#archived-hdrp
1 messages Β· Page 25 of 1
Hey, yeah it was just I was putting the function in the node itself not the hlsl file
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
Ah, I was gonna do new version for that too
But yeah change is trivial if you know the setup
finished my demo π
That VSP shader is kinda funky. It feeds a node through position input just so it can inject other things
I wonder if there is a cost for activating position input
You could probably do the passthrough on alpha etc input
?
Vegetation Studio asset has SG custom node that does this
@elfin osprey https://github.com/AwesomeTechnologies/VegetationStudioPro-ShaderGraphNodes/blob/master/IndirectNodeHD.cs
Idea is that you just wire position node to input if you dont want to move anything
Would be nice if you could just add include without adding node
I think ASE has option for this, not 100% sure
yea i just dont see why it matters whats plugged in?
it just alters the matrices behind the scene right? the node seems to do nothing
Node does nothing
in which case the compil;er will strip it
Yeah but you will need to feed in extra node in graph
As you cant just feed 0,0,0 in position input
yea this really isnt the recommended usage of shader graph...
I know :)
Which is why option to include custom shadrr would be nice in master node itself
Oh
Since we are on topic
Is there pragma once thing in hlsl?
thats what this is for:
#ifndef __DEPENDENCY_HLSL__
#define __DEPENDENCY_HLSL__
because no, there is no pragma once, only this compile guards
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
I mean stuff like float x etc
if you include the same file multiple times it should only add it once :/
if it doesnt thats a bug on our side..
Yeah that didnt work on stock 5.8
damnit
I'd rather have it fixed if it should work ;D
I just put things in separate files for now
Keeping things in single file without extra guards would be a lot cleaner tho
I might forget too :D
I'm 120km away from my dev computer atm
Will try to remember when I get back
Ok this is odd, Someone posted this on reddit and I thought they were mistaken, but they aren't.
seems if you push both Gamepad stick buttons at the same time, a debug menu appears for HDRP
I just tried it in a blank project
how do you disable that?
I don't see any option in the HDRP pipeline asset
wonder if it works in LWRP too
nope, only in HDRP
oh I finally found it. https://i.imgur.com/nialeWw.png
Now i'll be checking every unity game to see if they left that on, since I suspect many will
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
is there a guess when Unity's own vegetation rendering for terrain will be released in an early state?
so there's no way to disable HDRP's debug mode, that's kind of hiliarious
even if you remove all the key bindings, it puts them back at runtime it seems
for the input too
says EDITOR_ONLY and yet somehow still works in a build
wrestle it's quirks, the visuals are just too good to ignore
seems Left Ctrl - Backspace will enable it too
i recommend using it in forward for superior shadow quality
now i need to find an alternative to vegetation studio pro
it's just not met my standards
why not
not AAA enough tbh
hehe
well you need to replace their cartoon textures with your own
the system itself I think is fine
well I tried the demo, got unity grass only with a bit of village no trees, nothing
it was as if it didn't work...
no errors either
mmm not my experience
this is with a builtin not hdrp new project
but then again I haven't tried it in HDRP
not trying on hdrp
does it even have HDRP support?
doesn't matter
trying to get it working nice with builtin and failing
this is on 2019 though so it might be my fault.
oh well
yeah alpha could have a ton of problems lol
I doubt it's even been tested with that version
i know it works on 2018.3
it's a beta :P but no errors, I pressed play and got some grim unity grass and nothing else
I expected moments from gladiator with a little avatar thrown in
shrugs
i didn't get that
you'll be happier
does it only appear in play mode for you?
yeah pro may do it differently i dunno
as i understand it's a different grade of shaders
reading it's using the Jobs system and burst compiler too
which non-pro doesn't use
so i can see why that might break more easily
yeah it's changing all the time
it's probably best I make my own + use amplify impostors for perhaps bigger elements like trees
only problem with this is i don't have splatmap modification
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?
it's strange because in 2018.2 and below the terrain isn't white like that
is that a problem with the new terrain system?
can you not preview your work? seems bad if so
'Rule based splat map generation'
oh i see, didn't think VS messed with the terrain textures
just placed plants
it does everything
i guess it's generating the textures on the fly
yeah it bakes them in editor for you
then what did i need CTS for? π
I'm reimporting it all hope for best
yay
finally found a way to disable debugging menu
but kind of bad you have to edit the package to do it
should be a setting for that
i tried removing all the debug scripts, but seems they are pretty deeply tied into the system
i guess maybe deleting the whole script would work too
don't need a singleton loading that does nothing
But why isn't there a setting for this? I don't see how they could think people would want this in their builds
for uh debugging purpose?
π
might be better to have a way to disable it completely or change the key binding
or only enable it when building developer mode
well yeah i know for debugging, but I mean the fact there's no way to disable it at all
i thought maybe it just didn't work in a build, but it still does
you can even delete all the key bindings and it just puts them back every time
I'm ordered an RTX card does HDRP will offer Ray tracing options? I mean its already implemented?
not yet, it's being worked on however.
alright, i saw something in the hdrp changelogs
see GDC (tm)
yeah that's the work in progress
probably we will find out more about when it's going to be completed at GDC
Saw ticket prices for GDC, if you want to see the talks live.. it's a mere $1500 π€
yeah...
I assume our stuff will be streamed and/or put on YT yea
yes i want to see the mystery demo you were working on so hard last night π
Guessing only the keynote will be streamed?
if so we gotta wait to see the roadmap talk
yeah some things may take a little time to make it to youtube
well people who have been combing our repositories wont be hugely surprised by the demos im working on π
lol
where is @turbid matrix today, I've not seen him post a single thing
quiet before the storm π
he's probably resting his fingers in preparation for tomorrow π
lol nothing is getting pushed so i assume hes taking a day off yea π
hints
ooh voxelized shadows
oooh raytracing
ooooh constants refactor
π
can't wait to see the constants refactor demo π
best one
@iron hollow spent weekend with relatives (yes I do that sometimes :p)
oh WHAT. i thought that was next weekend π’
re: GDC, they only stream keynote live :/
I hope they can still give a link to roadmap slides after the talk
tomorrow, tomorrow
GDC is tomorrow
it's only a daaaay awayyy.
i liken it to a dump truck full of information boulders being dumped on me π
takes me a few days to dig out from under π
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
5.9 for me
must be based on latest 6.x
[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
ugh it broke everything for some reason.
"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
ah
it's that change
I had to revert one commit from latest master too because last 2019.2 alpha didn't have that yet
So have to wait for a unity editor update?
ah yeah i got that error too with 5.9
what is this mean btw
- Added Homothety and Symetry quick edition modifier on volume used in ReflectionProbe, PlanarReflectionProbe and DensityVolume
I mean it knows it's own dependencies so the only odd man out is the editor
I think it's just ui improvement
maybe I dunno I need to consult google translate in reverse :P
welp i'm totally lost on translation on that one
homothety might be if decals use a target now
so it sounds like perhaps a better way to place and use them
you could use the technique to work out how big something is relative to a distant point
but I dunno I'm guessing
"A homothety, also known as a dilation"
they just released the package bit too early
so it's about the proxy size settings?
or the blend settings?
meh anyway the package are broken so, yeah let's see how it is anyway
btw, anyone have any experience creating/implementing Ambient Occlusion Field?
oh i think i should ask that in Shaders channel
dunno, we talk about sausages in here sometimes
oookay. . . . π
meaning sometimes it gets to be a gray area
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?
I don't see the purpose of it, why do you need it?
since it is world space it good to generate soft casting ambient occlusion from non deformable occlusion caster
ie simple example are vehicles
but it required baking the vehicle mesh into some kind of 3d texture
huh, why do i got the feeling it almost similar as occlusion probe π€
you mean distance field?
Demonstration of ambient occlusion fields in Infamous 2. This video is from my GDC 2012 talk, the slides from which can be found at http://reedbeta.com/gdc/.
well the reason you'd want it is to solve AO noise in vr, as screenspace AO is a bit messy by nature
not the fastest kid tho
but it has TONS of issues
yeah DFAO requires to perform cone tracing to the whole scene
ooh
seems more stable but it probably isn't for finer details at all
occlusion probes :P
shade = (1 - occlusion * 0.5) * light
change 0.5 to something like 1.5 to see the stability of the effect clearly
so basically projecting 3d texture into the world?
or to the area inside the 3d texture bounds?
seems usefull for wide are AO, for finer detail just fallback to SSAO
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?
not enough info
might be better to post a screenshot
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?)
It requires B8, which should be available later today, if not tomorrow
thanks
been waiting that B8 so could test if they got custom bakes fixed
considering they had my repro project for it, you'd think they did
and yeah, b8 is coming out any moment now π
Greetings users!
Unity 2019.1.0 Beta 8 is now available.
Installers and release notes available at:
https://unity3d.com/unity/beta/2019.1.0b8...
Android: Added AndroidDevice.SetSustainedPerformanceMode API to enable/disable sustained performance mode in runtime Thats fun
now it's the good old waiting game for the hub
(unrelated to RPs)
GI: Fixed crash when using experimental custom bake API. (1127812, 1136107)
oh, they had another report too (mine was 1127812)
you're not the only breaker of chains
Oh we've got an army of them :P
I'm actually kinda surprised still
I thought nobody else even used that API π
I bet that other is some internal report
well, the custom bake issue is fixed
but for some reason the dynamic shadows are pitch black on this scene now π
oh, the new template doesn't put anything for static lighting sky
i'm just getting flickery black scene view
pisses me off a lot
hmmm bug report time then
rtx demo with carπ
makes sense as auto is a big market
but yeah π
I'm imagining the link https://unity3d.com/ray-tracing will populate soon
maybe closer the the keynote when the demo will be shown, the page will be up
right now we got teased
Unity will support it:
https://devblogs.microsoft.com/directx/variable-rate-shading-a-scalpel-in-a-world-of-sledgehammers/
yeah, i mean there's no reason for any engine not to support built in GPU features
oh that's a directx thing
well
engines do kind of do this themselves
for example you'd have a depth pyramid etc
the final pixel has various amounts of work done to it in the end to it's neighboring pixel
Unityβs award-winning Demo team presents The Heretic, a cinematic real-time demo showcasing Unityβs capabilities for high-end visuals with SRP, HDRP, and Visual Effect Graph.
Unityβs award-winning Demo team, the creators of Adam and Book of the Dead, is working on a new short film called The Heretic. Itβs a real-time cinematic run...
hope we'll get proper details of this on some blog post etc later on
the main site doesn't have any note about the acquisition yet
oh they actually bought them heh
unity is doing a lot of little aquistions
oh Granite is that thing someone was talking about the other day
was you wasn't it? π
texture streaming, yes
it was me yes
they talked that they'd do HDRP implementation soon but will see how this changes things
if they do proper integration, it can take a lot longer
if anyone happens to be at GTC instead of GDC they can come see the heretic and the BMW demo live with me π
new branch for hdrp speedtrees (there was older branch for it as well)
heh, this is new https://github.com/Unity-Technologies/PotatoBenchmark
haha
Heretic and the bmw demo will be released as the megacity demo?
Likely not for a while
bmw maybe not at all
Same as the BotD, it came out a while after we saw it
the BMW one I'm doubtful because they would have used official assets and likely cannot release them
no official timelines yet either way
Alright, thanks, so in this case no dxr demo release?
π€· likely another demo will be used but I'm speculating
I don't saw it in the Heretic or the megacity, but maybe later
We'll be making a DXR project available when we release the preview DXR build in a few weeks.
It won't be the BMW though π
Makes sense π
Though a clearly untrustable source without that unity staff yellow π
Good to hear, thanks for this info
@indigo summit yeah, I tried to look for announcement after keynote from their site but it wasn't there yet π
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 π
hey, do you know of any attempts to replicate the built-in pipeline and its idiosyncrasies with a SRP?
@harsh spoke there's no volumetric light for LWRP right now
why not use HDRP?
they are currently working on getting volumetrics to work in VR, not sure if the initial fix was merged in already
but it's only happening for 2019.2 I think
2019.1 is just around the corner, so I'll probably wait with the switch
oh ... you wrote 2019.2 Well, than maybe I won't wait. π
hmmm
actually I'm not 100% sure for the 2019.2 only thing
that doc says it's not implemented on either but most of the items on the 2019.2 there are already getting addressed
Fixed volumetric rendering with stereo instancing
that's on 5.9.0 HDRP that runs on 2019.1
@harsh spoke
so, it should work even today using latest 2019.1 beta and 5.9.0 HDRP
@turbid matrix Great. I'll make a fork and give it a go with the beta
runs off
hey I'm just saying it sooner. Someone will demand it supports mobile at 60fps mark my words
let me tell you about lwrp
<3
any news from roadmap show?
was it already?
"4:00 PM - 5:00 PM
Looking Ahead β The Unity 2019 Road Map" is on Wednesday
oh
https://schedule.gdconf.com/session/follow-the-dots-presenting-the-2019-roadmap-presented-by-unity-technologies/865465 starts in 45 minutes
but that's for DOTS roadmap, not for whole engine
yeah gonna watch if theres a vid... is there a vid?
guess no
I thought Unity were streaming but I stand corrected
@quasi mulch they are not streaming any further sessions, only the keynote
they'll upload the sessions to youtube later on
I'm hoping we'd get slides in advance at least =/
yes, did you DL it
alright, i will π
it's in the article too lol
and it has pringles LOD (tm)
wonders if anyone gets his latest dad joke
"once you pop you can't stop"
yeah I heard that
but I probably won't look at the demo for myself until this afternoon
I have it open right now
the lod popping is just because they put really early culling to smaller objects
it's super annoying when you play it
which unity version?
also the small objects don't always have more than one mesh
project is made for 2019.1.0b7 I think
I'm running it on b8
okay
2018.3 or 2019.2 will not work
2019.2 could work if we'd get next version
but current one doesn't have all the needed API
hmmm
running that megacity and looking at https://github.com/Unity-Technologies/ScriptableRenderPipeline/commit/131ada189f0993b8a828b1b713ab77f98de53b01
it makes me wonder why there's only one lodbias in game engines in general
it would really benefit to have different lod bias for different type of objects
like LODGroupABias, LODGroupBBias etc
like in case of the megacity, you'd could tweak only those small objects to appear further away
but using global bias value will effect everything
the global bias is an overall tweaker
ideally you set up your lod ranges locally
then per platform use the global one for example mobile
this is how builtin renderer works and it's fine
i guess ecs need to catch up on the nice bits
is there a way to keep up with which releases require/are compatible with which verisons of unity?
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?
or at least hidden from the package manager GUI in lower editor versions
sounds like it was just quick and dirty
i'm sure they will refine it over time, give more lod levels
oh yeah, Hippo has it right, bias is a single global modifier
it's your levels you want to tweak
i thought he meant there was only one level
4.xx is old
why would it be blocked on 2018?
post 4.x.x
right, so is there a central place where I can keep up to date with that
but even just now we're talking about things working in 2019.1 and not working in 2019.2
4.10.0 is the last version for 2018.3
well yeah that's a mess
i'm sure they will sort it out soon, now that the GDC crunch is over
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.
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
well sure we wanted it
but that doesn't mean it's wanted all the time
i't wanted when we need it π
but not when we don't
let this be known sometimes you cannot unwant what you wanted!
i want my shadows and my fullbright too π
well you... you're you!
you could probably just knock out a shader in shadergraph that kills the shadow pass
but it wont let me kill the shadow pass in shader graph
then maybe it's too early π
but it's 2019.1 and i was pwomised
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)
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?
upgrade shadergraph to the newest
see the Down arrow in a circle? means your version is out of date
shouldn't even have it "in project" really as it's a dependency of the HDRP
yea forgot to update in here, that's what it was
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
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'
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 π¦
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
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
the buttons are at the bottom right, your screenshot doesn't show what's wrong
well they moved
because it's all in flux
moving them to the bottom doesn't even make sense
better they move it now than in a year's time
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
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 π
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.
erm, my voxel models messed up when I added HDRP to my game. none of the models have textures :/
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
ohoo π
Thank youuu π
I just also had to add the texture to the material and then it worked perfect π Thank you @iron hollow π
np
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
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 π
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
i got around 25-30 fps in megacity in 4k is good or i missed something? 2019.01.0b8
in 4K? Jesus
yeah, i expected much more
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.
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
It's an editor bug in the latest alphas. Enabling MSAA on LW will fix it. I haven't seen it in HD though
@dusk hare have you just tried to enter play mode?
HDRP has had that kind of issue for a long time
yes i did and still same issue
are there errors on the console?
well my issue is also in playmode
0 errors
also msaa is set to 4x in lwrp still same issue
and you run proper LWRP version for the engine?
asking this because 5.x.x seems to run on 2019.2 alphas too, even you should use 6.x.x there
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
well i even tried this on 2018.3 with it's last supported lwrp from package manager still same issue
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
this grey screen isssue with lwrpa dn hdrp is only on this project and works fien on other
if it doesn't list it, close the PM in editor and open it again
and it works fine without srp
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
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
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
well i have same unity version and srp version for other project, which works fine
this is some other issue
could be different SRP asset settings too
wait let me load my other project and confirm
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
this issue still exists with 2018.3 and 2019.1
2018.3 doesn't even run 5.2.3
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
you have setup the HDRP asset in project settings?
yes
well, 2018.3 should render the scene immediately
maybe something in scene causing grey screen with srp
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
well i have this issue in 2018.3 too
that makes very little sense π
i will go back to my old backup and give it one last try with 2018.3
I mean, I believe you, I'm just out of ideas
well this whole thing is confusing for me too
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
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
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
well 5.2.3 is not avaiable on 2018.3
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
so that should not be an issue
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
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
have you tried making a new SRP asset and assigning it to the project settings->graphics?
lol yes
closing the editor, deleting library and opening the project again? π
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
5.10 out in staging and github now
(not related to your issue)
if you have simple repro project, I can take a look
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
what was it?
someone know why my terrain look like that in HDRP?
im tired change setting but nothing happened
How do you change the rendering mode to forward in Unity 2019.2.0a8 with the HDRP?
I don't see the option shown here: https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/Forward-And-Deferred-Rendering
it's there
the option got moved further in the middle of the HDRP asset in latest versions
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?
they said Raytracing Experimental GitHub would be released April 4th
it's mentioned there at the bottom
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
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?
raytracing? that's DXR only
but if you followed the news, nvidia is extending DXR support to start from GTX 1060
@frigid nova
the technology will be added to older graphic cards
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
i have 1060 3gb i just wish to have it just for better rendering.
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
is there any better solution for the unity lighting ?
Because of this work, we have dramatically sped up ray tracing performance for GeForce RTX GPUs, and can now enable DirectX Raytracing ( DXR ) on GeForce GTX 1060 6GB and higher graphics cards via a Game Ready Driver update, expected in April. from https://www.nvidia.com/en-us/geforce/news/geforce-gtx-ray-tracing-coming-soon/
well, HDRP got nicer shadow filtering in forwad mode now
and they are working on voxelized shadowmaps
are they kidding I got 3gb version and they put 1060 6GB+ lel
yeah me too
but there's no really much development on the GI side
they will fix enlighten for HDRP at some point
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
I have occlusion probes running on stock HDRP on my end
how did you make them work properly ?
yea the probes were showcase of what you can do with new custom rendering pipeline
should actually release the package, just been busy with following the GDC
well, I don't know if my implementation is proper
i tried multiple times but no luck.
i only did it once and after that everything was destroeyd somehow .
I posted about this here: https://forum.unity.com/threads/occlusion-probes.531573/page-2#post-4244413
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
Dude i hope you do
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?
I guess one can follow my github but I upload things fairly randomly there
2019.2 a9 is out now
whats new?
same old, some fixes, some new api's
I am on a8 and didnt find any bugs so just curious π
basically a9 lets you use HDRP from github master again
i read that you think they will add volumetric shadow maps
oh man yaaaass
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
it does not matter as long as i get decent occlusion from geometry
I just check out the interesting looking stuff early on
did you do any tests on that?
on master?
yes
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
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
for some reason i the latest beta crashes when i get the hdrp 5.10
lel ill try to reopen editor and see what happenes maybe it does not fully compile some scripts dunno
there is no way it never crash π sometimes even on "stable" it crashes few times in one session
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
denoiser? I should check the news ffs, too much work to look
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
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
now the have openimage denoiser and optix denoiser.Optix is the better one but it need 4gb and up
I think optix used to work for cpu PLM in 2019.1
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
like for texel density?
what? its basically half rendering of screen and after that it calculate the left pixels which is faster than full scale rendering
is that something that's in general supported on all platforms?
its used by ubisoft aswell as dice in battlefield etc.
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
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
It is supported anywhere I think, its not customized for devices as far as I know
but yea it seems like a neat thing for better performance
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
Ummm, so I upgraded my HDRP and this happened
Everything is invisible
No clue where to even start fixing this lol
press play?
I guess updating broke my HDRPAsset and I have to remake it
Check that the pipeline asset is installed, restart unity, press play, reimport the HDRP, only reimport the shaders
any pix of vxsm in action?
Thanks m8, play mode-ing made it recognize HDRP again
any insides from roadmap show?π
@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
just use a9 now π
Alrighty thanks
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
hey
template scene in hdrp seems broken
when I make one, it seems to be crap and bugs out
known issue?
i wonder if that is what happened to that guy yesterday
he said he made an 'empty scene' and it was totally broken
and it's too old for current beta
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
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
good point
I'm sure they'll swap it when 2019.1 is out
have I seen unity vxsm at gdc, or is it something unseen so far?
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
perhaps some unity staff members might want to talk about it? doesn't seem very secretive
still waiting some employee to leak the roadmap slides here :p
hardly a leak :D
I really would love some roadmap for hdrp
it's the best renderer in the whole world
can we just roadmap everything
I'd love to see slides from both roadmap talks
yeah why not just have a unity google maps
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
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
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
get more info just staring bleakly at github
but they don't put them on the site
usually at commits
get more info from the few random devs on here
vxsm is likely tied to raytracing
a shame then
but most engine / tool specific ones are usually free
so maybe when the experimental branch comes out in april we will know more
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
@iron hollow it's not raytracing feat
it works on LWRP too
they did LWRP implementation first
also wonder what's the deal with Render Graph
that's been there like for a week
seems ... weird ?
why would artists control the rendering pipeline?
they're scary non technical people mostly :P
could be cool
could be yeah...
maybe it's for custom passes
well raytracing yeah, it's common just not in 3d
usually it's tracing a texture or something like that for most shaders
it's most likely the tech mentioned on the slides that were linked here the other day
audio graph, vfx graph, shadergraph, now rendergraph?
its hdrp
maybe it's the replacement for Command Buffers they promised for HDRP
com.unity.render-pipelines.high-definition/Runtime/RenderGraph/RenderGraph.cs
because right now LWRP has command buffers, but HDRP does not
must be command buffers
and they promised something like Command buffers for HDRP
well a lot of screenspace effects can be done with command buffers
LWRP is easy and open
so it may just be an example
true
insightful file
Render graph makes so much sense to me, I've thought about it as an idea ever since they started doing SRPs
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)
HDRaytracingEnvironment rtEnvironement = m_RayTracingManager.CurrentEnvironment();
its compute driven too, seems optimised and super clean
this is no mere example
its a full proper optimised AO
i'll call it clean when i see the visuals π
:D
it's got compute and async magic sprinkled throughout which is a bit much for a throwaway example
pretends to understand it
well maybe rendergraph is an extension to accommodate what raytracing needs
so this is part of april's hdrp upgrade
would make sense if RT GitHub is coming in april
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
well..
I've mostly been fine with waiting for official releases and consuming the info dumps then
i think that's how most do it
well, i don't need to know about all the intermediate stuff that got cut, and why π
in fact better i don't know heh
well that's how enterprise support makes a fair bit of cash too, there is so many devils in the details
i can't help but know hanging around you guys tho π
Olento Cares
it seems we will getting volumetric lightmap soon
since it is used on Heretic demo
They told that?
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...
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
occlusion probes are bit of a hack tbh
btw, did you know Unity implemented occlusion probes in light probes for LWRP recently?
no idea if that's coming to HDRP, you'd think it would
@frigid nova
Purpose of this PR
Add support for per-object occlusion probes
Release Notes
Add support for occlusion probes.
Testing status
Katana Tests: https://katana.bf.unity3d.com/projects/com.unity.render...
### 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.```
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
thats a bummer
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
so after than i should only make a custom shader that includes them or it will be working out of the box/
?
it's working out of the box afaik
but there's zero docs
as that's not in any released LWRP version
is proxy light probes work with them too?
cause i notice proxy has beter overal look than simple light probs
oh it could have been using those, I don't know the difference π
I don't do lighting
they did test those on some sample scene
there's the setup
they are besically get more light info into the model you apply them to
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
that was you on the forum thread?
meeeeebi
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 π
After that i focused on the 3D part of game dev but now im back into the lighting hype
hmmm, shadows work
if they get a good light solutions for only ambient lighting
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(?)
Setting custom bake inputs has this check ```if (!GetProgressiveBakingBackendEnabled()) ErrorString("Custom bake inputs will not be ...
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
yeah some times it spits random errors ,did you just try it?
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
i think occlusion probs are way to fixed to twick them in any way possible at this point
when u say realistic lighting values?
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
do u use the default forest scene or ur own?
just the dummy cube scene
but I think I know why the realistic light intensity setup fails
occlusion probes setup is done before it and the bake settings must have been done to work in the old range
so when you make a new bake with 100k direction light, it just renders the occlusion probes 3d texture white all over it
oh what settings do u use on the directional light?
I used to use 10-15 lux
for spotlights
the old test scene was just 3.14