#archived-hdrp

1 messages · Page 26 of 1

turbid matrix
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but I'm sure 10 will work fine

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100k doesn't 😄

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HDRP is moving toward realistic lighting values

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so would be fancy to get this working on such setup

frigid nova
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is there a cap for example on 35 or 50 k?

turbid matrix
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I don't think so

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after setting things with HDRP Wizard, new scene starts with 100k directional light

frigid nova
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right away?Damn that will make the probs not work

indigo summit
turbid matrix
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yeah, that sounds what I initially expected from it

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it's similar setup

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you define volume and then bake info for it

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in occlusion probes, it was 3d texture

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with voxel setup, they could skip some blocks

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but I dunno anything of the implementation, I only know the editor setup

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what I wonder now is if they will upgrade BOTD environment to that instead of using occlusion probes

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they are planning on upgrading BOTD environment for 2019.1 at some point

indigo summit
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yeah i hope so, let's wait after gdc

turbid matrix
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botd thing happens way later, Unity has to release 2019.1 first

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plus VXSM isn't even merged into master in SRP repo yet

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in fact, I'm not sure if it even has PR for it yet

indigo summit
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Well if they do release those tech i really hope it's not the same state as occlusion probe or the wind system from BOTD.

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better late rather than unusable

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just don't too late 😄

turbid matrix
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oh crap

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it probably is

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they miss the baking tools now

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they are probably custom scripts

indigo summit
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sigh

turbid matrix
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but, maybe this time around they will actually make it a feature

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pretty sure it's custom in that recent tech demo if they used itt

indigo summit
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ah well

glossy cobalt
quasi mulch
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er it's in already

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I see you need a fancy UI for it

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added feedback tag for you

turbid matrix
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@glossy cobalt afaik, 2019.1 custom function node thing isn't final design

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also previous custom node api was really ugly to work with

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so I'm not all that sad it is gone

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I think in the future, you will be able to do that looking node as on the 2018.3 image using subgraphs

glossy cobalt
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I do agree, I don't mind if it changes for the better ! I just want to provide use cases for the devs and see if other people are interested in this (or if I'm the only one :p)

turbid matrix
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so you can craft the whole thing in the editor

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and link hlsl code in file too if you want

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I never liked the old API

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so I'm fine with current progression

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your poll is not going to give proper results either

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as you've presented in a way that 2019.x thing isn't all that great

glossy cobalt
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is this better ? 😃

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well I've presented it as it is at the moment that's for sure, as it's the only thing I know

turbid matrix
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I like the current direction as it will eventually give nicer workflow

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you can craft the nodes in the editor

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instead of in code

glossy cobalt
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why "instead" and not have both ?

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I do understand it's more work for them

turbid matrix
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it is a visual tool to begin with

glossy cobalt
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for sure, if it ends up as powerful as what you can do in C# I'm all in 😃

quasi mulch
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custom nodes are intended to be a brick before the end result, perhaps should be collapsed to subgraph

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in fact most function nodes are best as subgraphs

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you can then just plug them in, with a neat sealed approach

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no mess

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you do not need fancy ui inside of the graph. nothing else is fancy in there either...

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you just need to do it without code

glossy cobalt
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I agree with the brick and subgraph, I actually wouldn't mind if I could do everything using the subgraphs instead of coding nodes (whereas in C# or HLSL). But what if you need to create some nodes with functionalities that can change depending on parameters, like this ? I often have to create nodes like that for artists; but try to do the linked node without the custom UI. It's doable but will result in a LOT of different nodes (which is less easy to use)

turbid matrix
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too bad Kink3d isn't here now

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he's been working on the subgraph customization

glossy cobalt
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If I could do everything in ShaderGraph and it ends up as nice looking and usable as the Channel mixer (and other Unity nodes, most of them use custom UI), that would be wonderful. Whereas it is C#, HLSL, ShaderGraph, I don't really mind, I just want to be able to do something like the Channel Mixer above.

quasi mulch
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some niceness is needed like a common inspector in unity, but going full blown customisation really isn't a good use of anyone's time

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the pic above is a good example of common customisation options that could happen

quasi mulch
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5.10 spam:

"Detail rendering shaders not found for the active render pipeline, falling back to default shader."

fading rose
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Since these are programable pipelines, how can I increase the resolution of my real time shadow? (LWRP)

iron hollow
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every light has a dropdown to set it's shadow resoultion

fading rose
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I can't see any such option. The shadow resolution of a directional light is limited by the LWRP settings. the maximum there is 4K. I want to increase this to 6 or 8K.

iron hollow
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well it was in HDRP, i assumed LWRP wouldn't be that different

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but i guess it is

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i think if you want it higher, you should be using HDRP

quasi mulch
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why not try "ultra high" shadows in the asset? this delivers way higher quality with smaller sizes

iron hollow
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what setting do you mean?

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if you mean the overall quality preset, that's not going to let shadow resolution be any higher

frigid nova
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im trying to set up occlusion probs again in the lates 2019.2 with hdrp 5.10 is that possible?

iron hollow
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in fact for LWRP there are no shadow settings in the quality presets heh

quasi mulch
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I meant for the HDRP asset itself, it's a configuration file that controls everything including quality etc

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This allows you to pick different shadow quality options (and techniques)

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the quality settings don't really have any use much in SRP

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its usually in the SRP asset instead

iron hollow
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right but he's using LWRP

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and what he showed in the screenshot is the extent of the options present for LWRP

turbid matrix
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@frigid nova it is possible

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It is what I'm running atm

fading rose
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The question is, how "scriptable" is that render pipeline?

To me scriptable means there is somewhere a table with features that can be edited, and that the standard SRP asset is merely a template with the best settings that Unity believes would fit that usage.

However, I would expect to be able to manually override these settings. Increase the resolution of the shadow map, for instance.That would make it "Scriptable".

true zealot
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The scriptable in SRP talks about how the render backend for HDRP and LWRP are in c#, you can copy and modify or make your own. The actual HDRP and LWRP themselves are customisable but not scriptable in themselves

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Did you check out the render pipeline asset for better settings?

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Also depending on what light type it is you can increase it's density with the near and far planes

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Doing so with the camera will also help

iron hollow
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yeah his initial screenshot is of the render pipeline asset.

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which nobody seems to get. that's all the settings there are for LWRP

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@fading rose you can modify LWRP, but it's not going to be trivial to do. you'll just have to dig into the source code if that's the route you want to take.

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but really if you want features that go above and beyond what LWRP can do, it makes far more sense to use HDRP and simply crank everything else down

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instead of trying to crank things up in LWRP

fading rose
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yeah that is exactly what I was afraid.
In which case, good luck indies! 😃

iron hollow
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most Indies dont' need 8K shadow maps

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(honestly I don't think anyone does)

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I"m targeting AAA visuals, and even I wont' think of using 8k shadow maps

fading rose
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Indeed many need it, that is why in HDRP it is now up to 16K however, I do not want to use HDRP, because that would reduce performance dramatically, as opposed to one shadow map going up to 8K.

iron hollow
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you can use far lower resolution and use filtering to smooth off the rough edges

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(PCF/PCSS etc)

fading rose
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I will show you what i mean in a minute. And why it is needed.

iron hollow
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my internet has died 4 times today already

fading rose
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hahahaah

iron hollow
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I don't know what is going on, but if i'm not here that's why 😛

fading rose
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where are you? angola? 😄

iron hollow
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San Jose, CA

fading rose
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holly! and you got such bad internet? 😦 sucks

iron hollow
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it's not usually like this

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today seems special hehe

thorn lodge
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I mean, it's possible to fork the SRP repo and make your own LWRP with high shadow resolution

iron hollow
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yep

fading rose
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ok so this is not going to be fixed by smoothening the shadow edges 😃

iron hollow
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that's a bias issue

fading rose
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Yes and no.

iron hollow
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what kind of light is casting there?

fading rose
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Directional.
so The distance from the line is bias issue, but the edges are not bias issue. no matter how much tweaking, can fix this simply because the resolution of the shadow even with the best cascade management can fix it. The only thing that can fix this is reducing the shadow distance.

But then you lose all the shadow details from the scene and it completely ruins the feel of it. (i.e. reducing the shadow distance to 50-60 fixes it. but the scene opens up to a distance of 200m and there are buildings as far as 2Km.

iron hollow
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how big is your scene?

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or how far are you trying to see

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because if you're close enough to see the shadows, they wouldn't be in that distant of a cascade

fading rose
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500m at least.

iron hollow
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looks like you're looking at an object that is yeah

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500m away from the camera lol

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that's not going to work in any scenario

fading rose
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the closest where it matters is 200m

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it would, if the shadow was 8K 😃

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see I have calculated it.

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😉

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I need minimum 6K shadowmap for this to work.

iron hollow
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yeah but there's no reason you should be trying to render that much shadow detail that far away from the camera

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it won't be seen, so it's a waste

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anyway, your only real choices are go to HDRP, or make a custom version of LWRP, or write your own SRP

fading rose
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but it WILL be seen 😃

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that is why I need it else I wouldn't mind.

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I am a master of "that won't be seen" 😄 I have perfected the art of what will be seen 😄

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So anyways, I see. No such luck of simply raising the limit in some list...

iron hollow
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there's also contact shadows but oh yeah, that's in HDRP too 😛

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HDRP, cube is 200m away

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shadow resolution is 256 😛

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is sooooo much better in HDRP

fading rose
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I know but my performance drops 40fps down 😄

iron hollow
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strange a cube at 200 meters in LWRP seems so tiny in comparison

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what did I do wrong there lol

fading rose
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lol

iron hollow
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oh oops

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the cube was only 12 meters away in HDRP LOL

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in HDRP you can see the cascades kick in

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cascade 0

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cascade 1

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but this is at 256 shadow resolution

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very tiny

fading rose
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Thing is my opening scene is very wide. and then it gets more narrow but increases in depth . and there are a lot of details and moving things in there.

iron hollow
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ohhhhh

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I see why HDRP is so much better

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it doesn't have shadow cascades at all

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wonder what system they use exactly

fading rose
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you can remove shadow cascades from LWRP too. but given the limited shadow map size it does not help

iron hollow
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4096 at 200m

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I want to try the same setup in LWRP

fading rose
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yeah I know. Don't you think i want to use HDRP? 😃 But at this point 2019.1 breaks when you upgrade a project from 2018.3 and even breaks when you import assets 😄

iron hollow
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there's nothing because I guess shadow distance is too low

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so yeah it's a bit more pixelated

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but isn't that much worse

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oh that was at 2048

fading rose
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as I understand it, shadow distance increases the size of the shaded area around you, but that means a lot more objects try to fit into that Shadow atlas and the quality of shadows suffers.

iron hollow
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at 4096 it still seems on par with HDRP

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yes that's true

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you want to lowest shadow distance possible

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HDRP must use a totally different system

fading rose
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i have found the best quality setting for LWRP in most cases is around 50-60 distance.

iron hollow
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because it doesn't have cascades or Shadow distance at all

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it does however have a 'max # of shadows' setting

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they must manually pack the shadows into the texture

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which means distance isn't a factor

fading rose
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Yeah completely different shading.

iron hollow
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just total # of shadows

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the more you specify the smaller resolution each shadow gets

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I wonder if that's per light

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since they have a shadow resolution setting on each light

fading rose
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yeah it should be per light.

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I have done a lot of tests in HDRP. I like it, and I can see its limitations too.

iron hollow
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try this

fading rose
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I come from a VFX and visualization background before I got into games, and was doing a lot of rendering with exotic systems, even off the shelf stuff. I have put hdrp lighting and materials through their paces 😄 It's surprisingly good.

iron hollow
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edit LightweightRenderPipelineAsset.cs

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in LWRP package

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add to the enum, see if it's that easy LOL

fading rose
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aaaah that is exactly what I was looking for 😃

iron hollow
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I doubt it's that easy

fading rose
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I hope it works. after all, these SRP assets are more or less like the .ini files for games.

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I think it is that easy. It should be.

iron hollow
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actually it does seem to be that easy lol

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I can see it changing when I toggle it

fading rose
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😉

iron hollow
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4096 below and 8192 above

fading rose
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Thanks

iron hollow
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don't thank me yet, I just quadrupled your shadow memory usage 😛

fading rose
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haha no problem. I know what it does.

glossy cobalt
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  • now it's harder to update your LWRP package :p
fading rose
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nah i will just need to remember to make this tiny change every time. no big deal 😃 Not to mention that it is unlikely they will come with any major LWRP improvements on 2018.3 ...

frigid nova
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@turbid matrix After a couple of tries i made the new hdrp work with the new beta ,im at work right now but later ill go home and do some occlusion props test what should i download to make my process faster and easier/

turbid matrix
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@frigid nova my package which isnt puböic atm :D

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I'm going to refactor it so that actual occlusion probe package doesnt contain any shaders. That way I can do simpler shader updates for hdrp, built-in etc in separate pack

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Actual probe implementation doesnt change much

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What does kinda suck tho is that there is no compilation time define for SRPs so I still have to have SRP and nonSRP version for the main script :/

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I guess I could add one

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But it makes extra step

indigo summit
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Okay so i know that multicamera settings are not supported, but i think i missed the update for this part. Is having another camera rendering specific pass/object are still not possible right now?

turbid matrix
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It is not possible to stack cameras

indigo summit
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how about a camera rendering to an RTT?

turbid matrix
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You can render to RT and combine results but that is very inefficient

indigo summit
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ah

turbid matrix
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Unity is going to give something to do custom passes in the future

frigid nova
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@turbid matrix so will you publish your package?Or should i start working on one XD

indigo summit
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yikes, i really missed Surface Shader in HDRP 😄

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or at least creating shader from code 😒

frigid nova
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you can still do that

indigo summit
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i just don't understand the structure of HDRP shaders, for some reason it confused me

turbid matrix
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@frigid nova I will but I doubt I have time to investigate why it doesnt bake right on hight lighting values

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It seems like baker issue

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So probably nothing I can do from the script side

turbid matrix
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also additionally I'd wish the bug for not being able to include same shader file twice for custom function nodes would have been solved

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because now I have to ship a setup where each function is on separate file to include

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hmmm this is weird

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the occlusion probes only work right after baking

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if I restart the editor, they are gone

frigid nova
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they are not integrated well enough and thats a shame

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but i dont mind if you have a ready to go package ill make it work

turbid matrix
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I think this is coming from different callback

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what puzzles me is why it gets the data after bake

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as the callback isn't called again

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well, I'm trying to solve this atm

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I also didn't have this kind of issues on 2019.2 when I tested this months ago

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I also like how this crashed 2019.2.0a9 when I tried to run it there the first time 😄

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but that's "normal"

frigid nova
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"normal" indeed

dawn plank
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Does anyone else have a compile errors from the hdrp in 2019.1.a0b8 when switching to it in an existing project.

turbid matrix
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I tend to ignore the errors on switching

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there has usually been flood of errors and warnings

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I only care for what happens after you restart once upgraded

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@dawn plank but your question is super vague

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what are you switching and to what

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@frigid nova well, I kinda solved the issue, somehow when you bake from scratch, the occlusion probes component in the scene doesn't save the ref to the new OcclusionProbeData, even if I hit save

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once it's set there manually and saved the scene, it does stick

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I now actually wonder if it's because of the prefab I have for this

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maybe it's bugged

frigid nova
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i had a lot of problesm with the occlusionprobe data too,wasent assign and wasent baking some times

turbid matrix
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yeah, this isn't new issue

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I just forgot about it tbh

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baking itself is consistent for me

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it's just sometimes that component forgets the new data ref, like, it doesn't save it always

neon patrol
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@turbid matrix In 2019.1 you can add defines to your asmdef that gets enabled based on a query against installed packages. Last I checked docs hadn't landed for this, but they're on the way. There's a UI for configuring it in the inspector for asmdef files :)

turbid matrix
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@neon patrol I have additional issue on asmdef tho

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I mean, I'd only need to ref the SRP for this package IF it's being used

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but I dunno if I can make such conditional on the asmdef itself

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basically what I'd want to do is make the asmdef include dependency to SRP if it's installed and make one script aware of it

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also this current setup I have would work all the way into 2018.1 if I just make different distribution for built-in renderer and SRP, but of course it would be fancy to have it do automatically from 2019.1 onwards

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tbh, I haven't checked what new asmrefs do

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ah

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so the thing you mean is assembly constraint

true zealot
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you can have the assmdef reference another assmdef that doesn't exist in the project - it will work fine until it is found

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then there's is a defines section

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where you can define whether a package is in the project

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and add a scripting define that will enable your script

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you can see an example of this in Cinemachine

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it has one for the Post Processing stack

turbid matrix
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oh, I'll check that one

true zealot
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though it's not working for me 😛 but it's pretty obvious how it works when you see it

turbid matrix
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I'm used to the 2018 setup

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it only had the ref to other packages thing

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and if it doesn't find that package, it will definitely throw an error

true zealot
turbid matrix
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yeah, cinemachine does the version defines

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I have it open on my end

true zealot
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it doesn't seem to actually work for me in CM's case, and you can't seem to manually add the defines yourself and get it to work either

turbid matrix
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I don't think this helps me tho

true zealot
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though maybe it does actually, perhaps I just needed to restart after I added it manually

turbid matrix
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I guess I could make two asmdefs and use the constraint in addition

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that could work

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I just have zero idea how the constraints work 😄

true zealot
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I don't think I fully understand your needs if it's not the same as what CM is doing, but I'll take your word for it 👍

turbid matrix
true zealot
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(also I cannot help any more than this anyway hah 😄 )

turbid matrix
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well, basically I'd need to have asmdef that doesnt include hdrp runtime IF it's not installed

neon patrol
turbid matrix
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but if it's there, it has to include it

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and I could use the version thing to add extra define in case the hdrp is there, to make the script aware

true zealot
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I'm confused as to what you mean, that's what CM is doing. It has PP referenced, but it does nothing if it's not installed, and refers to it if it is and adds the define too

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I assume I'm missing something

turbid matrix
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@neon patrol version expression uses that, but constraints?

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I don't really understand what you'd put there right now

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like, can I use that somehow to see if some package is installed?

neon patrol
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ohhh right, I think you would use the defines from Version Defines

turbid matrix
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but I do get error if I try to use asmdef that links to nonexisting package

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which is what I'd want to avoid in the first place

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but it's possible what I want simply isn't possible with this setup

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the constraint thing does sound what I want but I have no idea how to use it

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so, maybe need to wait for the docs pass

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oh

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it's checking against the define itself

true zealot
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that makes total sense

turbid matrix
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well that makes sense

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so, I'll just setup two asmdefs and have it check if user has set the BUILT_IN_RP (my custom define right now) and pick the asmdef accordingly

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hmmm

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wonder if HDRP or Core package sets some define always

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I could just reuse it

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oh

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spotted LWRP_6_6_OR_NEWER

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there must be similar for HDRP

true zealot
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I tested it and there are no errors if you reference an assembly definition that is not in the project

turbid matrix
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or not =/

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it definitely errors out on 2018.x

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but I'll check on 2019.1

true zealot
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I tested 2019.2.0a6 😛

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it's using the GUIDs option if that makes a difference (I think it's default now)

turbid matrix
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technically this whole thing I'm assembling now works from 2018.1 and onwards but of course the new asmdef things would work only from 2019.1 and onwards

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yeah, it doesn't break on 2019.1 either

true zealot
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cool

turbid matrix
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I think I'll just put this as 2019.1 as min and forget the rest :p

true zealot
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that's my always plan

turbid matrix
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if people want 2018.3, surely they can change few lines of asmdef manually 😄

neon patrol
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GUIDs option won't break if the assembly name changes, so it is definitely preferable

turbid matrix
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there's a hard guarantee that GUIDs remain the same?

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I've avoided them as I've thought that would happen more often than the name change 😄

true zealot
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I imagine GUIDs would be more stable, and I would personally migrate the meta files if I was working on a package at Unity but hey

turbid matrix
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well, turns out I don't even need the asmdef's reference for the thing I use now (weird)

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and version defines themselves don't even support GUID's

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which seems like an oversight tbh

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@neon patrol shouldn't they have them too?

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now you check against some resource which is practically a package name

true zealot
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package names are much more stable than assmdef names

neon patrol
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That's a good point, but unfortunately not how packages work :/ I think they went with string-named packages because that's how npm does it

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but yeah, package names are more stable

turbid matrix
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so if naming would change, using GUIDs wouldn't save you if you relied on these too?

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oh right

true zealot
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well there are no package GUIDs are there?

turbid matrix
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it's package name

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yeah, my bad

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I get what you both are saying now

neon patrol
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if the package name changes, then all the deps on that package goes out the window

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so we try to not change package names :p

turbid matrix
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hmmmm, there's quite big change in occlusion texture result between 2018.2 built-in RP and 2019.1 HDRP

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it's not the filtering either

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so the actual PLM implementation has probably changed

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the banding on the bottom is normal, the occlusion probes are on a grid and that top object is deliberately on small angle

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that's unlit debug shader btw, it only shows the occlusion texture

twin spire
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Hello!

i got this error.
Shader error in 'Hidden/AtmosphericScattering_Deferred': failed to open source file: 'CoreRP/ShaderLibrary/Common.hlsl' at line 12 (on d3d11)

I'm using HDRP 4.1.0 and Core RP Library 4.1.0, how i need to rewrite the patch to get load this Common.hsls?

turbid matrix
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that's seriously old HDRP version

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you really have to use 4.1?

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I think the latest is 4.10 atm

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@twin spire

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it's possible that the current 2018.3 doesn't even work properly on 4.1.0

twin spire
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alright, let me upgrade

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its the latest in 😄

turbid matrix
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4.10?

twin spire
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oh sorry i missed the version i have 4.10.0-preview from both

frigid nova
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how can i find your package?

turbid matrix
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@frigid nova I'm uploading it to git soon

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technically I could put the package itself there already

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still cleaning up current sample and shaders

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but they are not in the main package

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should probably write readme too, I hate writing docs 😄

twin spire
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so i need to rewrite these to line in the shader
#include "Core RP Library/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderVariables.hlsl"
with proper path but i don't know what is the proper path

turbid matrix
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what are you trying to do?

frigid nova
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well ill figure how to work it but for others yeah maybe a simple readme would be okey

twin spire
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AtmosphericScattering_Sky i have this shader which gives the error what i mentioned

turbid matrix
#

you are trying to port BOTD scattering to 4.10?

#

it'll require more than just copy/pasting the shader there

twin spire
#

yeah i'm trying

turbid matrix
#

you'll still need the shaders for that to do anything good 😄

frigid nova
#

no worries i had one old or i may try to make one

turbid matrix
#

I'm cleaning them up atm, will upload them later

frigid nova
#

sure no worries

iron hollow
#

you can have the assmdef reference another assmdef that doesn't exist in the project - it will work fine until it is found

#

I bet that was what was causing those mysterious warnings about missing advertising/etc packages I was getting in 2019

#

it was complaining about not finding packages I had removed

#

but no errors

empty star
#

@twin spire #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"

#

the HDRP include will be similar just with the HDRP package name

#

it uses the "repoPackagePath": "com.unity.render-pipelines.high-definition", inside the package.json

#

actually it might be the name

#

#include "Packages/com.unity.render-pipelines.high-definition/ShaderLibrary/ShaderVariables.hlsl"

turbid matrix
#

basically the subgraphs are resusable

#

and test shaders are on Assets/Shaders/ShaderGraphs

#

should probably put those reusable things into separate package but can't bother with it right now

#

I'll probably do it once the SG bug is fixed so could stuff all though includes in single file

#

BOTD did this

quasi mulch
#

how are occlusion probes used, and what's the workflow right now?

turbid matrix
#

but I honestly don't have any idea what this does, it does look same with the built-in BakedGI node just multiplied with occlusion probes

#

in that sample anyway

#

maybe it makes some effect on trees

quasi mulch
#

oh so it's basically just the inverse of a lightprobe but with different purpose inside the shader (multiply with min (ao, op) with AO for example)

turbid matrix
#

well, the sample project is there

#

I didn't have time to write step by step instructions atm

quasi mulch
#

yea thanks

#

just wondered is all

#

(olento doesn't care)

#

(tm)

turbid matrix
#

😄

#

yes, that could have been shorter 😄

#

basically with the package I put here, you can skip everything to the point "after having the implementation in place, do following:"

#

well, the test project contains also the required SG nodes now if you want to make custom shaders

#

technically one could port the HDRP's HD Lit shader to include the effect, like on BOTD

#

but I don't have time to do it, it's not super hard, just time consuming to do for each release, hence did the SG nodes

quasi mulch
#

Ah Olento SECRETLY Cares still

twin spire
#

@empty star Thank you, i wil lcheck

fading rose
#

Any idea why I am getting this? or how to fix it?

shut down go for beer is not considered a solution 😄

Library\PackageCache\com.unity.render-pipelines.high-definition@5.10.0-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?)

turbid matrix
#

@fading rose it's because you are on older beta which doesn't have that API yet

#

upgrade your Unity to newest and that error will go away

fading rose
#

ahaaaa! 😄 ok thanks. will roll back one version then.

thanks

turbid matrix
#

2019.1.0b8 or if you are on 2019.2 then 2019.2.0a9

fading rose
#

yeah i am one version lower on this. but ok i will roll back the version of the api one bit. i'm on b7 while there is b8

#

Thanks

turbid matrix
#

if you are on b7 because of MegaCity etc, it runs fine on b8 as well

frigid nova
#

i just came home so ill test you pack man

turbid matrix
#

SG throws some errors on some of the shaders, they go away if you manually just open the subgraphs and save the ones it's complaining about

#

I'm still investigating why it does that but it should work after that

#

it's possible there are some leftovers on the graphs from experimental SRP versions too 😄

frigid nova
#

can i add it on package manager?

turbid matrix
#

I'll probably redo them and upload a patch

frigid nova
#

im new to package manager thing

turbid matrix
#

well, just open the sample and it's all setup already

#

I have a forum post pending about this but I want to solve the SG errors first

frigid nova
#

sure i just wanted to implement it to en existing project that i test lighting

#

okey man

turbid matrix
#

well, if you use existing project, copy the Assets/Shaders folder over to your project

#

the include path is hardcoded so if you change that path, you need to change the 3 subgraphs too

#

in addition you need to place the occlusion-probes package into your packages folder

#

I'll do the separate package for the shaders later on so it'll not bloat the asset folder but that's not happening today 😄

frigid nova
#

no worries man it seems to work for now on your projects ,i remember it a bit more exadurated ,it seems a bit toned down am i right?

#

I think its good one pack for everything tbh and thank you for spending you time helping a poor env artist achive a bit more with lighting.

turbid matrix
#

there's difference on the PLM result I think now

#

also I added the parameter from OcclusionProbeData asset

#

that could be totally wrong

#

but it's set to 0.5 by default

#

so you need 2x the strength for the same look

#

I think that exists mainly so you can balance the different detail probes

frigid nova
#

yeah it is defenetly toned down but i can work around it im gonna try doing some test by addint complex geoi and proxy volume to achive soimething realistic

#

also u had selected optix denoiser,my machine does not support it,but now that ur progest has it,its been used and i get great resoults

#

wtf

#

i have 1060 3gb and i can use optix now XD that seems weird

#

really good package btw

turbid matrix
#

huh

#

I thought it was left to auto 😄

#

and yeah, the result is softer, I really don't know what happened 😄

#

I haven't touched the custom bakers implementation, so the difference is from PLM change itself

#

only thing I've changed for the package is the asmdef, folder structure and callbacks that set the shader values

lunar stirrup
#

Anybody know why my HDRP materials are all invisible?

turbid matrix
#

did you press play?

lunar stirrup
#

yeah

turbid matrix
#

still gone?

#

and you got HDRP asset set in project settings->graphics?

lunar stirrup
#

ooh I may have forgotten that

turbid matrix
#

you wouldn't see the objects in scene view if that were the case

lunar stirrup
#

Thank youuuuuuu @turbid matrix 😄

turbid matrix
#

really?

#

well, np 😄

lunar stirrup
#

I thought that would have transferred with the RAR file :3

turbid matrix
#

I wish they had more descriptive error messages for these

#

you kinda learn the different symptoms for new versions the hard way

lunar stirrup
#

haha

#

yeah 😄

#

the HDRP looks soooo nice though 😄

#

Point lights are amazing 😄

turbid matrix
frigid nova
#

No occlusion probs were baked.Same error i was getting in the old one

#

XD

#

tried a couple of times to do it with custom models but again didnt work ill try tommorow morning again.

frigid nova
#

okey i made it work a about 3-4 times ,i had to delete all the data before i rebaked it again and i had to rebake it multiple time for it to work.Man why its so hard to get a 3d texture of lighting that is being used from the dynamic objects?

turbid matrix
#

you sure it didn't bake?

#

like mentioned, sometimes it just dropped the OcclusionProbeData asset from the script

#

but yeah, it's bit wonky

frigid nova
#

some times hold the previous data too.Some times does put it on the slot automatically and you have tou pick it manually from the script

#

when it works it works decent tho

turbid matrix
#

heh

#

well, Unity is doing that VXSM

#

hope it gets better treatment

frigid nova
#

i really hope so dude

#

btw since you made my rig use optix is it a way to twick a script to enable optix to all of the 1060 3gb?

turbid matrix
#

optix?

#

I think there's a bit of confusion here

#

anyway, how PLM works in 2019.1 is that you get optix support only for CPU PLM and this is more forgiving on the hardware than what we have on 2019.2

#

on 2019.2, Unity upgraded Optix to newer version and it apparently can be more demanding for the hardware, on 2019.2 Optix works for both CPU and GPU PLM

frigid nova
#

yeah optix i am flashing a ROM on my phone and my mind was off sorry

#

didnt work for my cpu before but now with ur scene works on both.And i have a pretty decent rig tbh

turbid matrix
#

there's nothing I do there for this

#

it should work the same for other projects

frigid nova
#

well then ill keep on my 3d art till a solid solutions will come from unity for the lighting

#

thanks for your time btw

turbid matrix
#

np

#

I promised to share the package so that's now out of the way, regardless if people can actually use it 😄

#

probably worth waiting what's happening with VXSM now

frigid nova
#

yeah ill keep it in my radar,and please if you find a worthy version of vxsm tag me in ill be listening XD

turbid matrix
#

I'm guessing we'll get that earliest once Unity releases the head or character asset from the new Heretic demo

#

they mentioned on the keynote they'll ship that to us later

#

(char or head asset, not the rest of the demo)

meager valley
#

Question. Is it still only possible to use HDRP/LWRP on a new project, or have they implemented a way to port from the built in pipeline by now?

broken lichen
#

@meager valley You can always change the render pipeline, but you'll run into issues with existing materials using shaders that aren't compatible with the new render pipeline. I think Unity includes an automated way of converting your materials that are using the built-in shaders to the render pipeline's equivalent, but it can't automatically convert custom shaders.

meager valley
#

I see. Thanks.

#

Have they announced any plans for a tool to convert the custom shaders in the future?

#

And what about post processing? Would that transfer over ok?

broken lichen
#

I haven't heard any plans for that. It's very specific for what each render pipeline expects shaders to output. You might have a render pipeline that uses the alpha channel to control glow instead of transparency for example. I don't think a tool could be made to reliably convert any shader, unless the render pipeline doesn't require anything special from the shaders.

#

I don't know about post processing.

meager valley
#

Does that mean that you can't actually manually write shaders with the ShaderLab language anymore in the new pipelines? Like, is Shader Graph the only way to author shaders now?

broken lichen
#

No, the shaders are still the same. Shader Graph creates regular ShaderLab/HLSL shaders from the nodes.

#

But I think for example LWRP gives lighting information to shaders in a different way, since it has more limitations, so the shaders have to be using the same format to receive that information. I might be wrong about that specific case, but I know the regular built-in shaders aren't compatible with LWRP/HDRP.

meager valley
#

Alright. Guess it's time to do some experimenting and find out then haha

#

Thanks 😃

hallow belfry
#

Hi everyone, do you guys have a link to a good Tutorial how to start with HDPR?
I see this is a whole jungle of new stuff i like to have a profesional introduction.

quasi mulch
#

blog has a guide on it

#

just google unity+blog+hdrp

carmine dune
#

does anyone know how to change the length of a line light through script?

frigid nova
#

@turbid matrix i dont really trust thair keynotes anymore after adam and the forest i dont know about that but i sure as heck hope so

quasi mulch
#

@carmine dune get the component of additional light data and modify it there if not present in main light compoenent

carmine dune
#

And how do I get that?

#

@quasi mulch

quasi mulch
#

GetComponent

#

Autocomplete will show it up in the list while you're typing GetComponent<H...

#

then just look through the ref's methods etc

carmine dune
#

@quasi mulch that's the problem, autocomplete doesn't show anything that comes close to hdadditionallightdata

quasi mulch
#

ok let me open my project which uses it

#

"HOLD ON" says unity while I roll my eyes

#

var hdLight = GetComponent<UnityEngine.Experimental.Rendering.HDPipeline.HDAdditionalLightData>();

#

you needed the namespace

#

now access it via hdLight.

carmine dune
#

thank you so much! I've been searching for over ~3 hours today! Do you maybe have a link to where you found out about this?

quasi mulch
#

no, because I did what I told you :P

#

it's the usual way programmers wrestle API's we just look at the data. In this case, I right clicked the additional component and viewed the source

#

i was then able to see the namespace, the contents etc

#

and access it

#

these packages are all in C#

#

there is no resource for digging in beyond the source right now for this stuff

#

(only artist centric visual setup stuff is documented)

#

this + github (github pointless in this case becuase it's on your hard drive in packages)

iron hollow
#
#

i recommend installing this, is a GREP with GUI

#

you can point it at a codebase and search for text across all files

#

makes finding where specfic things are easy.

quasi mulch
#

nice!

#

to explain visually what I meant above:

carmine dune
#

Aha, well thanks a lot again, now I know how to find these kind of things myself in the future

quasi mulch
#

we can find the namespace etc

#

You can once you have the namespace (which will change as hdrp matures) easily get to what you want

#

Do ask though if you get stuck

iron hollow
quasi mulch
#

Good ol' grep. I coded one for Blitz2D a while back for the examples... and some kind of alarm clock

#

I hope nobody ever relied onit

#

lol

iron hollow
#

I've been using this since windows xp

#

but still works fine even on 10

quasi mulch
#

seems wonderfully lightweight

iron hollow
#

it will put an entry on the context menu, so it's always handy

quasi mulch
#

I don't mind if I do add that to my little toolkit, thanks

iron hollow
#

and you can set up an editor in settings so you can right click on the results and directly open them

#

without having to find them in explorer

meager valley
#

I'm seeing on some documentation page that the HDRP is supported on Xbox One and PS4, but no mention of the Nintendo Switch. Is the Switch not supported by HDRP?

quasi mulch
#

The switch information can't be shared online without NDA, but they did to a bunch of switch optimisations in github if you read or search release notes

#

but seb told me that I shouldn't really expect anything officially

#

it's a poor fit for that hardware lets be honest :D

#

the issue is that hdrp is strongly optimised for compute and async, neither of which the switch is good at at all

#

HDRP absolutely hammers ALU while targeting the bandwidth of PS4 classic @ 30fps 1080p

meager valley
#

Yea, but I mean, even if specific information is not publically disclosable, it's kind of important for projects to know if they can use the pipeline if they aim to release on a specific platform in the future =\

quasi mulch
#

Well my advice is simple: it will run like shit on switch.

#

it will run I think though

meager valley
#

Alright, thanks.

quasi mulch
#

we'll find out more by 2019.3, but I don't expect it to be performant enough personally

#

Look at new doom running on switch, they had to do a lot, and HDRP when configured right, has a similar performance with forward+

#

(so you would likely want to stick with very few lights, use forward, use dynamic resolution) etc

meager valley
#

Seems a good idea to not rely on it.

#

But the original topic does raise a good point in that neither LWRP nor HDRP really fit the Switch as a target platform right now, leaving you with only the built in pipeline as a valid choice.

quasi mulch
#

LWRP is a perfect fit

#

its the number one best fit for it

#

you can rely on that for decent switch perf (or just use builtin - your call)

#

LWRP will have less cpu cost than builtin I think, especially if you also write a couple of shaders

#

(PBR is a little heavy for the poor mite really since you would not be using a depth prepass in this hardware)

iron hollow
#

well i think they expect it go to like this:

#
  1. become approved switch Dev
#
  1. find out what it supports
fading rose
#

Classic unity pipeline is SUPER powerful and can produce amazing results. Not to mention that is by far the best supported in term of add-ons etc.

#

If you are not looking for supreme performance then it is definitely a better choice than LWRP right now.

meager valley
#

They do expect it like this. Doesn't make it right though, since you need a project to be accepted as a Switch dev ¯_(ツ)_/¯

quasi mulch
#

LWRP is substantially less cpu cost, the PBR shader unity ships with it is not optimised though, so replace that

fading rose
#

LWRP is already quite powerful but it has its shortcomings. There is no great support for Character related shaders like hair or skin.

quasi mulch
#

afaik unity are working on optimised shaders

fading rose
#

Normal mapping is kind of weak and there is little support for Parallax/Displacement at this point.

iron hollow
#

looking at what switch is (a glorified handheld), i'd probably bank on it not supporting HDRP (or badly if so)

quasi mulch
#

I don't understand you tell me that builtin is faster than lwrp with all those extra shader features? is this with builtin's standard shader?

#

is it with 10 lights?

fading rose
#

I am pretty sure they are working on many things. It all depends when you plan to release your game. If release is irrelevant then sure, you can wait. If the project is short and you need to be productive and efficient you can't depends on what Unity is working on and may or may not release in the future.

iron hollow
#

i don't see where someone said legacy is faster

quasi mulch
#

LWRP is designed for a specific and limited workflow on non compute hardware, so if you maybe use one dir light and precious little else i would expect builtin to be faster as it has a lot of shaders and you can pick a cheap one

iron hollow
#

oh i see

quasi mulch
#

in hindsight I think Unity will find they didn't communicate LWRP at all well or follow through with their intentions

iron hollow
#

i think he means more powerful as in more features, not as in faster

fading rose
#

you can actually increase the amount of direct lights very easily if you need to.

quasi mulch
#

we shouldn't want to though

#

with shader graph the expectation would be to live with limitations and try and fake it etc

fading rose
#

@iron hollow it is in that same file 😄

quasi mulch
#

for perf

#

(why else would anyone want LWRP if not for perf)

iron hollow
#

yeah the point is it should run better on low end hardware

fading rose
#

a more practical question 😃 how the heck does planar reflection work in HDRP? (2019.1)

HDRP has become less performant and far more complex than it is in 2018.3.

quasi mulch
#

builtin manages to reach low and high better than the SRP

#

make a planar reflection probe from menu, done

#

but then override what it is reflecting and control how much perf is spent using it

#

(has overrides now)

#

must dash

fading rose
iron hollow
#

there's a 3rd party asset for planar on built-in

#

and i questioned the author about it once, because i didn't even get the concept

#

i wonder if i can find his explanation for what planar reflection is.

fading rose
#

planar reflection is like mirror reflection of old. It gives you better control and accuracy of the reflections.

iron hollow
#

found it hehe

fading rose
#

i.e. with the classic reflection the application of reflections is incorrect

iron hollow
#

at the time i was doubtful this wasn't just a reflection probe

fading rose
#

no it is meant to provide a solution for accurate reflection application without using Raytrace.

iron hollow
#

yeah i get that now hehe

#

a year ago i knew less 😛

fading rose
#

This was part of early renderers in the 90s.

#

but it was usually built on the material.

#

point is, in my scene all I see is black, and I am not sure if it is a driver problem or something else.

My card supports SM5 fully so I am not sure why all i get is black.

iron hollow
#

yeah I've not even tried that version of planar reflection

#

maybe it requires a skybox or something

#

or might need baking?

#

does it stay black when you run?

fading rose
#

in that screen what you see is a ceiling which is a source of lighting, and the floor is highly polished marble.

#

so at least the ceiling should reflect on the floor.

#

Using standard renderer it does.

iron hollow
#

hmm yeah i dunno. opening 2019 to try it out

#

crazy there's 5 packages you have to remove now every time you make a new project

#

is it in HDRP 5.10.0?

#

i have no idea when planar reflections was added

#

well damn

#

2019.1 just crashed on me

#

first time I've ever had unity crash for me not doing anything

#

just tried to close the pkg manager lol

#

silly error, instead of complaining it should just switch it for you

empty star
#

the planar reflection works for me with default settings 🤔

iron hollow
#

i'm just now done getting HDRP installed

#

it takes forever

empty star
#

created it from GameObject -> 3D Object -> Mirror

#

and dropped some cubes around it

iron hollow
#

if i set smoothness to 1.0 i get black also

#

even without a probe

fading rose
#

yeah 5.10 2019.1.b8

iron hollow
#

it should get darker but not that dark

#

can see the sun reflection

#

makes me think it's a skybox problem

#

there's just nothing to reflect

#

but anyway let me add a probe and see what happens

#

i must be missing something, i stretched it to cover the whole plane, but it's only doing a tiny square in the center

#

and it doesn't show anything in game view at all

#

so seems i have the same problem yannis does

#

but I made it from GameObject->Light->Planar Reflection Probe

#

because that's the sensible way most people would do it...

#

i wonder what is different about "mirror"

empty star
#

does it have the plane mesh filter and renderer

#

it has to be more than just the probe component i think

iron hollow
#

yeah that's all that's created

#

lol

#

you'd think they would give you some errors then if something is missing

#

let me try the mirror way

empty star
#

yea it needs a mesh renderer + material

fading rose
#

It doesn't matter how you create it 😃

iron hollow
#

yes mirror way works

fading rose
#

nice.

iron hollow
#

so it's not like a regular probe

fading rose
#

looks like it.

iron hollow
#

it has to actually be attached to the surface you want it to reflect

fading rose
#

It makes sense to need to apply a specific mesh

iron hollow
#

as so

fading rose
#

but it should be made more obvious how to do that.

iron hollow
#

yes it's odd there's no warnings or errors when no mesh renderer is present

fading rose
#

going to grab a burger around the corner and brb for more learning 😃

indigo summit
#

actually you don't need any renderer or mesh filter

iron hollow
#

i don't know why i can't get it to work that way then

#

looks like your green ouline of the probe has 'height'

indigo summit
#

it basically reflection probe, it have an area of influence

iron hollow
#

that might be why mine was inifinite thin

indigo summit
#

yes you need to increase the influence bound

iron hollow
#

let me try again then

#

i only saw Z and X handles

fading rose
#

it is really weird. ok going for the burgers 😄

indigo summit
#

surprisingly planar reflection are very performant now 🤔

#

it used to suck a lot of fps

quasi mulch
#

it used to do a full end-to-end re-render is why :P

indigo summit
#

ah

empty star
#

yea that works as well (with meshes in its volume)

quasi mulch
#

now you can tweak it in the planar component or at a global level in the asset for hdrp

#

SSR is very good also, but useless for water...

iron hollow
#

ok yeah i just didn't have thickness

#

now it works

quasi mulch
#

for getting the most out of SSR (in any pipeline including builtin) you want to have reflection probes. Trust me on that, because they fill in the gaps where SSR fails, the SSR technique used in all pipelines is designed to fall back on probes (this is also how regular games do it by big boys)

#

I expect everyone here knows this but I wanted to mention in case passerbys didn't

#

since the docs naturally never mention that

iron hollow
#

yes Ref probes are a must

quasi mulch
#

problem with em is time of day

#

I'm still chin scratching if i'll blend one out and one in per quarter of day or re-render on demand

#

far cry 4 allows a probe to support time of day by having probes store normal and albedo instead of just albedo, it's free and very cool

iron hollow
#

you can set them to render like once every 100 frames or whatever

quasi mulch
#

edited sorry

iron hollow
#

that way it updates regularly enough to keep up with lighting changes

indigo summit
#

@quasi mulch have you read insomniac spiderman post mortem?

quasi mulch
#

nope

iron hollow
#

how does storing normal help

quasi mulch
#

relighting it for time of day?

indigo summit
#

they bake refl probe at runtime

iron hollow
#

the lighting in the albedo would still be static

empty star
#

the probe gets lit by the TOD

indigo summit
#

yep

quasi mulch
#

albedo doesn't have lighting...

iron hollow
#

in a probe it does 😛

empty star
#

did far cry 4 store them all in an atlas?

iron hollow
#

that's the whole point, it captures the lighting

quasi mulch
#

yeah cos the probe doesnt support time of day

#

the far cry method means you can re-light your probe any time you want

iron hollow
#

anyway generating a proble isnt' that costly if you do it every x frames

#

just don't do it realtime heh

quasi mulch
#

i dunno about that, because I can't really omit much from the scene without the probes looking a bit crap

#

indoor probes would need a full rebake but those can be prebaked imo

#

because you only need indoor ones for lights on and off typically

iron hollow
#

sounds like a cool idea but unity doesn't have anything like that (afaik)

indigo summit
#

i can finally have realtime reflection on water without relying on SSR

quasi mulch
#

planar probe eh reanimate?

iron hollow
#

yeah, planar reflection is cool

indigo summit
#

yeeeaaaap

quasi mulch
#

when I asked seb on forum he did recommend this approach

#

i bet others will have too

indigo summit
#

well since it was fps sucker before i scrap the idea of using it for water

iron hollow
#

even if a pre-baked probe drastically mis-matches the current scene, most people wouldn't ever notice

indigo summit
#

but now, i guess i'm sold

quasi mulch
#

the planar probe is a funny thing cos i did this in dx7 in blitz3d kinda lol

iron hollow
#

there's always a few special people who do though 😛

indigo summit
#

i actually know this method when working with quest3d back then

quasi mulch
#

here is my crappy demo that some kind soul made a vid of from 19 years ago, wtf where's the time gone...?

iron hollow
#

yeah i think you showed this once before, i recognize it

quasi mulch
#

only took a few hours to make too

#

reflections are realtime there and it was super cheap there too

indigo summit
#

ah the magical fog flipping

quasi mulch
#

loool

#

D

#

hey the old ways are good, don't knock them :(

iron hollow
#

yep

quasi mulch
#

all this new fangled pixel RTX can kiss my bandwidth-bound interpreted immediate mode buttocks

indigo summit
#

well don't get me wrong, it always confused me back then. how come the water looks so clear but when i'm underwater it getting foggy. . .

quasi mulch
#

cos lensflares man

indigo summit
#

😄

quasi mulch
#

also I never did have ripples underwater

#

irl that is

iron hollow
#

your eyes fog over from the cold water ;p

quasi mulch
#

just blur

#

oh I never thought about why I couldn't see so well under water but it makes sense if its a temperature thing

indigo summit
#

@iron hollow that's make sense actually, if using goggles

quasi mulch
#

as you get older though, what you see underwater pretty much matches what's above...

#

not that I go near water much now

#

Interestingly though I was at a harbour a couple of years ago and the water ripple was sooooo cookie cutter like a bad shader

#

and this was in real life!

indigo summit
#

lol

#

no pic?

iron hollow
#

damn nature for it's cost saving rendering

quasi mulch
#

no pic but shows nature isn't adverse to crappy tiling texture scrolling

#

if we were truly next gen it would probably look like a game from 20 years ago

iron hollow
#

reminds me of something i saw the other day

#

this is the actual ocean

quasi mulch
#

almost no real lighting, all washed out with crappy tiling

iron hollow
#

looks like bad tiling lol

quasi mulch
#

lol

iron hollow
#

is a rare phenomenon known as cross current waves

#

produces squares

quasi mulch
#

so really all these ugly indie games, they're actually super realistic.

#

breaths a sigh of relief

iron hollow
#

hehe

indigo summit
#

wave function compute not working so it fallback to gerstner

fading rose
iron hollow
#

it's easy when it's a fixed view angle. There's a unity demo just like this we were faffing around with

fading rose
#

hmm. any clues why my emissive material is not reflected properly?

(hdrp 5.10)

iron hollow
#

but make it so you can look at it from any angle and dive in it, then see how easy it is ;p

fading rose
#

very nice, but still not as great as the (age old) WebGL demo which is lighter and looks better 😄

iron hollow
#

lol

#

if you like it so much, you should marry it 😛

#

also I think it looks pretty identical if you actually run it, and not rely on the crappy gif 😛

fading rose
iron hollow
#

yes nicer than the Stanford teapot

fading rose
#

MUCH

iron hollow
#

er Utah Teapot

#

The Utah teapot, or the Newell teapot, is a 3D test model that has become a standard reference object and an in-joke within the computer graphics community. It is a mathematical model of an ordinary teapot that appears solid, cylindrical, and partially convex. A teapot primit...

fading rose
#

I always make the same mistake.

iron hollow
#

The Stanford bunny is a computer graphics 3D test model developed by Greg Turk and Marc Levoy in 1994 at Stanford University. The model consists of data describing 69,451 triangles determined by 3D scanning a ceramic figurine of a rabbit. This figurine and others were scanned...

#

yeah it's the Stanford bunny lol

fading rose
#

and dragon

iron hollow
#

yes

fading rose
#

and another classic for many years ways the dancing baby from 3dsmax R2 😃

#

but eventually it faded out.

#

the dancing baby had even become mainstream.

iron hollow
#

yeah I remember

#

it was even on a TV show, Ally McBeal lol

#

was so stupid

#

funny story, I was checking out an old PS3 Game, called Wet

#

and they had a ballroom scene where they used the Stanford Dragon as ice sculptures lol

#

made me LOL so hard

#

watch to the right

fading rose
#

haha yeah funny thing is few people catch these 😄

turbid matrix
iron hollow
#

what does that even mean

#

i see, so rendering multiple cameras together

#

i didn't know it had a name lol. I just took it for granted that cameras just worked that way.

#

funny they went to so much trouble to remove it, only to put it back

turbid matrix
#

yeah, kinda curious if they only do it for LWRP so people will not tell how much worse LWRP is in comparison to built-in

#

there's no way they implement that again on HDRP

drifting vault
#

In hdrp

iron hollow
#

not sure what you mean

drifting vault
#

Just I use 256 shadow resolution for something like ray traced smooth contact shadows from fore

iron hollow
#

how can it be 4k and 256 at the same time?

#

it has to be one or the other

#

yeah we don't have raytracing yet

drifting vault
#

Maybe male two Point Light, where are one Point Light not going to cast shadows to ground

iron hollow
#

worth a shot I guess, but i think then you're just making two shadows, one 4k and one 256

#

so you save nothing

drifting vault
#

But volumetric light use same quality of light

iron hollow
#

hmm, yeah I've not used volumetric, i don't even know how it works

quasi mulch
#

they had to remove camera stacking the way it was but he new one manages to give most of the benefits

#

without the perf pain from before

#

i guess they couldn't change builtin as so many projects are glued to it

empty star
#

wheres that camera stacking image from, is there any more info on it? just curious if they added more functionality to CullResults or if its handled in the C# side by keeping camera view structs w/ cullResults per view

true zealot
empty star
#

my pipeline supports stacking but the only downside is i cant merge CullResults so i have to iterate through several when drawing

#

even being able to cull an array of culling params would be great

#

🙏

glad tartan
thorn lodge
#

so it looks like instanced properties is not yet supported in shader graph, at least for LWRP.

Anyone know where that LWRP hand-rolled shader example or a more recent one is?

turbid matrix
#

I have no idea about LWRP but material instancing is supported on HDRP SG's

trim bone
#

is the gc alloc in lwrp unavoidable? or editor only?

#

oh ok vastly reduced in a build

quasi mulch
#

Should be GC free in the end, plus unity's experimental GC can further reduce any spikes

#

If there's runtime allocations for LWRP it's probably worth a bug report

trim bone
#

its like 38bytes during runtime, still worth a report?

turbid matrix
#

which version?

#

they did some fix for that recently

#

the old 17kb thing got fixed

quasi mulch
#

It's worth a bug report if any unity api's allocate at runtime in standalone (except maybe HDRP for now but I'll be policing that around 2019.3 if Olento hasn't cared to by then)

turbid matrix
#

yeah, it's kinda weird that they don't want bug reports on HDRP

#

if I were working on it, I'd want them

#

official stance on HDRP bugs is now to report issues on forums

quasi mulch
#

yep

#

weird.

turbid matrix
#

despite the fact that SRP repo specifically tells to use fogbugz 😄

quasi mulch
#

yep!

#

:D

turbid matrix
#

@alpine bluff I saw you!

#

any comments on the conflicting note? 😄

quasi mulch
#

Oh? your stalking powers are far greater than mine,. She should be on holiday, ban her

turbid matrix
#

well, maybe I did see the wrong message on the bottom, I could have sworn this said she was typing for few seconds

#

maybe I'm just seeing things

trim bone
#

am i supposed to log it as a new post or continue one of the megathreads for hdrp bug reports

turbid matrix
#

if she's at holidays, yeah, I probably didn't see it right 😄

#

I guess the megathreads work

#

but if your issue is on LWRP

alpine bluff
#

I’m in the airport

quasi mulch
#

:O

trim bone
#

funnily enough that latest package is giving me graphical glitches with bloom

turbid matrix
#

file real bugreport

#

it's going to get final release now

alpine bluff
#

Airport time is OK Discord time :p

turbid matrix
#

so it's needs to be stable

trim bone
#

nah was just curious about gc and lwrp, found an actual glitch with hdrp

alpine bluff
#

I just wanted to say that Camera stacking in LWRP is different than in built-in. They spent a lot of time making a system works intuitively, instead of some of the guessing that’s involved in built-in.

turbid matrix
#

you know if it's coming to HDRP too? I'd guess HDRP team would be very much against it 😄

alpine bluff
#

And I’m honest-to-the-gods excited about writing the docs for it ASAP

#

What’s the conflicting note I should comment on?

#

And, eh, I don’t know about it coming to hdrp or not. That’s outside of my expertise :p

turbid matrix
#

@alpine bluff NOTE: We have migrated reported issues to FogBugz. You can only log further issues via the Unity bug tracker. yet, I was told to specifically not do this for HDRP issues

#

both here in discord and in the forums

#

I haven't done that again after that, just found it odd that the official SRP repo tells the opposite

alpine bluff
#

Hmm.

#

Yeah, that is conflicting.

turbid matrix
#

Kink3d on the other hand tells me to file bug reports for everything on SG

#

so that I've done

#

so it seems like there are different wishes from different teams

alpine bluff
#

I don’t know why, either. I can ask the hdrp team when I’m back at the office, though. Please do file lwrp bugs, though, if you care ;)

turbid matrix
#

lol

#

I have one annoyance on LWRP but it's kinda a feature

#

it lacks auto-update for old LWRP materials when you open the project using newest LWRP

#

all color values on materials get reset to stock gray and untextured

#

but since it's been in preview, it probably isn't a priority to keep it backwards compatible for old materials

#

I'd expect different once it gets official stable release

alpine bluff
#

I’ve jotted that in my notebook :p

turbid matrix
#

I mean I do understand things like these happen but this will cause friction on users who jumped aboard already for LWRP

#

I'm sure that's a known side effect

#

because you see it immediately once you upgrate LWRP to newest when you have LW Template open

#

(this happens on 5.x.x something and onwards)

alpine bluff
#

Thanks :) I’ll buzz people, see where it goes

#

Now I’m going to go back to reading my book at the airport though :p

turbid matrix
#

have a nice flight

fading rose
#

Hmm I am not sure I understand this camera stacking thing. What is a good use case for such setup?

turbid matrix
#

it's used so you can render two cameras layered on same screenspace

#

most common use case is to render gun on top of everything on separate camera so it doesn't get clipped in scene geometry

fading rose
#

aaaah I see. that is what I didn't understand.

turbid matrix
#

but people have used that on space sims etc to render like far away planets on background layer, that way you can have another space in the scene where you handle the background and other place where you handle the player movement

#

your cameras don't have to align

#

so it's really like photoshop layering thing

#

you just mark what objects render with what camera and how they get layered

#

it's also faster than old school RTT layering on PP

#

don't ask me why, but it just is

fading rose
#

I see I get it. It's real time compositing. interesting but sounds like bad implementation.

turbid matrix
#

it did make these kinds of things super trivial on Unity in past

#

hence people got upset when it got removed from SRPs

fading rose
#

I would much prefer if it worked directly with layers like in After Effects. But having an extra camera may give you some additional flexibility.

elfin osprey
#

it did make things trivial, but the previous method for this in builtin renderer is an absolute mess

#

camera stacking is a lot more complicated than simply compositing, and if you dont have constraints people end up shooting themselves in the foot

#

and then we get bugs, by the hundreds 😛

thorn lodge
#

I remember the first unity project I did, in order to have a selected object render on top of everything else, I simply moved it to a selected objects layer and had a single camera that only rendered that thing.

I didn't even like it then, since it didn't feel like a good solution (well, it worked just fine but I didn't like needing a second camera, I'd probably go a material swap route or some math perspective tricks nowadays). I can only imagine the geometric complexity night mare scenarios some people might have put together

true zealot
candid basin
#

In LWRP

#

I would like to render the camera's depth texture

#

but by using the method of using the reference '_CameraDepthTexture' in shader graph, I get this error

#

I've been trying for so long to see just a depth texture of the scene

#

but it's not working

#

while it is working with nodes in HDRP in shader graph, but not in LWRP

quasi mulch
#

Depth is reversed in hdrp

candid basin
#

so I should just multiple by -1?

#

and why is it reversed exactly?

remote forge
#

You want to do 1 - depth

#

it's reversed becuase of z precision stuff

candid basin
#

thank you for the insight!

quasi mulch
#

Kind of doubt it would hurt lwrp targets also having it for lwrp these days at least

#

But who is making vast environments in lwrp

robust mirage
#

Meeeee (trying)

#

Well what is vast ;p please express it in KM

elfin osprey
#

I have a galaxy, does that count?

candid basin
#

@elfin osprey do you work on shader graph?

elfin osprey
#

Mostly, yea

candid basin
#

what's the best way to request features?

#

the best channel

#

so that it'll reach you guys

turbid matrix
#

I'd guess shader graph forum thread?

elfin osprey
#

oh no please not there 😦

#

Its impossible to read, it needs to be removed

turbid matrix
#

😄

#

well, there's always @elfin osprey's DMs

elfin osprey
#

Whyyyy

turbid matrix
#

Unity dropped the feature request service too

#

but that's only for the best

#

it never worked

iron hollow
#

unity just got done removing the feature request thing didn't they

elfin osprey
#

Yea im not really sure what the correct answer is here

turbid matrix
#

no feedback from Unity at all