#archived-hdrp

1 messages Β· Page 23 of 1

fading rose
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How can I get larger Shadow distance without losing quality? (LWRP)

Is it the cascade setup?
Or is there a way to activate higher resolution shadows?

alpine bluff
fading rose
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Thanks. I did that. But I am working in a large open space with detailed buildings and the quality of the shadow even at the best setting is not good enough. I wish there was an easy way to increase the shadow resolution, without having to use a different RP.

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I can tune it either for one use case, or the other, but none is satisfactory for both. Hence the only solution I can see is increase shadow resolution.

hallow belfry
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hi guys does anyone have experience with the new stocastic Shader?
i used it and i get a weird effect on the shader:

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i use the standard render settings no special template

iron hollow
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as it's a research prototype and not actively developed.

quasi mulch
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It's interesting but I don't really see a place for it. It sits in an uncomfortable land that bridges tiny textures (useful for mobiles) with expensive shader (not useful for mobiles).

Desktop games of all kinds solve this with classic stuff like blending it out in the distance + bigger textures so tiling isn't a problem.

The other issue is, it's only suited to a narrow range of textures, so it still wouldn't solve anything where there's definition like chunky stone or bricks.

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Bandwidth wise it makes a lot of sense to have smaller textures but we also have mip streaming and that's quite good too.

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Instead of bothering with all that, I would simply solve it by having a procedural shader with some nice masking going on. These can be super fast (see sunset overdrive gdc talks) and as simple or complex as you like.

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Reason being, a controlled effect is better looking than tossing the dice with stochastic

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+perf

iron hollow
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I see certain uses for it

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but it's not something I would use all over the place.

robust mirage
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nice stuff, can't wait until I can use it in production man.. "Removed remaining experimental namespace from LWRP" gives me the feeling it's coming closer πŸ‘Œ

turbid matrix
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well they do target 2019.1 release

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for LWRP, Core and Shader Graph

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HDPR will stay in preview for the end of the year

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probably same with VFX package (altho I'm not sure if Unity has even set any public target for it)

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don't remember SRP repo getting PR's this stacked before

thorn lodge
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perhaps I missed it somewhere, but why are there two releases with the same changelog information for both pipelines? Is it just compatibility with different Unity versions?

turbid matrix
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must be the SRP releases today + GDC coming up

robust mirage
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They will support VFX for LWRP right?

turbid matrix
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@thorn lodge it's just github oddity on their release pipeline

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the reason is that they got multiple packages on the same SRP repo, some have preview tag and some don't

thorn lodge
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ah

turbid matrix
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so they mark the whole release with both

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you don't see that on actual package manager packages

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like on regular or staging registry

robust mirage
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SRP is the complete SRP package I guess, they could've just made 2 repos using the SRP core as a submodule πŸ€” but I guess that's just me

turbid matrix
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a lot of the changes rely on other packages

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like, they've moved things between core and HDRP / LWRP

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and same with shader graph, some of the things exist on SRPs and some on SG

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I think postprocessing used to be in the main SRP repo initially but it got moved away

thorn lodge
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yeah I remember them saying they were consolidating everything to one repo sometime last year

turbid matrix
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anyway, it does make a lot of sense in keeping these together in same repo, development wise

thorn lodge
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oh totally,

(and subrepos are an extreme pain if not considered well and used for the express use case they were designed for)

turbid matrix
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only thing that I could see getting moved to separate repo is VFX Graph but apparently even that relies on specific SRP version

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so it might be good idea to keep it around

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there's no OB implementation, so it either means they still release it separately or they've actually implemented the probe in the future editor

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also, support only for LWRP

quasi mulch
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GDC Unity works in mysterious ways.

hallow belfry
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@iron hollow yep i mean that one.. but yea i thought it's already maybe useful πŸ˜„

iron hollow
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yeah it definitely has it's uses

glad tartan
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The two release is because LWRP is out of preview/dosent have the tags anymore so it gets a clean version number while HDRP still have -preview at the end and uses that one. So it creates two release versions. You can still use the HDRP version from the non -preview tag on GitHub but you can't get it from modifying the manifest/package manager you just get errors. Tried this a few weeks ago

turbid matrix
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well, it's just a github tagging difference really

frigid cypress
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the two release versions of 6.x.x and 5.x.x are entirely based on engine version compatibility c:

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5.x.x targets 19.1 and 6.x.x targets 19.2

turbid matrix
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even if you look for non-preview HDRP on the release, the package itself would obviously have preview tag still

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that doesn't say 6.5.0 for the version, it says 6.5.0-preview despite the SRP tag

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(what I try to tell is that it's just tagging oddity due to all packages being inside same repo, it doesn't actually change the individual packages preview or non-preview status in any way)

glad tartan
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yea

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it's crazy how much the Branches and PRs ramped up

turbid matrix
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yup, hope they get them merged in now again as they got 5.7 and 6.5 out of the way

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staging doesn't really contain anything but the POM stuff for SG

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(for my interests that is)

glad tartan
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yea, POM is what I've been messing with as well

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Waiting for the merge as well. A lot of cool stuff in the other branches

quasi mulch
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yeah but you know, the branch doesn't fall far from the tree

elfin osprey
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POM for sg? :/

quasi mulch
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Don't seem to see a 6x package for HDRP in 2019.2 alpha 7... it's stuck on 5.6.1 - is this expected?

frigid cypress
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They’re on staging, you’d need to have your package manager configured for staging

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I totally don’t know how to do that from end user side of things but I know that you need to...

turbid matrix
quasi mulch
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thanks, I've put staging back on and reopend PM and 6.5 is there!

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this had better work vader

turbid matrix
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it shouldn't throw errors on a7

quasi mulch
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you'd think someone invented a better way to smooth the look between shadow cascades by now

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I don't really any detail in the far cascade but blending that to the closer ones is a chore that pulls quality away from where it's needed just to fix the transition

iron hollow
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NGSS πŸ˜›

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it totally eliminates shadow cascade borders... shame it's standard pipeline only atm πŸ˜›

quasi mulch
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why isn't it stolen and built in?

iron hollow
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he said he offered it to unity but they turned it down

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i think because it was only std pipeline at the time probably and they just started on SRP

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or maybe he asked a million dollars for it, who knows πŸ˜›

quasi mulch
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the truth is more of a penumbra

ancient mortar
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hi guys, I would like to change the color of a GO when my mouse is over but when I use the same way as the one of the 3D pipeline but in HDRP, it doesn't work at all, and it does nothing, do someone has an idea?
that's the first time i publish on the server so I don't know if there's ways to write questions

iron hollow
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what is the way you used on the standard pipeline?

ancient mortar
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    {
        rend = GetComponent<Renderer>();
        startColor = rend.material.color;
    }
    void Update()
    {
        
    }

    void OnMouseEnter()
    {
        rend.material.color = hoverColor;
        
    }
    void OnMouseExit()
    {
        rend.material.color = startColor;  
    }```
iron hollow
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I don't see why that wouldn't work. but let me test it out on my machine

ancient mortar
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okay thx

iron hollow
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yeah it's not working here either. let me look into why

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I'm using HDRP\Lit shader, is that the one you're using?

ancient mortar
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sorry but how can I know?

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i've seen smthing on google with that but it looks like they can create a color object, if i understand

iron hollow
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the shader type is listed on your material

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anyway it doesn't matter, I see the issue

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the built in color function was for standard pipeline and HDRP doesn't use that system at all

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to change any shader values for HDRP, you have to use direct shader variable calls.

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so this will work:

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 void Start()
    {
        rend = GetComponent<Renderer>();
        startColor = rend.material.color;
    }
    void Update()
    {

    }

    void OnMouseEnter()
    {
        Debug.Log("in");
        rend.material.SetColor("_BaseColor", hoverColor);

    }
    void OnMouseExit()
    {
        Debug.Log("out");
        rend.material.SetColor("_BaseColor", startColor);
    }
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to find the names of the variables it's a little bit awkward

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but you can go to your material

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click on it's gear and choose "Select Shader"

ancient mortar
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ooohhh

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ok

iron hollow
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that will jump to the shader and then all the variables and their names will be visible

ancient mortar
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that's what i didn't understand

iron hollow
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well hmm

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those aren't the variable names tho

ancient mortar
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i thougt they created smthing with "_baseColor"

iron hollow
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instead of choosing select shader

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choose Edit Shader

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then you can see the variable names

ancient mortar
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found it

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thx man

iron hollow
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there's other functions like SetFloat(), etc

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can see them all listed here (as well as GetColor()/GetFloat() too)

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so yeah that's probably one thing that needs to change too

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startColor = rend.material.color; won't work

ancient mortar
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yep it works now

iron hollow
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startColor = rend.material.GetColor("_BaseColor");

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the other will always return white no matter what

ancient mortar
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yep it works like that thx for your help

iron hollow
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no problem

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@ancient mortar there is one factor to be aware of I just noticed.

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Note: accessing .material at runtime will cause Unity to replace the given material with a copy for that runtime session. Use .sharedMaterial at runtime to change the original material on a temporary basis.

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so basically if you use .material, it will change only that object's color, even if other objects use the same material

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if you use.sharedMaterial, it will change the color of every object that uses that material.

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something to be aware of

ancient mortar
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yep, nice to know that!

turbid matrix
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are they really trying to put volumetrics to VR? that's already pretty expensive on desktop

quasi mulch
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well that's like saying "pah why bother adding DXR! tis expensive..."

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I just want my SSR back

turbid matrix
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5.7.1 released on github + staging

fading rose
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VR whether some people realize it or not, is the future.

Sure, there are no massive games and gamers didn't flock to it, BUT Gamers on PS have shown clearly that at the right balance of quality Vs investment they adopt VR quite nicely, and all next gen consoles will support VR. Even Switch 2 apparently. So there clearly is interest and growth there.

Not to forget that since there is so much interest in LBE business and content for these and other similar purposes, if Unity wants to maintain its share in that, they better start taking things more seriously.

And that is why you see me often ranting about LWRP. πŸ˜ƒ

I am looking forward to see more support towards VR and LWRP becoming a more robust and versatile solution. Being able to scale upwards a bit more.

HDRP (while I truly appreciate what it can do), is not for everyone. LWRP is, and that aligns it with Unity's main goal. Democratizing game development.

drifting vault
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@quasi mulch what is that - DXR?

turbid matrix
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I believe VR is to stay but it'll stay niche thing for a long time

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unless the tech radically changes that is

quasi mulch
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No radical change, just evolution much the same length as classical computing.

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from the 60s til now, computers evolved to the point that they now need to change to get to the next stage. VR will need a similar time span to get to it's conclusion

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I imagine in 20 years, if we're still all here, it might be safely directed into the eye from external source.

turbid matrix
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the issue right now is, that VR's hardware development is pretty slow, seems like Oculus canned Rift 2 and Vive is getting only minor updates

quasi mulch
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I doubt having a neurological invasion will be as mature as directing a stream of images at the eye by then

turbid matrix
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it's partly to blame the market situation for

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it didn't explode like they estimated

quasi mulch
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well it's not the market's fault, it's just a new thing. computers cost so much at first

turbid matrix
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but then again, they ruined their markets themselves

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they should have sold the devices at net cost on launch

quasi mulch
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nah they had no choice, you have to carve a hole before you can fill it.

turbid matrix
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instead of trying to get money from r&d

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if VR had launched with price these cost now, it would have been different story

quasi mulch
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because even if they sold at net, the consumer awareness is not there, the software is not there, frankly the hardware really isn't there for most people

so selling at net would result in same uptake and kill your business

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its not a console in high demand

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its an invasive device

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u have to just let vr take its course slowly

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like AR is now on every phone by default

turbid matrix
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I wonder what would have happened to Oculus if FB didn't buy it

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because from where I look at it, FB only had a negative impact

quasi mulch
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dunno its fairly irrelivant for gaming (sony's device outsold them 10:1)

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Sony won this round with ease due to closed platform

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if you go by websites

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we dont know the true numbers but most souces will say sony's vr actually made a profit

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it was also made far cheaper

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think about it: you have the right hardware, you have the controlled software, it's all controlled which is what vr needs

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right now we have thousands of indies making VR games and using things like unreal or hdrp, it majorly drives up hw cost to run it within 90fps

turbid matrix
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yet, for VR fans, PSVR is the crappiest option of them all πŸ˜ƒ

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it's like starter kit for VR

quasi mulch
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yeah this is where all your mistakes begin "vr fans". those are very few - usually the developers

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so that's why sony knocked it out of the park

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you know about betamax vs vhs yes? great story

turbid matrix
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yes

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also HDDVD vs bluray

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I really liked HDDVD presentation better altho BR did have size advantage

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just the menus and how it worked was so much more consumer friendly on HDDVD

quasi mulch
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oculus has decided to "pull a sony" but it won't actually succeed in this. their latest gambit is to properly control (TRC) game launches now

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if they don't like it early on it's refused early on

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truth is we just have to be patient until its cheap... 800 bucks for decent VR?

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for real?

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and the computer costs more if you want to run any indie stuff lol

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it's same anywhere i guess

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there is a market for luxury goods like high end sports cars or home theater and it trickles down in the end

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it funds the research into cheaper versions

dawn sorrel
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facebook was probably a good thing for oculus, production costs a lot of money, I don't think going vc would've allowed them to release the device like this

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plus vive came into picture partly because of that

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I mean, even now, they are still piggybacking on cellphone panels, no vr device uses their own built for vr panels

quasi mulch
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best let mobile absorb the cost of that, they're doing bendable displays, and tech has it's own arc for that - would be reinventing the wheel tbh

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it's not like anyone wants vr or mobile to be separate... in the end they're going to be the most practical pairing

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those panels for mobile are really from tv research anyway

dawn sorrel
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its not like I'm criticizing their choice to use cell phone panels, its just that, even with facebook money, they still couldn't afford developing vr specific panels for production

quasi mulch
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truth

dawn sorrel
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vr and cellphone usage cases are very different, needs are very different

quasi mulch
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that's the reality of it, rift had no chance of survival really

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fb was utterly essential

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and when people hate capitalism, well they're not really understanding true human nature, the desire for instant gratification far outweighs the longer vision that capitalism provides.I'm not knocking either approach, but this is on topic... it allowed us to push through a wall that ideally shouldn't be there

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if facebook didn't buy, then the research would've got bought anyway

iron hollow
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@fading rose you're assuming hardware will stagnate. If that was true, you'd be right. But I forsee a day in the future when HDRP will run on VR with ease.

fading rose
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No. That is not what I am "assuming". In that sense, you are assuming too. πŸ˜ƒ

What I am simply saying is that we should not ignore todays production. for a future that is still far away from us.

Because simply in production and costs terms, if we ignore today, the future will never come. πŸ˜‰

How many studios do you think can ignore todays production needs, for projects that may never come in 2 years from now?

iron hollow
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well yeah nobody is ignoring today

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they have LWRP

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doesn't mean the future should be ignored

fading rose
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No they do not. It is not production ready. They are simply pushing it out, calling it ready while it is missing many things, and focus on HDRP, in every way. From development, to PR.

iron hollow
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well to be fair HDRP isn't production ready either, so nobody is being favored πŸ˜›

fading rose
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Yeah that is what I am saying.

iron hollow
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preset and future deserve equal attention and I think they are getting that

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so far as Unity is able

fading rose
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So, you are promoting HDRP, you are inviting people in with these visuals, and then you say "oh sorry it is not production ready" what do you think will happen? πŸ˜ƒ

iron hollow
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if you only focus on the now, by the time you look up, you're fallen behind, in the past

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and Unity is in a race whether they like it or not, with Unreal.

fading rose
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I am ahead of my times for 15 years in a row πŸ˜ƒ So I want to believe that I have a good sense of what is now, and what is ahead of us.

iron hollow
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maybe you should go work for Unity then πŸ˜‰

fading rose
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I have confidence in the people working with Unity, for they are doing amazing work.

But I feel the strategic choices when it comes to development focus may need to be re-evaluated.

I understand that they need to present visuals as powerful as Unreal, and they can, there is no doubt, but this is not going to help change people's mind about which engine has better visuals, especially if what they promise does not correspond realistically to what Unity can offer in a large scale production today.

iron hollow
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yeah people have their tribal loyalties, and often choose based on the most whimsical differences. such is life πŸ˜ƒ

fading rose
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Not really. Real professionals don't do that. They choose tools which are stable, and produce fast the results they need. Because another product out of the door with nice ROI is what keeps the studio open. Especially a small studio.

And that brings us to the "hobbyist" mentality we were talking about yesterday.

iron hollow
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well I said people, not professionals πŸ˜ƒ

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it's hobbyists who are the ones that decide in the court of public opinion which engine is "Best". Professionals are too busy to bother with that πŸ˜ƒ

fading rose
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πŸ˜›
And talking as a producer, if you disturb my pipeline and studio focus and my artists with tools that look great but lead me to a dead end you are not doing me any favors. πŸ˜ƒ

iron hollow
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hehe

fading rose
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Professionals do their job with the tool that fits their needs. In our case, we are using both major engines. Each has its pros and cons, but the cons of the other are closing rapidly. πŸ˜› and HDRP is still 2 years away.

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Did you see that amazing video I posted in "off topic" ?

iron hollow
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of unreal? yes

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looks good. Though Not really any better than tons of cutscenes I've seen in modern games

turbid matrix
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we are still doing the pro vs hobbyist talk, hoped we got that done yesterday :p

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lets not get to "real" pro's then who build their tools and actually use bleeding edge tech that they build themselves

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the reality is, we have all kinds of people working on this industry, you can't just put them all in simplified bins where you label one as pros and other as hobbyists

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people have totally different types of projects, some you can't even make with tools that you get out the shelf

fading rose
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I am working from mobile with students and indie teams, to visualization, consoles and VR with startups and larger teams, so I know well what you are talking about.

turbid matrix
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if it's not obvious by now, I personally dislike labeling people for how they do things, I've seen people doing very homegrown things and making a fortune on it... and same time seen really organized by the book people on this same industry who have failed miserably

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would I say the first examples persons were less pro? they do it for their profession so I wouldn't go saying they are something less

fading rose
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I say Survivor Bias πŸ˜ƒ

turbid matrix
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yeah, I've seen that it's getting to a pissing contest, I'm not going to go there

fading rose
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it's not a pissing contest. It is the same as thinking that people who drop school become billionaires.

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But that is not relevant to render pipelines πŸ˜ƒ

turbid matrix
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all I'm saying, one don't have to do things your way to be a professional on this industry

fading rose
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Professional for me means systematic, purposeful and responsible.

It has nothing to do with a specific way.

turbid matrix
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to get back to channel topic, Unity put 5.7.2 to github and staging

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5.7.1 and 5.7.2 were just minor LWRP fixes

quasi mulch
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regarding ignoring or not, this problem was designed out a long time ago - games have scalable asset pipelines, so you can make a game pretty much run on anything. also it's pretty common for AAA to target a future spec they dont have yet and again that's OK

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cos you can just fix it in assets

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with HDRP, there's a lot of switch optimisations in there now, and more get added so I can only assume that it's going to turn out quite well perf wise

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in fact I'd say VR is doable with HDRP, which is a different subject to what one wants to throw at it

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there's also more optimisations possible with HDRP than there is for LWRP (compute, async)

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plus it has robust forward+

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if you remove all lights and slap a skybox on, add a little baking, some dusting of icing sugar probes ...

fading rose
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Doable/Passable/OK is not good enough.

When you invest a lot of time and even a good chunk of money on a project, "doable" and "OK", is really not what you are aiming for.

But anyway. Different people, different teams, different goals, different projects, different standards. That is all ok.

Thing is, out of the blue I am having what appears to be a weird problem .

I am using LWRP but the problem also appears in the standard rendering and the shader is not really what makes a difference because on a different material with the same shader everything works fine.

Anyone may have a clue why suddenly some materials regardless of shader type, have turned black?

And not just the materials have turned black, but even reflections somehow seem broken. 😦

slim flicker
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could someone point me to the absolute simplest implementation of a custom frag/vert shader in HDRP? (hand-written, not shader graph)

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this wiki mysteriously ends right where the section on converting shaders is supposed to be

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I've searched keijiro's testbed repo as well and it seems all the custom shaders here are hundreds of lines long

iron hollow
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Unity dev posted a "Minimal Unlit shader" for HDRP there

turbid matrix
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Hdrp shaders require tons of boilerplate

iron hollow
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post #26

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yeah it's not something i would try to write by hand

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that's why shadergraph exists

turbid matrix
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If possible, I'd suggest still using shader graphs as middle tool to wrap your own custom shader code to hdrp

slim flicker
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oh yeah I guess there are code nodes

turbid matrix
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Upcoming custom function nodes let you include whole shader files

slim flicker
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alright, I'll try it, thanks

turbid matrix
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Should be merged to master next week apparently

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here's example of the file I use for occlusion probes atm with that new custom function node ```cs
sampler3D _OcclusionProbes;
float4x4 _OcclusionProbesWorldToLocal;
sampler3D _OcclusionProbesDetail;
float4x4 _OcclusionProbesWorldToLocalDetail;

void SampleOcclusionProbes_float(float3 positionWS, out float occlusionProbes)
{
occlusionProbes = 1;

float3 pos = mul(_OcclusionProbesWorldToLocalDetail, float4(positionWS, 1)).xyz;

if(all(pos > 0) && all(pos < 1))
{
    occlusionProbes = tex3D(_OcclusionProbesDetail, pos).a;
}
else
{
    pos = mul(_OcclusionProbesWorldToLocal, float4(positionWS, 1)).xyz;
    occlusionProbes = tex3D(_OcclusionProbes, pos).a;
}

}```

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well, basically this is the main thing to know here: cs void SampleOcclusionProbes_float(float3 positionWS, out float occlusionProbes)

iron hollow
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Vector1 really bugs me

turbid matrix
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it requires that kind of syntax (also note that in my case, I had the file in custom packge, you'd have to use Assets folder path if you have the shader in the actual projects Assets-folder)

iron hollow
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i mean i know it's correct, but it seems bad to me

turbid matrix
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I dunno, it doesn't really bug me

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some node editors use scalar in place of that

iron hollow
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i don't known of any programming languages that have a vector1 type

quasi mulch
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control freak :P

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I gave up caring about what Unity calls things

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surely they could think of a better name...

.... and don't call me shirley

iron hollow
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Hey, that's my line! 😦

hardy lily
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Riddle me this!

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What line of code do I need to go for that?

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I already did for Realtime, but I'm looking for baked lighting.... Taken THIS is for a mobile game.

turbid matrix
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that sounds like shader/post processing thing rather than lightbaking issue

hardy lily
#

There's that, for sure.

turbid matrix
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briefly tested HDRP VR on 6.5.0 and at least it appears to work now without any special setup πŸ˜ƒ

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do note that I've previously tested some early 5.x.x version that required you to modify the SRP manually for camera relative settings or the shadows would be all off + had all kinds of wonky things with it like flipped Y axis on some version etc

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I'm sure there are still HDRP asset level changes that you'd need to do with HDRP VR to work all properly + some PP effects probably don't work

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Unity 2019.2

You must use Single Pass Stereo rendering for VR in HDRP.
Not supported

    Multi-pass rendering
    Deferred rendering
    Volumetrics
    Depth-of-Field
    Render and viewport scale
#
Unity 2019.1

You must use Single Pass Stereo rendering for VR in HDRP.
Not supported

    Multi-pass rendering
    Single-pass instancing
    Clustered lighting
    Deferred rendering
    Volumetrics
    Post-processing
    Render and viewport scale
#

actually most of the not supported things are getting addressed now as there's dynamic resolution fix in works for HDRP as well

#

so that not supported list must be tiny once 2019.2 is actually shipping πŸ˜ƒ

#

for VR games, most of the 2019.2 lists feats are nonissues, you'd mainly want the dynamic resolution to work. multipass is way slower than instanced single pass, you get MSAA with forward so deferred wouldn't really work (and there's really no other nice AA solution for VR from Unity), volumetrics must be really perf heavy and hardly an requirement in VR, also why would you even need DoF in VR?

iron hollow
#

did you mean to paste 2019.2 twice?

turbid matrix
#

whoops

#

fixed πŸ˜„

drifting vault
#

while im rendering 4k 60 FPS video on HDRP i get something like broken frames.
Im render image by image in JPG and then convert to MP4 video

iron hollow
#

are you using some kind of tool to do this?

drifting vault
#

im use Unity Recorder

iron hollow
#

I see

#

so it's rendering in realtime?

drifting vault
#

yea

#

1 frame > do 4k screenshot> next frame etc

iron hollow
#

well, 4k 60fps and saving to disk, that's a pretty demanding operation.

drifting vault
#

ohhh

iron hollow
#

not surprised you're getting some skipped frames

drifting vault
iron hollow
#

hope you have a SSD πŸ˜›

drifting vault
#

im rendering it on SSD xD

iron hollow
#

good

#

still, i'm not sure what you could do to ensure no skipped frames in that situation

#

why many use tools for this kind of thing, to step-frame through it so there's no chance of that

#

it's slower but gives more accurate results

#

which I faved for that very reason

#

"Deckard doesn't render in realtime and is suited only for exporting images or movies."

#

there's probably others around, but it's new so came to my attention (because I like looking for new things, and for some reason very few new things make it to the 'new' showcase.)

turbid matrix
#

@drifting vault I didn't even know Unity Recorder worked for HDRP yet

iron hollow
#

this one is free, and supports offlien rendering

#

might can give it a try

#

oh heh: (This Free Version allows up to 10 seconds of capture and has no watermarking!)

#

well can see if it works at least

turbid matrix
#

I'd stick to the official tool if it works

#

and yeah, I checked the recorder fix is still not even on master, it's only on hdrp/staging branch atm

#

it'll get merged eventually

iron hollow
#

there's nothing wrong with using 3rd party tools

#

especially for something like this.

#

nothing is going to make 4k 60fps capture work well

#

it's just too bandwidth intensive

#

you definitely would do better with an offline renderer.

#

I really don't get the Nazi mentality when it comes to tools

#

"only use the one pure tool!"

#

it's narrow minded really

#

I don't care who makes a tool, as long as it does the job I need to be done.

turbid matrix
#

there's plenty wrong in using 3rd party tools if you have built-in thing that does the job

#

for starters, you add another layer of dependencies to people maintaining a 3rd party plugin, if there's change in Unity, you need to wait for third party to fix things - if they are able to or care enough

#

of course if there's no alternative, then it's simpler choice

#

but for example, the choice we get today for virtual texturing with Unity isn't all that great

#

there's only one option, Granite

#

and their updates usually lag a lot behind

iron hollow
#

but the built in thing isnt' doing the job

#

so, 3rd party to the rescue

turbid matrix
#

right now we do have 2018.3 plugin for Granite but that's rare that they got thing out so quickly

#

(and granite doesn't work on SRPs + is DX11 only and only for windows on the deal we get on their affordable version)

iron hollow
#

also Granite isn't the only alternative

turbid matrix
#

well, you can't get Amplify's solution today

iron hollow
#

Unity has built in support for sparse textures, which is the same thing

turbid matrix
#

they don't sell it

#

it's not same thing

iron hollow
#

yes it is lol

turbid matrix
#

it's similar thing but with more limited use case

iron hollow
#

"Granite for Unity adds Granite SDK, the most advanced texture streaming system, to Unity 3D. By automatically loading texture tiles that are actually visible, Granite can handle massive amounts of texture data "

#

how is that any different than sparse textures?

#

sparse isn't just for Terrain you know

#
 can only see a small area of a sparse texture, then only the tiles that are currently visible need to be in memory.```
#

also amplify's beta is still available for download

turbid matrix
#

yeah, I read the page, it doesn't really give much info about it

iron hollow
#

though I don't know if they put a license on it to not use it or soemthing

turbid matrix
#

and while you can get trial for older amplify version (which still works, I tested it), you can't do anything with it as Amplify will not sell you a license for it

iron hollow
#

yeah that's not suprising

#

i'm going to look into sparse textures because I keep meaning to, and no time like the present.

turbid matrix
#

I'd really like built-in VT solution

#

the info Unity gives on the sparse textures is minimal

iron hollow
#

I asked about it once and got an answer of sorts from someone

turbid matrix
#

I got the sample and it's all nonsense (not a typical gameplay scenario)

#

but it's pretty minimal so I can at least go through the api and see what it does

#

but it doesn't seem like anything as fancy as amplify texture or granite for the tooling itself

drifting vault
#

thx @turbid matrix and @iron hollow for help

turbid matrix
#

ah, the api docs are better than the other docs

#

reading at this (and looking at the sample), it looks like sparse textures in unity are just system to break big texturemaps into chunks and load parts of it on demand

iron hollow
#

yes

#

I thought it was moving the plane

turbid matrix
#

but there's no automated streaming setup

#

which you need to have for VT

iron hollow
#

but it's not, it's literally just not rendering the part out of the frustrum

turbid matrix
#

this is like 1/10 of the implementation you need for this

iron hollow
#

sure it's not as full fledged as a dedicated solution

#

but it's still very compelling

turbid matrix
#

I dunno, I don't really have time to implement the missing part

#

it would take months

iron hollow
#

actually not sure what you mean by 'no automated streaming'

turbid matrix
#

Granite's solution works on built-in renderer but even that throws errors on console "by design"

iron hollow
#

it's literally streaming the texture tiles in and out of video memory

#

or do you mean from disk to conventional memory?

turbid matrix
#

hmmm, I'll load granite sample so I can demonstrate this

iron hollow
#

i'll grant nothing is automatic, you have to script all the tile generation yourself it seems

#

it's not as simple as dropping a 16k texture on everything and pressing play

turbid matrix
#

Amplify Texture and Granite are almost 100% identical for the workflow

#

they got all tools to build the VT atlas texture sets (Unity has nothing on this), both can solve what parts need to be streamed in on current scene and when so they only load lower mips on the distance etc

#

Sparse Texture solution on Unity seems like the texture management system but misses all the automated solutions that make it actually feasible to use in production

iron hollow
#
 can use them without special modification and they can have mipmaps, use all texture filtering modes, etc.```
#

seems mipping is handled automatically

turbid matrix
#

right now, that built-in sparse texturing thing is probably only feasible for terrain use as that's somewhat easy to script yourself

iron hollow
#

well I'm sure it could be used for more, but sure, it would take some effort.

turbid matrix
#

that's not the mipping I mean now

iron hollow
#

i'm not allergic to hard work πŸ˜›

turbid matrix
#

I mean, Granite would and stream only the lower mip data their systems demand for that part of the world

#

I'm not allergic to hard work but I have limited time and resources so I choose my battles

#

implementing full VT solution would take months, maybe even half a year for me

iron hollow
#

of course you do see the irony of being all about 'only use the engine features', but then saying Granite is the only way, right? πŸ˜›

turbid matrix
#

that's not something I want to do

#

well, that was my point really

#

that there aren't always options besides 3rd party solution

iron hollow
#

that I can agree with

turbid matrix
#

and even then the 3rd party solution can bring pain as you are on the devs mercy

#

this is especially painful with Granite as they don't give you sources

#

like Amplify did for their thing

iron hollow
#

yeah I don't like not having source

turbid matrix
#

I would have paid triple price for Amplify Texture to Granite just because of that

#

having no sources for a fragile thing like this sucks big time

#

it took them like 6 months to update for newer Unity versions at some point

#

and there was nothing you could do yourself

#

as their solution is partly native code

iron hollow
#

My decision tree is something like this:

  1. does unity support it.
  2. can I do it myself with a reasonable amount of time and effort involved.
  3. is there an open source alternative
  4. is there an asset on the store.
#

I don't go right to the store for anything. but only when I feel nothing else going to give me what I want

turbid matrix
#

2 is kinda conflicting thing

#

you can do almost everything yourself if you have infinite amount of time

iron hollow
#

yeah well, I should probably edit that one to be clearer.

turbid matrix
#

I only do things from scratch if there's no acceptable solution on market

#

otherwise I try to use something that exists and hopefully modify it for my own needs

iron hollow
#

i spent a good 2 months honing my own inventory system, because i wasn't happy with anything I found on 1,3, and 4.

turbid matrix
#

yeah, that's still doable

iron hollow
#

even asset store inventory systems are either junk or overly bloated

turbid matrix
#

also if it's central thing on your gameplay, it does pay off to know how the thing works

#

I didn't really think of this kind of work here

#

more about techy stuff

iron hollow
#

yes i agree

turbid matrix
#

but it's still a valid point

#

you need to build all kinds of small frameworks for most games

#

those are usually built from scratch

iron hollow
#

yeah I've made lots of systems for my game

#

an interaction system, a reusable pooling system, a dynamic UI system, and Input system, etc

#

(i however probably should have just bought Rewired, i didnt' really realize how complicated an input system would be)

#

(it's all done now so oh well heh)

#

i wrote my entire 3rd/first person hybrid controller

#

but in the end i hated it

#

so after trying out a lot of controllers, i finally settled on Invector's 3rdP

#

it had the feel i was looking for

#

biggest issue there is, they have a lot of stuff i don't want

#

so have to peform surgery to remove their stuff and replace it with my own

turbid matrix
#

I've kept postponing the input thing

iron hollow
#

i was tempted. but it touches so many things, i felt like i need to do it early

turbid matrix
#

I kinda have my own setup on one proto but I need to rethink it on final implementation

#

I'd really not want to use Unity's new input system either

iron hollow
#

and i am not sure that was the best idea, ti's broken a few times due to unity upgrades and my own code changes.

#

but i just keep fixing it hah

#

i looked at Unity's new input

#

at first I hated it, but the more I've looked, the more it grows on me

turbid matrix
#

one thing I do like on it is that you can apply filters like you want

#

that's really cool IMO

iron hollow
#

i don't know that i will ever go to the trouble of changing my input code to use it though.

#

what i have works, i'll probably stick with it

turbid matrix
#

Graphine said it's a unity bug and nothing they can do about

#

but I hate to get these even on final builds logs

iron hollow
#

odd

turbid matrix
#

I want my console clean

iron hollow
#

yeah I just got an update to LipSync Pro

#

and it's throwing constant erorrs like that

#

Thread group size must be above zero

#

seems to be due to blendshapes

#

and so far the guy has just said "well it's working, ignore them' lol

#

it's something to do with this call. and I think because of 2018.3 they added GPU blendshape support

#

so it very well may be an internal bug

turbid matrix
#

nah, that's been on Granite before 2018.3 already

#

I mean, it's probably a bug

#

or a thing Graphine could do differently to not trigger that

#

their debug tile draw is bugged but you can see how it splits the elements dynamically

#

if you turn the debug off, those textures look fine, it just breaks the rendering with them enabled for some reason

#

hmmmm, I could do test granite now with HDRP with the new SG custom function node

#

as you can now include code outside the function it calls as well

#

at worst, I could just stick to ASE as there it's really trivial to make a custom HDRP template

iron hollow
#

oh i didn't mean my bug had anything to do with your bug. just that i know how it is to have a stupid repeating error and the dev shrugs.

turbid matrix
#

just copy / paste the one template file and modify it

#

oh my bad, I misunderstood it πŸ˜ƒ

#

@iron hollow have you tried the free Oculus lipsync thing?

#

it's pretty nice and it works in real-time

iron hollow
#

i haven't heard of that

turbid matrix
#

they've used machine learning to recognize the right things

#

it can detect if you laugh even

#

it's free

iron hollow
#

i'll have to look into it, sounds interesting

#

I was tracking an interesting project as well on github

turbid matrix
#

that oculus thing could be fun on co-op online games

#

you could use that on other players chars coupled with VOIP

iron hollow
#

can analyze video to generate facial mocap

#

video demo

turbid matrix
#

yeah, that looks nice πŸ˜ƒ

#

you still need awesome rigs for things like these to work nicely in game

iron hollow
#

yeah she was using the Manuel bastoni Blender rig

#

which is pretty nice, but he threw a tantrum and closed his system and website recently 😦

#

i was glad i didn't pick it as my main character system, I almost did

#

i think it could be adapted to other systems though

#

i picked MCS

#

but they went dead, then pulled all their stuff off the store

#

however, someone noticed they put a banner on their website, says they are going Open source, check back April 1st

#

so not sure if that's real or a joke lol

#

i can still use the MCS stuff i have

#

but would be nice if they go open source so a lot of bugs can be fixed

#

There's also UMA

#

but i just feel the quality of the model isn't quite up to par with MCS

#

i plan to use UMA for npcs only

#

if at all, still on the fence about that

#

i'll have to do tests to see if the two styles mix well

#

or can be made to

outer wigeon
#

I've been following the SRP-Batcher post (https://blogs.unity3d.com/2019/02/28/srp-batcher-speed-up-your-rendering) and I don't know what to do with the UnityPerDraw CBUFFER . Anytime I declare anything inside it (say, unity_ObjectToWorld), I get an error saying that it's already been declared.

Unity Technologies Blog

In 2018, we’ve introduced a highly customizable rendering technology we call Scriptable Render Pipeline (SRP). A part of this is a new low-level engine ren...

#

What am I doing wrong?

quasi mulch
#

this is why 3rd party sucks

#

(re: assets that stop working)

#

it's not their fault but at least with built in, you have absolutely got some protection from that

iron hollow
#

what protection?

quasi mulch
#

LipSync Pro / Granite / Other

#

whenever I felt tempted with those I thought "I bet it breaks"

iron hollow
#

well i mean, even though MCS is 'gone' (temporarily), i still have their stuff to use

quasi mulch
#

the truth is you love a good bag of swag

iron hollow
#

that's the nice thing about the asset store license, even if someone decides to give up, you can stil use it

quasi mulch
#

true

iron hollow
#

i do, I'm a Hollywood douche at the Oscars level swag bagger ;p

#

they said ppl fight over them like they are in the thunderdome lol

quasi mulch
#

two men enter, one man leaves

iron hollow
#

my life won't be complete with out one πŸ˜›

quasi mulch
#

I guess that makes you master blaster

iron hollow
#

just imagine someone like Patrick Stewart with one in his bathroom

#

he probably has one now LOL

quasi mulch
#

lol

#

have to clear the pipelines.... flush the cache

iron hollow
#

"Make it flow, Number two!"

quasi mulch
#

lol

#

that's a crap joke.

fading rose
#

btw, LipSync Pro is working just fine we are using it on our project. I just wish they wanted to support more languages. At least EFIGS...

iron hollow
#

yeah it's just throwing hundreds of errors in 2018.3 if you use GPU Skinning. I already reported it.

uneven forge
#

can i test hdrp shaders on Iphone X?

fading rose
#

@iron hollow Hmm I am using it in 2018.3.6f without any issues.

BUT, in some rare cases, something glitches in Unity and it throws these "www" errors and some UI warnings. Which I know for a fact they had been fixed as I had reported them some time back and they created a fix right away. And that is why I assume it is Unity glitching in the background.

turbid matrix
#

@uneven forge I dunno what metal-status for the HDRP is right now, it might work

#

but do note that HDRP isn't going to be great pick for mobile unless you only target select high end devices, not every device has gpu compute support which is requirement for HDRP

#

(I know almost nothing about mobile development tho so that about what I know about that topic)

#

as another topic, 5.7.2 is now available in package manager for all πŸ˜ƒ

uneven forge
#

I want on only Iphone X. unfortunately my client's project version is 2018.2 so hdrp version will be lower

#

"Megacity" demo was built on Iphone X? did they use HDRP or LWRP

turbid matrix
#

2018.2 is big ouch

#

you are forced to use some ancient HDRP version

#

which probably has even worse metal support if it runs at all

#

I dunno if they mentioned the renderer used on the mobile version of MegaCity

#

why do you want HDRP?

#

using HDRP right now is super risky, but using ancient version of it, on barely supported hw and for client? that's so many no no's πŸ˜„

#

if it were my client, I'd convince the client to either use built-in renderer or LWRP

uneven forge
#

Thanks

#

Can I get this kind of quality?

turbid matrix
#

if you have to ask, then probably no

#

I don't think there are skin, hair etc shaders for LWRP

#

there are for HDRP and third party ones for built-in

uneven forge
#

so i have to write it from beginning

fading rose
#

@uneven forge I updated my quite complex project to 18.3 without major issues. Try cloning your project folder and upgrade it, see what brings you.

uneven forge
#

my client is not updating the project 😦

fading rose
#

I was a client who was not upgrading the project. πŸ˜ƒ

My tech team upgraded it and recorded performance and other improvements and convinced me to upgrade. (And it was worth it)

But if it is only for a character then I suppose it is not worth updating. You probably can get that quality with the standard Renderer, but probably not the hair.

uneven forge
#

yeah the hair is a real headache

fading rose
#

I am not very happy with the hair shaders in Unity. They are not very realistic. However I have found a couple which are nice.

uneven forge
#

@fading rose thanks

glad tartan
#

Mobile version of Megacity was running on LWRP

turbid matrix
#

@glad tartan where did they mention that?

#

it wouldn't surprise me

#

just curious

glad tartan
#

Was in one of the Unite LA talks. Can't remember which one

#

actually i think I might remember where to find it and at what spot. Gotta check

glad tartan
#

Memory was a little off on where in the video it was mentioned but I found it

quasi mulch
#

Anyone getting really excessive realtime GI issues or bad performance in 2019.1 ?

#

I'm finding with realtime gi on, 2019.1 is spiking 30-40ms in profiler for GI, something that never occured before. With HDRP (don't think it's relevant?)

earnest granite
#

Wasn't there some regression fixes in the last 19.1 releases ?

turbid matrix
#

still waiting for HDRP's GI pass before touching that

#

HD team is aware it got issues

#

altho I was more of thinking that they aren't happy with the enlighten etc integration on whole

#

it sounded like it's been on backburner since the initial implementation for HDRP

quasi mulch
#

Enlighten doesn't even work with light temperature in my tests

#

but the real problem is the 30-40ms spikes when dir light updates GI from rotation etc... this wasn't present in my 2018 build long ago

#

I don't know which since I only implemented time of day in 2019.1... surely a few boxes doesn't cause 30ms spikes

#

naturally gi is disabled for terrain

#

might be related to "ambient mode" set to dynamic?

#

(in HDRP volume)

indigo summit
#

oh hey 6.5.0-preview adding Area Light Shadow

quasi mulch
#

5.7.2 coming down the pipes for 2019.1 b6

#

what's the equivalent version to it in 2019.2?

turbid matrix
#

@indigo summit yeah, that's pretty cool

#

but in 6.5 it only really works for square shapes

#

if you make a wide rectangular shape, the wider you make, less shadow you get

#

I dunno if that's a bug or limitation of the implementation

#

I'm guessing latter

#

at 5 width and 1 height for the area light, there's practically zero shadow anymore

#

but if you do setup like that, you have to split it at least into two lights that make the first and second half of the light

#

otherwise there's no shadow and even still, the shadow quality suffers a lot if it's not perfect square

indigo summit
#

yeah the current area light shadow are kinda weird

turbid matrix
#

now if they would merge the hdrp/staging, it would have that SMAA too

elfin osprey
#

Hopefully I didnt break anything πŸ˜›

indigo summit
#

@turbid matrix so. . . . . . you can share the occlusion probe nodes now? πŸ˜„

glad tartan
#

Nice! guess the next main Shader Graph merge will be Async Compile?

turbid matrix
#

@indigo summit as soon as there's at least staging release for 6.6.0-preview (as then I can then setup sample scene that refs to that stock HDRP package instead of having to put custom HDRP in the repo again - kinda the point here that you don't need such anymore)

#

I'm also waiting for nested subgraphs to get merged πŸ˜ƒ

#

I mean, in general, not related to the occlusion probe thing

#

that's currently only for LWRP and it doens't include the baker setup

#

really curious where Unity is going with that

indigo summit
#

ah, then i better wait for 6.6.0 then

elfin osprey
#

Fyi nested subgraphs will probs be before async

turbid matrix
#

cool πŸ˜ƒ

indigo summit
#

@elfin osprey any news for tesellation on SG?

turbid matrix
#

that would be cool as well :p

#

I'm honestly missing that a lot on some things

indigo summit
#

really need it for my personal piece :p

turbid matrix
#

that + built-in PP graph are things I'd really want to see happen

indigo summit
#

well ASE can do it, eventhough it's only support 4.x.x now

turbid matrix
#

I'm still compiling another engine(tm) atm, will check if I can break that current master branch later on πŸ˜ƒ

indigo summit
#

the other engine?

#

the other U?

turbid matrix
#

(UE4)

#

been cleaning my fork whole day, been super slow as usual

#

currently porting VXGI from one version to another

glad tartan
#

Is there a way to convert procedural nodes like noise, or shapes to a texture in shader graph?

turbid matrix
#

you can render the shader into custom render texture

#

you'd think it would work in SRPs too

#

can't remember if I've tested that

elfin osprey
#

It does

#

We have a branch of shader graph where the master node outputs to custom texture

#

but the branch is VERY stale right now

turbid matrix
#

I kinda expected that but can never be sure

glad tartan
#

hmm I wanted to plug it into the height slot for POM node. Render texture will work for that?

elfin osprey
#

yes

turbid matrix
#

sure, you can feed in RT's as texture inputs

#

you know how the POM node works?

#

I think they put docs to it

glad tartan
#

ah alright. Gonna give it a shot. Well first gotta look how much code I gotta dig into cause I'm pre noob on that

turbid matrix
#

but it does work the same way as POM node in UE4 for example

glad tartan
#

yea I've been using it for a while now

turbid matrix
#

ah, nice

glad tartan
#

just wanted to get crazy and make fully procedural material in shader graph

turbid matrix
#

oh, now I get what you are after

glad tartan
#

need the height for some materials

turbid matrix
#

yeah, you need texture input for that node

elfin osprey
#

youre doing a substance πŸ˜›

#

shocking lol

glad tartan
#

haha yea

turbid matrix
#

this would be faster to update tho πŸ˜ƒ

glad tartan
#

yea. I made a few materials already with default nodes in SG

#

Car Paint, Hammered Metal, and Galvanized Metal

turbid matrix
#

looking good

iron hollow
#

yeah that's basically how blender's Cycles rendering works, you make materials via nodes

#

it's all the craze these days

#

there's an open source thing i keep meaning to try but haven't got around to

#

they made this PBR node based painting tool, sort of a free version of substance designer and painter rolled into one

#

and turns out it was made to supplement their own game engine, Armory Engine

turbid matrix
#

hope they improve it enough by the time Adobe makes Substance tools painful to license

iron hollow
#

but I have a feeling the materials could be used in any engine, I haven't tested that theory yet

glad tartan
#

From what I remembered Armor Paint was paint at least for now. Guess if you compile it yourself it's free?

turbid matrix
#

well, they are PBR materials...

iron hollow
#

yeah like i said i haven't tried it. but i assume once you paint, it saves the materials as textures

glad tartan
#

you mean the raw materials created to paint with in the program?

iron hollow
#

which then could be used anywhere

glad tartan
#

Might be integrated with the Engine he's working on

iron hollow
#

afaik it's standalone

glad tartan
#

yea, I mean the materials like you were saying they could be used in any engine

#

if anything it would be integrated with Armory or i guess auto import to blender

iron hollow
#

well if it's anything like going Unreal to Unity, you'll have to re-arrange some channels, and maybe flip the normal map Y channel

#

but nothing that can't be done with a little photoshop

glad tartan
#

Guess I misunderstood you somewhere cause now I'm lost with what you're talking about. I know Armor Paint can export textures like Painter but as for materials if it can export them, they would most likely work with Blender or the game engine he's working on as well

iron hollow
#

well yeah I doubt it can do self contained materials like Substance

#

but most people don't texture their models that way anyway, it's pretty inefficient.

#

you'd have to have a material per substance

#

so say if you had an object with Wood, metal, plastic, glass, and fabric on it

#

that's 5 materials

#

which = 5 drawcalls

#

but if you do the painting offline and create 1 texture with those 5 materials on it, your model only needs 1 material

#

1 drawcall

#

of course i guess it depend what you want to prioritize, texture memory or drawcalls

turbid matrix
#

that's not all black and white though, you pay for having more unique materials as there's limited amount of RAM + for some work you do want some layered materials for higher texel density that regular prebaked materials can offer

#

yeah

iron hollow
#

i get there, eventually lol

turbid matrix
#

also overall distribution size gets affected

#

if you didn't care of the game's overall size at all (I care very little myself), virtual texturing is there to salvage you for the ram part

iron hollow
#

still, i don't think having dedicated materials like that pays off unless they get reused a lot

turbid matrix
#

it's a lot simpler setup for sure

#

without VT, you really can't do that for everything on your game unless it's really tiny world

#

Unity got texture streaming on 2018.2 but it can only do so much

#

that built-in streaming is bit bugged in editor too

#

it's messed my alpha clipped materials alphas many times in editor

#

I haven't noticed the same on builds

glad tartan
iron hollow
#

no i mean using it like substance painter, where you paint your models and export the result, the material for the model

glad tartan
#

yea

iron hollow
#

i have substance painter, and I love it

#

but they just got bought out by Adobe, so the future is uncertain

#

good to see alternatives coming about

glad tartan
#

yep same here. Switched to painter in 2014 and havent looked back so far

iron hollow
#

this Armor paint is a bit unique because it basically combines Designer and Painter

glad tartan
#

although I'm still only on a 2017 license

iron hollow
#

which is a paradigm i like

glad tartan
#

yea for sure

#

wonder how detailed the material editor will be

#

seems it's only creating basic materials so far

iron hollow
#

yeah no idea, i still haven't had time to try it

#

but the gun looks nice if that's any indication of it's capabilities

quasi mulch
#

hdrp is currently murdering my cpu time randomly every few frames

#

the gpu time is fine

glad tartan
turbid matrix
#

@glad tartan it's new afaik

#

wonder what they'll use it for

iron hollow
#

sounds familiar but i forget what it is

turbid matrix
#

like, lookdev obviously but that's quite broad term

glad tartan
#

seems it's the same look dev as the current one but for HDRP and UI done with UI elements

turbid matrix
#

I've missed the whole tool πŸ˜„

glad tartan
#

yea it looks like it's just an updated version of that

#

ah

#

it had a big show at a Unite a few years back as well as an HDRI pack on the asset store for it

turbid matrix
#

I kinda missed whole 5.x cycle when it was a thing tbh

#

was busy with ue4 back then

iron hollow
#

so for developing looks

#

like Blue Steel and Magnum πŸ˜›

#

zoolander's favorite tool

#

fancy word for a preview window

glad tartan
#

Yea but it helps. Not too long ago Star Citizen team made their own Look Dev tool to preview models and such to get them signed off by the director. So mostly teams who are really serious about how their art is authored or bigger teams might use it.

#

if the material validator is also integrated in it that would be really nice as well. Dont remember the old one having it

iron hollow
#

yeah i approve

#

it's a pain to work up several environments to check against every type of lighting

glad tartan
#

for sure

turbid matrix
#
Some work will be done later (re-projection, density volumes culling, optimizations, etc).``` (from: <https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/3200>)
iron hollow
#

Just stumbled on this by accident. it's a system for generating noise textures and writing them to a texture file lol

#

even node based

glad tartan
#

oh that's nice.
Could come in handy at some point. Thanks

hard timber
#

Hi
Can anyone tell me if the native video player in Unity works with the LWRP?
Are there any demos or tutorials on using video assets with the LWRP?

iron hollow
#

fixed in unity 2019.1

quasi mulch
#

I just want a good sky at this point

#

one that doesn't stall the entire pc whenever it updates

turbid matrix
#

is this a typo?

#

Fixed normal blend edition handles on DensityVolume

#

should that say editor?

quasi mulch
#

yeah

turbid matrix
#

(looking at changelog on git repos hdrp/staging

quasi mulch
#

HDRP team struggle with the brutality of barbaric languages

turbid matrix
#

they got some proof reader there

quasi mulch
#

that's all stuff that will probably change a bit anyway

#

go through a ux team

#

any progress on sky?

turbid matrix
#

nah

#

it's been untouched since we last spoke about it

elfin osprey
#

we got a lot in 6.6 in the end O_O

#

all backported to 5.x fwiw, but still

quasi mulch
#

yeah you didn't have all the time ever either + "Added depth offset input in shader graph master nodes" is cool

#

I guess it's the same as offset in the older shaderlab

dusk hare
#

why can't i disable ssr even after i remove it from scene settings in hdrp?
is this a bug?

#

btw my current unity version is 2018.3.7

alpine bluff
#

@turbid matrix and @quasi mulch - I need you to type lots in this channel so I can't see that typo anymore. :p

turbid matrix
#

@alpine bluff I'm sure there are more :)

#

@quasi mulch depth offset was needed for that POM

turbid matrix
#

altho granted, the git branch is only for LWRP now but I can imagine it'll be ported to HDRP soon after

turbid matrix
#

@dreamy fox just noting that recent change in HDRP/staging broke SMAA: ```Shader error in 'Hidden/PostProcessing/SubpixelMorphologicalAntialiasing': 'SMAAColorEdgeDetectionPS': cannot implicitly convert from 'Texture2DArray<float4>' to 'Texture2D<float4>' at /Unity/ScriptableRenderPipeline/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/SubpixelMorphologicalAntialiasingBridge.hlsl(54) (on d3d11)

Compiling Vertex program with SMAA_PRESET_MEDIUM
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

fading rose
#

Staging is worse than released Preview, so these things are bound to happen.

#

@turbid matrix "there's some irony in Unity finally starting to merge occlusion probes, one year later after BOTD demo " how about the irony that we are almost out of Q1 2019 and the latest version of Unity is still 2018.3?

turbid matrix
#

I'm aware it's a WIP branch, just giving an heads up it broke, not demanding a fix asap or anything

#

2019.1 has always been targeted at this March or April (target is now set to April)

#

2018.3 got delayed though but it just means 2019.1 release will be closer to 2018.3 release and not the other way around

woeful ice
#

does anyone know a way to render to a texture (RT or otherwise) from a shader in HDRP? Im seeing that LWRP now has the scriptable render pass, but HDRP doesnt. Any workarounds?

dreamy fox
#

@turbid matrix Yup, aware of it and it is being dealt with. Also, keep in mind there was a problem, that will be fixed as well soon.

trim bone
#

was lookdev removed from 2019?

glad tartan
#

@dusk hare You have to disable SSR on the HDRP Asset. In the newer versions of HDRP you have two places you can disable it.

Earlier versions. Lighting -> SSR

dusk hare
#

Well I mean I know that but it's for certain scenes where I won't use ssr

#

And for some reason I can't disbale it

glad tartan
#

ah for that you disable it on the camera

dusk hare
#

Only way is to untick receive ssr from all material

#

Well ssr is on scene settings in hdrp

#

PPS ssr doesn't support scritable rendering pipeline yet

glad tartan
#

ok so you have SSR enabled but dont want it in certain scenes

#

correct?

dusk hare
#

Yes in hdrp

glad tartan
#

yea you disable it on the camera

#

per scene

dusk hare
#

Well the issue even after I remove ssr from scene settings the ssr still works

#

I'm talking about the new issue with ssr on hdrp

#

Ssr is not on camera but on scene settings and my issue is that even after I disable or remove ssr from scene settings it still doesn't disable it

#

Which is probably a bug

glad tartan
#

I'm gonna send a picture showing it

dusk hare
#

Are you using hdrp?

glad tartan
#

yea, I've only been using HDRP and LWRP at times since 2018.1

#

Ok so on the camera in your scene select Custom Frame Setting. and in the lighting foldout if you have SSR enabled you will have a checkbox next to it. Select it and then disable it and that scene wont have SSR

dusk hare
#

But you do know that ssr settings are on scene settings and not on camera , If we disbale it from scene settings , It should have disbaled by defualt

#

That's only for lighting

#

And in background it still runs to process

glad tartan
#

No it dosent

#

thats how you do it

dusk hare
#

But why doesn't it remove ssr even after removing from scene settings

#

Shouldn't that be fixed too?

glad tartan
#

if you want to test it run your game and open the debugger ctrl + backspace

then use End and Page Up to go through the menu. When you reach your Camera go down to rendering with the arrow keys Up and Down and Left and right to fold out. Go down to SSR and disable it (press enter) and you will see your FPS go up.

#

well the scene setting is to control SSR

dusk hare
#

What about script reference to disbale it at run time

glad tartan
#

The HDRP asset is to enable SSR for the render pipeline
The Camera control is to enable it per camera/scene

dusk hare
#

Wait checking documents

glad tartan
#

not sure about that. I dont touch scripting so can't speak on it

dusk hare
#

Alright thanks man but I still feel having option to disable ssr from scene settings would have been a better option

#

But since it's a preview package, I shouldn't be complaining about it

glad tartan
#

It made sense after you start using it.
You could have everything enabled for the HDRP asset and then disable and enable what you want for the camera frame setting as graphics options.

#

would be like games that have in game cutscenes and you see the quality goes up for cutscenes and then back down for gameplay. Since everything is enabled on the HDRP asset you could easily do that for a game

dusk hare
#

Can't seem to find script reference to disbale that settings at run time

glad tartan
#

you searching on the Github Docs? The main Unity scripting docs wont have this yet

dusk hare
#

Looking on both

#

Gonna go through the docs again tomorrow and thanks for the help πŸ‘Œ

glad tartan
#

found this page but not sure how much it will help. Didnt see and code scrolling through

dusk hare
#

Thanks will look at it

quasi mulch
#

EW @ HDRP latest AO still doing bars and stuff, I can reduce the effect by having the intensity close to zero but pointless having it then... thoughts why it happens?

#

It only also happens in play mode.

iron hollow
#

makes me feel a bit better knowing an AAA game like Metro Exodus can't even do shadows well πŸ˜›

#

shadow bias is such a pain to dial in

#

I had this exact issue in my game in unity and was such a pain to fight it

#

you can get rid of the banding, but then you have everything peter-panning all over the place

glad tartan
#

In a few years Raytracing will save the day

quasi mulch
#

I don't have bias issues

#

but I do have realtime ambient occlusion issues

iron hollow
#

it's mostly a problem for indoor scenes

#

where you have to rely on spot/point lights

quasi mulch
#

Not for me either, I have code that dynamically adjusts all this in realtime so I don't get biasing

glad tartan
#

I've had that with directional lights as well

iron hollow
#

ironic game commentary about the banding

quasi mulch
#

that's something you should script, bias is never a one size fits all

#

it should be adjusted for the area

iron hollow
#

yes like I just said you can adjust it

#

but then you get peter panning

glad tartan
#

You added it to the volume settings?

iron hollow
#

unity is TERRIBLE about peter panning

quasi mulch
#

volume settings should be multuple volumes you don't alter the same volume

#

indeed it's not possible to do so, HDRP will clone it

#

your advice to that dude above was wrong

#

the dude above should make one volume with only SSR on it and blend it off when he moves to the new area.

#

this overrides the default in a correct way

#

in addition you can control per material, what gets SSR

#

you do this by setting the SSR threshold where it kicks in, in the hd pipeline asset, then adjusting the smoothness on the material

#

so there's a lot of fine grain control

#

(I don't get panning either)

iron hollow
#

you do, you just probably dont' look hard for it πŸ˜›

quasi mulch
#

(and it's 4096 shadow distance) - you can find the right settings.

#

and its full time of day

#

you really have to alter it every single frame

iron hollow
#

make an enclosed room with a single spotlight, put cans on a table within 2-3 meters of the light

glad tartan
#

isn't that just another way of doing it? He wanted to disable it for the whole scene

iron hollow
#

and say you don't get peter panning πŸ˜›

quasi mulch
#

i don't

#

I've worked this for a year

iron hollow
#

proof!

quasi mulch
#

nope

#

when its out

iron hollow
#

lol

quasi mulch
#

august maybe

#

for pix

#

I should mention I'm using contact shadows and edge fix option

#

edge fix might not be on normal pipeline

#

these patch up the damage, then just add some code to lerp the various biases per area

iron hollow
#

this is best case scenario

#

it's still peter panning

#

no banding

#

but it's touching just enough you might not notice

quasi mulch
#

hdrp does shadows differently though

iron hollow
#

yes well not using HDRP

quasi mulch
#

well thats why we're not agreeing :P

iron hollow
#

clearly then

#

I forgot you were a traitor to the one true pipeline πŸ˜›

quasi mulch
#

come to the land of the true pipeline

#

abandon old crust

#

The One True SRP

#

why no tato fix for that?

#

tato's fault

iron hollow
#

You must not turn your back on the old ways, they are tested and true!

#

yeah actually have 40 back and forth emails with tato about it

#

we made some progress

#

but there's only so much that can be done with what unity provides in legacy

quasi mulch
#

do you get these?

iron hollow
#

nah that's SRP only

quasi mulch
#

:(

#

they really help

iron hollow
#

yeah I bet they do

quasi mulch
#

the peter panning is virtually unnoticable with edge leak, I'm not sure what the details are though, perhaps it's just a little hack?

#

maybe something can be done to add it

iron hollow
#

well to honest, contact shadows help fill in the gaps

quasi mulch
#

I do remember having a nightmare with it before

iron hollow
#

I didn't have it on in that pic because we were testing 2.0 beta of NGSS at the time

#

but contact shadows are screespace so it's not a perfect fix

quasi mulch
#

contact shadows upset me a little because they either solve far range bugs or solve near range precision but not both well

iron hollow
#

yeah

quasi mulch
#

i bet that's what tato is fixing

#

some kind of grand mechanism

iron hollow
#

yeah i'm not sure what he's currently working on

quasi mulch
#

your game seems quite far along

iron hollow
#

last demos he showed were of primitive shadows

#

I have a lot of systems done

#

but there's still a lot to do

#

I've only really started building up the first level a couple months ago, before that I was working in a junk scene

#

and I've had setbacks with my character models, that's all kind of up in the air atm

#

waiting for April to see what MCS does, they claim they are going open source

#

but I dunno. April 1st is a bad date to claim that

#

if they go open source I may forge ahead with that, if not, I may have to go an alternate route

glad tartan
quasi mulch
#

for a lot of things it will be better perf to just bake the light occlusion - this is more for something real time of day

#

perhaps bake to vert cols is a nice performing option for vegetation

glad tartan
#

yea

#

manual placement of probes would still be needed for this

quasi mulch
#

I have a great automatic approach for probes

#

I scan the navmesh edges and build them around playable places

#

I also generate rotated box reflection probes (stretched etc) from that too

glad tartan
#

Nice!
As for whats available, there's a few scripts for probe grids.

elfin osprey
#

i procgen all the geometry so probes arent an option.... the best solution lol

quasi mulch
#

grids are not useful

#

if grid, probably best to use LPPV

#

you and your proc-gen :P

#

The problem with grid is you will get issues with probes in dark places or inside geometry, and it's also the best way to make probes leak lighting from outside, inside (in short it's busted)

glad tartan
#

There was talk a little while back (Think it was at a Unite event or maybe GDC) about tools to automate things like probe placement as such. Haven't seen anything on it since then

quasi mulch
#

I had a chat with unity about it before, they know current probes are shit

#

There's no way to block probes, but perhaps the occlusion probes might help there too

#

For example you have a house, and outside the house is sunlit but inside the house it's not but the probe is interpolating from the ones outside too. I've tried a horrific number of things to fix from triangulating it myself to weighting with more probes inside to influence it, to even having fake inside wall probes...

#

just when you fix one thing, it pushes a problem elsewhere like increased density causing spikes in dynamic object lighting

#

every fix causes a problem elsewhere

#

(it's not a problem for any env with thick walls I guess)

#

Unity's Robert said he realised there were problems like this way back when shortly after adding them, but it was the best they could do at the time

glad tartan
#

yea, I'm not sure how they will go about doing this. In UE4 they just use a massive grid of probes

#

Might not be too much of a problem soon

#

Currently most games dont even use baked or precomputed realtime GI

turbid matrix
#

now waiting for HDRP occlusion probes out of the box..

iron hollow
#

still waiting for someone to explain what an occlusion probe is used for

turbid matrix
#

πŸ˜„

#

it's essentially baking a 3D texture that contains that areas occlusion data per 3D texture pixel

#

so you can map a volume with occlusion data that is baked from the scene geometry, apply it to objects that can't be practically lightmapped

#

botd used it for trees mainly

#

but they got cheaper grass occlusion too

iron hollow
#

I see

#

I just like to know what I'm cheering about πŸ˜›

turbid matrix
iron hollow
#

i see, but shouldn't the shadows really handle that?

turbid matrix
#

Each probe is just a scalar of how much the sky is occluded at a given point. It's stored in a 3D tex spanning the entire forest and used to occlude direct sky contribution. We do some tricks on the lightmapper and the script side to avoid self-occlusion and other artifacts.

#

if you can bake the lighting - yes

iron hollow
#

gotcha

#

or you could use realtime shadows πŸ˜›

turbid matrix
#

yes, but that's nowhere near that fidelity

iron hollow
#

except in Hippo-land where shadows are perfect and everything tastes like candy canes πŸ˜›

#

at any rate i'll move my official stance on Occlusion probes from indifferent to Eager.

#

(for a complete list of my stances on engine features, send a self-addressed stamped envelope to Cebee-Stances P.O. box 23948, San Jose, CA 95129)

elfin osprey
#

You live in San Jose? Or just really good at remembering/lying about zip codes? πŸ˜›

iron hollow
#

i do in fact live in San Jose hehe

#

question is how did you know that was the right zip :p

elfin osprey
#

Sharks fan

frigid cypress
#

i'll confirm cause i just booked my hotels there for next week

turbid matrix
#

I'm guessing we have to wait till GDC to know if occlusion probes will have editor components or if it's the same script thing as before

iron hollow
#

oh yeah you guys are coming to GDC, i should have thought of that

frigid cypress
#

well i'm coming to GTC

#

which is actually san jose, not san francisco

iron hollow
#

oh i see, I didn't even know about GTC

#

must be elite and swanky πŸ˜›

frigid cypress
#

eh, it's nvidia

elfin osprey
#

its also San Jose πŸ˜›

iron hollow
#

ooooohh ok

#

i remember getting an email about that now

#

but i didn't even pay it mind

#

i guess it's no coincidence they made the dates the same

glad tartan
#

Staging got merged into Master now

#

@turbid matrix you were waiting for this

turbid matrix
#

yeah, 40 minutes ago

#

it's nice, now this stuff will be for sure in 6.6 and 5.8

#

kinda wishing nested subgraphs would make into it but will see