#archived-hdrp

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turbid matrix
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(which I use for testing)

glad tartan
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Yea, I feel you. I actually have a version with subgraph and POM that I was testing. Didn't go through git though just smashed the two packages together locally.

turbid matrix
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POM is merged in already now

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I had tons of merges when I tried out the custom nodes

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first post used to have updated list of wip techs that branch had

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but it made more sense back then, nowadays new things get merged fairly quickly

glad tartan
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ah yea, I remember that

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now master have almost all the changes merged in

turbid matrix
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for now ๐Ÿ˜„

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there's always more

elfin osprey
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Theres plenty of experiemntal stuff not in master ๐Ÿ˜›

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and most people working on SRP have forks with other crazy stuff in them ๐Ÿ˜›

glad tartan
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haha yea, I actually didn't think this much would come before 2019.2

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You did some cool stuff as well with the LWRP shader as I remembered. SSS and Clear Coat

verbal apex
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Quick Q, though this is kinda? a render-pipeline question. I upgraded to the new Post Processing stack and I can no longer access/modify settings via the old route so I'm upgrading to using the PostProfessProfile stuff but I can't get the settings for Anti-aliasing as they're not implemented the same way as Bloom, DoF, etc. How do you access the current anti-aliasing profile to modify it during runtime? ๐Ÿ˜•

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For the use case to clarify what I'm trying to achieve with the new system is allowing the client to change AA and other quality settings for the post-processing effects.

turbid matrix
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@verbal apex AA is on camera

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even in the old approach, aa settings were there, but there you have to attach script for it

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only SMAA has AA quality settings there

verbal apex
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Ok so it's on the camera now? I know they added a whole new Post Processing Layer stuff. I was using the old Post Processing Behaviors they had in 2018.1 and 2018.2 ๐Ÿ˜•

turbid matrix
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well, the old PPv2 also had AA selection on script you attached to camera afaik...

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so it's not really that far away from where it used to be ๐Ÿ˜ƒ

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oh wait

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you are talking about PPv2

verbal apex
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I'm using their old version of the post processing stack that had profiles.

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So ppv1?

turbid matrix
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HDRP has a newer system already, hence the confusion

verbal apex
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Yeah, this was all pre the new package manager system

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(frankly pre 2018)

turbid matrix
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PPv2 is in Package Manager too

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but yeah

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if you use v2 now, then you have to add PP layer to camera object

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you set the AA there

verbal apex
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Ok, I figured I'd have to update the way the behaviors are set up on the cameras. That's no problem. As for accessing AA through that layer...

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I'll just have to start from square 1 then and just go through the new documentation on how to set up the layers and profiles. I don't think jumping between the two versions is gonna be a super easy fix ๐Ÿ˜•

turbid matrix
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hmmm

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we had a discussion about accessing the actual stacks feats before

verbal apex
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yeah we were using the Post Processing Behavior that had different post processing profiles that we copied and modified at runtime.

turbid matrix
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I suppose you'd have get ref the camera object and get the PP layer from it to change the values

verbal apex
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Yeah that's expected. I'll just upgrade my stuff to the Post Processing Layer since we use none of that (since the old system didnt have it)

turbid matrix
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oh wow, I totally missed the point on earlier discussion

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so occlusion stuff is now integrated on light probes

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I guess that makes sense as it's already there

verbal apex
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(Btw, I'm already liking the new changes to the post processing layer stuff. Definitely gonna deprecate some of my clunky custom stuff)

turbid matrix
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5.8.0-preview out on github and staging

empty star
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Occlusion probes seem like a halfway/placeholder thing. We need to be able to sample during lightmapping and store volumetric samples as SH or custom, not just if a ray to skybox is occluded

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Then that can be used as good baked lighting to replace lightprobes & also play nice with fog and similar effects

true zealot
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Sounds very much like a custom rendering thing right up your alley

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but I think the intention is to make it a more user friendly and integrated feature that requires no code

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Having both would be ideal to be honest

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the integration with light probes and the ability to just freeform take your own samples regardless

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I assume the APIs are opening now the integration is in the pipeline?

empty star
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Yea, just more data out the lightmapper like how they did occlusion

turbid matrix
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hmmm, having weird issue on that 5.8.0

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my scene settings keep loosing "visual environment" -component if I restart the editor

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I even recreated that asset as it has that by default and when I open the editor, boom, gone

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this basically means when I open the editor, scene is missing sky and fog

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@empty star you know they are working on voxelized shadowmaps, right?

true zealot
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Only you can keep up with what they're doing ๐Ÿ˜›

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where is my more detailed roadmap

turbid matrix
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waiting on the GDC talk :p

true zealot
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goddamn physical deadlines

empty star
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Id heard of that but wonder if its for indirect light too

turbid matrix
true zealot
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you mean realtime or otherwise?

empty star
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Baked :) at the level of unreals volume lightmaps or beyond

turbid matrix
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it seems like similar concept

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but I've never used unreals thing either

true zealot
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It'd be pretty weird to not include indirect

turbid matrix
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you do set the volume on this Unity thing youself

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but I know nothing about the actual implementation

true zealot
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All this new tech that we're still hankerin' for

turbid matrix
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we are missing the baker for VXSM

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otherwise we could try it out

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hmmm, now I got the visual environment to stick on 5.8

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weird

turbid matrix
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tried PM's example project thing

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not super happy with that path monster it creates

true zealot
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oh that's cool though - I didn't know what was a thing

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is the sample just a unity package?

turbid matrix
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it's a real dir

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so it's nice for git etc

true zealot
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So it's already included in the original package?

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and then deploys doubly to your Assets

turbid matrix
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basically once I put this into github, one can just put the git ref to manifest and that's it, person running it can either just use it on regular project or import the samples to blank project etc

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yeah, it deploys to Assets folder if you press that button

true zealot
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Sorry, my question is is the sample included in your original package or is it a seperate package that you refer to like a dependency?

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One of the big dislikes I have with things is when the sample is included and I can't choose to not download gigs of assets I never asked for

turbid matrix
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this is the actual directory structure here on the test project itself (I've placed the local package in packages folder as it's easier to testing but it can be anywhere)

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that occlusion-probes.hd is the package here

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so it's part of the package, just special folder

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it doesn't even show in the unity editor

true zealot
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hrm so it is included :/

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yeah, the ~ does that magic

turbid matrix
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I think you can put the sample in separate package too

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I haven't tried it

iron hollow
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so the ~ tells it to put it in assets instead of packages?

empty star
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~ just hides it from unity AFAIK

iron hollow
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oh ok

turbid matrix
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yeah

empty star
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we use it for art source content like PSD's max files etc

turbid matrix
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you can use it for docs too

quasi mulch
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so what's new this time round?

turbid matrix
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the actual sample usage thing is in the package.json

#
{
  "displayName": "Occlusion Probes for HDRP",
  "name": "occlusion-probes.hd",
  "version": "0.0.1",
  "description": "Unofficial port for Unity's Occlusion Probes for standard HDRP, converted into package for easier deployment.",
  "unity": "2019.1",
  "dependencies": {
        "com.unity.render-pipelines.high-definition": "5.8.0-preview"
  },   
  "samples": [
    {
      "displayName": "Demo Project",
      "path": "Samples~/Demo"
    }
    ]
}```
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that's what I got there atm

true zealot
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the docs say ~ ignores import in the Assets folder, I wonder if it just hides in Packages

turbid matrix
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@empty star you probably know if these folders will get included in build as well? (inside folders with ~)

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I'd assume they wont

empty star
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yea they wont

turbid matrix
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or if would be stupid

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yeah, just checking

true zealot
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Things that aren't referenced in general aren't included

empty star
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no meta's either

turbid matrix
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ah, yes, saw that on docs

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they recently wiped the meta files from them

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(on SRP repo)

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anyway, I'm not sure if this is super useful for this particular package

true zealot
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I'd personally end up making an example package that just deploys the sample using that logic instead of having one god package

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it's still nice to have though

turbid matrix
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people who would want to try it out would want preset sample project anyway

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as you need to setup HDRP and right now staging for it

iron hollow
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I'm actually surprised they don't have a way to make a package put things into assets. A lot of things could benefit (like TMPro).

turbid matrix
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this is doing that

true zealot
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I wonder if they actually have the build pipeline for the package copy the real Assets directory to the Sample~ directory

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and that's why it doesn't get imported

turbid matrix
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but it's not a very nice path thing

iron hollow
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but you're running a script to do it?

turbid matrix
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nah, just using that json I pasted

true zealot
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because it's already in-step with the project

turbid matrix
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and have my sample on that dir it refs

iron hollow
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oh so they have a 'samples' syntax

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i wonder why TMpro doesn't just use that

turbid matrix
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yeah, I think it's new in 2019.1

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I don't think it would work even in 2018.3

iron hollow
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oh ok, makes sense then

turbid matrix
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anyway, this is useless for me until 2019.1.0b8 ships as the custom bake is still broken before it

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and we are now at b6 ๐Ÿ˜ƒ

iron hollow
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tato has been saying shadows are broken in 2019 also

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cascades i guess

empty star
turbid matrix
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built-in then

iron hollow
turbid matrix
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could be

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they could use that for mobile optimization I guess

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but HDRP version is getting volumetric support too

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so dunno what's the grand plan here

iron hollow
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interesting paper

turbid matrix
iron hollow
turbid matrix
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that must be one reason for this ๐Ÿ˜„

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1) for large and open scenes
2) With high resolution and fast filtering
3) And with very efficient antialiasing for distant shadows

And this within a few hundred megabytes.

Note that, while our method does not help with shadows from dynamic objects, it can be combined with a simple cascaded shadow map implementation, which will be very cheap as only a fraction of the triangles now need to be rendered.```
iron hollow
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sounds like the answer to Hippo's prayers

true zealot
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the flying spaghetti monster on page 9 is a really freaky representation of an octree

turbid matrix
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I'd want more of fancy shadow mapping stuff for real-time lights tho

iron hollow
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yeah it stood out against all the other nice diagrams lol

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reminded me of jellyfish

dusk hare
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anyone figured out a way to fix this ? it's happens with ssr on hdrp at certain angles, My current hdrp version is 4.10 and unity version is 2018.3.8f

indigo summit
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@turbid matrix huh is 6.6.0 are out already?

fading rose
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@indigo summit there are some early versions out, but not for all versions of Unity. I think these would be on the alpha versions of 2019.2 which will probably be possible to use for production after summer.

indigo summit
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usually i modify package manifest file t pull from staging. but i can't see 6.6.0

fading rose
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ok I see. And would this also work for 2018.3 if it was there?

indigo summit
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oh i use 2019.2 alpha

fading rose
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oh ok then. I tried it a bit but was too unstable for production work. Many of the tools we use broke and made our life difficult so we went back to a version more suitable for our project.

turbid matrix
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@indigo summit it's not

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But 5.8 is on staging (for 2019.1)

quasi mulch
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@iron hollow it does make me hot, but I'm not sure Unity will add it :<

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I tried the highest quality shadow option in HDRP and the quality was a) always worse than CSM and b) the perf unsuable ...

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perhaps it is broken?

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actually quality is good now!

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but still not as good

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here is CSM on medium for 4096 distance

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quality is acceptable! framerate high

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highest is:

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note the slight panning and softer look. the softer look is welcome but the corner is offset slightly and the fps tanked

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probably experimental

turbid matrix
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basically if they add any PP AA in the future, it will be last on the list to avoid this kinds of issues, regardless where it should be from UX standpoint ๐Ÿ˜ƒ

quasi mulch
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why are terrain realtime shadows not matching terrain pixel error? it's leading to shadows that are incorrect for the visual and lower performance

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They could have done "formerlyserializedas" but seems like they can't be bothered with the maintinance

indigo summit
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the HDRP particle shader are nice, it give me a good start to customize it

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How long we've been waiting for lit particle with working shadow receiver again ๐Ÿค”

quasi mulch
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use vfx

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why use shuriken with HDRP? it's only a use case if you need specific collision behaviour or specific callbacks

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there's no cases where it runs faster than equivalent vfx for the hardware HDRP targets

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(in my tests)

indigo summit
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honestly. . .

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i haven't touch VFX graph

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at all

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๐Ÿ˜„

quasi mulch
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touch it, it compiles compute shaders from scratch

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it's FUCKING awesome

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all lit too... what you're ASKING for

indigo summit
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now that's tempting

quasi mulch
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tempting? go my pigeon, fly free

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embrace the sun of lit particles

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you wil become one of the next gen AAA faithful

indigo summit
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Lol

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gotta make the particle LIT

iron hollow
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VFX isn't the answer to everything though

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it's total overkill for most particles

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it's really suited for LARGE particle systems that use a lot of particles

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not puffs of steam

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if it was really meant for everything, Shuriken would be killed off completely.

glad tartan
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It can be used for anything particle related, it's not specific to a certain number of particles.
Right not it's only GPU based so it cant do some things Shuriken can do as Shuriken cant do things it can do.
On the road map CPU support is stated for 2019.3 so by then it will have support for that as well.
Only time Shuriken would be deprecated is when all it's features are supported in VFX Graph and the default pipeline isn't there to use it as well.

iron hollow
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sure it's not restricted to any count, but it's like driving a Lambo to go get groceries.

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doesn't even need anywhere near the power it has to do a simple particle task

glad tartan
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not exactly. It's not over computing things

iron hollow
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i believe in using the right tool for the job

upbeat badger
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puffs of steam will be more perfomant with vfx graph so why not?

iron hollow
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not seeing everything as VFX Nail to hammer

quasi mulch
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VFX is faster for everything though

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and has correct lit behaviour

iron hollow
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so does particles

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as he just showed

quasi mulch
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particles don't have the same optimisation while vfx system will compile a compute shader just for what you are doing

iron hollow
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if you make everything a GPU task, you're going to make your game GPU heavy

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which probably means it's going to be an unoptimized piece of crap.

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Some tasks should be left on the CPU

quasi mulch
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I thought the same once, I wonder if you can find my 5 year old post saying that

glad tartan
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only reason you would want to use Shuriken is if your GPU is being hammered and have CPU headroom to run particles there instead

iron hollow
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I'm not going to drag out VFX graph to puff a little puff of smoke

quasi mulch
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it was true back then or even now for mobile. but it's not true for the target VFX targets

turbid matrix
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@glad tartan or if you need a lot of interaction from your code

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do note that you can now jobify shuriken particles

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so that could be used for some fancy gameplay effects

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I have one scenario which I'd want to handle myself

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I'm pretty sure I could do it on both, will need to experiment on the VFX graph for it

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main issue right now is that I don't know it's limitations

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I know the broadly described things but talking like practical stuff, how to move SDF's in the worlds for effects and such

quasi mulch
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It will be more performant to use shuriken for particles on gpu weak devices or for situations you need to control the behaviour or with physx interactions since that's also on cpu

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no readback nonsense

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so we get to have both... sheer bliss

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although there's a cpu version of VFX in the works

turbid matrix
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not huge fan of screenspace effect artifacts but still cool that they can do that

iron hollow
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there's a few of those on the asset store already

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but probably not HDRP yet

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there's one currently being written, i don't know if he's targeting SRP or not

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he uses sparse voxels to do it

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then blend and voila

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better 1:1 example:

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top is his result, and bottom is unity default

turbid matrix
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well, there are tons of voxel based GI solutions

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but this was using screen space data for it, which I'd guess would mean it's fully dynamic

iron hollow
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well i assume any screenspace solution has to do the same

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unless they are literally raytracing i guess but that sounds slow

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yeah i think the point of this voxel one is it's fully dynamic

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being so fast by using voxels allows for that

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fully dynamic ๐Ÿ˜ƒ

turbid matrix
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5ms is a lot of time ๐Ÿ˜ƒ

iron hollow
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it's alpha ๐Ÿ˜›

turbid matrix
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yeah, I've read that thread a long time ago

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is that anywhere near getting released now?

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or is it released already?

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I'm just SUPER skeptical on especially GI techs people come up with

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there are always people making these systems and most don't release ever

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and if someone does, they drop it right away

quasi mulch
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sexie lexie brings all the render geeks to the yard

iron hollow
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yeah they have clearly stated they will probably never release it

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it's for their own use primarily

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but I'm sure if enough people beg it will happen

turbid matrix
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see, this is why I don't show my own in-house systems ๐Ÿ˜„

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because from past experience, people start demanding it to be theirs, one way or another

quasi mulch
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FWIW I had path tracing on ps vita

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by rendering textures to textures

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2D pretending to be 3D, of course

turbid matrix
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I once showed online an image of a steel racing wheel stand I made that one can put in front of a sofa, people wanted to buy that stuff too

quasi mulch
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I want to open my github up but i think half of my stuff there is riddled with source that is in no way clean or can even be attributed properly

turbid matrix
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can't just casually show, "I made this" for only inspiration etc

quasi mulch
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for example in the middle of prototype dev I can easily just pull code from all over, without giving a hoot where it came from

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I guess nobody minds much so long as it's just a snippet or whatever but it would be nice to cleanify it

iron hollow
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yeah that's why i don't sell stufff

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i would have to make it all clean and pretty and then support it

turbid matrix
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support part is what's killing it for me

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I have one plugin planned for UE4 but still considering it

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it's something most users there couldn't even come up with

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but that also means there might be limited market too

iron hollow
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well limited market means fewer people asking for support

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i might be ok in those circumstances hehe

turbid matrix
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yeah, but I don't really like overpriced assets

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and polishing an asset for few copies sold with low price is just not going to happen

iron hollow
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i feel bad for people like the Aquas guy

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cause everyone comes and buys that and then wants help because they don't bother reading how to use it or understand intermediate gamedev

turbid matrix
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that's normal

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people also want you to make their game for them

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I just got a private message on unity forums the other day from user asking me to fetch him some items from Unity's own FPS Sample

iron hollow
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lol

turbid matrix
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I get that it's 18 gig download but there's no way I'm going to start doing favors like that to random people just because they are too lazy to do it themselves

iron hollow
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yeah i hear ya

upbeat badger
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just tried smaa from 5.8. Is this even doing anything?

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without aa and smaa looks almost identically

turbid matrix
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@upbeat badger you look in the game view?

upbeat badger
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yes

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old pp2 smaa was better as far as i remember

turbid matrix
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in play mode?

upbeat badger
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yes

turbid matrix
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well, it does work for me

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at least on 5.8.1

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it's not going to remove all the jaggies

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PPv2 SMAA didn't either

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but it's way less blurry than FXAA for example

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so it's a tradeoff for not losing the sharpness

turbid matrix
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Optimize rendering when only static lighting is available or when only directional lights are present.

quasi mulch
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what is this?

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static realtime shadowmaps, or?

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no, sadly not but it's still OK

quasi mulch
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KNEEL and spend a moment with the Creator

iron hollow
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I check the unity labs webpage regularly, but they very rarely post anything

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well anything I like anyway, mixed reality isn't my bag

dusk hare
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ugh updated unity to 2019.1.0b7 and hdrp to 5.7.2 now it says it doesn't support ssr in hdrp settings or scene settings

scarlet hull
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Thats the frame settings, check lower in the inspector, in the lighting section, for the SSR support

dusk hare
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Well none of the options are working on current hdrp version

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going back to 2018.3.b8 and hdrp 4.xx but it still has plenty of issues with ssr like this one

scarlet hull
dusk hare
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Like I said earlier both the options are not available

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It's fine with other versions of hdrp tho

scarlet hull
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That seems to be a bug, could you make a screenshot maybe ?

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I tried a few minutes ago with 2019.1.0b7 and hdrp 5.7.2, and it worked

dusk hare
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Well I deleted 2019.1.0b7 but might download again to report the bug

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Similar bug also happens while using real time reflection probe

scarlet hull
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I'm trying to understand what's happening in this screenshot, and this might just be how SSR works

dusk hare
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Well at certain angles ssr draw weird pixelated images on screen

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And it wasn't like this before with defualt unity render pipeline and ssr from pps

scarlet hull
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You should try to increase the number of ray steps

dusk hare
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I did

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I tried around 300 and it still has the same issue at certain angles but kinda minimize the issue

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And having above 300 raysteps would be a terrible idea

scarlet hull
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Yes indeed ... If you could send a bug report which specificaly reproduces this issue (with a small scene), that would be great.

dusk hare
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sure will do that

dusk hare
scarlet hull
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I think it's falling back to a kind of default sky (depending on your setup), try adding scene settings or a reflection probe

dusk hare
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also bloom is not working with 2019

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pps bloom doesn't work and the bloom on scene settings makes everything black if you increase intensity

scarlet hull
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PPV2 won't work with HDRP > 5.3.1

primal jacinth
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Use the builtin HDRP bloom

dusk hare
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what about the bloom which comes in default with hdrp in scene settings

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it's making everything black

scarlet hull
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And the new bloom is not a "fake glow" bloom like before, it's physically correct and needs some time to get used to

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Since your scene here is mostly black, depending on color intensity your have, it can actually look like a global blur when intensity it set to the maximum

primal jacinth
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It's energy conserving, don't push the intensity too high (0.2/0.3 is generally good) unless you're trying to simulate a very bad plastic lens with vaseline applied to it.

dusk hare
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well at 0.1 it makes entire screen black and when i hit the play button it keeps changing

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like it makes the entire screen black and then goes back to normal for few seconds and then it repeats

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wait let me record

primal jacinth
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do you have TAA enabled?

dusk hare
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nope

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using smaa

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tried switching to fxaa and taa still same issue

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ugh this is kinda painfull and i also noticed little performance issue with current update, Gonna report this and switch back to 2018.3

faint kraken
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for some reason, enabling HDRP bloom can cause NaN issues :/

dusk hare
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even with taa you will face black screen issue but it's kinda minimized

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for now it's better to to report these issues and use the older version

turbid matrix
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the SSR issue is definitely from not having the feat enabled, would have loved to see a screenshot of the conf that didn't have that option

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@scarlet hull you know why the order of the options were changed? before the enabling feats part came first and it was intuitive

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by the time goes on I expect more and more users getting confused how to enable things as now the thing you need to setup are somewhere in the middle

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it makes no sense at all

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@dusk hare I'm guessing that you missed the feat enabling option for a reason like not expanding the Reflections section in the middle of the settings

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it's hidden well, I only found it because I knew what to search for from using the feat extensively on the previous versions

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actually looking at the discussion, I'm now confused if you found the settings later on ๐Ÿ˜„

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also, when you had visual issues, did you actually enter the play mode?

dusk hare
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well even after playing around with settings and other things i still noticed way too many issues with hdrp on 2019 beta and yeah i was tetsing all of them on playmode to confirm the issues

turbid matrix
#

2019.1+ have had issue where it didn't initialize the async shaders properly unless you went to play mode once after editor restart

#

but I haven't really gotten that lately on 2019.2 so I'm guessing it could have been resolved?

#

either way, some PP effects get messed up before you enter playmode even today

#

like TAA

dusk hare
#

i might try alpa tomorrow

turbid matrix
#

2019.x are way better for HDRP though, a lot of advancement there to the versions in 2018.3

#

but things also move faster there

#

so if you need stability, 2018.3 (and 2018.4) may not be bad picks atm

dusk hare
#

for now i'm sticking to 2018.3 due to the issue but still gonna play around 2019 to report some problems

scarlet hull
#

@turbid matrix It was decided to move the feature checkboxes (that were before the frame settings before) into the different categories (lighting/rendering ...). This unintentionally made the frame settings move to the top.
We're waiting for an UX pass on this before changing things again.

turbid matrix
#

ah, I hope you can make it back on top again

#

it was so much better that way ๐Ÿ˜ƒ

fading rose
#

@turbid matrix 2018.4? It does not look like this is happening. There is no alpha for it.

@Mr.unpredictable#4462 In my opinion, 2018.3 is the release to go for stability and wide availability of tools if you plan to release within the next 6 months.

If you are looking for a release deeper than that, it may worth looking at 2019.1.

turbid matrix
#

you don't need alpha or beta for 2018.4, it's going to be 2018.3 bumped into 2018.4 LTS when it happens

#

there's practically no new feats for LTS versions

#

it's kinda silly to have different version for it at all but it does make sense as people would otherwise expect .3 to be stable like LTS versions in general upon arrival

#

what they do now basically just means they treat it as more stable LTS release after .3 has been out for a while and most glaring bugs from it have already been fixed

#

and LTS is going to be released within a month probably

#

two at most

#

ah, they explained the .4 bump there too: ```Why did you bump the version number to YEAR.4?

We wanted to have a clear point at which the two-year support schedule begins. Also, we wanted to begin a new LTS stream at around the same time the new TECH stream begins. ```

empty star
#

@dusk hare does that ssr issue repro in prior versions with same setup & assets

#

Just ruling out if its mesh normals etc

fading rose
#

@turbid matrix ah I see. Ok it is a bit confusing though. Since there is nothing new and it is only updates, 2018.3.xx could be the LTS and still have a clear point where it starts and still have a clear point where new tech begins. ๐Ÿ˜„

turbid matrix
#

yeah, I don't really see that "clear point" being any clearer if the 2-year support period would start the day YEAR.3 ships vs YEAR.4 ships ;D

#

but they want to do it this way to have separation on the TECH stream stage

iron hollow
#

well it makes sort of sense

#

4 releases a year, but it's staggered, release 1 is at the end of 1st quarter, 2 is at the end of 2nd quarter, 3 is at the end 3rd quarter, and 4th is at the end of 4th quarter.

#

instead of at the start of the quarter

turbid matrix
#

yeah, but .3 is basically .4, so the bump is artificial

#

(or other way around rather)

#

either way, it is what it is

#

I don't really have any issues with it, I find it really cool that they do LTS now

iron hollow
#

yep, i still have 2017 LTS and 2018 LTS installed for legacy reasons

#

well not 2018LTS

#

i mean 2018.2

#

but to me it's a LTS ๐Ÿ˜›

#

because they keep updating it and it's pre-new Prefab

dusk hare
#

@empty star i've experienced that in almost all versions of hdrp i tried (if you were referring to this bug)

#

wait it's not clear in this pic

glad tartan
#

That seems to be a limitation of SSR in general. Since it's screen space it will only reflect what you can see.
So what's behind that object can't be reflected since the camera can't see it causing that area to fall back to reflection probes or sky reflection.

#

you could use planar reflection since it seems the ground is flat

fading rose
#

SSR, of course, only renders what is on your Screen. Hence "Screen Space Reflections".

dusk hare
#

It wasn't really an issue with ssr on defualt unity render pipeline and haven't seen such issues with ssr on other engines too

#

In this pic it still looks normal but in many cases it just makes it terrible

#

I still have a project with defualt rendering pipeline and ssr from pps and it works just fine

glad tartan
dusk hare
#

But it wasn't this bad before

#

Well tomorrow I might take few more screen shots to show how it kinda makes the scene worse by drawing black pixelated images on screen

#

Kinda like Nan pixels issue

turbid matrix
#

I'm frankly surprised that you liked old PP SSR

#

as I've never gotten anything usable from it

#

it seemed like totally broken by design for me

#

(talking about PPv2 one, the older one worked still)

iron hollow
#

i always though StochasticSSR one was better than the PP ones

#

of course it doesn't have SRP support

#

in fact i'm on the watchlist for that project, and some guy was cussing him out for not having SRP support. was kind of sad.

#

he basically told the guy to go use PP then ๐Ÿ˜›

#

people can be so rude and pushy

turbid matrix
#

Stochastic one was best I saw on built-in

#

but it was pretty noisy

quasi mulch
#

OK guys, gimmie a TLDR of what I've missed with HDRP :P

turbid matrix
#

nothing, 5.8.2 out for 2019.1

#

mainly fixes standalone building

#

but it's still on staging I think

quasi mulch
#

Standalone builds were fixed for me by nuking any kind of stripping this end

#

I wonder where SSR went? ๐Ÿค” It's been gone a while now, would've expected a return at this point

turbid matrix
#

?

#

what version?

#

it works on my end

#

only thing that drops SSR on HDRP is MSAA

#

hmmm, HDRP speedtree branch got ST7 shaders about done now

#

I hope they get to ST8 soon

#

altho should probably read their updated terms, they got kinda greedy lately

quasi mulch
#

huh? SSR flat out just only reflects sky here, weird

turbid matrix
#

which version?

quasi mulch
#

5.7.2

turbid matrix
#

ah, it could be broken on that

#

I actually haven't tested 5.x.x for SSR in a while

quasi mulch
#

it's just reflecting the skybox

turbid matrix
#

but it's something that tends to break all the time ๐Ÿ˜„

#

I think I've reported it being broken like three times already

#

they always fix it ๐Ÿ˜„

quasi mulch
#

hey - does SSR have much of a perf hit since I was thinking I could live with just probes tbh

turbid matrix
#

the issue with SSR is that their automated visual tests don't cover each combo I think

#

it does have perf hit but you can limit it with the settings

#

do less samples

#

I can get away with pretty cheap setup on my tests

#

I don't need 100% mirror like finish ๐Ÿ˜„

#

I'd use probes if it were viable for my game ๐Ÿ˜ƒ

#

I mean, only them

#

screen space artifacts can be nasty

turbid matrix
#

it happens on prefab view for me on latest 2019.2 and latest HDRP

#

I checked 2019.1 and built-in and it didn't do this, will check 2019.2 built-in next

turbid matrix
#

yeah, it's only happening with the HDRP assets sky

turbid matrix
#

man those images ended up big

faint kraken
#

isn't this normal?
The light is apparently controller by camera rotation
https://forum.unity.com/threads/feedback-wanted-high-definition-render-pipeline.560653/page-11#post-4262371
But in prefab mode (or when you disable the scene lighting toggle), this light is the hidden light attached to the camera, and thus, the sky changes with your point of view.

turbid matrix
#

I like how that put my forum post in the preview :D

#

We're searching a solution for this now, but also working on a new procedural sky. Expect more a fix on the new one.

#

Ok. So probably will remain broken in prefab view

#

I wish you could then just swap to gradient sky in prefab view automatically :p

#

@faint kraken so it is a known issue. Not really normal but something we need to deal with

faint kraken
#

hm, a temporary solution would be to create an empty scene with a light and use it in prefab mode ๐Ÿค”

indigo summit
turbid matrix
#

oh

indigo summit
#

for prefab editing if you have your favourite HDRI, might want to use them

turbid matrix
#

that's not really helping for this

#

oh, I could probably override the sky itself on prefab scene

#

the light itself didn't help there

#

ok, I can override the sky setup at least

#

so HDRI could be ok

indigo summit
#

what do you mean the light itself didn't help?

turbid matrix
#

I added directional light and scene volume settings with procedural sky into that prefab scene

#

it still did the thing on prefab view

#

but I can now swap the sky itself from volume settings

indigo summit
#

umm i'm not getting that bug with custom prefab scene

turbid matrix
#

what is on your prefab scene?

#

I tried it with only directional light in it, then with additional scene settings, then with additional camera

#

it's all the same as long as I have procedural sky selected

#

if I swap the sky to something else, it does obviously fix it but I'd like to keep the procedural one if I can

indigo summit
#

the default scene that created by HDRP wizard

turbid matrix
#

so....directional light and camera

#

what you mean by HDRP wizard in this context?

indigo summit
turbid matrix
#

and if you look up in prefab?

indigo summit
turbid matrix
#

how do you get that scene, you said hdrp wizard

#

but I don't see any option anywhere that lets you make new scene with these

indigo summit
turbid matrix
#

oh wow

indigo summit
#

oh it's render pipeline wizard

#

sorry

turbid matrix
#

why it is there ๐Ÿ˜„

#

they have 2 other menus too

indigo summit
#

i have no idea ๐Ÿ˜„

turbid matrix
#

yeah, this explains why I never paid attention to that ๐Ÿ˜„

#

there's no option to make new scene here tho

#

there's default scene prefab

#

wonder if that's changed on 6.x

indigo summit
#

hmm that tools already exist since 5.x

turbid matrix
#

I also can't add that prefab into scene at all ๐Ÿ˜„

indigo summit
#

when you create a new scene, it is already have volume and PP volume?

turbid matrix
#

nah

#

new scene with HDRP enabled gives me always just light and camera

#

I've always manually added the scene volume settings

indigo summit
#

that's weird

dusk hare
#

alright i tried 2019.2 beta and looks like alot of nan pixel issues are fixed but for some reason i see huge performance drop, can't figure out what is causing it but i will run some test and use profiler and frame debugger to see what could be causing the issue. edit: same scene with same settings on 2018.3 had way better performance

indigo summit
#

this is mine

turbid matrix
#

is that on 2018.3?

#

I'm testing this on 2019.2 so they could have changed a lot of things

indigo summit
#

this is the behaviour of HDRP since 5.x

turbid matrix
#

well, not on my end

indigo summit
#

also i'm on 2019.2 right now

turbid matrix
#

wtf ๐Ÿ˜„

#

but you create the new scene how?

#

you said through that wizard

#

but there no option for it

indigo summit
#

yep using that wizard

turbid matrix
#

you saw the screenshot I sent

indigo summit
turbid matrix
#

yes

indigo summit
#

well that's weird ๐Ÿ˜„

turbid matrix
#

but can you show how you create the new scene

#

this is really bugging me

indigo summit
#

hang on let me try create empty project

turbid matrix
#

I also can't place that DefaultSceneRoot prefab into scene

#

it doesn't even let me open it in prefab editor

#

I can expand it and see what's there but can't do anything with it ๐Ÿ˜„

#

I used that wizard the create the prefab but it's all messed up

indigo summit
#

great unity just freezed, Damnit unity why do you have to set auto lightmap baking on by default

turbid matrix
#

2019.1 with 5.7.2 HDRP acts exactly the same for me

#

on that, new scene from File menu does give those extra objects

#

oh wait, now I get it ๐Ÿ˜„

#

you have to have tht defaultsceneroot thing there before you create the new scene

#

once it's there, it does put those extra objects in default scene

indigo summit
#

but you already have those on your 2019.2 project

#

why it doesn't work?

turbid matrix
#

it does add them now

#

I didn't originally have those

indigo summit
#

oh

turbid matrix
#

I only got them now when you showed where the wizard was

#

man, they should just put everything under some rendering submenu :p

indigo summit
#

ah

turbid matrix
#

but, it still didn't immediately solve my issue ๐Ÿ˜„

indigo summit
#

i see

turbid matrix
#

now when I enter prefab view, it's pitch black ๐Ÿ˜„

#

but I think it's because the settings differ from my main scene so much now

indigo summit
#

have you tried to save that scene? into a copy? called it prefabscene or something and add it on the project setting

turbid matrix
#

I saved the default into "PrefabView" scene and applied it to the project settings for that prefab etc

indigo summit
#

is still broken?

turbid matrix
#

yes, but I know why

#

it's the overlapping scene settings

#

I need to make the prefab view use same profiles as the main scene

indigo summit
#

why not use the default profile settings?

#

the one generated by the wizard?

turbid matrix
#

for main scene?

indigo summit
#

prefabs

turbid matrix
#

I want my custom setup there

#

yeah, that's the issue

#

I get pitch black screen if I do that

indigo summit
#

uh i'm not

turbid matrix
#

somehow the settings get multiplied

#

well, you probably have same setup on the main scene as well ๐Ÿ˜ƒ

indigo summit
#

wait what do you mean main scene?

#

as in the default empty scene ?

turbid matrix
#

the regular level

#

with all the game world stuff in it

#

it somehow conflicts with the prefab view

#

don't ask me how

indigo summit
#

ah nope, totally using different profile

turbid matrix
#

yeah, you'd think

indigo summit
#

for my prefab scene it using the default profile as in empty scene

#

for my main scene i create new profile

turbid matrix
#

yet, if I disable scene volume settings from the main scene and then enter prefab mode, it shows the thing normally

#

altho the darkening while looking up is still there ๐Ÿ˜„

#

so, this isn't really going anywhere atm ;D

indigo summit
#

alright i have no idea what is happening actually ๐Ÿ˜„

turbid matrix
#

yeah, this is a mess

#

hmmmm

#

wonder if it's because I keep game view in separate window

#

it does render the view from main level even if I'm on prefab view

#

nah, it's not that

indigo summit
#

oh

#

interesting

#

for my case

#

actually my main scene profile got replaced by the prefab scene profile

#

when i'm entering prefab mode

turbid matrix
#

it's the exposure difference + light intensity difference that made it black

indigo summit
turbid matrix
#

if I match those values between main scene and prefab scene, it does show up normally now

#

but the looking up bug is still there

indigo summit
#

yeah not sure about that one

#

i cannot repro it

turbid matrix
#

yeah, nothing I do fixes the prefab view issue here ๐Ÿ˜„

#

I now took the wizards default light + volume settings to the main level and that lets me use the prefab view scene just fine

#

but the camera/ light issue is still there regardless

indigo summit
#

now i see, the exposure differences bug

#

my prefab mode become full white now

#

๐Ÿ˜„

#

but i can't repro the look up bug

turbid matrix
#

also wonder why they split the volume so that the have render settings and post processing settings but still put AO in render one

#

or don't they treat AO as PP effect?

primal jacinth
#

AO is not a PP effect, it's a lighting effect (like SSR, Contact shadows etc)

turbid matrix
#

well that explains that one

indigo summit
#

is HDRP ao still using MSO?

primal jacinth
#

yes

turbid matrix
#

have you guys experimented with GTAO?

primal jacinth
#

we already use multi bounce from GTAO

indigo summit
#

wait what?

primal jacinth
#

As for using pure GTAO, yes, we ran some experiments. It's slow and only works well visually with a temporal pass

#

it's not that "magical" ๐Ÿ˜ƒ

#

if anything I'd prefer to look into LSAO

indigo summit
#

what is LSAO?

turbid matrix
#

I was wondering about the temporal part too, I never really tested it in motion

indigo summit
#

yeah i just found that link

#

๐Ÿ˜„

primal jacinth
turbid matrix
#

I just swapped to HDRI sky for prefab scene (to fix the sky turning black issue)

#

ASE actually had one cubemap which is almost like the stock sky

weary fog
#

Any plans on physical units for HDRP auto exposure

turbid matrix
#

I can't even use it on current master ๐Ÿ˜ƒ

#

it just throws errors

primal jacinth
#

Any plans on physical units for HDRP auto exposure
It already does use physical units, not sure what you mean

#

it just throws errors
Assuming you're on 2019.2b, there's an issue with XR code that broke quite a few shaders, Exposure included

#

It can be fixed by disabling the Texture2D promotion to Texture Array in TextureXR.cs and TextureXR.hlsl

turbid matrix
#

it's fine, I don't need the autoexposure right now ๐Ÿ˜ƒ

#

I'm sure it'll get fixed eventually

scarlet hull
#

In PPV3 the exposure is set with EV100 ... what would you want @weary fog ?

weary fog
#

I didn't see any units when I was using it so I assumed it was just using arbitrary values

primal jacinth
#

Tooltips might be missing (haven't checked). Other than that we can't display units in the fields but I'm pushing for it as it's becoming more important with so many different physical units

#

But yes, like Remy said it's ev100

turbid matrix
#

@indigo summit ah, I missed the lighting toggle in the prefab view, it wasn't enabled

#

this actually works with that lighting set to enabled even without prefab scene but it'll default to tad low light angle

#

but that lightbulb itself was the reason why the procedural sky didn't work properly even on separated prefab scene

#

I'm thinking, this could be made smarter by putting lighting and scene volume settings into subscene and including that same subscene on both game level and prefab scene

#

but this is fine for now

iron hollow
#

what they should do is merge Prefab view with Lookdev

#

since they are nearly the same concept

turbid matrix
#

yeah, I don't really know even how to enable the lookdev, haven't yet tried it

iron hollow
#

that way you can isolate your prefab to look at it

#

and tweak it and you're already in prefab mode so you can save the changes.

indigo summit
#

@turbid matrix Huh? The lighting toggle on the scene header bar? isn't that unified ? which mean all this time you have lighting disabled on scene view?

turbid matrix
#

nah, it's enabled by default on scene view but not on prefab view

#

I tried different unity versions and projects, it defaults to off on prefab view on all (altho I dunno if that's some global setting)

indigo summit
#

weird, it's on by default for me

#

why do you keep finding weird behaviour on the editor ๐Ÿ˜„

turbid matrix
#

if it's a shared setting between the engine versions (like the editor layout), it's possible I've just toggled it off without thinking much

#

meanwhile

#

5.8.2 packages now on regular registry and package manager

quasi mulch
turbid matrix
#

yeah, I saw that

#

thats fancy

quasi mulch
#

i wanted amplify imposters to add particle /transparent support with custom bake shaders but they said no

#

(for clouds etc) so I'm looking into using VFX for clouds

#

(that cloud technique is just billboard impostors with rotation like trees or amplify impostors)

#

works well in VR (the game is VR) and highest perf

#

I want it but no time at all to dev it so I'll likely use VFX system to knock something up

indigo summit
#

Ooohhh that's cool

iron hollow
#

oh I thought that was the asset store one which is terrible performance-wise.

#

but seems something new.

quasi mulch
#

it's for a VR flight combat game if memory serves. I stumbled on it ages ago and kept it secret of course

#

I really don't give out much of what I really want or use :P

iron hollow
#

heh well seems a secret for not much longer. he says it will be on the asset store in 2 weeks

quasi mulch
#

here, I've no choice since I cant find time

#

is it? ok I will have it

#

<3

#

lol

iron hollow
quasi mulch
#

STOP THE PRESSES EVERYONE GRAB HIM BY THE SCRUFF OF THE NECK (IGNORE CEEBEE AS WELL HE DOESN'T COUNT) AND FORCE HIM TO MAKE IT FOR HDRP.

iron hollow
#

yeah tell me about it

#

I saw another asset on youtube the other day and asked if it would have SRP support and this is what the guy said:

quasi mulch
#

become one of the hdrp faithful

iron hollow
quasi mulch
#

the one true renderer

iron hollow
#

oh man, I just realized it's the exact same guy LOL

#

I saw his video about a rain system

#

this one

quasi mulch
#

looks nice, post effect wetness eh?

#

next.. SCREEN SPACE SNOW

#

haha

iron hollow
#

I think it's just shader replacement

#

but I was curious if it would work for HDRP

#

and I guess he's not interested in it

quasi mulch
#

does not suit his VR game

#

here is how the clouds started tho

iron hollow
#

I won't buy anything else that doesn't have or will have SRP support

quasi mulch
#

rough at first but polished up

#

so my interest is really just seeing if I can get flipbook to play ball for cloud rotation in VFX

#

then i dont need it

iron hollow
#

yeah I guess culing the techniques out of it is a strategy

quasi mulch
#

he used to contract for dice and other places so he's not shit at what he does

#

"The clouds are rendered as billboard clusters when close to the camera, and swapped out for dynamically updated imposters at a distance. They are also rendered to a quarter-sized buffer for optimal performance and then upscaled using nearest-depth bilateral filtering. These two tricks enable hundreds of clouds to appear on-screen at the same time, even in VR. The lighting of the clouds is fully dynamic and so will respond to changes in time of day."

iron hollow
#

yeah sounds better than the current one on there that is full blown raymarching

#

I have Enviro, which is a whole weather system, it includes pretty decent clouds

#

they aren't volumetric but they do the job

#

He says he's working on SRP support

quasi mulch
#

I dont need sims, I need perf I can use :D

iron hollow
#

so waiting

#

yeah well VR is it? that is perf hungry to be sure

quasi mulch
#

yep so this runs super quick

#

my game is not VR but I like anything that comforts me with stuff like "runs really fast on VR"

#

has he redone his clouds to a volumetric approach now?

#

or maybe it's a hybrid thing?

#

looks volumetric not sprite based now

iron hollow
#

"Enviro new volumetric cloud system is based on latest cloud rendering papers. These will bring you sky to life and offer plenty options to customize. In addition there are also fast flat clouds options to mix or use for maximum performance. "

#

I guess you're right, I didn't realize it was volumetric

#

it didn't perform bad, I guess that's why I assumed it wasn't

#

but yeah looking at it, clearly it is volumetric

#

it's been awhile since I looked at it heh

#

i tend to stack my cart with things during sales and try them once and then file them away for later ๐Ÿ˜›

#

and it's def in that category as I've not started with any outdoor levels yet

#

Waiting for the perfect nexus of New terrain, HDRP, and other junk to come together

#

and CTS was a step toward that until they made me angry ๐Ÿ˜›

trim bone
#

why did they make you angry?

iron hollow
#

long story @trim bone

trim bone
#

tldr version?

turbid matrix
#

heh, that 5.8.2 HDRP still works on 2019.2

quasi mulch
#

!

#

STOP THE PRESSES

#

5.8.2 come to papa

#

every single HDRP update is a tinge of excitement and testing here

quasi mulch
#

what effect does 32 vs 16 bit shadows have, in what situations?

#

what configuration would likely push a developer into enabling 32 bit?

iron hollow
#

it's more levels of grey in gradients

quasi mulch
#

yeah but I'm not seeing any diifference whatsoever, which is why I'm asking :(

#

that's why I asked for what would force me to use 32 bit

iron hollow
#

you can get artifacting with 16 bit that you wont' see with 32 bit

quasi mulch
#

yeah but what situation causes that?

iron hollow
#

soft shadows

quasi mulch
#

reason I ask is I'd like to know how to avoid going to 32.

iron hollow
#

if all you use is hard, probably don't need it

quasi mulch
iron hollow
#

or you can just put up with the artifacting

#

like it says many platforms don't support 32 bit anyway

turbid matrix
#

16 bit shadows were botd optimization that got backported

#

16bit one was a lot faster with quality sacrifice

iron hollow
#

oh really? i thought unity always had 16 bit

turbid matrix
#

Hdrp at least did not

#

And I think Hippo is asking about hdrp now :)

#

@quasi mulch

#

I'd guess you'd pick 32bits always when you do pure visualization

#

Talking of that, does HDRP support 16bit normals?

#

In deferred that would require gbuffer change, I'd imagine that would be easier to implement on forward

#

That was something ue4 added when they went to automotive visualization

quasi mulch
#

how to get HDRP transparent objects to not recieve shadow?

turbid matrix
#

by having them as separate meshes and setting the mesh renderer to not receive shadow? (I don't think they should cast shadows either)

iron hollow
#

doesn't renderer still have a receive shadows toggle?

turbid matrix
#

it has

#

I do this for car windows this way

#

altho I've set them to receive shadows, just not cast them

iron hollow
#

yeah, frankly that's a feature i look forward to, transparent things getting shadows, doesn't work in legacy ;p

turbid matrix
#

well, they get shadows by default

#

it's just treated the same as opaque materials :p

#

or at least that's how it appears on shadow maps

#

would love some shadows that took the alpha amount into account but that's probable one of the harder problems

iron hollow
#

yeah legacy can cast alphaed shadows

#

but only by doing dithering

turbid matrix
#

I'd be fine even for having one one global transparent shadow strength value for all transparent materials

iron hollow
#

it can look pretty meh

#

but the dither amount does change with opacity

#

fewer and fewer dots

#

unity actually has a built in shader function to convert values between 0 and 1 into dither blocks

#

you can use it in your own shaders

#

it's used for LOD fading too

#

but yeah if having one value meant no dithering, i'd be fine with that

quasi mulch
#

weird, must have totally missed it

#

as the age of internet and unreason matures, it'll be filled with the digital equivalents of old people crossing roads

#

not seeing the option ::(

#

seems that a mesh cannot omit itself from recieving shadows

#

casting or not is np

turbid matrix
#

let me doublecheck

#

oh, there isn't one

iron hollow
#

now i'm curious. i don't see why they would remove that

turbid matrix
#

he's talking about the receive one

#

do transparent materials even receive shadows?

iron hollow
#

yeah i know what he means. and yeah it seems to be gone. odd

#

seems it used to still be there, but didn't work, i guess they removed it because of that

#

i remember that now, it's because of Deferred

#

but even in forward it's missing hmm

#

now i have to go look at legacy just to be sure i didn't imagine it

#

yeah legacy def had it

#

disabled in Deferred and togglable in Forward

#

shows it's still there via script

#

maybe you can toggle it that way

#

guess i'll test that

turbid matrix
#

yeah, I do remember seeing that toggle

iron hollow
#

yeah seems in HDRP the setting does nothing ๐Ÿ˜ฆ

dusk hare
dusk hare
#

also unity stops responding while building the scene on hdrp 5.8.2

indigo summit
#

this make me wondering about the raytracing in HDRP

indigo summit
#

wait, where can i find the 5.x changelog? the latest changelog was 5.2.0

indigo summit
#

@primal jacinth

primal jacinth
#

I've seen this happen on my laptop as well, it's on my fixlist

indigo summit
#

awesome, thanks for the info

turbid matrix
#

@indigo summit changelogs are usually at package root

#

you can either check them for the project for installed packages in library/packagecache for recent engine versions

#

Or if the package is on github, find the release you are after and check from there

indigo summit
turbid matrix
#

That is kinda side-effect for grouping all srp packages in same place and versioning them together. You dont always get notable changes even if there is a version bump for package x

alpine bluff
#

Yeah - sometimes we have to bump lwrp packages because of changes in hdrp or Shader graph - or the other way around.

#

But the changelogs only reflect the one package.

#

I swear itโ€™s not because we forget to put entries in the changelogs - me and my colleagues of writers are too adamant to let that happen ;)

#

But also: you can also find the changelogs for the promoted packages in Package Manager, next to View Documentation. :)

primal jacinth
#

me and my colleagues of writers are too adamant to let that happen
I can vouch for that...

turbid matrix
#

Oh right. I keep forgetting you got those links there :) probably easiest way to get those changelogs then

#

Well. Not all minor changes and fixes make it to the changelog

#

But usually the ones that dont make it are part of some bigger restructuring or just fixes on things that only broke on staging etc so that makes sense (as staging isnt considered as regular release)

primal jacinth
#

Some of them would just add noise to the changelogs (like typo fixes in tooltip etc), but yeah there might be some that are missing... That's what happens when you get over 9000 PRs a day on a project that is still in heavy development ๐Ÿ˜ƒ

#

Once it gets out of preview I'm pretty sure the changelog policy will be enforced more heavily

alpine bluff
#

@primal jacinth - sorry not sorry :p

#

Yeah, we made writers code reviewers on changelogs for the SRPs several months ago; so at least we have a look at them. And for lwrp, Phi-Lira is a star at pinging me in on othersโ€™ PRs if I hadnโ€™t been added already or there are just any user facing words.

quasi mulch
#

OK everyone just bear in mind it's never Kats fault when you see rampant typos, it's usually going to be the AI or something.

alpine bluff
#

:p

#

Rampant typos in lwrp*

iron hollow
#

wait if the AI is writing everything, what does Kat do? ๐Ÿ˜›

#

push the 'write stuff' button?

alpine bluff
#

I wish!

#

Kat does a lot of writing :p

#

And a lot of โ€œthis name makes no sense - howโ€™s about we change it?โ€

iron hollow
#

hehehe

#

so were you responsible for the best name ever in the history of Unity?

#

These HD Lit Advanced Features, or HD Lit AF, include coat-mask, iridescence, translucency, subsurface scattering, and anisotropy.

robust mirage
#

xD

alpine bluff
#

I wish! But I donโ€™t work on HDRP, a part from when we have to align certain things :p

iron hollow
#

must have ben Vlad the Creator ๐Ÿ˜›

alpine bluff
#

More likely Sebastien L :p

#

Vladโ€™s pretty good at naming stuff. And always promises me customisable flying mounts.

robust mirage
#

terrain grass override shader with shadergraph seems to be very special

iron hollow
#

I can't see the grass for the icicles

robust mirage
#

I used _mainTex because I thought it would use the texture given by the terrain detail mesh, but it uses a rendertexture of some sort, super weird

iron hollow
#

@alpine bluff What kind of flying mount? Bird, Uniforn, Griffon, or Dragon?

#

yeah there was an article today I linked at hippo where the guy made some custom HDRP grass.

robust mirage
#

oeh nice, I'll check that out then! Are you currently making something with SRP as well? : )

iron hollow
#

No, currently i'm still on legacy

#

but I'm keeping abreast of SRPs so I can make the jump at some point

alpine bluff
#

Iโ€™d definitely love me some dragons

robust mirage
#

Oh boy, that guy uses prefabs instead of the terrain grass, unlucky

iron hollow
#

yeah well his scene isn't that large so I guess it works

turbid matrix
#

What article?

robust mirage
#

I made a prefab painter half a year ago ๐Ÿค” could use that don't want to work around the terrain just yet :p

iron hollow
#

I've actually heard a lot say unity's terrain grass is not that great

robust mirage
#

The harbor scene

turbid matrix
#

Ah, I dont follow that channel, explsins why I missed that

robust mirage
#

Unlucky

turbid matrix
#

Ah that scene

#

Yeah it was pretty fancy

robust mirage
#

But not fancy unity terrain ๐Ÿ˜›

turbid matrix
#

I wouldnt really pay attention how the grass was instanced there. It was moreabout the art assets itself

robust mirage
#

Yeah true

turbid matrix
#

Yeah zero terrain on that

#

Tbh I dont really like terrain either, hence muted the channel

iron hollow
#

hehe

robust mirage
#

Hehe, seen a lot of hate on the terrain, so you're not the only one I guess

turbid matrix
#

You'd have decorate terrain a lot but it does work nicely for things you have to see in the distance

robust mirage
#

But to use a custom grass shader with a namespace, seems rather weird..

iron hollow
#

namespace?

robust mirage
#

Or, well, not really, but the shader name, you have to make a new shader with the name Hidden/TerrainEngine/Details/WavingDoublePass for it to use it.

iron hollow
#

ooh ok

robust mirage
#

Looks a bit hacky since you can give the terrain a custom material

turbid matrix
#

botd planted grass as trees :D

iron hollow
#

yeah I think they just expect people to use their shader only

#

yeah I read that about the tree grass lol

robust mirage
#

Yeah.. only way to use prefabs with the terrain, unlucky ๐Ÿ˜ฆ but there is a dedicated team working on terrain now aye? So we'll see some more improvements soon I hope.

#

Guess I'm going to paint grass as trees as well then, can't reach the _mainTex being set by the grass settings.

turbid matrix
#

5.9.0 on staging

glad tartan
#

The 2D renderer on GitHub seems to be an extension to LWRP.
Thought it was going to be it's own RP.
Will be nice if you can do the 2D to 3D switch at anytime

quasi mulch
#

what miracles doth 5.9.0 bring forth?

#

@glad tartan there is not much to save from LWRP, LWRP is practically limited in performance only by the choice of post and evaluating set of shaders

#

the SRP is so barebones that it suits 2D or even VR fine

#

when not using compute, less is always more so that's that

glad tartan
#

Yea, I wasn't worried about the performance.
Thought they were going to make it separate for some reason.

outer wigeon
#

I'm getting a lot of differences between the samples for Visual Effect Graph and what I can create nodes for. There's a lot of "____ Random" blocks that let you choose from two values in the samples, but the only nodes that are available are "____ randomized" with a curve.

iron hollow
#

might be different versions of shadergraph

outer wigeon
#

I updated to the latest, did they get rid of items?

#

Ah, I didn't update the HDRP, maybe that's it.

iron hollow
#

shadergraph is changing all the time

#

I don't recall what version the samples use, but i'm betting it's older

outer wigeon
#

True.

#

I'm going through all of the samples and trying to recreate them so I can learn better. It's fun.

quasi mulch
#

any idea which build of SRP custom nodes fall into?

#

I guess 5.8x has it

elfin osprey
#

yea 5.8+

quasi mulch
#

Trying to port Vegetation Studio pro's node to it now, I wondered if you'd spare a couple of secs to orient me? it seems simple enough

#

it's just a pass through position thing I think

elfin osprey
#

if its really simple sure

quasi mulch
elfin osprey
#

but nows not a great time

quasi mulch
#

super simple :D

elfin osprey
#

last minute GDC crunch...

quasi mulch
#

ouch well I'm sorry to hear that!

elfin osprey
#

ah its just overiding the matrices

#

with a pass through as youve got to do something in SG..

iron hollow
#

I thought the new custom node stuff wouldn't have C# components like the old one did

elfin osprey
#

it doesnt need it

#

dump all of this...

iron hollow
#

oh the node he linked seem to have a 'setup' function

elfin osprey
#
#pragma instancing_options renderinglayer procedural:setupVSPro
    #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
        struct IndirectShaderData
        {
            float4x4 PositionMatrix;
            float4x4 InversePositionMatrix;
            float4 ControlData;
        };
        #if defined(SHADER_API_GLCORE) || defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE)
            uniform StructuredBuffer<IndirectShaderData> VisibleShaderDataBuffer;
        #endif    
    #endif
    void setupVSPro()
    {
    #define unity_ObjectToWorld unity_ObjectToWorld
    #define unity_WorldToObject unity_WorldToObject
    #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
            unity_LODFade = VisibleShaderDataBuffer[unity_InstanceID].ControlData;
            unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
            unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
    #endif
    }
    "));  
iron hollow
#

yeah

elfin osprey
#

in a .hlsl file

quasi mulch
#

Oh! thank you :)

#

Will test and share with other users if all goes well

elfin osprey
#

then add a function:

void PositionPassthroughHD_float(float3In, out float3 Out)
{
   Out = In;
}

in there as well

#

then in File mode use PositionPasthroughHD as function name

#

and reference to the .hlsl

iron hollow
#

sounds much simpler

#

I get why people wanted the C# stuff but no need to overcomplicate it

elfin osprey
#

it doesnt really add anything tbh

#

the full API does, but we cant expose that for many reasons

iron hollow
#

any work should be done in the shader anyway

#

node

true zealot
#

are these shadergraph nodes? I'd assume the C# side would be for customising UI

#

can you not do such a thing

iron hollow
#

that was the old way

#

but it was removed

#

how he described is the new way, it's just Hlsl

quasi mulch
#

")); is safe to remove I expect?

iron hollow
#

yeah I think that's a mis-copy

#

from when it was a string

elfin osprey
#

oh yea ignore that

#

i rush because busy

quasi mulch
#

To clarify that's all just one Function node but it's using both the file and string modes?

#

"syntax error: unexpected token '(' " - must be blind can't spot where :P

iron hollow
#

replace float3In with float3 In

#

maybe

quasi mulch
#

no joy

iron hollow
#

try removing all the SHADER_API things and adding them back in one by one

#

might be one of them is no longer defined or something

quasi mulch
#

Shader error in 'hidden/preview': undeclared identifier 'PositionPassthroughHD_float' at line 39 (on d3d11)

#

scratches head

iron hollow
#

yeah I can't really help because I've not even seen documentation for this feature yet

#

do you known if any exists?

quasi mulch
#

Haven't found yet

elfin osprey
#

theres no docs yet <__<

#

give node and include

#

node in subgraph

quasi mulch
#

done, where do I put it - a package?

elfin osprey
#

just upload them somewhere and link

#

whatevs

iron hollow
#

ya goof, you didn't add the function like he said to ;p

quasi mulch
#

I did with separate and same node :P

#

I'm just crap at art magic

iron hollow
#

It should be in the hlsl file

quasi mulch
#

OH

#

hold me ceebee

iron hollow
#

just be sure you fix the typo float3 In not float3In

quasi mulch
#

yep

#

think it might be compiling

#

thanks guys, will give it a whirl and install VSP and break all

iron hollow
#

name a new bug after me ๐Ÿ˜›

elfin osprey
#

lol thanks ceebee

#

sorry i got sidetracked with this demo