#archived-hdrp

1 messages Β· Page 25 of 1

turbid matrix
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@quasi mulch did you solve it?

quasi mulch
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Hey, yeah it was just I was putting the function in the node itself not the hlsl file

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Dunno if it works, I'll set veg studio up later and find out. the fact it's error free will do for now :P

turbid matrix
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Ah, I was gonna do new version for that too

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But yeah change is trivial if you know the setup

elfin osprey
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finished my demo πŸ˜›

turbid matrix
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That VSP shader is kinda funky. It feeds a node through position input just so it can inject other things

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I wonder if there is a cost for activating position input

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You could probably do the passthrough on alpha etc input

elfin osprey
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?

turbid matrix
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Vegetation Studio asset has SG custom node that does this

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Idea is that you just wire position node to input if you dont want to move anything

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Would be nice if you could just add include without adding node

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I think ASE has option for this, not 100% sure

elfin osprey
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yea i just dont see why it matters whats plugged in?

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it just alters the matrices behind the scene right? the node seems to do nothing

turbid matrix
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Node does nothing

elfin osprey
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in which case the compil;er will strip it

turbid matrix
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Yeah but you will need to feed in extra node in graph

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As you cant just feed 0,0,0 in position input

elfin osprey
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yea this really isnt the recommended usage of shader graph...

turbid matrix
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I know :)

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Which is why option to include custom shadrr would be nice in master node itself

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Oh

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Since we are on topic

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Is there pragma once thing in hlsl?

elfin osprey
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thats what this is for:

#ifndef __DEPENDENCY_HLSL__
#define __DEPENDENCY_HLSL__
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because no, there is no pragma once, only this compile guards

turbid matrix
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I forgot to research for it. Just tried to do multiple new custom function nodes out of same include file, got error for doing same variables again in the start

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I mean stuff like float x etc

elfin osprey
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if you include the same file multiple times it should only add it once :/

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if it doesnt thats a bug on our side..

turbid matrix
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Yeah that didnt work on stock 5.8

elfin osprey
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damnit

turbid matrix
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I expected I could do it tbh

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Same include, different function

elfin osprey
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you could add the compile guards to your include though

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thatd fix it i think

turbid matrix
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I'd rather have it fixed if it should work ;D

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I just put things in separate files for now

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Keeping things in single file without extra guards would be a lot cleaner tho

elfin osprey
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agreed

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file a bug please if you dont mind

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otherwise risk me forgetting πŸ˜›

turbid matrix
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I might forget too :D

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I'm 120km away from my dev computer atm

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Will try to remember when I get back

iron hollow
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Ok this is odd, Someone posted this on reddit and I thought they were mistaken, but they aren't.

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seems if you push both Gamepad stick buttons at the same time, a debug menu appears for HDRP

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I just tried it in a blank project

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how do you disable that?

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I don't see any option in the HDRP pipeline asset

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wonder if it works in LWRP too

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nope, only in HDRP

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Now i'll be checking every unity game to see if they left that on, since I suspect many will

iron hollow
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Actually that checkbox does not disable it at all...

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sounds like a bug

quasi mulch
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Gave vegetation studi o a whirl but it seems a bit of a problem with latest unity so best go with out of box/own solution I think

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is there a guess when Unity's own vegetation rendering for terrain will be released in an early state?

iron hollow
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so there's no way to disable HDRP's debug mode, that's kind of hiliarious

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even if you remove all the key bindings, it puts them back at runtime it seems

quasi mulch
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for the input too

iron hollow
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says EDITOR_ONLY and yet somehow still works in a build

quasi mulch
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wrestle it's quirks, the visuals are just too good to ignore

iron hollow
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seems Left Ctrl - Backspace will enable it too

quasi mulch
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i recommend using it in forward for superior shadow quality

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now i need to find an alternative to vegetation studio pro

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it's just not met my standards

iron hollow
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why not

quasi mulch
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not AAA enough tbh

iron hollow
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hehe

quasi mulch
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lol

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nah

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its just bit unstable for my version of unity / what I'm doing etc

iron hollow
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well you need to replace their cartoon textures with your own

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the system itself I think is fine

quasi mulch
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well I tried the demo, got unity grass only with a bit of village no trees, nothing

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it was as if it didn't work...

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no errors either

iron hollow
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mmm not my experience

quasi mulch
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this is with a builtin not hdrp new project

iron hollow
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but then again I haven't tried it in HDRP

quasi mulch
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not trying on hdrp

iron hollow
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does it even have HDRP support?

quasi mulch
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doesn't matter

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trying to get it working nice with builtin and failing

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this is on 2019 though so it might be my fault.

iron hollow
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oh well

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yeah alpha could have a ton of problems lol

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I doubt it's even been tested with that version

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i know it works on 2018.3

quasi mulch
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it's a beta :P but no errors, I pressed play and got some grim unity grass and nothing else

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I expected moments from gladiator with a little avatar thrown in

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shrugs

iron hollow
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see πŸ˜›

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so yeah try on 2018.3

quasi mulch
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i didn't get that

iron hollow
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you'll be happier

quasi mulch
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I got grim unity grass (way worse)

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0 trees

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does it pop badly for you?

iron hollow
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define pop

quasi mulch
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does it only appear in play mode for you?

iron hollow
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oh yeah

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that's normal

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out of play mode πŸ˜›

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(i have the non-pro version btw)

quasi mulch
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out of play mode:

iron hollow
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yeah pro may do it differently i dunno

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as i understand it's a different grade of shaders

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reading it's using the Jobs system and burst compiler too

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which non-pro doesn't use

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so i can see why that might break more easily

quasi mulch
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yeah it's changing all the time

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it's probably best I make my own + use amplify impostors for perhaps bigger elements like trees

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only problem with this is i don't have splatmap modification

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i don't know anything about splatting. I would like to modify an existing one or make my own... any good tiny assets for it?

iron hollow
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it's strange because in 2018.2 and below the terrain isn't white like that

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is that a problem with the new terrain system?

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can you not preview your work? seems bad if so

quasi mulch
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no problem here

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much more likely there's no support

iron hollow
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'Rule based splat map generation'

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oh i see, didn't think VS messed with the terrain textures

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just placed plants

quasi mulch
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it does everything

iron hollow
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i guess it's generating the textures on the fly

quasi mulch
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yeah it bakes them in editor for you

iron hollow
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then what did i need CTS for? πŸ˜›

quasi mulch
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I'm reimporting it all hope for best

iron hollow
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this is the cool part

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only draws what the camera sees

quasi mulch
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i think it is working,

iron hollow
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yay

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finally found a way to disable debugging menu

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but kind of bad you have to edit the package to do it

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should be a setting for that

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i tried removing all the debug scripts, but seems they are pretty deeply tied into the system

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i guess maybe deleting the whole script would work too

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don't need a singleton loading that does nothing

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But why isn't there a setting for this? I don't see how they could think people would want this in their builds

indigo summit
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for uh debugging purpose?

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πŸ˜…

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might be better to have a way to disable it completely or change the key binding

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or only enable it when building developer mode

iron hollow
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well yeah i know for debugging, but I mean the fact there's no way to disable it at all

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i thought maybe it just didn't work in a build, but it still does

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you can even delete all the key bindings and it just puts them back every time

twin spire
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I'm ordered an RTX card does HDRP will offer Ray tracing options? I mean its already implemented?

iron hollow
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not yet, it's being worked on however.

twin spire
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alright, i saw something in the hdrp changelogs

quasi mulch
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see GDC (tm)

iron hollow
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yeah that's the work in progress

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probably we will find out more about when it's going to be completed at GDC

robust mirage
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Saw ticket prices for GDC, if you want to see the talks live.. it's a mere $1500 πŸ€‘

iron hollow
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yeah...

quasi mulch
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unity will just give us the info

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see their youtube thing

elfin osprey
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I assume our stuff will be streamed and/or put on YT yea

iron hollow
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yes i want to see the mystery demo you were working on so hard last night πŸ˜ƒ

glad tartan
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Guessing only the keynote will be streamed?

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if so we gotta wait to see the roadmap talk

iron hollow
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yeah some things may take a little time to make it to youtube

elfin osprey
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well people who have been combing our repositories wont be hugely surprised by the demos im working on πŸ˜›

iron hollow
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lol

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where is @turbid matrix today, I've not seen him post a single thing

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quiet before the storm πŸ˜›

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he's probably resting his fingers in preparation for tomorrow πŸ˜›

elfin osprey
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lol nothing is getting pushed so i assume hes taking a day off yea πŸ˜›

iron hollow
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I mean I know Mega City is coming

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but there's something else?

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tiny hint? πŸ˜›

quasi mulch
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hints

iron hollow
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ooh voxelized shadows

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oooh raytracing

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ooooh constants refactor

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πŸ˜›

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can't wait to see the constants refactor demo πŸ˜›

quasi mulch
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best one

turbid matrix
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@iron hollow spent weekend with relatives (yes I do that sometimes :p)

iron hollow
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np πŸ˜ƒ

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it is St. Patrick's Day

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I should go have a beer myself haha

swift wyvern
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oh WHAT. i thought that was next weekend 😒

turbid matrix
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re: GDC, they only stream keynote live :/

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I hope they can still give a link to roadmap slides after the talk

iron hollow
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tomorrow, tomorrow
GDC is tomorrow
it's only a daaaay awayyy.

turbid matrix
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ikr

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Like a christmas, every year

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Except I dont like christmas :D

iron hollow
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i liken it to a dump truck full of information boulders being dumped on me πŸ˜›

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takes me a few days to dig out from under πŸ˜›

gaunt apex
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Hi there, does anyone has a good starting point, if someone wants to make his own pixel shader working nicely with the deferred pipeline? Can't use surface shader (I wish I could) because I need a geometry shader

quasi mulch
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5.9 for me

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must be based on latest 6.x

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[5.9.0-preview] - 2019-03-15

Added

  • Added Homothety and Symetry quick edition modifier on volume used in ReflectionProbe, PlanarReflectionProbe and DensityVolume
  • Added multi-edition support for DecalProjectorComponent
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ugh it broke everything for some reason.

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"Library\PackageCache\com.unity.render-pipelines.high-definition@5.9.0-preview\Runtime\Lighting\Shadow\HDShadowManager.cs(476,17): error CS1061: 'ShadowDrawingSettings' does not contain a definition for 'useRenderingLayerMaskTest' " etc

turbid matrix
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ah

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it's that change

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I had to revert one commit from latest master too because last 2019.2 alpha didn't have that yet

quasi mulch
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So have to wait for a unity editor update?

indigo summit
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ah yeah i got that error too with 5.9

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what is this mean btw

  • Added Homothety and Symetry quick edition modifier on volume used in ReflectionProbe, PlanarReflectionProbe and DensityVolume
quasi mulch
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I mean it knows it's own dependencies so the only odd man out is the editor

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I think it's just ui improvement

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maybe I dunno I need to consult google translate in reverse :P

indigo summit
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welp i'm totally lost on translation on that one

quasi mulch
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homothety might be if decals use a target now

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so it sounds like perhaps a better way to place and use them

indigo summit
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huh, okay

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still lost

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πŸ˜„

quasi mulch
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you could use the technique to work out how big something is relative to a distant point

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but I dunno I'm guessing

indigo summit
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"A homothety, also known as a dilation"

turbid matrix
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they just released the package bit too early

indigo summit
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so it's about the proxy size settings?

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or the blend settings?

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meh anyway the package are broken so, yeah let's see how it is anyway

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btw, anyone have any experience creating/implementing Ambient Occlusion Field?

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oh i think i should ask that in Shaders channel

quasi mulch
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dunno, we talk about sausages in here sometimes

indigo summit
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oookay. . . . πŸ˜„

quasi mulch
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meaning sometimes it gets to be a gray area

indigo summit
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well back to my question, about Ambient Occlusion Field. For some reason i'm curious with that technique. But i'm kinda not sure how it work. Since it's require a baking process for the mesh. So is it like decals? or what?

quasi mulch
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I don't see the purpose of it, why do you need it?

indigo summit
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since it is world space it good to generate soft casting ambient occlusion from non deformable occlusion caster

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ie simple example are vehicles

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but it required baking the vehicle mesh into some kind of 3d texture

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huh, why do i got the feeling it almost similar as occlusion probe πŸ€”

turbid matrix
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you mean distance field?

indigo summit
quasi mulch
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well the reason you'd want it is to solve AO noise in vr, as screenspace AO is a bit messy by nature

turbid matrix
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ue4 does this on stock implementation

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DFAO

quasi mulch
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not the fastest kid tho

turbid matrix
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but it has TONS of issues

indigo summit
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yeah DFAO requires to perform cone tracing to the whole scene

quasi mulch
indigo summit
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ooh

quasi mulch
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seems more stable but it probably isn't for finer details at all

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occlusion probes :P

indigo summit
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i think the purpose is almost similar to OC

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OCP?

quasi mulch
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shade = (1 - occlusion * 0.5) * light

change 0.5 to something like 1.5 to see the stability of the effect clearly

indigo summit
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so basically projecting 3d texture into the world?

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or to the area inside the 3d texture bounds?

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seems usefull for wide are AO, for finer detail just fallback to SSAO

idle pivot
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My cubemaps are coming out really funky and unusable after making the switch to HDRP. the 6-sided skybox with working a charm beforehand. Any idea why this may be?

quasi mulch
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not enough info

indigo summit
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might be better to post a screenshot

trim bone
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hmm anyone tried 5.9 yet? Getting an error that I cant seem to clear up
Library\PackageCache\com.unity.render-pipelines.high-definition@5.9.0-preview\Runtime\Lighting\Shadow\HDShadowManager.cs(476,17): error CS1061: 'ShadowDrawingSettings' does not contain a definition for 'useRenderingLayerMaskTest' and no accessible extension method 'useRenderingLayerMaskTest' accepting a first argument of type 'ShadowDrawingSettings' could be found (are you missing a using directive or an assembly reference?)

elfin osprey
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It requires B8, which should be available later today, if not tomorrow

trim bone
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thanks

quasi mulch
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<3

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thanks

turbid matrix
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been waiting that B8 so could test if they got custom bakes fixed

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considering they had my repro project for it, you'd think they did

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and yeah, b8 is coming out any moment now πŸ˜ƒ

quasi mulch
plush pilot
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Android: Added AndroidDevice.SetSustainedPerformanceMode API to enable/disable sustained performance mode in runtime Thats fun

turbid matrix
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now it's the good old waiting game for the hub

plush pilot
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(unrelated to RPs)

turbid matrix
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GI: Fixed crash when using experimental custom bake API. (1127812, 1136107)

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oh, they had another report too (mine was 1127812)

quasi mulch
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you're not the only breaker of chains

elfin osprey
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Oh we've got an army of them :P

turbid matrix
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I'm actually kinda surprised still

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I thought nobody else even used that API πŸ˜„

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I bet that other is some internal report

turbid matrix
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well, the custom bake issue is fixed

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but for some reason the dynamic shadows are pitch black on this scene now πŸ˜„

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oh, the new template doesn't put anything for static lighting sky

quasi mulch
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i'm just getting flickery black scene view

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pisses me off a lot

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hmmm bug report time then

upbeat badger
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rtx demo with carπŸ™„

true zealot
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makes sense as auto is a big market

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but yeah πŸ™„

glad tartan
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maybe closer the the keynote when the demo will be shown, the page will be up

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right now we got teased

woven vector
iron hollow
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yeah, i mean there's no reason for any engine not to support built in GPU features

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oh that's a directx thing

quasi mulch
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well

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engines do kind of do this themselves

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for example you'd have a depth pyramid etc

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the final pixel has various amounts of work done to it in the end to it's neighboring pixel

turbid matrix
#
Unity

Unity’s award-winning Demo team presents The Heretic, a cinematic real-time demo showcasing Unity’s capabilities for high-end visuals with SRP, HDRP, and Visual Effect Graph.

Unity’s award-winning Demo team, the creators of Adam and Book of the Dead, is working on a new short film called The Heretic. It’s a real-time cinematic run...

β–Ά Play video
turbid matrix
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hope we'll get proper details of this on some blog post etc later on

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the main site doesn't have any note about the acquisition yet

iron hollow
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oh they actually bought them heh

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unity is doing a lot of little aquistions

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oh Granite is that thing someone was talking about the other day

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was you wasn't it? πŸ˜ƒ

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texture streaming, yes

turbid matrix
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it was me yes

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they talked that they'd do HDRP implementation soon but will see how this changes things

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if they do proper integration, it can take a lot longer

frigid cypress
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if anyone happens to be at GTC instead of GDC they can come see the heretic and the BMW demo live with me πŸ˜„

turbid matrix
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new branch for hdrp speedtrees (there was older branch for it as well)

glad tartan
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haha

twin spire
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Heretic and the bmw demo will be released as the megacity demo?

true zealot
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Likely not for a while

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bmw maybe not at all

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Same as the BotD, it came out a while after we saw it

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the BMW one I'm doubtful because they would have used official assets and likely cannot release them

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no official timelines yet either way

twin spire
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Alright, thanks, so in this case no dxr demo release?

true zealot
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🀷 likely another demo will be used but I'm speculating

twin spire
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I don't saw it in the Heretic or the megacity, but maybe later

remote forge
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We'll be making a DXR project available when we release the preview DXR build in a few weeks.

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It won't be the BMW though 😭

true zealot
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Makes sense πŸ‘

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Though a clearly untrustable source without that unity staff yellow πŸ˜›

twin spire
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Good to hear, thanks for this info

turbid matrix
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@indigo summit yeah, I tried to look for announcement after keynote from their site but it wasn't there yet πŸ˜ƒ

harsh spoke
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Quick question. I know the HDRP has volumetric light working out of the box, is this available easily in the VR LWRP as well? Let's assume I'm not worried about performance πŸ˜‰

tardy yew
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hey, do you know of any attempts to replicate the built-in pipeline and its idiosyncrasies with a SRP?

turbid matrix
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@harsh spoke there's no volumetric light for LWRP right now

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why not use HDRP?

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they are currently working on getting volumetrics to work in VR, not sure if the initial fix was merged in already

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but it's only happening for 2019.2 I think

harsh spoke
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2019.1 is just around the corner, so I'll probably wait with the switch

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oh ... you wrote 2019.2 Well, than maybe I won't wait. πŸ˜ƒ

turbid matrix
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hmmm

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actually I'm not 100% sure for the 2019.2 only thing

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that doc says it's not implemented on either but most of the items on the 2019.2 there are already getting addressed

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Fixed volumetric rendering with stereo instancing

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that's on 5.9.0 HDRP that runs on 2019.1

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@harsh spoke

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so, it should work even today using latest 2019.1 beta and 5.9.0 HDRP

harsh spoke
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@turbid matrix Great. I'll make a fork and give it a go with the beta

quasi mulch
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runs off

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hey I'm just saying it sooner. Someone will demand it supports mobile at 60fps mark my words

remote forge
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let me tell you about lwrp

quasi mulch
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<3

upbeat badger
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any news from roadmap show?

turbid matrix
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was it already?

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"4:00 PM - 5:00 PM
Looking Ahead – The Unity 2019 Road Map" is on Wednesday

upbeat badger
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oh

turbid matrix
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but that's for DOTS roadmap, not for whole engine

quasi mulch
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yeah gonna watch if theres a vid... is there a vid?

upbeat badger
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guess no

quasi mulch
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I thought Unity were streaming but I stand corrected

turbid matrix
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@quasi mulch they are not streaming any further sessions, only the keynote

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they'll upload the sessions to youtube later on

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I'm hoping we'd get slides in advance at least =/

twin spire
iron hollow
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yes, did you DL it

twin spire
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alright, i will πŸ˜ƒ

turbid matrix
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download link is somewhere there

iron hollow
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it's in the article too lol

quasi mulch
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and it has pringles LOD (tm)

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wonders if anyone gets his latest dad joke

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"once you pop you can't stop"

iron hollow
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yeah I heard that

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but I probably won't look at the demo for myself until this afternoon

turbid matrix
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I have it open right now

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the lod popping is just because they put really early culling to smaller objects

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it's super annoying when you play it

twin spire
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which unity version?

turbid matrix
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also the small objects don't always have more than one mesh

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project is made for 2019.1.0b7 I think

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I'm running it on b8

twin spire
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okay

turbid matrix
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2018.3 or 2019.2 will not work

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2019.2 could work if we'd get next version

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but current one doesn't have all the needed API

turbid matrix
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hmmm

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it makes me wonder why there's only one lodbias in game engines in general

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it would really benefit to have different lod bias for different type of objects

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like LODGroupABias, LODGroupBBias etc

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like in case of the megacity, you'd could tweak only those small objects to appear further away

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but using global bias value will effect everything

quasi mulch
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the global bias is an overall tweaker

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ideally you set up your lod ranges locally

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then per platform use the global one for example mobile

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this is how builtin renderer works and it's fine

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i guess ecs need to catch up on the nice bits

slim flicker
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is there a way to keep up with which releases require/are compatible with which verisons of unity?

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a couple months ago I tried setting up HDRP + shader graph on 2019.1 and everything blew up but now it looks like all the SRP/shader graph packages post 4.x.x are locked to >= 2019.1?

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or at least hidden from the package manager GUI in lower editor versions

iron hollow
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sounds like it was just quick and dirty

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i'm sure they will refine it over time, give more lod levels

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oh yeah, Hippo has it right, bias is a single global modifier

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it's your levels you want to tweak

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i thought he meant there was only one level

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4.xx is old

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why would it be blocked on 2018?

slim flicker
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post 4.x.x

iron hollow
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well yeah that's i'm not surprised

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newer versions require newer unity engine

slim flicker
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right, so is there a central place where I can keep up to date with that

iron hollow
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if it doesn't appear as an upgrade in pkg manager, it's not for that version

slim flicker
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but even just now we're talking about things working in 2019.1 and not working in 2019.2

iron hollow
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4.10.0 is the last version for 2018.3

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well yeah that's a mess

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i'm sure they will sort it out soon, now that the GDC crunch is over

quasi mulch
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I know this is totally oddball but it's not actually possible to render transparent lit that doesn't recieve shadow, right? I thought about basing it off unlit but then not having it respond to regular lights such as point etc without me doing all that work has me beat.

iron hollow
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pretty sure no transparent receive shadows

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unless that's a new thing in SRP

quasi mulch
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yeah it's mandatory in HDRP so far lol

#

kind of what everyone wanted .... but not me for my fluffy clouds

#

haha

#

i am probably missing something obvious

iron hollow
#

well sure we wanted it

#

but that doesn't mean it's wanted all the time

#

i't wanted when we need it πŸ˜›

#

but not when we don't

quasi mulch
#

let this be known sometimes you cannot unwant what you wanted!

iron hollow
#

i want my shadows and my fullbright too πŸ˜›

quasi mulch
#

well you... you're you!

iron hollow
#

you could probably just knock out a shader in shadergraph that kills the shadow pass

quasi mulch
#

but it wont let me kill the shadow pass in shader graph

iron hollow
#

then maybe it's too early πŸ˜›

quasi mulch
#

but it's 2019.1 and i was pwomised

iron hollow
#

well there's a pass for generating shadows

#

but i'd have to look harder to see where received shadows figure in

#

( just have to say it's insane a blank shadergraph shader produces over 3300 lines of shader code lol)

slim flicker
#

looks like 2018.3 > 2019.1 auto upgrade is broken

#

Library\PackageCache\com.unity.render-pipelines.high-definition@5.9.0-preview\Editor\ShaderGraph\Slots\DiffusionProfileInputMaterialSlot.cs(96,17): error CS0117: 'Vector1ShaderProperty' does not contain a definition for 'hidden'

#

Library\PackageCache\com.unity.render-pipelines.high-definition@5.9.0-preview\Editor\Material\Decal\ShaderGraph\CreateDecalShaderGraph.cs(18,29): error CS0246: The type or namespace name 'GraphData' could not be found (are you missing a using directive or an assembly reference?)

#

any leads?

iron hollow
#

upgrade shadergraph to the newest

#

see the Down arrow in a circle? means your version is out of date

true zealot
#

shouldn't even have it "in project" really as it's a dependency of the HDRP

iron hollow
#

I install it to see when it needs updates

#

i don't like hidden dependencies

slim flicker
#

yea forgot to update in here, that's what it was

iron hollow
#

@quasi mulch pop pop pop

slim flicker
#

kinda weird that we have all this tooling around semver but can't use any of the features that make it useful in other implementations like how in NPM you can specify dependency versions as "5.x.x" or ">=1.0.0" in your manifest.json equivalent

true zealot
#

As in you'd add it manually as "above this version" and HDRP would update the dependency?

#

Because as I said, if you remove it from your project HDRP will keep it up to date'

iron hollow
#

maybe, i'm just a control freak, i like to know everything that's installed.

#

and manage it myself

#

So finally trying the Megacity. I only get about 35fps in the editor

#

but i guess that's not bad considering how dense it is

#

but I see they didn't add the ECS physics to it 😦

#

i was really hoping they had so we could see how it works together with everything

#

i can barely use the editor though out of play mode

#

every little thing cause huge disk reads

#

and i made the mistake of not putting in on my SSD

#

i guess i'll move it

iron hollow
#

ok so speaking of dependencies...

#

in 2019 they let you see dependencies now

#

but now it seems broken

#

it shows there's a 5.9.0 available

#

but it will not give me any option to update to it

#

won't let me uninstall it either

#

it's like everything is locked

#

whole package manager seems broken

#

no packages have an option to install or uninstall

#

@turbid matrix

#

what is broken

true zealot
#

the buttons are at the bottom right, your screenshot doesn't show what's wrong

iron hollow
#

they were always at the top right

#

did they change it?

true zealot
#

well they moved

iron hollow
#

… GD it

#

why do they have to keep moving stuff

true zealot
#

because it's all in flux

iron hollow
#

moving them to the bottom doesn't even make sense

true zealot
#

better they move it now than in a year's time

iron hollow
#

why i never saw them, i would never think to look down

#

all the information is at the top

#

already destroyed the project now

#

i tried resetting to default packages

#

and deleting the library folder

iron hollow
#

ok so i finally got this visualeffects graph project updated

#

but now when i run it i get an error

#

postprocessing wasn't even installed

#

so i installed it

#

but error persists

#

I blame 0lento for making them bring back SMAA πŸ˜›

#

demo is broken

#

i'm not sure which sample it is

#

seems to be butterflies demo

#

they have it set to SMAA

#

which is simply busted

#

oh it's several, Grass demo also, morphing face, portal, volumetric all are set to SMAA

#

i searched to see what file is trying to include SubpixelMorphologicalAntialiasingBridge.hlsl and it's SubpixelMorphologicalAntialiasing.shader in postprocessing

#

so i guess postprocessing is broken

#

maybe if I try an older version it will work

#

it's also funny because there's two versions of postprocessing for some reason

#

and neither of them has the file heh

#

seems the bug is in HDRP 5.9.0

#

i downgraded to 5.8.2 and the issue went away.

lunar stirrup
#

erm, my voxel models messed up when I added HDRP to my game. none of the models have textures :/

iron hollow
#

HDRP is a whole new pipeline

#

standard shaders won't work

#

you have to convert everything to use HDRP shaders

#

there is a tool that will do some of the work for you

#

1 moment

#

tools are there

#

but this is just a simple shader replacement, it won't do any fine tuning

#

you'll have to go back over everything and make sure it looks okay

lunar stirrup
#

ohoo πŸ˜„

#

Thank youuu πŸ˜„

#

I just also had to add the texture to the material and then it worked perfect πŸ˜„ Thank you @iron hollow πŸ˜„

iron hollow
#

np

dusk hare
#

Hey guys I just wanted to ask if anyone else has face this issue before? Generating lightmap freezes my entire PC and forces me to power off my PC and restart

#

No other other workaround whole PC stops responding

#

I'm using unity 2018.3, and faced this issue with both defualt rendering pipeline and hdrp

#

My CPU is Intel i5 6th gen with gtx 1050ti card and faced it with all the three options which is progressive GPU, progressive CPU and enlighten

turbid matrix
#

TAA totally breaks MegaCity

#

I earlier tried to just swap it on in the PlayerCam and it did the blurry artifact thing all over the screen

#

so now I thought it might have been because I enabled it after editor was loaded (it does that sometimes)

#

so, I changed it in the prefab and restarted editor

#

after restart, almost nothing in the scene loaded

#

just glitches all over it πŸ˜„

#

changing it back to other AA and restarting again cured it

#

there's a lot of flickering all over the demo though, it feels like they relied on TAA to work originally

#

and then had to turn it off in the last minute before releasing the MegaCity demo for us as it didn't work on 5.8.2

twin spire
#

i got around 25-30 fps in megacity in 4k is good or i missed something? 2019.01.0b8

true zealot
#

in 4K? Jesus

twin spire
#

yeah, i expected much more

true zealot
#

Well, I'd advise you lower your expectations. Either way if you're not in a build then I'd make one and test there.

dusk hare
#

my gameview stays grey in both hdrp and lwrp, i checked all settings and still can't figure out what's causing the issue, btw i'm uisng 2019.2 alpha with latest lwrp to test and it looks fine on scene view

#

note this started happening rencently

primal jacinth
#

It's an editor bug in the latest alphas. Enabling MSAA on LW will fix it. I haven't seen it in HD though

turbid matrix
#

@dusk hare have you just tried to enter play mode?

#

HDRP has had that kind of issue for a long time

dusk hare
#

yes i did and still same issue

turbid matrix
#

are there errors on the console?

dusk hare
#

well my issue is also in playmode

#

0 errors

#

also msaa is set to 4x in lwrp still same issue

turbid matrix
#

and you run proper LWRP version for the engine?

dusk hare
#

yes

#

the latest one from apackage manager

turbid matrix
#

asking this because 5.x.x seems to run on 2019.2 alphas too, even you should use 6.x.x there

dusk hare
#

this weird bug started from today

#

5.2.3 is max right?

#

for 2019.2

#

lwrp

turbid matrix
#

oh, they've verified that for 2019.2? that's weird

#

hmmm, there's no 6.x.x LWRP releases at all on regular registry for 2019.2

#

same with github

#

5.2.3 is super old

dusk hare
#

well i even tried this on 2018.3 with it's last supported lwrp from package manager still same issue

turbid matrix
#

I'm frankly surprised it doesn't spam your console full of errors

#

afaik it shouldn't even run on recent betas and alphas

#

can you try 5.9.0 on that?

#

I think PM should list that as an option for you

dusk hare
#

this grey screen isssue with lwrpa dn hdrp is only on this project and works fien on other

turbid matrix
#

if it doesn't list it, close the PM in editor and open it again

dusk hare
#

and it works fine without srp

turbid matrix
#

for some reason PM doesn't update if you keep it docked

#

I'd check the editor and SRP versions between the projects you have

dusk hare
#

well i tried restarting cleaning the entire project , switched back to old abckup and tried again

#

still same issue

#

it works well without srp tho

turbid matrix
#

that's not surprising

#

it really sounds like you have SRP version that simply doesn't play along with the editor version you got there

#

just try 5.9.0 or 5.8.2

#

both should be on your PM

dusk hare
#

well i have same unity version and srp version for other project, which works fine

#

this is some other issue

turbid matrix
#

could be different SRP asset settings too

dusk hare
#

wait let me load my other project and confirm

turbid matrix
#

but regardless, 5.2.3 isn't recommended version for current editor versions

#

I'd upgrade to newer and only then start wondering why if it still doesn't work

dusk hare
#

this issue still exists with 2018.3 and 2019.1

turbid matrix
#

2018.3 doesn't even run 5.2.3

dusk hare
#

ok heres my latest test , i tried both projects with 2018.3 with 4.10 hdrp

#

one runs totally fine and other one still has grey screen

#

i matched all hdrp and players ettings

turbid matrix
#

you have setup the HDRP asset in project settings?

dusk hare
#

yes

turbid matrix
#

on the one that doesn't display anything?

#

double check it

dusk hare
#

yes i did

#

it looks like a bug to me

turbid matrix
#

well, 2018.3 should render the scene immediately

dusk hare
#

maybe something in scene causing grey screen with srp

turbid matrix
#

2019.1 and 2019.2 had issue on HDRP with async compilation that made the scene dissappear or render wrong before you entered the playmode

#

but I think that's recently been fixed

dusk hare
#

well i have this issue in 2018.3 too

turbid matrix
#

that makes very little sense πŸ˜„

dusk hare
#

i will go back to my old backup and give it one last try with 2018.3

turbid matrix
#

I mean, I believe you, I'm just out of ideas

dusk hare
#

well this whole thing is confusing for me too

turbid matrix
#

I know SRPs have these oddities but there's usually a reason for it

#

and it's always been solvable

#

what you see on 2018.3 could be different reason than what you see on 2019.1 or 2019.2 too

#

despite it appears the same way

#

you have a screenshot of the view?

#

scene that is

dusk hare
#

gonna give it a last shot with 2018.3

#

if i face the same issue again, i might send the entire scene or just post screenshot my current settings

turbid matrix
#

I'm curious about the screenshot because there's been a recent 5.x.x change on LWRP (but it's after 5.2.3) that makes all materials lose the preset color value

dusk hare
#

well 5.2.3 is not avaiable on 2018.3

turbid matrix
#

they changed the LWRP's stock shader's color to use different name so old materials just default to 0.5 gray there

#

yeah, I know

dusk hare
#

so that should not be an issue

turbid matrix
#

it's 4.10 only there

#

but there's like countless reasons why the thing could fail on specific version

#

and the root cause is not always the same

dusk hare
#

i tried so many versions and this particular project had that issue

#

i think it's related to soemthing in the scene which is causing the issue

turbid matrix
#

have you tried making a new SRP asset and assigning it to the project settings->graphics?

dusk hare
#

lol yes

turbid matrix
#

closing the editor, deleting library and opening the project again? πŸ˜„

dusk hare
#

did all

#

even went to my really old abckup just to give it a try

#

funny enough this was working fine with hdrp yesterday

#

last thing i'm trying is reinstalling 2018.3

turbid matrix
#

5.10 out in staging and github now

#

(not related to your issue)

#

if you have simple repro project, I can take a look

dusk hare
#

well gonna give a last try, if it still doesn't fix, i will send my scene to you

#

alright same issue

#

0 errors

#

nevermind i'm just an idiot, didn't even check ui

turbid matrix
#

what was it?

dusk hare
#

my hud

#

the material used in it kinda makes the screen grey in both hdrp and lwrp

drifting vault
#

im tired change setting but nothing happened

dawn sorrel
#

How do you change the rendering mode to forward in Unity 2019.2.0a8 with the HDRP?

turbid matrix
#

it's there

#

the option got moved further in the middle of the HDRP asset in latest versions

frigid nova
#

Hey guys i hope you saw the GDC i just wanted to ask what Natalya Tatarchuk said about the global illumination ray tracing solution ,will it be in unity in the future and when can we test it from git?

iron hollow
#

they said Raytracing Experimental GitHub would be released April 4th

#

it's mentioned there at the bottom

turbid matrix
#

I'm curious of the game use cases

#

they didn't really mention such at all

#

which kinda hints Unity targets the DXR stuff mainly for high end visualizations

#

which frankly, is the right target for it today

#

but I'd still love to play with those reflections

frigid nova
#

i cannot wait,finnaly a better solution to this outdated lightmapping,even in my company in our inhouse engine we dont use that.

#

wait its only for rtx?

turbid matrix
#

raytracing? that's DXR only

#

but if you followed the news, nvidia is extending DXR support to start from GTX 1060

#

@frigid nova

ember breach
#

the technology will be added to older graphic cards

turbid matrix
#

well, they probably won't update drivers past that 1060

#

I'd love to play with it on my gtx970 but it ain't happening

frigid nova
#

i have 1060 3gb i just wish to have it just for better rendering.

turbid matrix
#

I think nividia said 1060 6GB

#

so you might be out of luck

ember breach
#

yea, but performance says its all, 1080ti will run metro exodus on 28fps lel

#

yea it will be on 1060, but the performance will be super low

frigid nova
#

is there any better solution for the unity lighting ?

turbid matrix
#

well, HDRP got nicer shadow filtering in forwad mode now

#

and they are working on voxelized shadowmaps

ember breach
#

are they kidding I got 3gb version and they put 1060 6GB+ lel

frigid nova
#

yeah me too

turbid matrix
#

but there's no really much development on the GI side

#

they will fix enlighten for HDRP at some point

frigid nova
#

Man the thing is that they showed occlusion probs a year ago and they aded the shadoing that would made the lighting better ,but never officially released it

#

it was supposed to be in 2018.2

turbid matrix
#

I have occlusion probes running on stock HDRP on my end

frigid nova
#

how did you make them work properly ?

ember breach
#

yea the probes were showcase of what you can do with new custom rendering pipeline

turbid matrix
#

should actually release the package, just been busy with following the GDC

#

well, I don't know if my implementation is proper

frigid nova
#

i tried multiple times but no luck.

#

i only did it once and after that everything was destroeyd somehow .

turbid matrix
#

I've since ported the other shader changes but haven't verified them

#

2019.1.0b8 is first 2019.1 version that actually doesn't crash the engine while running custom bake api

#

and those new shader graph custom function nodes are new in 5.8.0 SG

frigid nova
#

Dude i hope you do

turbid matrix
#

I will, but no guarantees it's working as Unity intended

#

it does work tho

frigid nova
#

I gave up with shaders cause i work as a 3d environment artists and that would salve my tree problem

#

is there a way to follow your work?

turbid matrix
#

I guess one can follow my github but I upload things fairly randomly there

glad tartan
#

2019.2 a9 is out now

ember breach
#

whats new?

turbid matrix
#

same old, some fixes, some new api's

ember breach
#

I am on a8 and didnt find any bugs so just curious πŸ˜„

turbid matrix
#

basically a9 lets you use HDRP from github master again

frigid nova
#

i read that you think they will add volumetric shadow maps

turbid matrix
#

there's one api change

#

well they have code in github

#

it's coming alright

frigid nova
#

oh man yaaaass

turbid matrix
#

I tested their branch

#

but they didn't release the authoring tool for it so didn't get far

#

and it's voxelized shadowmaps

#

but same idea

#

they support HDRP volumetrics on it apparently

frigid nova
#

it does not matter as long as i get decent occlusion from geometry

turbid matrix
frigid nova
#

are you the master of branches or what?

#

XD

turbid matrix
#

I just check out the interesting looking stuff early on

frigid nova
#

did you do any tests on that?

turbid matrix
#

on master?

frigid nova
#

yes

turbid matrix
#

I'm running master all the time

#

I have few merges on top of that atm

#

there really isn't up-to-date HDRP for 2019.2

#

so master works

frigid nova
#

any interesting screenshots for us ?

#

does it crash on latest ?

turbid matrix
#

there's really not much difference to latest 5.10.0-preview

#

they've backported most of the feats from 6.x.x to 5.x.x so far

#

they start to branch more now

frigid nova
#

for some reason i the latest beta crashes when i get the hdrp 5.10

turbid matrix
#

constantly?

#

having editor crash occasionally is "normal" πŸ˜„

frigid nova
#

lel ill try to reopen editor and see what happenes maybe it does not fully compile some scripts dunno

ember breach
#

there is no way it never crash πŸ˜„ sometimes even on "stable" it crashes few times in one session

frigid nova
#

i cannot even create a rendering pipeline asset and i already imported hdrp 5.10 multiple times

#

the good thing is that the new denoiser works yay

ember breach
#

denoiser? I should check the news ffs, too much work to look

frigid nova
#

yes there is two of them on gpu side ,if you have a 1060 4gb and up you can get the nvidia one but for the rest u get the intel one

#

im kinda regreting getting a 1060 3gb now XD

turbid matrix
#

he means the progressive lightmapper denoiser

#

I don't remember what they got to 2019.1

#

2019.2 at least got intels open source denoiser + nvidias optix on cpu + gpu PLM

frigid nova
#

now the have openimage denoiser and optix denoiser.Optix is the better one but it need 4gb and up

turbid matrix
#

I think optix used to work for cpu PLM in 2019.1

ember breach
#

ouu ok, I was like if he was talking about that nvidia thing when it does not render full res and then it scale up

#

does anyone know if they are thinking about implementing checkboard rendering? It would speed up a lot without too visible difference

frigid nova
#

like for texel density?

ember breach
#

what? its basically half rendering of screen and after that it calculate the left pixels which is faster than full scale rendering

turbid matrix
#

is that something that's in general supported on all platforms?

ember breach
#

its used by ubisoft aswell as dice in battlefield etc.

turbid matrix
#

I know ps4 games use it so it might be just a feat on their renderer api

#

we don't really get the console api specs due to the nda

frigid nova
#

that is probably better for ps4 games ,since txaa does most of the work on the pc side,i think it provides better resaults than the checker one

ember breach
#

It is supported anywhere I think, its not customized for devices as far as I know

frigid nova
#

but yea it seems like a neat thing for better performance

ember breach
#

I am not talking about temporal antialising

#

in temporal you still render full scale

#

in checkboard rendering you render half of 1080p -> 540p and then it calculates missing pixels and output is 1080p without big loss, its not even same as rendering half with render scale, because render scale takes one pixel and render it at most pixels avalible

dawn sorrel
#

Ummm, so I upgraded my HDRP and this happened

#

Everything is invisible

#

No clue where to even start fixing this lol

turbid matrix
#

press play?

dawn sorrel
#

I guess updating broke my HDRPAsset and I have to remake it

true zealot
#

Check that the pipeline asset is installed, restart unity, press play, reimport the HDRP, only reimport the shaders

turbid matrix
#

always restart after hdrp upgrade

#

and also go to play mode

quasi mulch
#

any pix of vxsm in action?

dawn sorrel
#

Thanks m8, play mode-ing made it recognize HDRP again

upbeat badger
#

any insides from roadmap show?πŸ™ƒ

dawn sorrel
#

@turbid matrix , Hi, I noticed an account with your profile picture commented on a concern I had

#

If this was you, I was having an issue commenting it out

#

Every time I load the project, it overrides my commented-out version of the file

turbid matrix
#

just use a9 now πŸ˜ƒ

dawn sorrel
#

Alrighty thanks

turbid matrix
#

new api is on both 2019.2.0a9 and 2019.1.0b8

#

but for the commenting out, you can't really modify the packages from library's packagecache

#

they get reset like you've noticed

#

you have to move the package into local folder, either in your projects Packages-folder or somewhere else if you put file ref in the manifest manually

#

putting a copy in packages folder is easiest

quasi mulch
#

hey

#

template scene in hdrp seems broken

#

when I make one, it seems to be crap and bugs out

#

known issue?

iron hollow
#

i wonder if that is what happened to that guy yesterday

turbid matrix
#

which hdrp it installs?

#

if it's the old template, it's just 5.2.3

iron hollow
#

he said he made an 'empty scene' and it was totally broken

turbid matrix
#

and it's too old for current beta

iron hollow
#

yeah i found the hard way that templates use old HDRP

#

and not the latest, for some reason

#

you can use it, you just have to upgrade the HDRP yourself from pkg manager

turbid matrix
#

old template has old PP setup tho

#

there are newer templates on staging but they haven't been taken into use

#

probably a beta thing

iron hollow
#

good point

turbid matrix
#

I'm sure they'll swap it when 2019.1 is out

quasi mulch
#

have I seen unity vxsm at gdc, or is it something unseen so far?

iron hollow
#

it's in the code several places

#

but that was one of my predictions for GDC that didn't come true

#

wasn't a peep about it

turbid matrix
#

well, we don't really now if it was on the roadmap

#

or some other session

quasi mulch
#

perhaps some unity staff members might want to talk about it? doesn't seem very secretive

turbid matrix
#

still waiting some employee to leak the roadmap slides here :p

quasi mulch
#

hardly a leak :D

#

I really would love some roadmap for hdrp

#

it's the best renderer in the whole world

true zealot
#

can we just roadmap everything

turbid matrix
#

I'd love to see slides from both roadmap talks

quasi mulch
#

yeah why not just have a unity google maps

turbid matrix
#

the one from few ours ago that covers Unity's 3 year plan with everything

#

and the one from yesterday for DOTS 2019 roadmap

#

kind sucks to know they've given these talks and no info around

quasi mulch
#

the 3 year plan ends with unity becoming free to everyone powered by blockchain in a horrific twist of anti capitalistic ugh

#

I would like roadmaps for most fundamental parts, the SRP, HDRP, VFX and other peripherals like Terrain

turbid matrix
#

meanwhile, the official website roadmap is useless as ever

quasi mulch
#

it is utterly useless, yes

#

I stopped looking at it a long time ago

turbid matrix
#

they nowadays don't even update existing things there

#

there's hardly any estimates on new things

#

like the thing they show at Unite roadmap talks

#

they have these planned

quasi mulch
#

get more info just staring bleakly at github

turbid matrix
#

but they don't put them on the site

quasi mulch
#

usually at commits

true zealot
#

get more info from the few random devs on here

quasi mulch
#

wyatt is active

#

would like GDC videos but seems to be behind the paywall

turbid matrix
#

I doubt it

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the session videos get uploaded later to the vault

iron hollow
#

vxsm is likely tied to raytracing

quasi mulch
#

a shame then

turbid matrix
#

but most engine / tool specific ones are usually free

iron hollow
#

so maybe when the experimental branch comes out in april we will know more

turbid matrix
#

also the Unity booth sessions will not even go to vault afaik

#

so those are up to unity to upload once they've processed them

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@iron hollow it's not raytracing feat

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it works on LWRP too

#

they did LWRP implementation first

#

also wonder what's the deal with Render Graph

quasi mulch
#

LWRP is suprising...

#

I guess because it's simpler

#

quicker to test etc

quasi mulch
#

oh?

#

what is this...?

turbid matrix
#

that's been there like for a week

quasi mulch
#

seems ... weird ?

#

why would artists control the rendering pipeline?

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they're scary non technical people mostly :P

turbid matrix
#

could be cool

quasi mulch
#

could be yeah...

turbid matrix
#

maybe it's for custom passes

iron hollow
#

well tato says it could be raytracing πŸ˜›

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and if anyone knows he does

turbid matrix
#

nah

#

that's different thing

quasi mulch
#

well raytracing yeah, it's common just not in 3d

#

usually it's tracing a texture or something like that for most shaders

turbid matrix
#

it's most likely the tech mentioned on the slides that were linked here the other day

iron hollow
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well that was in reply to me showing him VSXM

#

but anyway, we'll see

quasi mulch
#

audio graph, vfx graph, shadergraph, now rendergraph?

iron hollow
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yeah i don't even have any idea what that could be

#

it's not SRP

#

so ?

quasi mulch
#

its hdrp

iron hollow
#

maybe it's the replacement for Command Buffers they promised for HDRP

quasi mulch
#

com.unity.render-pipelines.high-definition/Runtime/RenderGraph/RenderGraph.cs

iron hollow
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because right now LWRP has command buffers, but HDRP does not

quasi mulch
#

must be command buffers

iron hollow
#

and they promised something like Command buffers for HDRP

quasi mulch
#

SSAO?

#

hm

#

so it may be just a way to get to the guts of HDRP

iron hollow
#

well a lot of screenspace effects can be done with command buffers

quasi mulch
#

LWRP is easy and open

iron hollow
#

so it may just be an example

quasi mulch
#

true

#

insightful file

true zealot
#

Render graph makes so much sense to me, I've thought about it as an idea ever since they started doing SRPs

iron hollow
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you mean "HDRaytracingAmbientOcclusion"

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hehe

quasi mulch
#

the implementation of AO with it shows its probably a general purpose post effect thing but a lower level, so you can get stuff put where you want (post effects / command buffers)

iron hollow
#

HDRaytracingEnvironment rtEnvironement = m_RayTracingManager.CurrentEnvironment();

quasi mulch
#

its compute driven too, seems optimised and super clean

#

this is no mere example

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its a full proper optimised AO

iron hollow
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i'll call it clean when i see the visuals πŸ˜›

quasi mulch
#

:D

#

it's got compute and async magic sprinkled throughout which is a bit much for a throwaway example

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pretends to understand it

iron hollow
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well maybe rendergraph is an extension to accommodate what raytracing needs

quasi mulch
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so this is part of april's hdrp upgrade

iron hollow
#

would make sense if RT GitHub is coming in april

quasi mulch
#

crikey it's a full time job really staying up to date with where unity is at a given time

#

I bet joe himself whirls around in surprise sometimes at a moving bit of tech

iron hollow
#

well..

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I've mostly been fine with waiting for official releases and consuming the info dumps then

#

i think that's how most do it

quasi mulch
#

every dump like that missed out a ton of stuff

#

it's more like a ploppy tummy ache

iron hollow
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well, i don't need to know about all the intermediate stuff that got cut, and why πŸ˜›

#

in fact better i don't know heh

quasi mulch
#

well that's how enterprise support makes a fair bit of cash too, there is so many devils in the details

iron hollow
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i can't help but know hanging around you guys tho πŸ˜›

quasi mulch
#

Olento Cares

indigo summit
#

it seems we will getting volumetric lightmap soon

#

since it is used on Heretic demo

turbid matrix
#

They told that?

fading rose
#

It shouldn't be an issue that is possible and very efficient since the 90s... we had volumetric lighting in the viewports of 3dsmax using the special Quadro drivers. So I bet a more fresh version of it can be used in real time n 2019...

frigid nova
#

Im waiting for a good lighting solution for unity

#

they started with hdrp then with occlusion probs now with raytracing and then with volumetric lightmaps

turbid matrix
#

occlusion probes are bit of a hack tbh

#

btw, did you know Unity implemented occlusion probes in light probes for LWRP recently?

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no idea if that's coming to HDRP, you'd think it would

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@frigid nova

#
### Added
- Added support for Baked Indirect mixed lighting.
- You can now use Light Probes for occlusion. This means that baked lights can now occlude dynamic objects.```
frigid nova
#

Man that why i dont need the unity roadmap ,i just come here and the unity community dig up more stuff than unity shows XD

#

Really?Only one lightwaight tho

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thats a bummer

turbid matrix
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they do this almost always

#

LWRP implementation first, then HDRP

#

so wouldn't be worried yet

#

LWRP is simpler to work with so they tend to start with it first

frigid nova
#

so after than i should only make a custom shader that includes them or it will be working out of the box/

#

?

turbid matrix
#

it's working out of the box afaik

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but there's zero docs

#

as that's not in any released LWRP version

frigid nova
#

is proxy light probes work with them too?

#

cause i notice proxy has beter overal look than simple light probs

turbid matrix
#

oh it could have been using those, I don't know the difference πŸ˜„

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I don't do lighting

#

they did test those on some sample scene

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there's the setup

frigid nova
#

they are besically get more light info into the model you apply them to

frigid nova
#

since proxy take data from simple lighting probs i presume they will work too

#

that looks nice

#

i did a test a while back with them

turbid matrix
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that was you on the forum thread?

frigid nova
#

meeeeebi

turbid matrix
#

I'm looking at the external package now again

#

last time I looked at this, I was stuck on some HDRP lighting issue for regular shadows

#

made it impossible to use occlusion probes since the dynamic shadows were pitch black to begin with πŸ˜„

frigid nova
#

After that i focused on the 3D part of game dev but now im back into the lighting hype

turbid matrix
#

hmmm, shadows work

frigid nova
#

if they get a good light solutions for only ambient lighting

turbid matrix
#

there is still this bug:

UnityEditor.Experimental.Lightmapping:SetCustomBakeInputs(Vector4[], Int32)
OcclusionProbes:Started() (at Packages/occlusion-probes.hd/Scripts/OcclusionProbes.Editor.cs:117)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
#

custom baking works

#

but it throws that message in the console regardless

#

it's done this for a while, I think since 2018.3(?)

#

it doesn't really matter for the end result, but the error message may scare some people

#

it still works even on the first run despite giving that message

frigid nova
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yeah some times it spits random errors ,did you just try it?

turbid matrix
#

it gives this error on the first time you run the bake after restarting the editor

#

it's not even random

#

it happens always

#

hmmm

#

this makes no sense, I lose the whole occlusion probe effect if I move to realistic lighting values with volume settings from HDRP wizards scene

#

I have also color channel override and even that does nothing, despite it should as it directly modifies the color

frigid nova
#

i think occlusion probs are way to fixed to twick them in any way possible at this point

#

when u say realistic lighting values?

turbid matrix
#

this is just simple texture lookup

#

and it doesn't show

#

there's something really funky about this scene

#

even if I dial everything down back to where they used to be, it's still messed up

frigid nova
#

do u use the default forest scene or ur own?

turbid matrix
#

just the dummy cube scene

#

but I think I know why the realistic light intensity setup fails

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occlusion probes setup is done before it and the bake settings must have been done to work in the old range

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so when you make a new bake with 100k direction light, it just renders the occlusion probes 3d texture white all over it

frigid nova
#

oh what settings do u use on the directional light?

#

I used to use 10-15 lux

#

for spotlights

turbid matrix
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the old test scene was just 3.14