the SRP branch development is public

fading rose
#

yeah I just wish there is more about LWRP as it is obviously going to be the bread and butter of Unity. So far I really like it, but can't replace the standard renderer entirely without custom shaders.

turbid matrix
#

I still wonder about that LWRP Template think on latest 5.x releases and 2019.1.0b4

#

why could it remove all the albedo textures?

#

it seems like some material upgrade tool is overagressive and updates everything to changed 0.5 albedo value

elfin osprey
#

Guess: It changed the serialized name of the texture prop

#

And color i guess if it set to 0.5 (default for LWRP)

turbid matrix
#

this will be really painful if it does that on actual projects ๐Ÿ˜„

elfin osprey
#

doesnt matter though, template is currently being updated

turbid matrix
#

imagine having hundreds of assets that reset the albedo

#

yeah, I'm not really worried about the template

#

more about projects

elfin osprey
#

well, sorry to say it but this might happen

turbid matrix
#

I know 5.5 and 5.6 LWRP does this on the LWRP template that ships on current 2019.1, but I don't think 5.5 or 5.6 are past staging yet

elfin osprey
#

this is our last chance to make breaking changes to LWRP

turbid matrix
#

sure, it's in preview

#

yeah, I know ๐Ÿ˜ƒ

elfin osprey
#

and were going to make them ๐Ÿ˜›

fading rose
#

I have a huge LWRP project, that is only meant to grow more. I would hate to not be able to upgrade to the latest in 2019.x because of breaking changes.

turbid matrix
#

but yeah, your guess sounds reasonable, considering it's only missing the base color value

#

all the other material slots seem intact

elfin osprey
#

you could also write a script that does it automatically

#

but im afraid, this is what preview means

turbid matrix
#

well, the issue here is that it automatically does the change when you open the new one

quasi mulch
#

I see, I have time of day, so this would not work so hot I guess

turbid matrix
#

does it still contain the old material values even if it's not mapped to current shader?

#

I mean, I dunno how you'd script it in this case

elfin osprey
#

the script would have to run on asset preprocess

#

when the ref still exists

fading rose
#

I am fine with previews that last a few months . Not so fine with previews that last 1.5 year ๐Ÿ˜„

turbid matrix
#

ah, so run the script outside of unity

elfin osprey
#

nono, run it in the asset databse

#

theres an on asset preprocess call to the DB

turbid matrix
#

but can you assign the assets values for properties that don't exist on that version?

elfin osprey
#

well at that point youd just edit the serialized version directly

turbid matrix
#

I guess you could make a temp shader that has both types available

elfin osprey
#

then when it goes to import with the new shader version the ref is in the right place

#

bit of a pain in the arse

#

but pretty sure itd work

turbid matrix
#

but yeah, I'm going to guess forums will be flooded about this ๐Ÿ˜„

#

I don't really use LWRP just casually noticed this while looking at that vxsm

#

(it did do this on regular 5.6.0 LWRP too, vxsm is based on some 5.5 version)

#

@fading rose there probably could be upgrade tool that handled this gracefully out of the box... but since it's not released package, should Unity really spend a lot of time building such?

#

also this is all speculation why this happened to me, it might be isolated case too

#

(altho I doubt it)

#

after it's released, backwards compatibility will be more important

quasi mulch
#

Well it seems like so long as the objects don't move, vxsm would function normally, right? the light can move ?

#

if so it's going to be pretty great for outdoor games

fading rose
#

yeah we do not know what will happen at that time, this is still beta.
But since they include LWRP in their regular release packages I think they ought to.
If things are not supposed to be used, you should not provide standard templates with them.

turbid matrix
#

@quasi mulch I'm going to assume VXSM will work for dynamic objects too, they just don't contribute to the shadowmapping itself but will receive it

#

that's how occlusion probes work anyway

quasi mulch
#

yeah it's just i have 8 miles of static geo i could happily use this with

#

doesn't need to be high resolution just artefact-free and blended with regular close up shadows from dynamic things

turbid matrix
#

I dunno hows the memory consumption would be on things like these on bigger worlds

quasi mulch
#

i'll try if HDRP team stick it in

fading rose
#

I have a large city block with trees and whatnot. and it is only going to grow larger and larger. in which case it would be super useful.

turbid matrix
#

on occlusion probes, you could have additional higher resolution volumes for specific targets

fading rose
#

HDRP will take even longer to get out of preview. So I do not even bother touching it.

quasi mulch
#

CSM works with 8 miles but it's actually a perf hog I really don't need to be doing

turbid matrix
#

I don't mind previews as long as it's not totally broken

quasi mulch
#

and the splits are pretty glaringly obvious at those scales no matter how hard you try if you want reasonable res close up

#

this is exciting

#

how dare unity actually solve problems before I whine about them?

#

outrageous

turbid matrix
#

I'm still going to wait out what this will be before hopping on to the hype train ๐Ÿ˜„

quasi mulch
#

oh I'm max hype about unity stuff tho

elfin osprey
#

๐Ÿš‹ ๐Ÿš‹ ๐Ÿš‹

turbid matrix
#

also reason why I try these things early on if possible to know where to adjust the expectations

quasi mulch
#

choooo choooooo

#

I regret though I did hype over unet and it turned out to basically be under-resourced, if that's the nice diplomatic way to tell it?

turbid matrix
#

I'd still love to have some dynamic solution for this which you could bake like for over longer period of time, it wouldn't have to happen all in few frames

quasi mulch
#

In fact whenever there's problems with dev we could just blame it on resources, a fuzzy and vague concept that surrounds us all

turbid matrix
#

for time of day kinda thing

iron hollow
#

if by 'splits' you mean shadow cascades, NGSS completely removes the transitions between cascades

quasi mulch
#

yeah also another really quite big issue is a fast implementation of procedural sky lighting + clouds tyvm

iron hollow
#

with his magic they are simply gone

quasi mulch
#

well tell him to stop arsing around and port it, tato knows me so tell him to hurry

iron hollow
#

lol ๐Ÿ˜ƒ

turbid matrix
#

๐Ÿ˜„

iron hollow
#

he said he's focusing on SPR next

turbid matrix
#

I think I convinced him to stall SRP ports ๐Ÿ˜„

#

don't murder me

iron hollow
#

lol

quasi mulch
#

looks up

#

its actually a good call to delay it

iron hollow
#

yeah probably if they are going to break more stuff

quasi mulch
#

this vxsm stuff and goodness knows what needs a good looking at

turbid matrix
#

I just pointed out that he could release 2.0 on built-in as SRPs are still in preview at least until 2019.1 (there wasn't target for HDRP back then)

#

he agreed

iron hollow
#

and yeah I showed him the vxsm but he seemed unphased

quasi mulch
#

nothing will phase him since he's been obsessed with shadows for around I think 6-7 years

iron hollow
#

hehe

quasi mulch
#

since his mobile thing

turbid matrix
#

HDRP didn't even have PCSS when he got it running there in some wip state

#

must have messed up with his plans a bit when that happened though

quasi mulch
#

I can't really use PCSS with my scales because it causes more artefacts with 4x CSM for 8km

turbid matrix
#

but there's still a lot other things you can do with shadows

fading rose
#

Shadows are a huge pain in large scenes.

quasi mulch
#

What's Very High do? it looks like some kind of ugly raytraced version? HDRP 5.6 shadow option

#

it changes the options again on the dir light - check it out

#

there's 4 settings now

turbid matrix
#

one sec

quasi mulch
#

it's not PCSS (that's high)

turbid matrix
#

check the shadow filtering part

#
Point/Spot: Use High for their Filtering Quality.
Directional Lights: Improve Moment Shadows.```
quasi mulch
#

What are "moment shadows" ? that fleeting moment before you grunt and switch it back?

turbid matrix
#

so, PCSS for the spot and point lights, and moment shadows for dir light

quasi mulch
#

in any case I've only had poor results from it and it nukes the framerate

turbid matrix
quasi mulch
#

interesting but I'm not feeling it quality wise

turbid matrix
#

that Very High had issues on either forward or deferred when I tried it, can't remember which one it didn't work for

#

that might be different now

#

also I think PCSS (High setting) is forward only atm

quasi mulch
#

On forward at the....moment

#

i'll try again

#

because ideally this is perfect for sunlight isnt it?

turbid matrix
quasi mulch
#

ugh tanks my fps

turbid matrix
#

(fixed the link)

quasi mulch
#

looks nice - I'm glad we have all these options for great gpus, not so hot at perf though. I'm trying to use HDRP in a way that's perf friendly

turbid matrix
#

I'd want those area lights for my pet project but I'd really need shadows for them

quasi mulch
#

perhaps CSM should not be used with moment

turbid matrix
#

that needs fully dynamic lights and having garage lights not casting shadows isn't really an option

#

of course, nobody forces on putting long rectangular lights there :p

quasi mulch
#

I love they add all this

#

its like grown up xmas every day they do

#

not having great luck with moment shadows and smaller objects

turbid matrix
#

I really dig how PCSS looks on my main project

fading rose
#

there used to be a "micro-detail" feature in HDRP at some point but I do not see it anymore.

turbid matrix
#

you mean contact shadows or that specific tech they added?

quasi mulch
turbid matrix
#

ah that

#

so it's on the volume

quasi mulch
#

moment shadows are soooo slow, I must be doing something wrong

turbid matrix
#

or maybe it's just really perf heavy

#

๐Ÿ˜„

#

after all, it's the highest setting for now

#

PCSS isn't exactly cheap either

elfin osprey
#

bear in mind it might be for film

quasi mulch
#

it keeps working when i turn off shadows as well...

#

lol

#

in the volume

turbid matrix
#

btw

#

about those micro shadows

quasi mulch
#

same as uncharted 4, right?

turbid matrix
#

I hope they add some doc page for that

#

I feel like the "Shadows in HDRP" doc should mention the option for this

quasi mulch
#

its been in for a long time

turbid matrix
#

it's kinda niche feat, so it probably got overlooked on some docs pass

#

so probably will be obvious at all how to use it either for majority of the users

iron hollow
#

I'm feeling moment shadows. very nice

#

and I don't see any difference between the two rocks at all

turbid matrix
#

moment shadows look nice with bigger light angle on the dir light settings

#

(testing that atm)

quasi mulch
#

try shadow range of 8192

#

then fight it and fail to beat basic csm

turbid matrix
#

but it's SUPER heavy on my almost empty scene ๐Ÿ˜„

#

I get 150 fps on PCSS, but 50fps with moment shadows

quasi mulch
#

it's had it's moment ... off with it

turbid matrix
#

altho this is in editor

quasi mulch
#

it's been overshadowed by pcss

iron hollow
#

i take that back, i do see a very slight difference in one spot. but it's so subtle i have to say it's probably not worth the trouble.

quasi mulch
#

@iron hollow it is worth it, that's just an awful example

iron hollow
#

maybe hehe

#

so there's a hidden option for it?

turbid matrix
#

I'm kinda confused, are we talking about those micro shadows or moment now ๐Ÿ˜„

quasi mulch
iron hollow
#

micro

turbid matrix
#

on the rock images, it's pretty clear

#

you get fine smaller (micro) details on shadows with it

#

also kinda thing that contact shadows offer (but bit different effect)

quasi mulch
#

it really makes sense for guns or close up stuff with dir light

turbid matrix
#

shadowmaps don't have enough resolution for this

iron hollow
#

this is the only spot i noticed a difference

#

and it's not that big

quasi mulch
#

its big on my weapons

#

light night and day

iron hollow
#

in fact it looks wrong

turbid matrix
#

oh you use this?

#

@quasi mulch

iron hollow
#

wouldn't be that much shadow at such an oblique angle

quasi mulch
#

yeah been using it since 4.3 or something like that

#

makes a positive impact on my scene

turbid matrix
#

well, luckily there's a slider for amount

quasi mulch
#

can't live without it now

#

i max it

iron hollow
#

but if it's using AO, might be bad AO that caused it

turbid matrix
#

bad AO?

iron hollow
#

too heavy

turbid matrix
#

so, this requires baked AO maps to do anything, right?

iron hollow
#

yeah well at least he admits it's flawed heh

#

i'd have to try it out in my project, see how i like it

quasi mulch
#

i'm ok with all flaws, game is stylised after all

iron hollow
#

i love Uncharted 4, it's a gorgeous game

turbid matrix
#

considering that rasterized rendering is all smoke and mirrors anyway, I'm not really judging too hard if people spoof things

quasi mulch
#

runs on the equivalent of a toaster at 30fps (60 for mp) and they admitted it could've all been 60 but they ran out of time

#

so HDRP is a bit of a slob perf wise in comparison

iron hollow
#

hehe i'm glad PS4 doesn't have a framerate monitor

#

i'd probably croak if i noticed it was 30fps

#

but on a TV you can't really tell anyway

quasi mulch
#

I don't like 30 either but I'll have to accept it with hdrp for a lot of devices

iron hollow
#

(despite what PCMR would have you believe)

quasi mulch
#

HDRP brings a lot of visual quality to the hands of just a couple of devs so I can't skip it

turbid matrix
#

some PC games made mainly for consoles have that 30fps cap and it just feels so bad :/

#

good think I'm not a console gamer I suppose

#

I'd always trade the fancy graphics to have 60fps

iron hollow
#

well i think if you get used to playing at 60 and then switch, it's noticeable.

quasi mulch
#

kinda sad as consoles came from arcade and 60fps was the norm for the longest time until things went 3D

iron hollow
#

but once you get acclimated to 30, it's not bad really

quasi mulch
#

3D is what made them all use 30fps or less

#

then they got used to it...tsk

iron hollow
#

personally i don't start seeing big issues until framerates drop below 20

#

then it gets stuttery looking

turbid matrix
#

Forzas default to 30 on PC and every time I've tried new one, I think it's lagging or broken because of that, until I remember they have 60fps toggle in the menu :p

#

well, I guess that's only on Horizons and not for Motorsports

#

but still

quasi mulch
#

unfortunately my game feels bad to me at 30fps

iron hollow
#

more is better of course

turbid matrix
#

but who would default to 30 on PC if there's 60fps option and dynamic scaling for graphics....

iron hollow
#

but it also depends on the game

turbid matrix
#

sure

#

on 3D platformer, 30fps could be fine

iron hollow
#

with racing i could see it being a problem

quasi mulch
#

mine's a platformer rpg similar to mario but with a lot more rpgness and smashing around with physics fun, quite nippy in pace... so 60fps feels just right for this arcade feel

turbid matrix
#

or anything where the camera pans around slowly

iron hollow
#

things are always moving at a high rate of speed

turbid matrix
#

yeah, I'd really draw the line on camera movement speed

quasi mulch
#

if it played plodding like dark souls, 30fps would've been fine

fading rose
#

HDRP is what most people would like to be using but won't be using it, and the nomenclature is bad, because it makes the LWRP sound like a bad choice while in fact is is the better choice for the vast majority of projects out there. Anyone who is using LWRP will be called out as using an inferior option and HDRP not being efficient enough.

iron hollow
#

what LWRP doesn't stand for Literally Worst Render Pipeline? ๐Ÿ˜ฎ

#

(that's a joke ๐Ÿ˜› )

fading rose
#

That exactly is the problem I am talking about. The internet is packed with unprofessional behavior and remarks ๐Ÿ˜› And that does not help Unity shake off the stigma of "bad graphics". I have investors who are nothing more than clueless wallets, calling me out for using Unity for my project.

iron hollow
#

oh i know

fading rose
#

Every imbecile with money or ideas comes up with the same idiotic remarks. "but it is called "lightweight" isn't this bad?"

iron hollow
#

tell them it's Literally Wonderful Render Pipeline ๐Ÿ˜›

#

and that the other is the Haphazardly Demanding Render Pipeline

fading rose
#

No they want Raytrace everywhere and the guys at you know which company told them its the next big thing ๐Ÿ˜›

iron hollow
#

that will flip the script

fading rose
#

They want raytrace even at the leaves of trees ๐Ÿ˜„

iron hollow
#

lol

#

slap a little SSR on it and tell them it's raytracing

#

they won't know the difference ๐Ÿ˜›

fading rose
#

They litteraly wouldn't be able to tell the difference...

iron hollow
#

'oooo shiny!'

#

or just std PBR with a realtime reflection probe

fading rose
#

hahaha yeah. when I told someone we would have real time shadows on glasses they were like "but how? Unity does not support raytrace" they are all experts these days. They watch the videos! ๐Ÿ˜›

iron hollow
#

wait does LWRP have that?

fading rose
#

yeah of course. you just enable it.

iron hollow
#

i wish we had that on the legacy pipeline

#

but hopefuly i can move up to the SRPs eventually

fading rose
#

Well you still need to use the proxies like in standard pipeline. But works just fine. LWRP is better than the old pipeline in many ways.

iron hollow
#

maybe this is something i'm not familiar with, which proxies do you mean?

fading rose
#

Sorry meant reflection probes.

iron hollow
#

ah ok got ya

quasi mulch
#

@fading rose annis what's the best possible visual you have for LWRP? as someone used to faking it, I'm interested where LWRP peaks

#

@anyone tbh

iron hollow
#

best I've seen for LWRP is the boat demo

quasi mulch
#

right then that's not even close to HDRP

iron hollow
#

and it is modified LWRP

#

i mean it doesn't look bad

quasi mulch
#

yeah it's not quite book of the dead or that film quality demo with that little girl

#

and those are a year old

iron hollow
#

video is badly done, by an end user

#

i'm surprised Unity didn't put a video of it out

#

i tried to build that when 2018.3 came out, and by then they had already moved the demo to 2019 ๐Ÿ˜ฆ

#

so it totally wouldn't work anymore

quasi mulch
#

well I've seen better from the ancient LWRP forest demo tbh

iron hollow
#

they really shouldn't move public demos to alphas

#

kind of bad

quasi mulch
#

thats just a staff member's personal project though

iron hollow
#

is it?

#

they featured it on the 2018.3 announcement blog

#

was the only reason I knew about it

#

yeah i guess it's not in their official git

quasi mulch
#

yeah some chap, bless his socks just wanted to show it

iron hollow
#

still it sucks to say "2018.3 is here! check out this cool demo you can use on it!" and then you go and it's broken

quasi mulch
#

he's rightfully proud of this litle wave race side project i think

#

yeah

#

I'm not confident LWRP is faster than HDRP

#

I mean, it obviously IS for no post effect

#

but HDRP does everything it can async and LWRP doesn't take advantage

#

so it wouldn't take much post effects and hacked in AO to make LWRP lag behind HDRP depending on project

iron hollow
#

well I see LWRP as 'standard +'

#

in that it's covering that range, just as standard did, of mobile on up

#

HDRP is 'standard on steroids'

#

in that it covers the high end of standard and beyond

quasi mulch
#

I thought about that a lot over time funnily enough, but came to the conclusion that due to the rate of gpu progress and propagation, it becomes more sensible to eye HDRP as the successor to builtin, with LWRP just an example of very light usage of it for constrained devices

iron hollow
#

i think they both overlap standard coming from different ends

quasi mulch
#

I think it's becoming weighted though

#

it's not a 50/50 as time goes by, HDRP will fly like stuff off a shovel

#

It's really scalable and the proof will be if they ever got something quite nippy running on switch.

#

if that happens then LWRP has only got a niche place

#

in fact it's inevitable

#

else you'd have to hold a finger up and say "uh huh! no progress! all you gpu guys stop improving"

iron hollow
#

i mean if you take HDRP and just not use some features, how different would it really be from LWRP?

quasi mulch
#

well there's camera relative rendering for a start

iron hollow
#

yeah that's a point

quasi mulch
#

LWRP just can't do as stable rendering

#

I'm actually surprised at the experiments i have here

#

0.1 to 8k is no problem for it at all, even slightly

#

and my framerate didn't change (wtf)

#

it seems to me that HDRP is built to scale very well so ut has this really heavy up-front cost

#

but adding more to the scene really doesn't hurt it

#

has proper prepass

#

highly performant projected and mesh decals

#

volumetrics

#

all of this and the post is a lot better visually than LWRP but not much of a change in fps so far

iron hollow
#

nods

quasi mulch
#

But if I was doing a game like the new doom I'd try to do it with LWRP.

iron hollow
#

i'm guessing you mean the old doom

#

not the new doom ;p

#

the new doom used every rendering trick in the books to pull off it's beautiful graphics

#

another example of that gorgeous Tech 6 Engine I am always lusting after.

#

If Tech6 was publicly available I'd make it my waifu and drop Unity in a heartbeat (sorry UnityChan :P)

fading rose
#

HDRP is not going to be ready in another year from now judging from the pace it is moving. And as for its performance, I am yet to see it performing even close to what I am getting from LWRP on a 1080. I seriously doubt my project would go over 30fps with HDRP.

iron hollow
#

well yeah i'd hope LWRP was more performant, or they may as well only have HDRP lol

#

I think the point hippo was making is that HDRP can still perform at a higher visual level

#

but yeah i wouldn't expect it's going to perform as well as LWRP in a direct comparison

fading rose
#

It is far more performant. On my project, I am talking about 30-40% over the standard pipeline, and last time I checked, at least 20-30% over HDRP.

#

Hippo was talking theoretically.

iron hollow
#

yeah i see in the video where he's comparing batches and other stats, to standard

#

and they are substantially reduced with LWRP

#

setpass calls

fading rose
#

I am talking about performance on a real project. Dense open city, large crowd, and traffic.

iron hollow
#

right well, real or not, if you have fewer batches and fewer setpass calls, you're going to get more performance ๐Ÿ˜ƒ

fading rose
#

when ECS kicks in properly, then it may be worth revisiting HDRP but again, this is not happening earlier than a year from now.

quasi mulch
#

Thats precisely where HDRP will start getting more perf. HDRP is really resilient to overdraw scenarios and has aggressive use of async so at specific point, I expect HDRP to keep performing better, for example if you target 60fps with a 980 card? works well here

fading rose
#

I am targeting 90fps on 1080 ๐Ÿ˜ƒ

iron hollow
#

hell, i can do 60fps on a 980 even with the std pipeline ;p

#

so i hope HDRP can do better ;p

fading rose
#

Not yet, that is what I am saying. It will do in combination with other things, but all this is at the sphere of hype, and real production wise, in a year from now.

iron hollow
#

well i'll happily wait for it to be finished anyway. I'm not ready to move off Std. yet anyway

fading rose
#

If your plan is to launch next year in summer, then HDRP may be something you can consider safely for your project.

#

But if you plan to launch any time this year, your best bets are standard and LWRP. (with lots of custom nodes)

#

HDRP is the future no doubt, but we are still some way from that future.

iron hollow
#

yeah i have time ๐Ÿ˜ƒ

glad tartan
#

@fading rose is your project aiming for graphics the same or better quality than the environment demos Unity released? Fontainebleau or BOTD demo? Those ran on older versions of HDRP with less optimizations than whats available now. I got around 90fps running at 1080p so this should be possible for a project at least now, especially with the SRP Batcher and such.

quasi mulch
#

It's worth bearing in mind that LWRP doesn't do a lot of optimisations because it targets gpus which do not have compute, though I have read that it's possilble to make that a little relaxed at least for post (AO etc?)

thorn lodge
#

I suspect we'll get a LWRP + Compute option at some point, which will close the gap if you want the material costs but still want async post-process / other effects.

#

because at some point, the market share for android devices that don't support compute will become negligable

glad tartan
#

Yea LWRP was confirmed to have Compute for 2019.1 (well for the most part) release as well as support VFX graph because of compute (CPU version will come later)

turbid matrix
#

PPv3 is supposed to come to lwrp as well

#

Altho time will tell how similar it'll be to one on HDRP

glad tartan
#

It's supposed to be specific to LWRP so I'm wondering what will change for it as well. Each Pipeline will have their own version of Post

turbid matrix
#

yeah, mainly curious if they'll make the post run async there like on HDRP

quasi mulch
#

honestly i don't think they will. it's burning engineer time at this point when there's many other jobs

#

if they do, maybe it won't be appreciated more than making VR much faster or something