#archived-hdrp

1 messages Β· Page 27 of 1

iron hollow
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there really is nothing now

turbid matrix
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yeah, official stance is to take it to the forums now

elfin osprey
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ok then wait until we have fixed our forum situation then please πŸ˜›

iron hollow
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not that the feature request wasn't yelling your wishes into a bottomless well anyway ;p

frigid cypress
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also sometimes a feature request comes in that we already want to add so it goes unanswered for a while πŸ˜…

iron hollow
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true hehe

turbid matrix
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yeah, I put a long post there

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never got any reply

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some of those concerns have been addressed now tho

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like, subgraph output node naming

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that drove me nuts

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(pun intended)

candid basin
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okay well I'd like a 'note node'

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not really a node

elfin osprey
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for a start tho

candid basin
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just option to add a little note in your graph

elfin osprey
turbid matrix
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isn't there something for that?

carmine dune
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is it possible to increase the number of (tube) lights in a scene?

quasi mulch
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Best way to get features is meet up with unity staff in real life.... then slide an unmarked brown envelope across the table.... Stuffed with cash

carmine dune
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is that in response to my question?

iron hollow
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nope. but might help if you explain what a 'tube' light is. Unity only supports point, spot, directional and area lights.

carmine dune
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new light type in hdrp

iron hollow
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fancy. I hadn't heard that mentioned before

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i didn't think HDRP had any light limits since it's either Deferred or Forward+

carmine dune
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how do I set it to deferred rendering?

iron hollow
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in the pipeline asset

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you click it to get at the settings

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Looked into HDRP/Lighting/LightLoop/LightLoop.cs. Seems like there's a maximum of 4 directional lights, 512 "punctual" lights (point or spot lights), and 64 area lights... on screen.

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so i wonder which category tube falls in

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area i would guess

carmine dune
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yeah if those are the numbers, then area seems right

fading rose
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How could we create something similar to planar reflections in LWRP ?

The way reflections are applied, even when set as box, is not that great if someone is trying for a bit of realism while maintaining optimized performance.

carmine dune
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so, is it possible to change that max number somehow?

fading rose
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Yes, it is. You have to change some values in a script.

iron hollow
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you could try. i don't know how deeply ingrained into the architecture it is

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we got luckly on LWRP shadows ;p

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but light count is something else. it could be hard coded into the shaders and everything

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no way to know but to try

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but if you need that many lights, i'd go to deferred

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it's made for that

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or use baking more

carmine dune
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where do I find the values that I should tweak?

fading rose
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@iron hollow I actually increased the amount of Direct lights too πŸ˜„

iron hollow
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no idea, but i guess that quote has a place to start

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he names the file where he found the limits

carmine dune
iron hollow
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hard to say without context

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what version of unity are you on?

carmine dune
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2018.3.6f1

indigo summit
fading rose
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Thank you @indigo summit

indigo summit
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cheers

iron hollow
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as long as you see deferred down there, you're good to go

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if you choose both, you would set it there

carmine dune
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alright, done that πŸ‘Œ

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now the other thing, I found the file with the limits, would I just edit that file? (which I found in the program files of unity)

iron hollow
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if you switched to deferred, the limits don't apply anymore

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deferred allows unlimited lights

carmine dune
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oh huh

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it still doesn't show all lights

iron hollow
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well it should. unless unity made a very funky version of deferred

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whole point of deferred is unlimited lights

indigo summit
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tube length? light intensity?

carmine dune
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everything is set like it should (as far as I know)

indigo summit
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those part got me once while trying to add light on daytime scene due HDRP using high exposure value

carmine dune
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it definitely is not showing all lights and it's not the tubelength/light intensity that's wrong

iron hollow
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well reading here, i maybe see why

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HDRP comes with a new lighting architecture: It uses a hybrid Deferred / Forward – Tile / Cluster renderer. These words mean that it scales way better than built-in Unity rendering with the number of lights in the scene. This new lighting architecture is focused on performance.

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seems it's not true Deferred

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so i guess you could try modifying it, though I strongly recommend not doing that. LWRP maybe can get away with it, I doubt HDRP can. make sure you make a backup before trying.

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it's probably a better idea to either bake the lights, use a different type of light, use emissive meshes, or just use fewer lights. within camera view.

carmine dune
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yeah, I think I'm going to switch back to emissive meshes

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kinda stupid since the reason I switched to hdrp was because of the tube lights

iron hollow
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this page also talks about the differences between forward and deferred as it relates to HDRP

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it's not quite as clear cut as it used to be on legacy i see

turbid matrix
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they could add to that page:
"shadergraph:

  • fast on deferred
  • sluggish on forward" πŸ˜„
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(I'm joking, just discovered an issue with SG on HDRP's forward)

iron hollow
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yeah i saw your posts about that heh

carmine dune
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for some reason what I try to do seems to not be possible. The 'only' thing I want to do is being able to have good looking laser light rays

iron hollow
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for something like that i'd use line renderer with an emissive material

carmine dune
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does that light surrounding objects?

iron hollow
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if it's emissive it would yet

indigo summit
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that light limit isn't per object limit?

iron hollow
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though technically a laser doesn't light surrounding objects πŸ˜›

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since the light is all directed forward πŸ˜›

carmine dune
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yeah I know, but it looks cooler that way πŸ˜›

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just pretend it's really foggy

indigo summit
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and how many lights do you have on your scene actually?

carmine dune
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probably around 100

indigo summit
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all tubes?

carmine dune
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yea

iron hollow
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yeah there seems to be 64 light limit to area lights

carmine dune
iron hollow
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you know in legacy area lights were baked only

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so you'd have had to have used emission πŸ˜‰

carmine dune
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yeah I used emission on a 'beam mesh' before I found out about hdrp and the fact that hdrp had tube lights

iron hollow
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was nice they added them but they are very costly, so i guess they limited them to be used in special circumstance where needed

indigo summit
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work just fine for me in defered

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that was uhh around 150 ish

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i think

iron hollow
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well that's what i initially thought, that deferred should be unlimited

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but they tried that and said it didn't work

carmine dune
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as you can see from the screenshot I sent (every colors line on the left should be a working tube light on the right)

iron hollow
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not sure that I see light coming from all those in your SS

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hard to tell with the icon covering them

indigo summit
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πŸ˜„

iron hollow
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does seem darker in the center

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like those aren't emitting

indigo summit
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yeah tube light did that

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on the edge of the tubes

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it darker, so i guess the light tube are neon ish

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not a capsule

iron hollow
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i see yes

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around 110 or so

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so definitely over 64

indigo summit
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ohh surprisingly this amount of light also work on forward

iron hollow
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hmm

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maybe tube isn't considered an area light then

indigo summit
iron hollow
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but question returns to why they can't get it to work in their project

indigo summit
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beats me

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unity are weird

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πŸ˜„

carmine dune
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I'm so confused

indigo summit
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judging from your screenshot and video the tube light specular did work

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but it doesn't lit the area

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seems you get the same artifact as i do when multiple light range are overlapping

carmine dune
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what does "the tube light specular did work" mean?

indigo summit
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the line reflection on the floor

carmine dune
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how does it both "work" and "doesn't lit the area" at the same time? πŸ€”

iron hollow
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yeah that looks like some kinid of bug

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i'd report it so unity can fix it.

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HDRP is still in preview so it has some problems still

indigo summit
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well realtime rendering are mostly smoke and mirror, we need to get better result using less πŸ˜„

carmine dune
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that seems like a lot of work for a very slim chance of it getting fixed

indigo summit
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depend

iron hollow
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it has zero chance of being fixed if not reported

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it's a serious issue actually so i'd say if they know about it, it has a very good chance of getting fixed.

indigo summit
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as long as the problem are not in unity side but on SRP stuff, there's a chance it would be fixed on the next release

carmine dune
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"it has zero chance of being fixed if not reported" that is very true

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would this be "a problem with the unity editor"?

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"how often does this happen?"
always?

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those are some very vague questions

iron hollow
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it's a problem with HDRP

carmine dune
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the reporter doesn't have that option

iron hollow
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then just say yes

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as you're editing the lights and they aren't behaving right

turbid matrix
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well

iron hollow
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i hate forms like that, they never cover every possible thing

turbid matrix
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we had discussion about this the other day

indigo summit
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the light are not lit

turbid matrix
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it's not clear Unity wants bugreports for HDRP, especially if it's not for released version

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I've been told to not send them

indigo summit
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well that's weird

iron hollow
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lol i agree

carmine dune
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that's very weird indeed

iron hollow
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though i can see the wisdom if they think it's probably something they already fixed

turbid matrix
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it could be something with me using their bleeding edge versions a lot tho :p

indigo summit
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us : hey we found a bug. . .
them : keep it for your self

turbid matrix
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I've spammed the reports on forums and here

iron hollow
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might have to wait until it releases in 2019.3

turbid matrix
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I dunno, it's been pretty snappy πŸ˜„

iron hollow
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and see if it's still there, then report it πŸ˜›

carmine dune
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nah, I'll report it now and if it's not appreciated/ignored then whatever

iron hollow
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sounds like what I do :p

turbid matrix
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they wont ignore it

iron hollow
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either people listen to me or they don't

turbid matrix
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@scarlet hull can you shed a light on this?

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what's the preferred way to report HDRP issues today?

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and when should one put official bug report?

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I'm trying to find the old forum discussion but I've written so many messages on forums recently it's like finding a needle on a haystack

carmine dune
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are bug reports public?

turbid matrix
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ah I found the old discussion

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the thing was to not report errors for packages on staging

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so if you use package from package manager (without staging registry), that's fine I suppose

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@carmine dune original reports are not unless you share the link (you shouldn't as it contains your details)

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some issues go to public tracker and it's abstracted to not include your personal details

carmine dune
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alright good to know, thank you πŸ‘

turbid matrix
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I wish I had better memory, this makes more sense now πŸ˜„

alpine bluff
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So, I haven’t forgotten my promise, @turbid matrix, but the person to ask was OoO today. But! In my reading through all the slack conversations that had piled up while I was on holiday, they did mention that bugs should be reported via the QA bug reporter, so it goes to our internal bug handling tool.
So I reckon that you’re right - the message would probably have been about staging packages, not promoted ones.

turbid matrix
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@alpine bluff yeah it makes more sense now

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sorry for confusion πŸ˜ƒ

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I've been so much on the wip side and have horrible memory so I mixed it so it eventually meant the same thing on my head

carmine dune
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wow 'uploading the report' takes forever

split cobalt
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@carmine dune bro

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can you help me

carmine dune
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uhm, I can try

split cobalt
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@carmine dune DM please?

turbid matrix
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uh

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you shouldn't tag users randomly

split cobalt
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i need help !

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why no one help me?

turbid matrix
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stop for second to think what channel would be the most appropriate place to ask your question

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ask it only there

split cobalt
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okay sorry

turbid matrix
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don't tag random users from multiple channels to solve your issue

split cobalt
turbid matrix
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no, that's for writing custom editor scripts

split cobalt
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what is my problem issue?

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police car doesn't show in the game

turbid matrix
split cobalt
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okay

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thanks

alpine bluff
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@turbid matrix - no worries. It was a fair question to ask.

dawn sorrel
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I've had this problem for a while now and am at a loss on how to fix it, with a deadline fast approaching

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All of my HDRP assets are invisible in the editor

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No clue why

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Here's an example of an asset

true zealot
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I can't remember what it looks like if you don't have a render pipeline asset assigned

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but make sure you do

dawn sorrel
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Yeah it says it is

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Right here ^

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I'm also set to forward VR single-pass stereo rendering

dawn sorrel
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Maybe Unity 2019.2.0a9 doesn't work with HDRP?

turbid matrix
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it definitely works with HDRP

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but, you should really use 6.x.x on 2019.2

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(yet there's no promoted 6.x.x version so it doesn't normally show up in your package manager

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but 5.10 works on 2019.2 atm too

dawn sorrel
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Hmm

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Really wish I knew why this is happening lol

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If I create a new Cube it's also invisible

turbid matrix
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going to ask the stupid question if you entered the play mode?

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also which HDRP version are you running there?

dawn sorrel
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Yes, and preview 5.10.0

turbid matrix
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5.10 ran for me on 2019.2.0a9 the other day when I tested it

dawn sorrel
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I'm only getting one error but I have been for a while

turbid matrix
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"only" πŸ˜„

dawn sorrel
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```C:\buildslave\unity\build\Runtime\Jobs\Managed\IJobParallelFor.cs(30,13): error: Internal compiler error while processing function System.Void Unity.Entities.GatherChunks::Execute(System.Int32)

While processing function Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct1[[Unity.Entities.GatherChunks, Unity.Entities, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Unity.Entities.GatherChunks&, Unity.Entities, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)`

While compiling job: System.Void Unity.Jobs.IJobParallelForExtensions/ParallelForJobStruct`1<Unity.Entities.GatherChunks>::Execute(T&,System.IntPtr,System.IntPtr,Unity.Jobs.LowLevel.Unsafe.JobRanges&,System.Int32)

Compiler exception: Burst.Compiler.IL.Syntax.BuilderException: Internal compiler error while processing function System.Void Unity.Entities.GatherChunks::Execute(System.Int32) ---> Burst.Compiler.IL.CompilerException: Unexpected exception while trying to compile function System.Void* Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility::GetUnsafePtr(Unity.Collections.NativeArray1<T>)` ---> System.StackOverflowException: The requested operation caused a stack overflow.```

turbid matrix
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you can probably fix that by updating your ecs setup

leaden isle
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Hello guys,
Currently, I have problems with the LWRP (5.10) and terrain rendering on mobile (Metal and Vulkan). In editor I can see the terrain but I get always the message that there is no details shader found for my render pipeline. This has the effect of not seeing details on the terrain. But in the devices which render with Metal or Vulkan the terrain is not drawn at all. Does somebody is experiencing the same?

scarlet hull
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@carmine dune @turbid matrix : What's happening is probably that you're hitting and other hard limit : maximum of 24 lights can lit a single tile on screen. So even if you can have (can't remember ne correct number) 50 tube lights (those are indeed area lights btw) on the screen, if they all have big range that overlap, the issue you showed will appear, because some tiles will reject lights after the 24 limit is attained.
So sorry, it's not a bug, but a limitation 😦

carmine dune
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ah, thanks for the info! So really there's no way to get the result I'm looking for without either: reducing the range; reducing the number of overlapping tube lights; using emissive materials instead of lights?

north scarab
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Hey guys! Anyone knows why volumetric fog doesn't work on my project? I tried to change all values but it's nowhere to be found. I'm using the HDRP
Also, does anyone have a ready to use Density Volume texture?

dawn sorrel
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What would be the best way to control the order in which 3d objects are rendered?

twin spire
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Hello!

I would like to use TranformGizmos in runtime but they are just not showing in runtime, i'm using HDRP 4.10.0, i'm missing simething or just its not working correctly?

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its working on a non hdrp normal project

scarlet hull
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@carmine dune I don't know the finale rendering you're wanting to achieve, but I guess that the best would be to try to fake as much as possible. With transparent/additive line renderers maybe ?

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@dawn sorrel Probably with the renderqueue

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@twin spire What is this "TransformGizmo" you're talking about ?

dawn sorrel
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all i want is my player and his gun to render above everything else, i will take a look at the render queue

carmine dune
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yeah, I'm currently doing that rn πŸ‘

twin spire
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maybe my issue come from shader but the line shader are seems to correct in hdrp too but don't drawing

scarlet hull
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@twin spire Didn't look in detail at the code, but it appears that this tool is using shaders aimed to work with the Built-In renderer, not HDRP. Thus why it doesn't show up.

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@dawn sorrel This case is a specific issue that we plan to handle, and isn't as easy to solve, sadly...

dawn sorrel
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@scarlet hull right now i was trying to use a two camera approach and that works with the player rendering above everything else but then it receives lights but not shadows, so now i feel like i hit a wall 😦

scarlet hull
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Could be worth having a look on how it's done in the FPS Sample Project

livid crag
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@scarlet hull im having actually the same issue as @dawn sorrel
is there any way to solve it like in the fps-sample project when using the standard deferred render path in unity? ):

scarlet hull
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I didn't have time to examine how it's done in the sample myself, so the best would be fore you to have a look there

livid crag
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@scarlet hull
do you know if there is any blogpost regarding this solution by any chance? (:
dont have any space on my drive for the 18 GB project right now ):

scarlet hull
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@twin spire I think I got the issue (no need to spam in #archived-shaders ) : The rendering is done with GL commands, in OnPostRender and this is simply not handled and all in HDRP

twin spire
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@scarlet hull post removed from shaders, thanks, maybe can i do something?

twin spire
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@scarlet hull i changed to OnDrawGizmos the OnPostRender and now its working

scarlet hull
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But this method will probably not work in a build

twin spire
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i'm making a build now than we will see, no other way to get this work?

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its not working in build

carmine dune
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all the other colors make the center white, except for blue

scarlet hull
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I tested, and on my side it's the default tonemapping that does this

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It's an expected behaviour of the ACES setting in the tonemapper

carmine dune
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I’m not really sure what all of that means :S

primal jacinth
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What's your tonemapper set to in your post-process settings?

carmine dune
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ah, yes ACES

primal jacinth
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Switching to Neutral should help

scarlet hull
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@twin spire Sadly, I think it will not be easy to convert this to work with HDRP. You should better find an other way to manage your in-game handles. Maybe with meshes ?

carmine dune
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ahh, yes it does, thanks @scarlet hull and @primal jacinth

twin spire
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@scarlet hull alright, thank you, i thinked about to replace the lines with a cilynder mesh i will try to create it later

fading rose
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LWRP 4.10 2018.3
maybe this is a better channel for this question.

While Real Time reflection was working fine, I started seeing this message. Any idea what may have happened?

quasi mulch
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If it is realtime, the slice option may not be available any more so get a ref to the probe and call bake. In older HDRP the functionality was not present, but I cannot be sure about LWRP.

fading rose
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It was working just fine until a day back. But after enabling a second one, it turned black and this message started showing. Disabling the second one does not change it.

quasi mulch
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create a new scene with two probes, one box

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fiddle about

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if updating LWRP is an option then it would be a good idea to jump to 5.10, which is a fair bit newer than 4.10.

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what you have probbaly has a lot of bugs, it is not a release version after all

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if showing preview packages in Package Manager does not reveal a newer version then you will not be able to upgrade until your version of unity is upgraded

fading rose
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yeah there is no higher version than this for 18.3. But it was working just fine... 😦 Will roll back to .9 and see what happens.

quasi mulch
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It's rough for those of us who are developing against something unfinished

fading rose
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probably something I changed somewhere. doesn't make any other sense. It was working fine.

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Interesting. It doesn't work even as baked.

quasi mulch
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You tried play mode or just editor so far?

north scarab
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Hey guys, anyone knows why Mirror has problems with the HDRP?
My player won't work right after upgrading to HDRP

fading rose
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both i think I will delete the cache and see maybe that fixes it.

quasi mulch
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By mirror, do you mean the network thing?

north scarab
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Yep

quasi mulch
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I suggest restarting the editor

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otherwise mirror should use a namespace. If it doesn't tell mirror to use a namespace.

north scarab
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I tried it, @quasi mulch, but it didn't help.

quasi mulch
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what is the error in the console (there likely are a few)

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And was HDRP already present or are you grafting all this on just now?

turbid matrix
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^ merged now in master

fading rose
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Great! I am not into 2D games but I always wondered why this was not possible.

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@quasi mulch I deleted the package folder from the cache and restarted the editor. Real time reflections worked fine, but after I hit play they stopped... 😦

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How do I make real time reflections rotate along with the object they are attached to?

As it is now it is a bit problematic. i.e. a guy sitting in front of a mirror, rotates along with the mirror but the reflections react erroneously.

north scarab
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@quasi mulch The problem is this (sending pic). I also upgraded from 2019.2a7 to a9

quasi mulch
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try clearing the console

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(clear on play and error pause are the buttons that should be enabled by default tbh)

north scarab
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Yeah, I tried

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that's the only error that pops up

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Ok, it seems like if I disable the vertical mouse clamping the problem goes away

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but it's not a fix for sure

quasi mulch
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this is a problem with your assets not HDRP though

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did you also change unity version?

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its not even running man

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I don't think mirror is any good but that's not a render pipeline question so try fixing those errors in other channels and forum first

north scarab
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@quasi mulch that problem is older (sorry). Mirror's working, now.

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this is the current log

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UnityEngine.Transform:set_localRotation(Quaternion)
BarrarosaShooter.FirstPersonCharacter.MouseLook:LookRotation(Transform, Transform)
BarrarosaShooter.FirstPersonCharacter.FirstPersonController:RotateView()
BarrarosaShooter.FirstPersonCharacter.FirstPersonController:Update()
quasi mulch
north scarab
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Ok, thanks :)

quasi mulch
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I am looking forward to the next release of HDRP.

dawn sorrel
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So, I still can't find a fix for all materials not being visible, so I guess I'm going to try downgrading Unity versions. But usually when I do this it breaks prefab connections. Is there a way around this? I'm also worried that the implementations of packages will break since they are all more recent than the older versions

turbid matrix
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fix all errors first

carmine ermine
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Hello,
Will there be support for decals in LWRP ?

inland ferry
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As far as I know. That is not planned. But from what I understand it is not too hard to implement your self.

inland ferry
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I could use a bit of help figuring out which pipeline would be best for what I want. I am targeting pc/console /switch. It's pretty stylized art style.

No real need for PBR stuff. So I feel like HDRP would be overkill for what I need and just make it not run as well. But I really, really like the volumetric fog it offers.
LWRP seems okay, but I keep hearing it is lacking features. But I can't figure out what features I would be missing if I was using it.

So maybe the default render pipeline?

turbid matrix
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why HDRP is overkill?

inland ferry
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It seems like it has a much of things that I would not be using at all.

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But I'm not quite sure because it is not clear what all it does and doesn't do.

#

Also, using HDRP seems like it could make it hard/not possible to port to switch in the future. But I could be wrong about all this. I don't know a lot about the rendering side of things.

quasi mulch
#

OK fair enough

#

decals in LWRP could possibly made to work using @elfin osprey https://github.com/Kink3d/kDecals - but please don't consider this official, it's just a staff member's own work going on.

Perhaps it could serve as inspiration for LWRP decals?

elfin osprey
#

Now that scriptable render pass architecture is in, this will totally work now. I just havent got around to it yet.

quasi mulch
#

Seems like such a clean and meaty codebase like that would see some great use eventually

turbid matrix
quasi mulch
#

:<

#

where mah pbr sky

turbid matrix
#

last commit from Feb 22

iron hollow
#

what is a PBR sky exactly?

turbid matrix
#

new better sky setup

iron hollow
#

it's not like the sky needs metallic qualities ;p

#

PBR just sounds like the wrong term

turbid matrix
#

nah, it affects the whole lighting

#

it's just just skybox alone

iron hollow
#

so basically like a HDR sky but procedural?

turbid matrix
#

well, there's procedural sky already πŸ˜„

#

but it's the old unity sky setup ported to HDRP

iron hollow
#

ok, soooo then what's new

turbid matrix
#

they don't like the old implementation

#

so, I'm guessing the new one will be more physically correct :p

iron hollow
#

fair enough i guess hehe

turbid matrix
#

I'm mostly curious if they do any cloud tech in this

#

there isn't any code for such yet

quasi mulch
#

I was just being playful, but yes a correctly hdr calibrated procedural skybox render would be nice - currently I disable the sun disc and really, I probably don't want their clouds either, I'm enjoying using billboards at the moment to control how things look. But I wouldn't say no to a nice solution.

There's a very very nice solution for builtin renderer right now - https://forum.unity.com/threads/overcloud-volumetric-sky-and-lighting.650248

#

I think that'll end up being the best for builtin. You don't get much control over cloud placement but you do get high perf and it apparently will work with everything in builtin land including VR.

#

observes @iron hollow reaching for asset store

iron hollow
#

yeah i saw that in the top items list today

quasi mulch
#

it is nice innit?

iron hollow
#

favorited it just in case πŸ˜›

#

there was also a pack of 200 skies for 10 dollars

quasi mulch
#

I have UNDERCLOUD which means I can't see any and my sky is rubbish :P

iron hollow
#

well as i said before I have Envrio, and i think it does a nice job with teh sky and clouds

#

but still waiting on HDRP support

quasi mulch
#

What techniques does Enviro use? I haven't ever poked it I don't think

iron hollow
#

we talked about it once, and came to the conclusion it uses some type of volumetric cloud

#

rest is just unity procedural sky stuff

quasi mulch
#

Oh, fancy

iron hollow
#

so yeah i'm curious what changes they may make

quasi mulch
#

Looks nice, can they intersect geometry?

iron hollow
#

you mean like transparent trees?

#

afaik it can

quasi mulch
#

Like a castle on the side of a crumbling cliff

iron hollow
#

oh sure, don't see why not

quasi mulch
#

can you fly through them?

#

and hows perf?

#

sorry for Qs

#

I'd give this a go and even help the author dev it if he plans HDRP

#

might be a huge time saver

iron hollow
#

i don't know about flying

quasi mulch
#

thing is, it's suspiciously cheap

iron hollow
#

i mean in the video they have fog

#

i am not sure if that's based on the same thing or not

#

but i'm pretty sure it's not meant for flying simulators

quasi mulch
#

Right yeah no worries, I did want to be able to be above or below and can happy endure fading in fog inside

iron hollow
#

i never tried so really don't know

#

could work heh

quasi mulch
#

Seems like this one flew right over my head :P

iron hollow
#

but generally that kind of thing is specialized, so i don't tend to expect it

#

the ones ive seen that do work, are ridiculously expensive to render.

quasi mulch
#

Yep not a deal breaker by any means

iron hollow
#

but it has a lot of the fun stuff

#

volumetric light scatter in fog

quasi mulch
#

seems a bit heavy though with all this extra cruft like networking

iron hollow
#

rain that doesn't fall inside houses πŸ˜›

quasi mulch
#

That's one reason I still use shuriken alongside vfx, for situations I need runtime collision handling. Kind of scares me since I wonder if shuriken will get an update for the new collider types in dots...

iron hollow
#

hmm good question

quasi mulch
#

so shuriken does my rain and collidery things. I know VFX can use primitives or expose variables but collision with general world is not its thing

#

(if dynamic world or big world)

glad tartan
#

Depth Collision would work for some situations with VFX Graph particles

quasi mulch
#

The depth collision - do you know if it is generated per frame or using the existing prepass/depth buffer?

#

That sort of thing is excellent for sparks or localised effect, not so much for rain still

iron hollow
#

well that's why i'm not super excited about ECS yet. it seems like it's years away from having everything it needs to be really viable

quasi mulch
#

true yes

glad tartan
#

that I'm actually not sure of

iron hollow
#

well depends how much of the engine you want to write yourself πŸ˜›

quasi mulch
#

but if it uses the existing depth buffer that's already rendered for collision then it's more than suitable for a great number of effects locally, but rain needs very clear definition where it can fall even off screen where there is no depth buffer, so shuriken lives on longer :)

#

We can use both so its good. I only hope Unity Physics and Havok Physics collider representations are going to be compatible with shuriken going forward (I see no logic why not)

glad tartan
#

Yea, Shuriken will be here for a while

quasi mulch
#

Else we would all suffer with gpu readback latency

#

"wait a minute while I wait for the gpu to finish what it's doing first ... then maybe I'll send you information if this patiently paused raindrop should splash or not"

#

yeah dots needs a LOT of extra work

turbid matrix
#

enviro dev has HDRP version on the works

#

I have wip HDRP version of older enviro

#

but it would be nice to have something like this built-in

#

as it's kinda thing many games need

#

more games need clouds and nice sky rather than volumetrics for example

iron hollow
#

that's amazing, I consiered taking a video of something i saw in Metro Exodus

#

there were these glasses on the bar on the moving train

#

and I noticed as the train swayed, the glasses seemed to deform in a funny fashion

#

thing was it was only the glasses, nothing else

#

and i was thinking to myself it was probably caused by motion vectors or postprocessing

#

i wonder if that's something similar

#

i should have made that video

#

might can go back some chapters and do it

#

when I clip out most of the scene it doesn't seem as bad, but you can see the train moving and the glass kind of not moving with it lol

#

makes the glass kind of look like it's made of jello

thorn lodge
#

or the glass really is made of jello.

It's after the apocalypse maybe they have to make all cups out of stiff jello now

iron hollow
#

lol

#

metro exodus has a lot of little problems like this, I saw bad shadow bias in one scene

#

hair z fhighting with the head or window in another

#

and there was a level in a swamp that showed classic issues with using SSR with large bodies of water

mighty swift
#

So... I know that we're supposed to use either Lit or Unlit for HDRP... although I've seen a Unity talk that said PBR is also supported as an HDRP Shader Graph base. My game's not shader bound so it doesn't matter for me... but does anyone know of good pros/cons for using PBR instead of Lit?

#

PBR obviously has fewer options, but, if it does everything you need, is it a good idea to use it versus just using Lit all the time and just turning everything cool off?

iron hollow
#

wiki for HDRP doesn't list a 'pbr' type

mighty swift
#

Yeah that was part of why I ignored it until now.

#

But if you make one, it'll work. (Sometimes get a compiler error but it works regardless.)

iron hollow
#

so you mean through shadergraph

mighty swift
#

And I saw a Shader Graph talk where they said there's three bases.

#

Yes.

#

One second I'll dig up the talk.

iron hollow
#

i think PBR is what they consider lit

turbid matrix
#

is this still unclear?

#

PBR and regular Unlit are basically "cross SRP" graphs atm

mighty swift
turbid matrix
#

you can use them for both LWRP and HDRP

iron hollow
#

if you make your own shader, it's what you have to use

#

there's no other lit choice

#

other than that super mega thing olento linked to πŸ˜‰

#

oh that's not the blog post

#

on the blog, it's the Lit AF node

turbid matrix
#

I also didn't link anything now πŸ˜„

iron hollow
#

oop hehe

#

they added the lit master node later, it's the one with all the candy

#

but yeah you should just use whatever you need. in the end it doesn't matter

#

if you don't need all the fancy stuff, no sense using that node

turbid matrix
#

like I said PBR and regular Unlit graphs work for both SRPs

#

HD Lit and HD Unlit only work for HDRP

#

latter have few additional things

#

especially HD Lit Master is fancy

iron hollow
#

yeah

mighty swift
#

The question was more like "Has anyone seen a good reason, besides compatibility with LWRP, to use the PBR node versus just the bare-minimum settings on the Lit node"?

turbid matrix
#

if you don't need anything from HD Lit Master, then nope

#

but if I remember right, PBR graph doesn't support instancing

#

so that's a reason alone for many

#

HD Lit Master does

iron hollow
#

i'd use it so i don't have a lot of shader overhead for stuff i'm not using

mighty swift
#

Nope I'm pretty sure it does support instancing.

turbid matrix
#

they've added it?

#

ah, it is there

stoic depot
#

Hey, I've been trying to run the Megacity Demo

#

Just to poke around and all that

#

I have the HDRP installed, and when I try to install the SRP Libraries package it throws up even more errors

mighty swift
#

You shouldn't need to include SRP. HDRP brings those dependencies in.

stoic depot
#

I thought that as well

mighty swift
#

Their UI could explain that a little better.

stoic depot
#

I did end up uninstalling it

mighty swift
#

Which editor version are you using?

stoic depot
#

2019.1 b9

mighty swift
#

Ah okay.

#

Hmm. I haven't opened Megacity yet so I dunno.

stoic depot
#

It's just weird that all it's missing is Unity.Rendering

#

how could a namespace like that be gone?

mighty swift
#

I don't understand the question?

turbid matrix
#

@stoic depot megacity sample is already configured right out of the box

#

it included rendering.hybrid package

stoic depot
#

ah that's missing

turbid matrix
#
{
  "dependencies": {
    "com.autodesk.fbx": "2.0.0-preview.6",
    "com.unity.audio.megacityprototype": "0.0.1-preview.3",
    "com.unity.burst": "1.0.0-preview.6",
    "com.unity.cinemachine": "2.3.3",
    "com.unity.entities": "0.0.12-preview.29",
    "com.unity.jobs": "0.0.7-preview.8",
    "com.unity.mathematics": "1.0.0-preview.1",
    "com.unity.package-manager-ui": "2.1.1",
    "com.unity.render-pipelines.core": "5.8.2",
    "com.unity.render-pipelines.high-definition": "5.8.2-preview",
    "com.unity.rendering.hybrid": "0.0.1-preview.9",
    "com.unity.shadergraph": "5.8.2",
    "com.unity.timeline": "1.0.0",
    "com.unity.xr.legacyinputhelpers": "1.0.0",```
#

well, it's not really missing unless you removed it

stoic depot
#

I had to install all these myself

#

IDK how i set my project up myself lol

mighty swift
#

Ah I'm guessing you accidentally delete the Packages manifest file.

stoic depot
#

like I took a bland scene and copied all the stuff from the zip and just kinda kept adding the missing packages

#

so I guess lol

mighty swift
#

Nonono

#

You just open up the zip as a project

#

You don't make an empty project. It is a project.

turbid matrix
#

if you try to run MegaCity, just unzip and open

#

yeah, what Scott said

stoic depot
#

oh

#

lol

#

this is my second crack at it and it's still wrong

#

last time I put the assets only into a 2018.3 unity project

#

my FPS cried

turbid matrix
#

basically easiest to just unzip it somewhere, then open it with Unity Hub

stoic depot
#

ah

turbid matrix
#

make sure hub opens it with 2019.1.0b9 on the first run

mighty swift
#

In Unity, a "Project" is the folder that contains the /Assets/ folder (and the other folders)

turbid matrix
#

tbh, if you haven't used Unity before, looking around megacity project will not tell you much πŸ˜ƒ

stoic depot
#

I'm kinda comfortable with Unity, I just wanted to understand the ECS system

#

also the shader graph examples are pretty good

#

I love the mask map setup for smoothness and albedo

lunar stirrup
#

I'm getting a weird issue when I build my game with the HDRP

mighty swift
#

What issue @lunar stirrup ?

lunar stirrup
#

oh ye forgot to paste part of the log xD

#
  at (wrapper managed-to-native) UnityEngine.ComputeShader.FindKernel(UnityEngine.ComputeShader,string)
  at UnityEngine.Experimental.Rendering.GPUCopy..ctor (UnityEngine.ComputeShader shader) [0x0000f] in G:\UniUnityWork\Dissertation\Library\PackageCache\com.unity.render-pipelines.high-definition@4.10.0-preview\Runtime\Core\CoreResources\GPUCopy.cs:16 ```
#

UI comes up fine but anything using the pipeline is broken :/

#

attempting to reimport all the materials

#

oopps

#

seems the HDRP needed reimporting

mighty swift
#

Yeah a lot of these issues are "delete your library folder and let Unity rebuild everything" things.

iron hollow
#

I had that when my shadergraph and HDRP weren't the same version

#

make sure all your packages are matching versions

glad tartan
#

PBR Sky getting some updates again

quasi mulch
#

I think i've finally given up on unity's realtime GI

#

its good for smaller scenarios I guess

#

occlusion probes could be super interesting though

dawn sorrel
#

Isn't SRP core api and render graph fundamentally does the same thing. So whats the difference? Both extend the rendering pipeline.

#

One is definitely programmers vs artists.

#

Any other difference??

true zealot
#

I assume it's the same deal as shadergraph or VFX graph. You can do these things already in code, but making a UI for them enables their ease of use and expands the demographics of people utilising that sort of content

#

Also can serve as a launching off point for programmers in some cases

remote forge
#

A render graph allows you to in a (programatic) way track resource usages and dependencies. It allows recycling of render textures, memory aliasing, and barrier insertion into rendering. A render graph isn't a graph like shader graph or vfx where a user hooks things together; it's a graph in the data structure sense where you have a tree of dependencies and connectors. You still program the rendering with code, not via UI.

true zealot
#

Well I'm definitely making a UI version then UnityChanBusy

dawn sorrel
#

Thanks for info @remote forge

turbid matrix
#

hmmm, the HDRP LOD bug still exists on latest master

#

should probably try it with brand new scene

#

but this time I checked it breaks the lod transitions on both forward and deferred only settings

#

anyway, I'll do more detailed repro tries on this later on, see where it breaks

remote forge
merry island
#

Hi all. We are working on an AR project and decided to test the LWRP to see if we gain a performance boost.
After switching, most of of our shader where broken because most of them where custom shaders. Anyway, for the sake of quick testing, I replaced most of them with the Simple Lit shader in the LWRP shaders. After doing some profiling, it seems like instead of getting a boost, we got a decrease in performance. On all accounts: FPS, Draw Calls and memory.... any ideas as to what can be the problem?

dawn sorrel
#

@merry island Do you have any specific information? The performance decrease could literally be anything.

#

Also; what did your Custom Shaders do before?

merry island
#

What information are you looking for?

dawn sorrel
#

Screenshots, Videos, Profiler Data, etc

merry island
#

Basically simple stuff like diffuse and so on, just super light

dawn sorrel
#

Simple Lit is more complex than a Diffuse Shader

merry island
#

Even if I turn off specular and emission?

#

This was tested on S8 btw

dawn sorrel
#

Yes, it does shadow calculations, etc

#

What exactly did your custom shaders do before? Just diffuse lighting? Shadows?

#

Baked Lighting?

merry island
#

This is one of our shader (all our custom shaders are created by amplify plugin)

dawn sorrel
#

Interesting...

#

By my guess; Simple Lit is more costly than that.

merry island
#

We have a few veriasions of this shader, some with added normal map etc

#

Do you think recreation our custom shaders using shader graph (so it will support LWRP) will help?

dawn sorrel
#

Possibly; your shader doesnt look that complex. Also re-writing it in LWRP Libraries should be straightforward.

merry island
#

Ok. Thanks Andy. We will try to do that and see if we can get better results.

quasi mulch
#

Why mobile phone pic of a screen? oO

#

it's really facepalmy :P

merry island
#

My discord is on my phone so it was faster πŸ˜…

quasi mulch
#

:D

#

So, I'm finding visual colour clipping with volumetric lighting in HDRP using R11G11B10 but I suspect it's because they have not got to tweaking volume code yet with that in mind

quasi mulch
#

@olento are you alive? questions abound

#

Anyway... not using enlighten realtime GI any more, but I am using HDRP's ambient gpu probe. What I next need to do though, is figure out a way to prevent that probe shading in areas like huts, buildings etc - it's primarily an outdoor probe after all.

#

(can't use any enlighten for this game scenario)

#

Any tips really welcome

mighty swift
#

So what changed your mind on realtime GI?

quasi mulch
#

Realtime GI is feasible based on the millisecs reported at GDC so yeah I'll take it.

#

When people talk about SEGI and think 16ms is acceptable for GI I think "what a bunch of idiots"

#

but when seasoned developers come forward with <1ms GI then, yes, I want it.

#

pretty logical really lol

#

Also, at least currently, GI is unusable performance hit with HDRP

#

even with a modest environment

#

with CPU set to low for it

mighty swift
#

So performance.

quasi mulch
#

Was seeing >50ms spikes every few frames as the sun moved, and yes I did stagger it

#

perf for realtime GI is great... if you are in a room or need very little detail

#

but in my case it was just too shitty looking at that point

mighty swift
#

Yeah.

quasi mulch
#

if you have no time of day but still need GI for example point light moving, then enlighten is fantastic

#

but when you move the directional light for time of day in open world, it is not feasible of course

mighty swift
#

Like I was saying last week -- I'd like ambient light volumes. :\ Let me control it. (That said I'm doing toon shading so I have an unusual advantage.)

quasi mulch
#

Naturally the dir light is going to hit every single system in enlighten

#

It's not got anywhere near the control I need exposed so I can't use it for this scenario

#

and if I don't update dir light contribution, then any building with windows will look day lit at night time inside

mighty swift
#

Yuuuup

quasi mulch
#

so that forces me to make proxy meshes to fake it...

#

anyway long story short I said "fuck it"

#

I'm pretty sure moving forward AAA won't use enlighten either

#

it's time is over

mighty swift
#

Depends on how quick raytracing can nip its ankles.

#

Raytracing for GI is sketchy though... multi-bounce.

quasi mulch
#

Well for me it's not just bounce but also occlusion, I mean HDRP is currently doing a good job with it's ambient dynamic probe but that's just for outdoors

#

now my main pain point is... how do I get rid of that indoors?

#

can't win

#

what did you go with?

mighty swift
#

Just the typical procedural sky... I bake it to something that looks good for morning/afternoon. I don't handle evening or night yet.

quasi mulch
#

the time of day thing is a pain. Part of me is wrestling with it's removal

#

then I can just go full baked and not care

mighty swift
#

It'd be fine for me if I can do my own ambient region by region.

#

So I'm just limiting the first milestone to not need it, and hope I can add it in later.

iron hollow
#

that's why most AAA games don't do day cycles

#

it's way too difficult to manage and keep things looking good

#

there's exceptions of course, like skyrim

indigo summit
#

i wonder how ubisoft did it though πŸ€”

#

post AC unity it seems they overhaul the GI system

#

and used on all of their engine

#

are they still rebake probe every frame ?

mighty swift
#

There's definitely ways to do it. The one people keep asking for, and I've seen a couple assets in the asset store do, is tween between lightmaps.

#

Wouldn't work in my case, though. GI is "not toon enough".

indigo summit
#

hmm ambient volume + local probe lighting might work i guess

mighty swift
#

Yeah ambient volumes is what I'd want.

indigo summit
#

at least if unity decide to add mesh proxy the proxy shape volume

#

right now it limited to box and sphere?

mighty swift
#

Control the fill lighting with script. Add a directional light for outdoors. Punctual lights accentuate. If I want to transition from one room to another, I could use a spot light with a cookie.

#

Proxy shape volumes won't work though...?

#

You mean adjusting the post-process, right?

indigo summit
#

not only post pro, but also for reflection probe

mighty swift
#

Problem with post process is it only affects how the viewer sees the lighting.

iron hollow
#

yeah their engines are specifically designed with that kind of lighting in mind

#

and unity is just missing some stuff that makes it really viable

#

case of jack of all trades, master of none

indigo summit
#

just want to make sure you are not talking about AC : Unity right? but Unity engine?

iron hollow
#

it does a little of everything but not one thing great

indigo summit
#

God that confusing

iron hollow
#

their engine = Ubisoft

#

unity = unity

#

I could care less about AC:Unity

mighty swift
#

It's got to be confusing with Ubisoft, though, because they have like... what... four engines on the go?

iron hollow
#

they have one engine they keep making slight upgrades to then rebranding it

#

but don't be fooled, it's the same engine really heh

mighty swift
#

I was under the impression that's not the case.

iron hollow
#

it is, I worked with a group that made unpackers

#

only slight differences between pretty much all their games

#

all AC games, Rainbow 6, you name it

mighty swift
#

Yet Dunia is a fork of CryEngine o.O Others are not.

indigo summit
#

except Farcry and Division i think

iron hollow
#

farcry and ac do diverge a little

#

but not much

#

there's really no benefit to them to split their workflows up

#

why make 3 engines when 1 does it all

mighty swift
#

I mean they could use the same packing format to keep consistent for their artists... but that's like saying every engine that uses glTF is the same.

#

Or, to a lesser extent, FBX.

iron hollow
#

why make 3 engines then?

#

there's no reason to

mighty swift
#

That's what I'm saying, it's weird, but they are.

iron hollow
#

what besides Dunia do they claim to have nowdays

mighty swift
#

There's also that one from the new game... crap

#

Main characters are Jade and that pig guy. I can't remember its name lol

indigo summit
#

ah

#

the space monkey?

mighty swift
#

Famously struggled to get a sequel

#

Yeah

iron hollow
mighty swift
#

Yeah Snowdrop too

iron hollow
#

i guess they claim The Division uses 'Snowdrop'

#

but sounds more like a build name

#

like Android uses "lolipop' etc

#

it's still android πŸ˜›

mighty swift
#

Beyond Good and Evil 2... that's what I was thinking of

iron hollow
#

yeah i'm waiting on that game

#

looks fun

mighty swift
#

And yeah they probably share asset pipelines, modules, etc.

indigo summit
#

Snowdrop seems a fork from anvil

iron hollow
#

like i know when they made Deus Ex: Mankind divided they called it one engine

mighty swift
#

But they're different forks and often started from different codebases AFAIK.

indigo summit
#

an old fork

iron hollow
#

then when they made Hitman (2016) they named it another engine

#

but it was the exact same engine in reality

#

i see it all the time

#

i think for hitman they called it Frostbite

#

i forget the name they used for Deus Ex

indigo summit
#

Frostbite is Dice's

mighty swift
#

Frostbite's also the basis of SEED, at least at the moment.

indigo summit
#

ah Glacier engine

iron hollow
#

Dawn engine they called it for MD

mighty swift
#

Hitman was not Frostbite.

iron hollow
#

oh yeah Glacier lol (Frostbite is someone else)

#

both are ice related πŸ˜›

indigo summit
#

you can find both at the same location normally

#

πŸ˜„

iron hollow
#

yep

#

oh yeah they actually admit it here:

#

Mankind Divided runs on the Dawn Engine, a game engine designed for eighth-generation gaming hardware.[41] It was built on Glacier 2, an in-house engine created by IO Interactive.

#

Dawn is just a mod of Glacier 2

mighty swift
#

That also depends on how specific you want to be about "what makes the same game engine"

iron hollow
#

i'd really hate to see the code for these things

mighty swift
#

Like... is every web browser today the same engine?

iron hollow
#

they stack crap on top of crap over and over

indigo summit
#

oh btw isn't Frostbite also use enlighten?

iron hollow
#

'upgrading' it, until i bet it's an unholy mess

#

not sure, quite a few engines do

#

I know Neir: Automata's custom engine does

indigo summit
mighty swift
#

Frostbite does use Enlighten, yes.

indigo summit
#

o yeah they did

mighty swift
#

Started with BF3. Frostbite and Unity were kinda the two big implementations of it.

iron hollow
#

ah yeah frostbite is EA

#

it's hard to remember who is doing what these days

mighty swift
#

It was the Johan Andersson engine.

iron hollow
#

was simpler when everyone just used either Unreal, 3Drealms or ID engines ;p

mighty swift
#

Who later moved to SEED, who later left EA entirely and is now working with Patrick Soderlund's indie team.

iron hollow
#

(may 3DRealms rest in peace)

mighty swift
#

Wasn't 3d Realms a fork of IDTech?

iron hollow
#

oh they are still kicking, i thought they were long dead

mighty swift
#

Nope. They sold IP to Gearbox to stay afloat. They're apparently now making a game in the original Quake engine

#

Going the indie route.

iron hollow
#

they still exist though

#

which is what i mean

#

the name lives on hehe

#

i find it annoying when i clearly show something exists and someone says 'nope' lol

mighty swift
#

Ah I guess 3D Realms did make their own Build engine. Hmm.

iron hollow
#

kind of a pet peeve of mine πŸ˜›

mighty swift
#

Oh you're talking about me.

#

I said "Nope." as in "Nope, you're right, they're not long dead."

iron hollow
#

oh ok

mighty swift
#

But yeah back on the topic of render pipelines lol.

#

It really would be nice to add my own fill light with volumes. "Anything in this region has a base light of <blah>"

indigo summit
#

say. . . didn't we talking about GI Solution ?πŸ€”

#

ah you beat me on it

mighty swift
#

It's just frustrating because I know what the base light should be lol.

#

I can emulate it with two rectangle lights, although that's a bit slow and it has some weird edge effects.

#

I could just make a box! Blah! :p

#

Good thing is all of these things can be done in userland with modern Unity (ex: scriptable render pipelines, editor scripts, etc.)

#

You just need to get enough funding to maintain an SRP lol

iron hollow
#

yeah heh

#

we need a community SRP made by volunteers πŸ˜›

mighty swift
#

Several community SRPs made by volunteers (/crowdfunded) lol

iron hollow
#

yeah the inevitable forks because someone doesn't like something πŸ˜›

mighty swift
#

Well right now there is zero SRP available for toon. There are hacky ways to sort-of get certain effects on LWRP and HDRP, though.

iron hollow
#

yeah you can still use the old techniques

mighty swift
#

It was even mentioned on one of Unity's SRP talks -- I think GDC 2018?

iron hollow
#

but they dont' really touch the pipeline

mighty swift
#

Not really... a lot of the toon aesthetic involves changing the BSDF/BRDF

#

LWRP and HDRP are both PBR

#

The toon shading effect is often caused by shortening the gradient between lit and unlit, rather than smoothly transitioning via the dot product.

#

It looks like crap if you have too many lights, though, as in pretty much more than one.

#

But... that's toon.

#

You can still do things like outlines and stuff, though. That's just a geometry effect.

iron hollow
#

true

#

BRDF is still something I've not explored in writing shaders. it seems complicated to make your own

mighty swift
#

In the SRP you basically cannot

#

That's in the master node

iron hollow
#

yeah i figured as much

#

i use Amplify/Shaderforge, and with those you can

#

but i ended up using one of their pre-defined BRDF nodes in the end

mighty swift
#

Ah they made their own BRDFs?

#

(In LWRP/HDRP that is.)

iron hollow
#

they have some basic stuff, like Phong, Lambert, etc

#

and a node that is a very close approximation of Unity's std lighting

#

but they use the customlightng feature of Surface shaders so you can modify it how you like.

#

which is what i ended up doing, i used standard as a base, and then worked in my anisotropic and Fresnel stuff along with some custom specular to make a silk/satin shader.

quasi mulch
#

ST8 looking good.

#

what advantages are there for ST8 with this? I am hoping that it'll mean performance.

turbid matrix
#

I think they fixed the material setup

#

I don't really remember how ST7 was on Unity but it was a nightmare on UE4

#

they got tons of extra materials that did nothing

quasi mulch
#

ST7 in unity was just a standard GO with all the crap poured on top

#

+grotesquely generic shader

#

looks fine but it's not really anything that makes you care it was a speed tree object

turbid matrix
#

I kinda wonder why they don't do same setup as UE4 does

quasi mulch
#

Unity then or now?

turbid matrix
#

just add speedtree nodes in shader editor

quasi mulch
#

if it's then it's because nobody really worked on gfx much compared to now

turbid matrix
#

instead of making fully custom shaders

#

custom shaders just suck when you want to extend them

quasi mulch
#

trees really aren't rocket science

#

very clear objectives in rendering

true zealot
#

You clearly haven't met my rocket powered trees

quasi mulch
#

only sticking point would be "how does it move" and "how shall we resolve SSS?"

#

any maybe bark :P

#

rocket powered trees?

#

now I'm inTREEgued :P

turbid matrix
#

but seriously tho

#

why new variants for speedtrees

quasi mulch
#

duh so it takes longer to compile of course

turbid matrix
#

we got already tons of shader variants and that's slowing the compilation times

#

yes

quasi mulch
#

lol

true zealot
#

You'd hope it's on the cards to make a graph solution

quasi mulch
#

yeah now in 2019.2 we've improved compile times so you can make lunch AND go for a walk before it's done

true zealot
#

It does make a lot of sense

turbid matrix
#

if anything, I'd hope for some explanation what they do there that they couldn't have done on SG nodes

true zealot
#

Do they just drop support for the legacy pipes?

quasi mulch
#

I get it though in the nuclear future of dots, we will have immutable materials which are basically the shader for the job, so it will cut out most variants

turbid matrix
#

built-in got speedtree shaders already

#

also for ST8

#

I'm guessing they want the separate shaders so conversion setup works seamlessy

#

and tree imports

#

as they probably don't want to import shader graphs with the trees

quasi mulch
#

I get the impression Unity kind of has hit a wall with variants, and we saw this with terrain holes: they couldn't provide both the fast and slow path for terrain hole rendering without seriously impacting how long all this will take to build

#

I mean it get to a point where even optimisation might suffer a bit because they don't want more variants

turbid matrix
#

well, it's not really a wall

quasi mulch
#

they can't optimise it more, so

turbid matrix
#

building shaders takes way longer on UE4 and people still tolerate it πŸ˜„

quasi mulch
#

but they did make a commit

#

and that commit message mentioned not optimising one thing because it added just too many variants. So to me that signals a wall.

turbid matrix
#

it means they are aware it's a pain point

quasi mulch
#

but it also means terrain is shipping a bit slower than it could be :)

#

(re: holes in HDRP)

turbid matrix
#

in which case they need to carefully consider each addition, especially if it multiplies compilation for some reason

quasi mulch
#

depth prepass etc

turbid matrix
#

just use meshes πŸ˜„

#

btw, about the forum discussion

#

most of the AAA games still use baked setup

quasi mulch
#

yeah well the problem with consider carefully is you're making a decision due to the fact a) unity legacy material system is unpredictable shite so they have to do all the variants and b) choosing to be less optimal because the pain is at build time

They are not going to fix this without letting us describe precisely the options a material can have. If they do that, then we can ourselves, hint to shader compiler pipeline that perhaps we only need a handful of variations.

Not a problem for dots future, but an immediate problem outside dots, right now

turbid matrix
#

I kinda wonder about the Heretic demo too

#

if they used VXSM on it, it's still baked data despite them telling it ran on realtime lighting

#

so, maybe they didn't use it

#

or they just didn't consider it as such

quasi mulch
#

That reminds me, do you guys know how I can prevent the gpu-dynamic probe HDRP bakes for env from making my interiors look like they're basically outside? it's the only flaw with my lighting right now...

#

it's under ambient mode. setting this to dynamic means hdrp kindly and quickly bakes a probe for general purpose outdoor gi

#

the problem is it makes all my indoor environments have outdoor lighting :/

turbid matrix
#

I hacked something with the ambient probe on the occlusion probes

#

I have zero idea what I was doing with it, I just mirrored BOTD changes

quasi mulch
#

I got time of day though otherwise I'd just use lightprobes I guess

turbid matrix
#

but technically you do have access to BakedGI input now on HD Lit master node

#

so you could spoof things there

quasi mulch
#

but how?

#

what with?... what should I use?

#

local reflection probes?

#

it's a chin scratcher

remote forge
#

@quasi mulch The variant issues with Unity are caused by a few things, but the root issue comes down to legacy issues with how unity at it's very core is architected. Things can always be fixed but we have to make some tough decisions like: "Oh cool we can fix variants but it will literally break every existing Unity project" for some people that's like "fuck yes lets do it" but other people are like "I need to update between unity versions with minor pain". Ripping out a shader and material system and replacing it is a big pain to put people through even if there are massive gains.

The biggest issues are:

  1. In most game engines you have a type of rendering that happens (forward, deferred, clustered, tiled, lightmapped, GI, VR modes). But it's generally locked down for the whole game in Unity we often allow these settings to be changed per scene, or even per camera. What that means is that the base shaders have to support all those shader variants out of the box. So when you add this all up we start with a large number of shader variants just to support all the out of the box options Unity provides. We can do stripping here now (yay) but this happens during build time and content creators can still shoot themselves in the foot if they don't know what they are selecting. The Unity build pipeline also doesn't make it easy to do analysis here to tell people up front the variant cost. We can put it in the build report, but at that stage it's already taken a long time to build the project. The real solution here is to migrate engine level features into a new area of unity that can't be modified per scene or camera. On build this can be looked at and this would immediately reduce the number of variants included in the build + make it much harder for user to get variant explosion
#
  1. No uber shaders. Right now we have the standard shader and lit shader. These are nice for users as they make things press button but they have so so many variants just by existing (max count for HDRP is something like 8Trillion due to exponential counts). In reality we should use the shader graph here and have simple well crafted and specific shaders for content.

  2. This would leave just quality settings type stuff which could possibly remain variants or could be hard coded / stripped on a per platform basis (i.e. xbox renders like this, pc renders like _this).

true zealot
#

I'm big on change, but I know how badly change like that would go with the rest of the userbase

dawn sorrel
#

I think Joachim mentioned in a talk that Unity has plans of writing the entire engine on top of DOTS and also mentioned that you started with the rendering part of the engine.
My guess is if you write the core architecture on DOTS isn't that going to all the problems mentions in (1)? But I see DOTS is not production ready yet and the changes in the api might be a problem atleast atm.

#

But again it would not really solve problems of updating Unity for the existing projects.

turbid matrix
#

I'm actually huge fan of the flexibility to swap the renderer on the fly between forward and deferred

#

But right now HDRP's forward-only is good for both vr and desktop so it isnt as big of a deal like in say, ue4 where their forward renderer is so limited you'd main use it for vr

#

Engine devs often neglect devs who want to have additional vr mode on game that runs fine without as well

#

In ue4, people usually then just run vr in deferred due to this on such games (look at assetto corsa competizione for example) and miss only functional AA option for VR

#

In hdrp, you get the choise already, you want faster shader build times? Pick forward only or deferred only. Really need both? No problem either

#

Flexibility has always been Unity's strenght, would hate to see it go away step by step

glad tartan
#

Staging DXR is merged into master now. Guessing people can now use Raytracing?

turbid matrix
#

I dunno about that, it looked like just changes for the GDC demo

#

I wouldn't be surprised if it still missed some assembly like before

glad tartan
#

ah alright

turbid matrix
mighty swift
#

@dawn sorrel Yeah. If "HPC#" is fast enough, then it would make sense for Unity to rearchitect the engine into modules and push that all out to user space. Those could be turned on, turned off, replaced with a homegrown solution, or bought from some Asset Store seller. Good example is particles: what if you want some data in a collision that Unity doesn't provide?

#

@glad tartan Experimental HDRP build on April 4th... so a little under a week from now.

#

Personally, I hope we can use RTX for 1) Mirrors of course but also 2) Hard shadows. I have a lot of high-frequency shadowcasters on a directional light. Rendering shadow maps is over half of my entire GPU load... and it's still not enough resolution to hide artifacts.

#

Maybe it's possible to find a cascade setup that hides it but... I haven't yet lol.

quasi mulch
#

@remote forge thanks for the insights, appreciate it a lot. Regarding HDRP (specifically the pain of it's forward compile times) do you think it will be possible to have a toggle which actually doesn't build the ubershader? we've never used the ubershader in full, and would happily just make small, tight graph variants, or will that just have no effect right now?

iron hollow
#

how do you know if you only need Deferrered only, or forward only, or both? is it still like in legacy where if you needed deferred, anything transparent was still done in forward, so you always needed both. or is it more complicated now?

#

can Deferred only still do transparency?

quasi mulch
#

in HDRP there is feature parity

iron hollow
#

I think I like it better when I only had to choose Forward or Deferred, and the rest sorted itself out

quasi mulch
#

it's a big plus of it

dawn sorrel
#

Wait....Isn't HPC# as fast as c++ in its current state? @mighty swift

iron hollow
#

if Forward and Deferred both have the same features, why would you ever choose "both"?

quasi mulch
#

with HDRP you choose to be forward+ or deferred or both, so you can decide where you have quality. In deferred only, it will still have a forward pass for transparencies and stuff but all the shaders you make will be compiled to deferred.

with mixed, it will allow your shaders you make to be forward+ or deferred

with forward, it will remove all the deferred stuff but you still get clustered tiled forward+ optimisations so generally it's the same speed but you also get higher quality

#

as i have a lot of vegetation and decals, I will be using depth prepass, and depth prepass is optional in deferred. When you use depth prepass in deferred (which is not optional if you use decals) then the speed improvements of deferred gets a lot less

#

with book of the dead it was in deferred but they chose to enable depth prepass so that foliage rendering had no overdraw

#

at cost of draw calls cpu side

#

so if you are making a HDRP game which maybe doesn't rely too much on huge shadow jobs / vegetation, or maybe doesnt rely on decal system, or maybe has a ton of lights, you could use HDRP in deferred else use forward for quality

#

its really just one enum for me

#

"both" is if you need some things in deferred and some things not, you can pick it in the asset what runs on what

#

its very customisable

#

in my case i stick it on forward, done

#

you can even change it per scene

#

or same scene

iron hollow
#

so you're saying with both i could have a cube and a sphere, and set the cube to render as deferred, and the sphere to render as forward.

#

even though they are both opaque lets say

#

also define 'higher quality'

scarlet hull
#

No

iron hollow
#

pretty sure a red cube will look the same in forward or deferred

scarlet hull
#

But you can change the render path use on the camera

quasi mulch
#

+probes i think etc

turbid matrix
iron hollow
#

i'm not getting then why you would ever want 'both'

#

if you can only use one at a time

turbid matrix
#

I wouldn't want them at the same time

scarlet hull
#

An what if you have multiple cameras rendering ?

iron hollow
#

but camera stacking doesn't work anymore right?

#

LWRP is getting it

#

but does HDRP have it

turbid matrix
#

but if deferred was say, better suited for desktop experience and forward for VR, I'd want to be able to swap that on the same build

quasi mulch
#

I really don't want camera stacking though, I don't even understand the use cases for it...

turbid matrix
#

HDRP doesn't have it

#

thought you wanted it :p

quasi mulch
#

not me

scarlet hull
#

Stacking doesn't work, but you can render in a RT and display it later. UI Minimap for example

quasi mulch
#

it wouldn't solve my weapon rendering properly really would it?

iron hollow
#

fair enough @scarlet hull

#

I'm just trying to figure out the use cases so i can know if that's something i'd want to do in a project

quasi mulch
#

Same, what do I need it for?

iron hollow
#

well that was what i was first thinking

#

if you could render the weapon in fowrard

#

and the rest as deferred, maybe it would

quasi mulch
#

I guess it is an easier way to construct a texture using a virtual camera and sprites, say for water ripples or vegetation bending?

#

(cam stacking thingy)

scarlet hull
#

Yeah, lot of stuff can be done with this.

iron hollow
#

food for thought hehe

quasi mulch
#

I did do similar on ios 10 years ago but it was 2D so didn't really have a hit from multiple cams

iron hollow
#

well my current project on legacy does use camera stacking

#

(maybe 0lento was referring to me πŸ˜› )

quasi mulch
#

I know though that classically the cost of multiple cameras would go up with fustrum culling which you can't turn off

#

and all the callbacks

iron hollow
#

if i do switch to HDRP, i'd probabably have to rethink that whole strategy

quasi mulch
#

@scarlet hull is camera stacking coming to HDRP at all?

iron hollow
#

(it really wouldn't be hard to remove it, i don't think)

quasi mulch
#

Still in HDRP there isnt anything stopping you from having another camera somewhere, rendering to texture as usual though

turbid matrix
#

LWRP is getting tad different approach now but there's no word on HDRP

#

I'd assume HD team would be very much against it

quasi mulch
#

But you can still just make another camera and route the output to texture

#

can give it custom frame options

turbid matrix
#

I dunno what Unity saves on stacking but it's far cheaper than doing RT for one camera and overlaying it on top of other in PP etc

quasi mulch
#

it might not be relevant for HDRP because HDRP gives a lot of knobs and buttons for what a camera will be doing

#

LWRP doesn't go that far so it needs stacking

iron hollow
#

well HDRP is getting that Render-thing also

#

i forgot the name already

#

command-buffery like thing

quasi mulch
#

anyway my existing problem of rendering a mesh on top of everything else with shadow support isn't solved yet. thinking of stencil at this point

iron hollow
#

Render-Graph

quasi mulch
#

don't think that solves it

iron hollow
#

yeah i don't know enough about how it works to guess if it does or not

#

if it only lets you insert data, probably not

#

but if it lets you extract data at various stages, then re-inject it

#

it could

quasi mulch
#

I'll have a good old think about it, might just do the cheat after all and suck it up

#

what even is the right way to do weapons on top right now?

#

sg might work if I can pretend the depth of what I am drawing extends to the camera a bit

#

then it will discard the wall that covers it

iron hollow
#

well 0lento isolated their trick for making the gun tiny

#

i still haven't tried that graph yet myself

quasi mulch
#

yeah I know the tiny gun trick, it's not a good one except for shooters in particular and nothing else

#

it fails totally for melee games for instance

iron hollow
#

well for deferred it's probably the only way

#

the forward trick involved using two cameras

#

so that's kind of out too

#

no more stacking

quasi mulch
#

I'm in forward but HDRP doesn't want to give features to forward that won't also work in deferred... which i personally feel is a stupid mistake.

iron hollow
#

so really what I see most games do is make the gun physical

#

it collides with the wall, and pushes down out of sight as you get closer to a wall

#

everyone does it now, i have seen it in many games lately i've played

#

most recent was Metro Exodus

quasi mulch
#

yeah I have that working too but it's not just the wall u see?

#

guy lunges with sword

#

passes through shield

iron hollow
#

well yeah that's a whole other thing

quasi mulch
#

i can't just drop it... like i say... its ok for fps

#

its ok for shooters

#

not melee games.

iron hollow
#

i'd make the shield and the sword physical

quasi mulch
#

they ARE

iron hollow
#

so they can't intersect

quasi mulch
#

they're physical

#

that's the problem with it

iron hollow
#

then they shouldn't be intersecting

quasi mulch
#

they are physical for collision

#

but you cannot prevent it

iron hollow
#

sure you can

quasi mulch
#

no.

iron hollow
#

if they are physical and their collision shapes match the visual shapes

#

and you have continuous collisonn on

#

there's no way they could every possibly intersect

quasi mulch
#
  1. you can move while attacking
#
  1. he can move while attacking
#
  1. halting both so they have zero intersection chance makes game laughably unplayable.
#

so no

iron hollow
#

moving doesn't change the physics

quasi mulch
#

for an action title its completely infeasible

iron hollow
#

it's still just two colliders colliding

quasi mulch
#

the only solution is to correct the visual issue

iron hollow
#

well th en do that

quasi mulch
#

I am trying though :)

iron hollow
#

use bounding box calculations

#

and check their intersection every frame

#

and force them apart if intersecting

#

(which honestly the physics engine should already be doing)

#

(but if not, do it yourself)

#

what is that class

#

Bounds class

#

you can put in the bounding box data from the colliders