#archived-hdrp

1 messages ยท Page 29 of 1

scarlet hull
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Wow, huh,ok ... I'll add that to my long list of checks to do then

indigo summit
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i guess i'm rolling back to 6.2.0

scarlet hull
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6.5.2 is quite stable imho

indigo summit
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i was looking forward for the new scene color node though

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so i don't have to use exposure node anymore ๐Ÿ˜„

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alright i'll check 6.5.2 then

turbid matrix
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ummm

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that seems like dump of of editors data folder

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there's no readme

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like, is that supposed to be used in place of existing editor files?

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for what editor version? ๐Ÿ˜„

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really weird approach

covert fjord
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It will probably be a blog post explaining how to do it

turbid matrix
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I just expect it's still missing content

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like the binaries

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exes and such

covert fjord
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or install 2019.2 alpha and replace the files

turbid matrix
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considering they have a pipeline to release custom engine builds already

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with proper installers and all

upbeat badger
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Does anyone know when new driver for raytracing on 10.x series will be out?

turbid matrix
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only that nvidia said it would be out this month

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but I'd take such vague dates with grain of salt, could be this month, next month, this years summer ๐Ÿ˜ƒ

upbeat badger
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i hope my gtx1080 can handle raytraced shadows or GI in 1080p 30fps

turbid matrix
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for GI that's pretty much to ask

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even for RTX2080

upbeat badger
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yeah you right. It was very positive from my side

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but maybe in scene with one plane and cube...

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๐Ÿ˜Œ

turbid matrix
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I dunno how Metro did it

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they got fairly good performance with DXR GI

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so I guess there's hope

upbeat badger
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so what the most heavy effect do you think? GI>reflections>shadows>AO?

turbid matrix
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I dunno about the gi and reflections

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you'd need more rays for nice looking reflections but I also expect you can opt out the reflection for more pixels in the screen than for the gi

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I'm no rendering guy tho

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so my guess is as good as anyones

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that doesn't look so hot ๐Ÿ˜„

upbeat badger
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why there is zero noise in the unreal rtx demos

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did they crank up sample count?

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except ao maybe

scarlet hull
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That seems logical as for shadow you only need the information "did I hit something ?" for each ray.

upbeat badger
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i like the ability to render different materials on objects in raytraced reflections

turbid matrix
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can't test it on my gpu tho

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I expect you'd pair that custom editor with HDRP 6.6.1

turbid matrix
covert fjord
turbid matrix
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yup ๐Ÿ˜ƒ

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oh

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they ship the template with the HDRP

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HDRP version itself is based between 6.4 and 6.5

covert fjord
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and it works with the demo scene

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The indirect lighting you need to enable

turbid matrix
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@covert fjord which RTX gpu you have?

turbid matrix
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I'm looking at the HDRP shipped on DXR template

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this is weird one

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changelog is marked to be between 6.4 and 6.5 but it also got totally random feats that 6.5 never got

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like```- Added depth offset input in shader graph master nodes

  • Added a Parallax Occlusion Mapping node```
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and I don't think that demo uses either

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so, I'm guessing this has been branched from some staging version never got the 6.5 log update

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oh

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changelog matches

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also date is just few days ago

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well, now we at least have the commits for the changes that don't exist on main HDRP

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6.6.1 i still missing things

barren kindle
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i cant play any dxr demos ๐Ÿค” i wonder what i am missing

upbeat badger
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rtx gpu?๐Ÿ˜‚

barren kindle
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oh. my windows is too old ๐Ÿ˜…

barren kindle
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but i had to turn off the light sources, or performance would suffer. but still impressive

turbid matrix
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@barren kindle what gpu?

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I'd really want to get RTX just for those reflections ๐Ÿ˜ƒ

barren kindle
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the 2080 ti rog strix one

twin spire
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latest alpha editor required for DXR?

barren kindle
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im not able to get shadows to work. and then i realized that this scene has baked lightmaps. i feel tricked

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sure i can see a blob go in and out under the table when i toggle shadows, but thats... nothing ๐Ÿค”

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anyway i look forward to where unity will take this <3

glad tartan
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In the image above by Lennart shadows are working and in the Demo Unity showed at GDC shadows are also working. So this might be something on your end

turbid matrix
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Hub will tell it's 2019.2.0a5 (but it's special edition)

twin spire
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@turbid matrix alright, i'm cloning, it's containing a sample scene?

ripe fable
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@turbid matrix I think I've done all of that, I'm also on 1809 with a RTX GPU, located the correct version in the hub, but there doesn't seem to be a DXR template in the dropdown

turbid matrix
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@ripe fable make sure you can see your DXR path in the Hub

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then when you make a new project using the hub, FIRST pick that 2019.2.0a5, only then look for DXR template

ripe fable
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yep done exactly that, but the template is not there lol

turbid matrix
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you got a5 more than once there?

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oh wait

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you probably didn't clone the repo with git?

ripe fable
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yeah i did

turbid matrix
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you did?

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and git lfs downloaded the extra files?

ripe fable
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i'm an idiot

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thanks man ๐Ÿ˜ƒ

turbid matrix
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because I dont think the git repo itself contains the templates, they are downloaded via git lfs

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np

grave spade
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hey guys, anyone here who kind of replicated the legacy deferred renderpipeline in srp?
I would be really interested how it would perform. As the HDRP is way over the head for me but i still want to go with deferred rendering for a few screen space effects.

But for this i want to modify/add a few things like a second pass for transparent objects which is more then cumbersome to hack into the legacy renderpipe.

remote forge
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we are writing deferred rendering for LWRP starting soon.

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but no code yet ๐Ÿ˜ฆ

grave spade
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yeah i'm aware of it.

are there already some spec's available?
how it will be structered?

In a similiar manner of how the legacy deferred works?

Im mostly asking, to know if it makes sense for our project to start now writing our own deferred renderer in srp, or continue hijacking the legacy stuff (skipping the futures which we currently cant really implement right now without performances drops because of missing hooks) and then move on and modify the lwrp deferred pipe?

ripe fable
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I keep getting this.. I've pulled the repo and redid the steps multiple times now..

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The file exists and does not seem to be corrupt, it hangs for a while and 'crashes' with that error. Is there any way to do this manually?

turbid matrix
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just unpack the mentioned file manually somewhere

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that's the dxr template file

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so it's just fully contained Unity Project after unpacked

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@ripe fable

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7z should be able to unpack it for example

quasi mulch
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okie dokie opened the new alpha

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DXR one...

ripe fable
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I've just solved the issue, it only occurs when I try creating the project on a different disk than the unity install.

turbid matrix
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that's so weird ๐Ÿ˜„

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maybe you try to put the project in path itself that's too long

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like, if it runs into some windows path size limit

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I doubt it's drive related

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but could be path length or some special characters on the path that messes it up

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I've had my dev tools on really short distance from drive root for ages to not run into that kind of issues

iron hollow
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so finally got to look at that DXR repository, and i'm disappointed at the lack of info

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what version of unity does it require?

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i'd expect they would at least specify that

quasi mulch
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it is a version of unity

iron hollow
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was there any blog post or thread to go witih it?

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oh i thought it was a template for Hub

quasi mulch
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just clone it, its a premade version of unity

iron hollow
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why were people saying to install it in the hub folder

quasi mulch
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then open it and then come back here and then moan some more cos that will happen and it will be justified

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dunno i opened the folder and....

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its a full version of unity

iron hollow
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ok will just try it

quasi mulch
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i guess they're saying that because hub will try to open it but you can just use the hub's option when making a new project to favour this version which is 2019.2 a5

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cos the hub is no longer optional

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but its fine you'll get it

iron hollow
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yeah i know about the hub

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i just would never install unity into the hub folder

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I do my installs like that Offspring song ๐Ÿ˜›

plush pilot
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pretty fly?

iron hollow
quasi mulch
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its too much work for me so i just let hub have it

iron hollow
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you gotta keep em separated ;P

quasi mulch
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i dont like the hub but its not a battle i care about

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i care about the glory of light and the hunger of the dark: GI please, and realtime

plush pilot
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fwiw I knew exactly where you were going - smash is a classic

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:p

iron hollow
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hehe yeah love that song

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I've always been an alt-rock/metalhead

turbid matrix
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oh, I probably worded the hub folder wrong

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I mean by that the folder Hub installs Unity installations into

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you can change that from the Hub setup

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if you put any Unity installation manually in the same folder, Hub picks it up automatically

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but you can always just install /unpack the custom engine anywhere you like and just tell hub where it is

iron hollow
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oh ok, i probably skimmed too fast, was trying to catch up to everything from last night

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that's a lot of files

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or is that bytes lol

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i'm not sure they don't give it a label

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i think it's bytes

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so i ran the DXR version directly, and it started the hub

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and seems that made the hub 'see' it

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didn't have to manually add it

ripe fable
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I just got it to work, but it's extremely slow lol

iron hollow
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it's still compiling shaders. so slow to start up an empty project

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well i guess it's not empty

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HDRP is kind of slow to compile the first time you install it i guess

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(and almost every time unity updates ๐Ÿ˜› )

ripe fable
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The editor itself is really slow for me too, and keeps crashing (sometimes with errors, sometimes without), but yeah that's part of it being an alpha, it looks great.

iron hollow
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i'm getting the game view appearing on every pane

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and flickering like a rave

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never had this before

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let me try exiting and restarting

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i wonder if it hates I have SLI

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i get a msg in the console when i can see it: d3d12: Profiler is enabled, but stable power state is not. GPU timing errors are expected.

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it's like whatever pane i mouse over will draw, but the rest then scramble

ripe fable
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Yeah same message here

iron hollow
plush pilot
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๐Ÿ”ฅ

iron hollow
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if i mouse over Hierarchy, then it shows, but then everything else shows Hierarchy lol

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pretty much unusable.

quasi mulch
turbid matrix
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only deferred ๐Ÿ˜„

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wonder if that'll always be the case

quasi mulch
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I appreciate they want to divert resources to this because everyone and his chimp is doing it so I can't complain

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it won't be long before all new gpus handle 2080's workload

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the box is well and truly open now

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it doesn't help current gen so just a gi fix for that would be fine for me :P

turbid matrix
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I doubt much effort will be put to realtime gi now

quasi mulch
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I agree

turbid matrix
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they might fix enlighten for HDRP

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but that's about it

quasi mulch
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it's sad

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but pointless

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so i'd like them to actualyl make enlighten worth using though, currently i don't understand why its not even working properly. if it worked as intended and the textures were streamed well, then.... no complaints.

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it's been really neglected recently

turbid matrix
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We are delivering production-focused real-time Ray Tracing with a full Preview coming in HDRP in Fall 2019, including early Preview of a full-frame path tracer.

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so, Unity 2020.1 it is

iron hollow
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I haven't updated my video drivers in a bit, maybe I should.

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might help

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yeah seems i'm 5 versions behind

iron hollow
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updating drivers didn't really help but at least I can see inside the room

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it's funny i'm getting raytraced reflections on the water

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even though I have a 970

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might just be reflection from a reflection probe hmm

barren kindle
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i wish the dxr demo scene did not have any baked lighting. i find it very silly

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also raises a red flag. how much does unity want to cling on to their lightmap baker?

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the future is now old man etc etc

quasi mulch
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I just want gi that works (tm) and maybe some trees.

ripe fable
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Everything works as expected here after playing with it all night. I'm pretty sure what you guys are talking about + the screen space reflections etc. are only used when you turn DXR off.

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That's only one 1 sample for the shadows and 1/4 resolution reflections. ๐Ÿ˜

quasi mulch
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yeah it will replace ao or ssr etc

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decent perf i see, and it's not optimised

ripe fable
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Yeah definitely, very surprised with how it looks and performs in it's current state

iron hollow
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strange the water bottles are invisible in your scene

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can only see the caps lol

turbid matrix
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lamp is missing bottom part too

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it actually looks what I see without raytracing

iron hollow
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well you saw my pic above without raytracing, i actually get a really nice refracted bottle

turbid matrix
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ah, I meant the lamps

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but yeah HDRP does nice job without raytracing

iron hollow
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oh hmm i didn't even look at the lamps

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they were a bit obscured heh

turbid matrix
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just click on the gizmos ๐Ÿ˜ƒ

ripe fable
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Oh yeah, I'm not using the primary visibility option because I think it needs some performance fixes

iron hollow
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yeah they don't show up for me

ripe fable
iron hollow
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this time around the bottles aren't doing so hot either

turbid matrix
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well, technically you should only check the graphics in game view and while running

iron hollow
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reminds me i wanted to try turning of SLI and see if that fixes the UI

turbid matrix
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but you can't run the scene without DXR gpu so ๐Ÿ˜ƒ

iron hollow
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because it's just so unusable for me

turbid matrix
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I did port that to regular HDRP 6.6.1 tho, just to look around the scene better

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they do crazy high iterations on the SSR settings too btw

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they have like 128 there

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when something like 32 is normal

iron hollow
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oh man it is SLI!

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turning that off fixed the UI

turbid matrix
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that kind of setting would tank the perf on my computer

iron hollow
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now i can actually look around and try it

turbid matrix
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you don't get errors on the console?

iron hollow
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i do nowyes

turbid matrix
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I got like 2 miles long error list ๐Ÿ˜„

iron hollow
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before I couldn't even see the console lol

turbid matrix
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ah

iron hollow
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ui was totally broken

turbid matrix
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btw, SSR with sky option (which is enabled by default and also enabled on that scene) has never really worked properly for me

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but in that scene, I don't think the sky reflection is big issue as sky is barely visible

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it just does really weird things if enabled

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it's kinda pain as I'd want to see the sky on SSR

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but the artifacts around every object it reflects is not acceptable

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tempted to file a bug report even it's probably broken "by design"

iron hollow
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they will have to work on proper fallbacks for platforms without RTX
i know it's early

quasi mulch
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give gi

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everything else is meaningless

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what will happen is dots will get all big and stuff and they'll go "well this has shitty perf even with raytracing and enlighten isn't cutting it" then theyll add realtime gi :P

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raytracing will still suffer in a large scene because you need more rays to cover as the vew expands

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its a local thing really

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cache further out i guess

iron hollow
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just make the ray get fatter as it moves from the view point

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if the screen is 1920x1080, you only need that many rays, ever

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one for each pixel on the screen ๐Ÿ˜›

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but each ray covers more area the farther out it is

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so a close ray only needs to deduce the color of a small area

quasi mulch
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there are problems with the ray fatter approach, you start getting false positives

iron hollow
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but a distant ray could need to average a small house

quasi mulch
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but the rate of change in the distance won'tchange much anyway so they dont need to get too fat and we can cache it

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it'll just converge later

iron hollow
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but you don't like that

quasi mulch
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i dont mind it

iron hollow
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just like you don't like removing shadows in the distance ;p

quasi mulch
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i just want something that works without 50 ms spikes

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only perfection will do

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kisses fingers

turbid matrix
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2019.1 and incremental GC *cough

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apparently they planned that to work in editor too for 2019.2, not sure if that has landed on current alphas

quasi mulch
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this is all part of unity's 3 year plan to make the ultimate battle station in the universe

turbid matrix
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they sure keep us waiting on those GDC videos

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really hoping GDC Vault at least would get some content today :/

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they haven't been this late for years

quasi mulch
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They'll rue the day

turbid matrix
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no cloud system there at all

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was kinda wishing they'd add one

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also weird to see a PR that hasn't been merged to more up-to-date master before doing the PR

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that's based on master that's from Feb 5

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oh wait

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this is some random person trying to PR it ๐Ÿ˜„

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this hasn't happened in a while

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well, that explains it

quasi mulch
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well i dont mind about clouds i'll billboard the heck out of it

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realtime clouds are overrated

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but i do want a nice pbr high perf proc sky for the sun and general lighting

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that would be nice

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....assuming it doesn't cause 50ms spikes

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huh its just sitting there

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i guess everyone kinda just focused on rtx

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I wonder if alpha is stable now?

indigo summit
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pbr sky is a confusing name

turbid matrix
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I'm surprised that nobody closed that PR yet

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but then again, there's not been much activity on the PR side for days (last merge was 3 days ago)

barren kindle
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i am unable to use the raytraced shadows ๐Ÿค” i have no idea how to use it

ripe fable
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Create an area light for example and use these settings:

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And make sure they are enabled in your raytracing environment.

quasi mulch
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use the pdf?

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there's a help doc for it

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don't explain what is explained :P

barren kindle
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ah i see. its only for area lights. aaaaah

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@quasi mulch i read the docs many times, but it does not mention area lights or shadows anywhere

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it is basically "hit this checkbox and you get shadows. promise"

heavy ice
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Make sure to try raytracing effects in game view, not scene view!

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Especially Shadows, Reflections and AO

barren kindle
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oh hey you werent joking. looks perfect in camera

drifting vault
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hmmm in HDRP i disable motion blur, but object with motion still have something like motion blur ๐Ÿค”

quasi mulch
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HDRP is a bit messy with motion blur and TAA in general I find. It's borderline unacceptable in some cases.

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Fantastic for slow moving images though.

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In above screen if mb is disabled, it is probably transparent having a hissy fit with TAA somewhere

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Try using postpass option in the transparent shader if possible

turbid matrix
quasi mulch
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watching... !

robust mirage
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Has someone here seen the new Custom Node API? It's twice as bad as the old one ๐Ÿ˜ฆ

quasi mulch
indigo summit
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wait i confused, what kind of GI tech did they use actually?

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voxelized the scene and bake irradiance volume?

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as in volumetric lightmap/lightprobe?

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no wait not prebake

quasi mulch
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0.6ms cost on xbox one x (no rtx!) at 4k res

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of course you should ALL be demanding this in unity

indigo summit
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yeah but i'm still confused, that's not voxel cone tracing isn't?

quasi mulch
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join my secret club of GI ... actually you are already in the club right?

indigo summit
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or simplified version of it?

quasi mulch
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it's hard to keep track

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they grab data from gbuffer

indigo summit
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dude, i am sold on their GI tech mind you ๐Ÿ˜„

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i really want it in unity

quasi mulch
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I NEED

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its the missing link

indigo summit
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just curious what are those!!!!

quasi mulch
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its just this way of doing it is not only gorgeous, it's effectively unlimited scale

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and no 84 years of waiting for some clustering nonsense that eventually crashes

indigo summit
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Daytime support, destruction and construction support <- yup i want it

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"Dad can we buy that!!!!"

quasi mulch
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enlighten works for a tiny level and is static and frankly... unusable shite.

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out with it

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the images are perfect for my game

indigo summit
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i never touch enlighten anymore after progressive lightmapper exist

quasi mulch
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it gives you the dark interiors and bright exteriors

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i would gladly sacrifice cpu and gpu time to this

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avg perf is going to be 1-2ms for a lot of regular projects i guess but it works on all hardware not rtx

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RTX is great but way unaffordable, it is not realistic for today and tomorrow

indigo summit
#

what is geomerics do nowadays, i never heard from them anymore ๐Ÿค”

quasi mulch
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they weren't getting much attention and got sold

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silicon studio bought them a while back

indigo summit
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oooh

quasi mulch
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it just sits there with yebis and other stuff but i dont think its important

indigo summit
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yikes

quasi mulch
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beggy beg!

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UNITY ME!

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cries and holds onto Joe's leg

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sends flowers to seb lagarde and pizza to seattle

dawn sorrel
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Hey i dont get the first point tho please explain

quasi mulch
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these things are temporal and propagate slowly

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so it's fine for lights moving just not super fast. A door opening or a a roof blown off are all acceptable speeds

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lexie's approach also takes time to update too

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thats why it's 1-2ms

robust mirage
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@quasi mulch lol you were the one in the forum about the custom node API... why is it like this man? Could you please tell me?

quasi mulch
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Custom node is fine now.

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Need GI ;)

robust mirage
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Well, instead of specifying a custom node each time in the GUI vs a C# class sounds like it would take more time in the long run right? Is the base class sealed forever?

indigo summit
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That GDC SRP talk are interesting

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i never follow LWRP and current state seems promising (based from that talk)

quasi mulch
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The technique scales well from high end phones all the way up to RTX land

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beyond that, one only need increase resolution and iterations so it scales forever

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be nice to escape the enlighten thing I think

robust mirage
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@quasi mulch Did I say something to annoy you man? I'm here with friendly intentions ๐Ÿ˜›

indigo summit
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the Hippo are agitated, they need realtime GI

quasi mulch
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I am super happy with Unity's one-day-rightful decision to release truly realtime GI :D

robust mirage
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Alright then... no need to reply if you don't want man : )

quasi mulch
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I guess I do not understand you, I thought I had replied to you :)

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be back later need to cook

indigo summit
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you cook!!!!!????

turbid matrix
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@robust mirage I've used it yes

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what's the issue?

robust mirage
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Oh hey man, it's very simple, the CustomNode superclass is no longer public. And to make a custom node, you would need to create one in the GUI, in what way is this a better solution?

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@quasi mulch sorry for misunderstanding you misunderstanding me :p

indigo summit
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@quasi mulch oh you can do FPS renderer now in SRP

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on LWRP tho

quasi mulch
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interesting...

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hows it work?

indigo summit
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you can specify renderpass now

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without coding

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wow i feel spoiled ๐Ÿ˜„

quasi mulch
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I see, how would I do the FPS rendering in this?

indigo summit
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wait didn't you watched the GDC talk?

robust mirage
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๐Ÿค” FPS rendering stands for?

indigo summit
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Frame Per Second?

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๐Ÿ˜„

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First Person Shooter

robust mirage
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And how is that related to rendering? Guess I'm mentally challenged or something

indigo summit
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well you need another render pass/queue for FPS objects to avoid the gun/hand overlap with the world

robust mirage
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Hmmm.. and by overlapping you mean so that it would'nt start clipping in other things or?

indigo summit
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yep

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clipping

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@quasi mulch check 42:00 time mark about the FPS rendering

robust mirage
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alright, but you can sort-of fix that with a ZTest Always right?

indigo summit
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nope

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that ruin the depth buffer

robust mirage
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Ahh right

indigo summit
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for the FPS objects

robust mirage
#

yeah gotcha

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Nice, thanks for explaining!

indigo summit
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no problem ๐Ÿ˜

robust mirage
#

Ever heard of the mighty Keijiro?

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He apparently made 500 repo's. Like holy chippers that's insane.

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(and counting)

dawn sorrel
#

Hey reanimate.. which video are you taking about btw

robust mirage
#

A bit higher up the chat

dawn sorrel
#

Okk ..thanks

robust mirage
#

haha np

#

@turbid matrix Hey man, do you know anything about the earlier issue? I'm kinda trilled to know if I'm right or wrong ๐Ÿ˜›

turbid matrix
#

I don't quite know what the issue is

#

the old node api was removed because Unity can't guarantee the compatibility with it in the future

#

it's kinda irresponsible to let people do things on api that they know they can't maintain forever, so it just had to go

#

you said you can't use the old api, fine, that's not really the core issue

#

what's the issue?

dawn sorrel
#

There 's shader graph talk in gdc.... maybe you shold check out that.
Though I am not sure if it solves your issue

turbid matrix
#

like, what can't you do with current setup?

#

@robust mirage

robust mirage
#

@turbid matrix https://forum.unity.com/threads/unable-to-create-custom-shader-graph-node-due-to-inaccessibility-of-customfunctionnode-class.586876/ this thread is about Error: CS0122: 'CodeFunctionNode' is inaccessible due to its protection level which apperantly is a design choice. You have to create custom nodes through the GUI now..

turbid matrix
#

yes, I'm aware

#

I've used the new API for it

#

it works for me, there are some things that you can't do

#

so trying to ask you here, what is the issue you have with it?

#

other than it's not the old thing

#

you need SG 5.8.0 or newer for this

#

so HDRP 5.10 or LWRP 5.10 practically as 5.8 wasn't that great release

robust mirage
#

Maybe I'll have to check again but, isn't making a custom function node in the GUI for every custom function node annoying? I'd prefer having to select my custom node by searching and pressing enter each time I want to use it

#

And pasting code in a textfield?

turbid matrix
#

you can wrap the custom function node inside subgraph

#

that's reusable

#

you can do nested subgraphs now so that's not an issue

robust mirage
#

That's a workaround don't you say?

turbid matrix
#

that's how ue4 does it too

#

it works

robust mirage
#

But why the change? Because unreal does it?

turbid matrix
#

I personally prefer this approach to the old messy one

#

nah, the reason has been told

#

it has nothing to do with ue4

#

but that they don't want people to make tons of content with the old api which they can't guarantee to keep as is

#

also, the old approach is kinda messy

#

I don't wonder they wanted to get rid of it

#

you write c# that writes that shader code

#

I mean, that's super hacky

#

now you can just write shader code in separate files

#

ref to them in custom function node

#

that's nice and clean

#

or if it's simpler thing, just paste the shader code in the node itself

#

no need to write c# for it

#

you can do it in a minute

robust mirage
#

I guess it's plausible.. I really dislike writing shadercode in a textfield..

#

I like syntax highlighting and autocompletion ๐Ÿ˜›

turbid matrix
#

then write it in separate file

#

and use the file mode in the new node

frigid cypress
#

we have the ability to reference an hlsl file and include those functions using the custom function node

turbid matrix
#

you don't get highlighting on c# script for hlsl code like in the old mixed setup

frigid cypress
#

write it in your IDE of choice and call it in C:

turbid matrix
#

yeah, now you actually get the proper ide experience for it if you want it

robust mirage
#

Hehe, alright. I guess you're correct. Thanks for explaining it to me man, appreciate it

turbid matrix
#

the string input on the node is mainly meant for small oneliners and such

robust mirage
#

I wanna be orange like the cool kids here

turbid matrix
#

@frigid cypress you know the pragma issue people had on the new approach?

sly sentinel
#

what's the pragma issue

turbid matrix
#

one sec, trying to find the forum thread

robust mirage
#

Look at me guys, I'm cool now

turbid matrix
#

heh

robust mirage
#

I sculpt in zbrush and stuff, so I do things beside programming ๐Ÿ˜› I'm allowed

turbid matrix
#

anyway, the person on that thread is the creator of Vegetation Studio Pro, he had this hack for old SG custom nodes where he injected pragmas through it

#

but apparently this doesn't affect the main shader now on new custom function node

#

and you can't put anything on string input that affects the whole shader

robust mirage
#

Ai, guess it maybe needs some more work.

turbid matrix
#

well, this is rather special case

#

it's a hack for the old system too

#

in ideal case, we could feed in custom shader code for the main generated file too

sly sentinel
#

ah ya. pragmas in includes wont work

turbid matrix
#

like way to put it in master node directly

sly sentinel
#

ya that could useful

turbid matrix
#

wouldn't need to hack around with dummy passthroughs either ๐Ÿ˜„

sly sentinel
#

nice way to bypass that limitation in the shader compilation too

#

doesn't work currently because pragmas in include wont work and if you arent using a file on your custom function node, you are creating the function body and pragmas wont work there either

turbid matrix
#

another thing that bugs me about SG is that it's pretty hard coded for it's templates now

#

for example with ASE, you can just copy any template file and it'll show up as a new thing

#

for example their SRP shader templates are all contained in single file each, you can easily upgrade and modify them

#

would be fancy if some day SG could do the same

frigid cypress
#

the list of "would be fancy if" for SG features grows ever longer :p

turbid matrix
#

๐Ÿ˜„

#

that's something that would make it easier to make more customized shaders for SRPs tho

#

it's easier to maintain a modified template than say, modified shader from generated result

#

I've upgraded few custom HDRP shaders manually from version to another and it's been pain

#

"would be fancy if it didn't stall for 7 seconds after each wire connection"

#

and yes it happens even with the new async PR

#

that's actually a huge productivity killer

#

also not something that happens on any other shader editors

quasi mulch
#

did I hear unity staff promising realtime GI like as shown at GDC?

#

I am sure I did!

#

wiggles his little finger in his ear

#

sniffs the end while nobody is looking

#

is the custom render order thing coming to HDRP?

dawn sorrel
#

@quasi mulch where did you find the unity staff promising about the GI ๐Ÿค”๐Ÿค”

barren kindle
#

/me gives beast, enlighten, progressive cpu and progressive gpu the stinkeye

quasi mulch
#

what did I actually say ? :>

barren kindle
#

what impresses me is that the scene is only lit by emissive materials

quasi mulch
#

it's nice

indigo summit
#

it's expensive (in term of money)

#

@quasi mulch speaking of fast realtime GI Remedy already using it on quantum break isn't? and it runs quite fine tho

quasi mulch
#

yeah all AAA have some solution by now in 2019

#

it's wierd if a game doesn;t

#

its a solved thing with just general optimisatiob based around voxel cone concepts I suppose, and patching that up

#

because baking it makes no sense at all

#

dots huge worlds etc

#

you're not baking it.

#

saw the god of war one too, interesting

#

baked though

dawn sorrel
#

ue4 is getting screenspace gi in the next version, it took them only 5+ years! maybe if they could clean up lpv implementation, they could get parity with cryengine 2! ๐Ÿ˜„

quasi mulch
#

is it DXR or just works on anything like the gdc thing?

#

DXR is something that anyone would expect I guess

dawn sorrel
#

no dxr, it just works, entirely screen space though, just like ssr

#

cryengine 2 used to use lpv for short range and ssgi for long range global illumination

quasi mulch
#

doesn't seem as good or fast as the one presented at GDC

dawn sorrel
#

I'm guessing the gdc one requires geometry to be static, I doubt they are voxelizing everything every frame

#

I just glanced at the slides though, maybe I'm wrong

#

well, ssgi is really old news

#

I'm guessing they liked the unigine demo and decided to implement it on a whim

quasi mulch
#

no it's purely dynamic

#

full open world

#

no need for lightprobes or AO

#

6ms with 4k res on xbox

#

0.6 sorry

#

i crave it like cake in my face

#

I'd settle for anything dynamic at this point

dawn sorrel
#

well, cryengine svoti also claims to be dynamic, but it spikes when you revoxelize the scene

quasi mulch
#

has no limitations that matter

dawn sorrel
#

ah, they are dividing the work over multiple frames

#

apart from fast moving lights and object, there doesn't seem to be hard limitations, neat! ๐Ÿ˜„

dawn sorrel
#

@dawn sorrel btw, can you link the source where you found that Ue4 news??

#

I know they are getting a GI for DXR but I have not seen anything for non DXR.

dawn sorrel
#

its a forum post, its already in the engine if you compile it from the master

dawn sorrel
#

Okk ...so it is actually a asset by someone.... not really an official one by the Ue4 devs.

#

eh? no not really

#

its in the dev branch

#

if you are referring to the twitter post, tim hobson is an epic employee

barren kindle
#

what? that hitbox guy is working for unity now?

turbid matrix
#

I think he just meant that someone is making something for Unity

#

we see projects like that come and go

#

while it's cool, it's also something that's hard to get truly exited about

#

if you are, then you probably haven't seen 10 previous attempts

#

yes, I'm super pessimistic when it comes to realtime GI projects ๐Ÿ˜„

#

usually these threads go for few years before the dev drops the ball

#

sometimes there's some preview release but never something that is production ready

#

it's still cool that people try it

#

but unless it's people who have resources to maintain the work, it's not something I'd put any expectations into

#

and by resources I mean like big company behind it

#

apparently he did new SRP for it

dawn sorrel
#

from readme "This project is my graduation thesis"

turbid matrix
#

that being said, there's like few k lines of code in the SRP directory

#

if even that

#

so, looks like some MVP, which is fine for thesis

dawn sorrel
#

Yup, I do agree with you on this.
But, still if the project is interesting Unity often picks up the project as in case of Cinemachine and Probuilder.

barren kindle
#

somehow i think unity is hellbent on keeping the lightmap baking solutions :(

#

maybe because mobile games is where the money is? shrugs

#

as an unitarian, i have been watching at unreal and cryengine in envy for .. years

dawn sorrel
#

unreal is THE place for lightmaps though

turbid matrix
#

they didn't pick up SEGI ๐Ÿ˜„

dawn sorrel
#

they don't really have a dynamic gi solution

#

lpv is half baked (as in barely working), vxgi is dx11 only

turbid matrix
#

@barren kindle also what you mean, ue4?

#

they are super focused on baked stuff

dawn sorrel
#

this ssgi is, screenspace, so its pretty jarring during movement

turbid matrix
#

Unity got progressive lightmapper, also now gpu version

#

unreals baker is still cpu only

#

and you have to bake often for hours to see anything

#

it's even worse there than with Unity

#

VXGI 2 is nvidia maxwell+ only btw

#

VXGI 1 still ran on lower end cards and AMD but it was practically too slow on anything but Maxwell+ that got additional HW support ๐Ÿ˜„

#
  • VXGI was never officially integrated to UE4
#

you still need to run special branch from nvidias fork for it (or use some merged branch for nvidia techs like the ones I maintain there)

#

but I guess it's some grass is greener on the other side kinda thing

#

only cryengine out of these three does realtime gi

dawn sorrel
#

I wish they didn't scrap dfgi that early, curse you paragon ๐Ÿ˜›

turbid matrix
#

and even they now have setup that bakes some of the data for it

dawn sorrel
#

if only they had fortnite br back then ๐Ÿ˜„

turbid matrix
#

so it's not fully dynamic

#

well, fortnite did drive DFAO back then

#

it was literally the thing DF's were built for initially

dawn sorrel
#

well it (svoti) was never fully dynamic implementation, it always caused a spike when it voxelized the scene, they just did it at start and didn't touch anything afterwards

turbid matrix
#

DFGI was a side project that came from it

dawn sorrel
#

Its a shame too, because it looked better than vxgi in many cases when I tested DFGI

#

it did cost something like 30ms though ๐Ÿ˜›

barren kindle
#

i am tempted to try this raytracing thing in vr ๐Ÿค”

turbid matrix
#

current gen high end GPU's struggle to run this at 60Hz, imagine doing it 90Hz twice

simple hollow
#

In 2019.1b 10 i created a new HDRP project and the HDRP version was 5.7. The procedural skyโ€™s sun disk was off. When it is turned on the lighting gets unbalanced in the scene and I canโ€™t figure out how to fix it. Is this normal?

drifting vault
#

VXGI in UniGine no?

turbid matrix
#

@simple hollow yes, there's issue with the current sky's sundisk if you use realistic lighting values

#

@drifting vault VXGI is nvidias tech

#

there's at least UE4 integration for it

simple hollow
#

Thatโ€™s good to know thank you @turbid matrix

turbid matrix
#

don't expect Unity to fix that either (they might but I doubt it's a priority)

#

current procedural sky is just port of the old Unity 5 sky system

#

they are working on more modern sky setup now

#

so, there will be replacement, but it remains to be seen what will happen for the old sky

#

I'd guess they just leave it around for older projects for compatibility reasons as is

simple hollow
#

Seems reasonable

turbid matrix
#

last change 12 hours ago

#

so it's been actively worked on

simple hollow
#

But in its current state you shouldnโ€™t use HDRP so itโ€™s probably somewhat of a priority

turbid matrix
#

I think there was like one month pause for that before due to GDC coming up/change of priorities but seems like it's been picked up again now

#

oh it's coming before HDRP is released alright

#

"shouldn't use HDRP" doesn't stop game studios from adapting into it already ๐Ÿ˜ƒ

#

but most of the projects using it will probably release later on, and HDRP will be out already then

quasi mulch
frigid nova
#

i usually dont agree with the hippo but i agree on the last mem.I found a new engine that does lighting good,its called unigine 2 and tbh its insanely good.Dunno how much i can do with it but for now its a gem for lighting at least

fading rose
#

This started popping up out of the blue. Any idea how to fix it?

Shader error in 'Lightweight Render Pipeline/Lit': failed to open source file: 'LitInput.hlsl' at line 112 (on d3d11)

||Compiling Vertex program with LIGHTMAP_ON FOG_EXP2 INSTANCING_ON _NORMALMAP _GLOSSYREFLECTIONS_OFF _MAIN_LIGHT_SHADOWS _ADDITIONAL_LIGHTS _SHADOWS_SOFT _SPECULAR_SETUP _OCCLUSIONMAP
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR||

quasi mulch
#

out of the blue is the suspicious part

#

Are packages in sync? same version vfx etc

#

perhaps right click the LWRP folder in the project and reimport

fading rose
#

yeah they are in sync. I will delete the cache file once more and see if it gets fixed.

#

meh... it changed to this:

||ArgumentException: Can not deserialize (UnityEditor.Experimental.Rendering.HDPipeline.HDPBRSubShader), type is invalid
UnityEditor.Graphing.SerializationHelper.Deserialize[T] (UnityEditor.Graphing.SerializationHelper+JSONSerializedElement item, System.Collections.Generic.Dictionary2[TKey,TValue] remapper, System.Object[] constructorArgs) (at Library/PackageCache/com.unity.shadergraph@4.10.0-preview/Editor/Data/Util/SerializationHelper.cs:103) UnityEditor.Graphing.SerializationHelper.Deserialize[T] (System.Collections.Generic.IEnumerable1[T] list, System.Collections.Generic.Dictionary`2[TKey,TValue] remapper, System.Object[] constructorArgs) (at Library/PackageCache/com.unity.shadergraph@4.10.0-preview/Editor/Data/Util/SerializationHelper.cs:153)
UnityEditor.Experimental.AssetImporters.ScriptedImporter:GenerateAssetData(AssetImportContext)||

turbid matrix
#

first question would be: what is your unity version, what are your SRP package versions?

#

also why you have HD shader if you use LW?

fading rose
#

2018.3.8 and 4.10

My first question would be, what does this error say? ๐Ÿ˜ƒ
This way I may get an idea where to start troubleshooting ๐Ÿ˜ƒ

#

I do not have an HD shader.

#

๐Ÿ˜ƒ

turbid matrix
#

Can not deserialize (UnityEditor.Experimental.Rendering.HDPipeline.HDPBRSubShader), type is invalid

#

pretty hard to tell what's going on there

fading rose
#

hmm shader graph seems to be missing.

turbid matrix
#

you don't need to install core and SG separately

#

they get installed through LWRP dependency

#

it'll be more obvious on 2019.1's Package Manager

fading rose
#

i know, that is why it is strange that it is missing no?

turbid matrix
#

well, Unity refuses to list the packages installed as dependencies on that list

#

IMO it's confusing to new users

#

you'd want to see everything that is installed at one glance

#

but they disagree

#

it's no error, it's like that by design

fading rose
#

It was there previously.

#

And I agree that is how it should be.

turbid matrix
#

but yeah, I'd wipe the library and see what happens

#

it looks like your SG expects HDRP to be there

#

I dunno if there was some editor variable it sets on 2018.3

fading rose
#

Looks like the problem was that SG was not installed.

#

After installing it there is no such message anymore.

turbid matrix
#

that's not the core issue tho

#

LWRP 4.10 definitely installs core and SG if you don't

#

so, maybe there was issue on your library cache

#

and reinstalling SG just cleared something

#

as another topic, the SRP GDC talk mentioned how they did the gun rendering on FPS Sample

#

besides the FOV hack, they did handle the clipping separately too

#

but they apparently explain this more on the unity booth session (which is still up to Unity to upload to youtube, it's not available yet)

quasi mulch
#

I'm hoping hack-free control of rendering will come

#

it's not just the need for first person weapons but having UI in world space too, not everything can be transparent unlit

#

I'm hoping it will come to HDRP

thorn lodge
#

not listing packages is confusing even to experienced user that are tired

#

like make them another color or something so it's easy to go "I want to actually install this into the package manager, click DONE"

quasi mulch
#

I think they should expose how it all works, document it, give @alpine bluff 2x the salary and erm. That's all

#

raises thumbs

alpine bluff
#

Iโ€™m not going to contest that :p

#

Oh! Ohโ€™ actually!

#

Myself and the HDRP writer want to do a session in this channel next week, where weโ€™ll be asking you what you need to know from our docs. Like, what are we missing, whatโ€™s confusing, which quick little fixes can we do to help you get to know what you need to know :)

turbid matrix
#

but... that would require us as the users to actually read the docs ๐Ÿค”

#

I mean, there are some things you need docs for, but in most cases if the tool is designed well, it's so straight forward that you don't have to open them

#

that being said, if you open game engine first time to learn it, proper docs are invaluable

#

I do run through a lot of Unity docs in general but I've only very rarely opened HDRP ones, and for SG I don't know if I've ever opened them besides for what some google result have put me into when looking at SG's old custom node api

#

I recently went through HDRP docs when the doc pass appeared on github PR tho, I'm mainly curious about the implementation details on it rather than how to use the features

#

like, for example currently HDRP shadow filtering has shadow levels from low to very high, I need docs to know what these vague terms mean

#

but if they had actually named the filtering options by what they are, I'd have no need for such doc

#

I'd always prefer the latter

alpine bluff
#

Yes - some people will learn like you, Olento. But some people rely on docs more heavily.

#

And we also prefer the latter :p

#

Itโ€™s part of our work as well - consult on naming.

turbid matrix
#

yeah, I realized after the first two comments that I don't want to sound like docs are not needed

alpine bluff
#

(Some things slip through, ovviously)

#

But something like that is really what we want - little tweaks etc.

turbid matrix
#

proper docs is one thing that Unity excels at if you compare it to competition

alpine bluff
#

We donโ€™t have deep analytics on package docs like we do on Manual content (yet)

turbid matrix
#

(gone through a lot of UE4, CE and LY docs)

alpine bluff
#

Yeah. Thatโ€™s our pride. So we want to try and keep up the quality :p

turbid matrix
#

I love the code snippets on the regular scripting api, having any kind of practical samples is really great for reducing the time to understand how to use the thing

#

I actually haven't checked how SG docs do the node descriptions

#

I know that Acegikmo's Shader Forge docs were great for this

#

one thing that I've noticed recently is that google searches don't always find the new package docs

#

but I think that's getting better now

#

I'm personally not super excited about the extra clicks on the format of the new package docs though

#

but then again, I'm always annoyed when I have to do extra clicks for anything ๐Ÿ˜ƒ

thorn lodge
#

time to game the SEO for Unity package docs

#

and also make it so that if someone searches "Unity performance issues" they get "Unity performance by default" results instead

#

perception problem solved I deserve a medal

alpine bluff
#

@turbid matrix - what do you mean about the extra clicks?

turbid matrix
#

for example, take that Shader Forge page

#

to see what the nodes do you have to click around many times and how you find the thing you were looking for

#

basically SG docs (and SG itself) splits the feats in different main levels

#

it makes it harder to casually browse what kind of nodes there are

#

people have to go through these one by one and nobody will do that for each

#

also the node preview images don't really give much useful info, it feels like those images could exist on the actual doc pages rather

#

but maybe there's some other reason for them to exist here

alpine bluff
#

Mmm, I see what you mean. Maybe an overview page would be good. Iโ€™ll forward that to the SG writer :)

turbid matrix
#

every image has the black preview included

#

this is kinda the overview page (per subsection)

#

it's just, it doesn't immediately show what it does like the SF node doc does

#

even UE4 materials got faster to browse docs for material nodes

#

but UE4 docs have a lot of these split into many sections as well

alpine bluff
#

Well, from a writing perspective, itโ€™s because we use topic-based writing (every page is page one). Because from an information parsing perspective, itโ€™s better to have everything-you-need-about-one-subject on that subjectโ€™s page than it is to have behemoth pages that cover multiple subjects.

#

The trick is to then also anticipate what people need and how to redirect them to sister-subjects

turbid matrix
#

it's very topic based now for sure

alpine bluff
#

But that the actual docs page/output/website isnโ€™t seamless: we completely agree.

#

Itโ€™s one of my goals: unify with the Manual. Utilise the features in there as well. Be able to cross-link seamlessly.

turbid matrix
#

also the actual doc space in the middle section is very narrow, while it's nice that the paragraph doesn't get too wide, it's kinda having opposite effect now

#

it just means more scrolling as there's not much space for the actual content in the middle

alpine bluff
#

Agree.

frigid cypress
#

@alpine bluff @turbid matrix sg docs are scheduled to be getting a large overhaul ๐Ÿ‘€๐Ÿ‘€

dusty maple
#

Hey guys, there's a technical question that's been bugging me for a while. Not directly related to the new render pipelines. In terms of optimization I use static batching as much as possible. However I noticed that you can still hide static objects in script. It's not clear to me what's happening under the hood. Does hiding/showing a static game object at runtime simply triggers the process of recomputing the combined mesh it belongs to ?

#

I have a set up where I can easily determine lists of visible objects based on player position, so I could show/hide lots of small game objects on demand to increase performance. But since it's not clear to me how the engine actually handles that and where I pay the cost (not sure what to look at in the profiler timeline), It might not actually be a win versus just relying on static batching and drawing more geometry than required.

alpine bluff
#

@frigid cypress - yeah, I know the writer. Sheโ€™ll do amazing ^^

quasi mulch
#

All that matters is that Unity are wise and strong leaders who bring us realtime no bake GI

#

Lead or I will lead for you

turbid matrix
#

๐Ÿ˜„

#

I have a feeling we'll keep hearing this a lot

quasi mulch
#

Until it is done.

#

wills it into existence

turbid matrix
#

we'll get peace at 2022

#

after 3-year-plan is executed

quasi mulch
#

Jormungand is merely waiting.

fading rose
#

I will have made 3 games and about 5 VR projects until then ๐Ÿ˜„

barren kindle
#

no bake gi? when?

quasi mulch
#

When the Heretic reaches the city and upsets the overlords of Unity with missed deadlines.

glad tartan
#

Occlusion probes could save that
It fakes GI pretty well, just won't get the bounced lighting

quasi mulch
#

they don't support time of day

oblique plinth
#

Hey, apologies if wrong channel. With the inbuilt HDRP post processing stack in 2019+, should this be backwards compatible with the PostProcessingV2 package, or is there any way to properly update between the two?

indigo summit
#

as far as i know it's not backward compatible

oblique plinth
#

As I feared haha, cheers

turbid matrix
#

yup, it's not backwards compatible

#

that being said, it doesn't take ages to port it

oblique plinth
#

I'm migrating the various settings onto the new volumes. One problem I've found is previously I was using a LUT through the Low Definition Range in Color Grading. This doesn't exist now as far as I can tell, so I'm trying to use a .cube version instead and it doesn't seem to do anything.

turbid matrix
#

how did you author that 3D LUT?

oblique plinth
#

They're standard LUTs from video editing packs. I just tried following the old Photoshop guide and it says its not a 3D texture

turbid matrix
#

old style LUTs don't work in HDRP PP

#

afaik, they shouldn't work in PPv2 either

#

oh right, you use LDR?

#

they may have allowed the old style LUT for that

#

they require the 3D one for HDR

oblique plinth
#

One thing I noticed is in HDRP Asset Settings it defaulted the grading lut size to 32, so those tutorials didn't work. I changed it to 33 to match the output from the tutorial and it still doesn't seem to do anything.

primal jacinth
#

Support for user luts isn't implemented in HDRP at the moment. It should come soon.

#

So yeah, the UI doesn't do anything ๐Ÿ˜ƒ

oblique plinth
#

Damn. So there's no way of doing the Low Definition Range with PNG in 2019+, I'll have to stick with 2018.3+ ?

primal jacinth
#

Yes. And HDRP will not support the LDR lut format as it's a purely HDR driven pipeline.

#

(This will become even more relevant with output to HDR displays eventually)

oblique plinth
#

OK thanks for your help

fading rose
#

Interesting how nonchalantly Unity that prided itself for unified multiplatform workflows and ease of use is splitting itself in half. ๐Ÿ˜›

brazen linden
#

@fading rose I find it to be a very weird move. I wonder if at some point they will add tools for you to easily be able to compile for LWRP from HDRP

dawn sorrel
#

A tool like that wouldn't really work; especially as feature are added specifically for each RP.

#

For example; right now, HDRP has Decal Projectors whereas LWRP doesn't. If your game mechanic relies on Decals (Such as bullet holes in the environment), then what would the conversion tool do?

#

Im not denying that some project will have both LWRP and HDRP installed; just that it wont be as simple to switch between them if you lean heavily on some features.

alpine bluff
#

^ what Andy said

#

Also, the reasoning for splitting is actually to be able to cover multiple platforms well.
The built-in render pipeline covers many scenarios, and as a result, some of them aren't covered as well as they should be. So we've done the split into HDRP and LWRP to be able increase the quality for each scenario; and give users more actual power to customize than in the original render pipeline.

dawn sorrel
#

However, there are some elements that are cross-RP. For example, Shader Graph's Unlit and PBR Master Nodes work in both LWRP and HDRP. If your particles are unlit, VFX Graph in 2019.1 works on both HDRP and LWRP.

#

And you can also set/get the currently used RP Asset in Graphics settings. As a test, I made a simple Quality Settings switcher that works on device for switching different tiers of LWRP settings (Simple quality settings window). ๐Ÿ˜ƒ

turbid matrix
#

I made a proto that used that RP setter to swap between LWRP and HDRP, Unity staff wasnt pleased that I shared the experience

dawn sorrel
#

Unity staff wasn't pleased? Who?

turbid matrix
#

I mean I kinda get their stance, it'll never be officially supported to swap between

#

I think Seb itself was there first telling I shouldnt do that :D but he ultimately gave a nice list of what things could go wrong with solution like that

dawn sorrel
#

There are lots of things the Unity Community does that some people at Unity don't really agree on. ๐Ÿ˜„

turbid matrix
#

It is still my backup plan to swap either nonSRP or LWRP on lowest scalability mode if HDRP is more heavy even on it's lowest setting on my crapputer (computer specially assembled to test my min recommended spec)

primal jacinth
#

I just want to add that you can't expect to have great performance on all platforms using a single unified pipeline. The difference between mobile/console/PC/whatever architectures & power is massive. Perfect scalability is a myth. So in the end you have to make a choice: do you want finely tuned platform-specific pipelines that run great with bleeding edge features or do you want something that runs everywhere but is non-optimal?

dawn sorrel
#

+1 to that Chm!

#

Thats actually one of the key reasons of why we are doing SRPs

turbid matrix
#

Yeah, that is exatly why I have this backup plan

dawn sorrel
#

In the past people complained that Unity was too broad and unoptimised if they wanted to target specific platforms/targets/settings

#

"Im making a 2d match 3 game for mobile; why do I need GI, PBR, etc etc?"

turbid matrix
#

I remember the people annoyed by pbr on unity 5 :D

#

I was happy, had been using pbr on 3rd party shaders on unity 4 before that, was a fan of it already

dawn sorrel
#

People will be annoyed by anything and everything. I remember when we added 2D Sprites in Unity 4.3 and someone at a conference told me he was really mad as it means more people are going to make 2d games and they should all stay with Flash instead of using Unity.

turbid matrix
#

But I do get that people doing 2D, toon stuff wont always get any benefit from pbr

#

So they pay for more heavy shading for nothing

dawn sorrel
#

I was kind of like "You are mad that more people are going to make 2D games? There are lots of other things you should probably be mad about before that ๐Ÿ˜„ "

#

Good news is that there are plans for a 2D Renderer option on LWRP. ๐Ÿ˜ƒ

turbid matrix
#

yeah, I've seen the master node stuff on SRP repo ๐Ÿ˜ƒ

#

that kinda makes me wonder tho

#

people will immediately think since it's 2D, it'll be perfect fit for UI stuff too (despite the fact that most use SG's to texture things with 2D UV's in the first place)

#

there's really no longer term roadmap for SG either, so it's hard to know what to expect and when

#

still missing things like PP graph and possible UI stuff

#

and of course terrain graph but I think that at least is coming

#

lack of official PP graph is bugging me a lot on HDRP, people who can use PPv2 can use 3rd party solutions for that now

primal jacinth
#

Terrain & PP graphs are in the pipes, the PP one is just slightly lower priority right now (more pressing issues to fix)

turbid matrix
#

ah, nice to hear about PP, I knew Terran was on the works ๐Ÿ˜ƒ

#

seems like some random person just saw the wip branch and made PR for it

turbid matrix
#

I don't want to be the person to tell that's super ambitious, considering Unity have been building HDRP for years and it's still not done

#

but then again, to get something that just does things on limited scope could be doable, considering it doesn't have to be production quality

quasi mulch
#

Nah no point in giving him what he thinks he wants

#

give him what he needs. he doesn't have the experience to know what he wants

#

cos LWRP... in VR... is photorealistic if fully baked.

#

it's PBR, the math is as close to ground truth as you'll get while being optimised enough for VR

#

LWRP is aleady his solution, but his workflow is not.

turbid matrix
#

I mean it's one thing to be ambitious but to just combine LWRP and HDRP..

#

I tried to ask what things current setup doesn't do, he didn't answer

#

he just keeps telling it's not possible without telling the details

quasi mulch
#

he is too stupid, and I mean this is in the literal sense: he lacks too much information to argue with

#

but if he works with LWRP he may find the high end he looks for

#

LWRP is the best for VR IMHO for now, because HDRP is nowhere near finished :)

#

and nor is it mobile friendly

#

so he should look at just extending LWRP slightly, as unity intends

#

if he cannot even extend LWRP slightly, he has zero chance to understand how HDRP fits together

turbid matrix
#

I kinda get what he's going for but he lacks the needed experience to pull that off atm, I try not to tell it's impossible as people can learn a lot if they are persistent

#

the point isn't to have better VR SRP

#

point is to make VR SRP

#

he has to convince himself that the current solutions don't cut it so his thesis has a meaning

#

of course that's all wrong

#

but the people reviewing the work may not know it

quasi mulch
#

I like to give people rope to hang themselves when they are difficult, I just say "sure do it right now, please post back with results"

#

this will usually hang them and they never post back, but you know, that's the correct ending anyway

#

some people dont want no

#

and dont want to work for it

turbid matrix
#

then again, what's the worst that could happen here? person worked one year on this to realize his solution will not be anywhere near the quality the existing solutions are? I bet he still learned a thing or two along the way

quasi mulch
#

honestly it's a bit rude to just barge in and call the shots about how something should be when you know nothing about the subject isnt it (re: difficult posters)

#

yeah just let them die on the sword, they will get frustrated within days and not even get as far as you suggest

#

the people you're trying to save, people like you or me... you cannot prevent them from digging in and thriving

we do that by default

turbid matrix
#

hey, I'm known to be pessimistic, I'm trying to put more faith in people now ๐Ÿ˜„

quasi mulch
#

others think they want that but dont have the passion or interest so these people should basically just fobbed off

turbid matrix
#

and I can do that when my own work isn't compromised by it ๐Ÿ˜„

quasi mulch
#

I'm trying to say over the years I've worked out there's 2 kinds of developer:

  1. those that rarely ask anything anyway cos they're too busy digging
  2. everyone else

basically if they have to ask then they have too many holes in their knowledge to even try helping them, they actually need a solid year or so in the subject which leads to... 1.

#

I mean in context of lower level programming and dev ofc

#

not "how do I turn on lights"

#

we can help those guys easily :P

#

I'm actually a (1) but act like a (2) when gathering info a few weeks or months before I need to go deep dive (1)

turbid matrix
#

I actually try to ask more nowadays, but I rarely get the answers I'd want ๐Ÿ˜ƒ

quasi mulch
#

it's a strategy that's paid off well for me

turbid matrix
#

I used my whole life doing things the hard way

quasi mulch
#

exactly you won't get the answer you want

turbid matrix
#

but there occasionally can be people who can at least nudge you in the right direction

quasi mulch
#

so you should ask ahead of time to get conversations going then when you do it yourself, you refer back to the nets you cast for any extra info (my strategy)

turbid matrix
#

but people who can use google in any way will already know the answers to the trivial questions

quasi mulch
#

basically I've found it beneficial to ask questions as if you know nothing

#

because when you know a lot, experts don't bother, and you need a little expert attention when you have a large area to cover

#

nobody will help me on forums code wise because I ask things that aren't really what most people do I guess :(

#

ECS maybe :D

quasi mulch
#

time to script some volumes

#

I notice it's annoying of course: it will clone itself if modified and i need to modify it each frame at editor time

#

perhaps a sharedVolume exists...

quasi mulch
#

The volume API is a bit over-engineered

true zealot
#

but, but, have you every thought about RTX in VR

#

I am looking to mak ultra visuals in the most optimal way possible so I have chosen the least optimal solution possible for the given format

quasi mulch
#

Is there a known bug with HDRP volumetric fog volume base height and mean height? it seems to have hardcoded behaviours when the base height is below 0.

#

I want to offset base height to maximise float precision :/

primal jacinth
#

@quasi mulch same as materials, there's a profile and a sharedProfile. The volume API is unfortunately engineered this way because of all the constrains we had (the joy of serialization, polymorphism, extensibility, prefab support... so many edge cases)

frigid nova
#

Hey guys why optix is not used by my gpu since i have a 1080 8gb?

turbid matrix
#

@frigid nova you mean for PLM?

#

it's not used for GPU PLM on 2019.1 at all, 2019.2 supports Optix on GPU PLM

#

on 2019.1, you get tad older Optix version that only runs on CPU PLM, 2019.2 got Optix 6 (I think) which now runs on both (but also comes with bit bigger hw requirements, your 1080 is fine of course)

frigid nova
#

i have the alpha of 2019.2

#

and it shows up grayed out

turbid matrix
#

you run with the latest drivers?

#

usually people do but worth asking

#

there was some driver version requirement

frigid nova
#

ill check is the companies computer so im not allowed to fiddle with it a lot

#

its fixxed now man thanks

dawn sorrel
#

2019.2 also got the Intel denoiser.

#

I think the requirement is SSE 4.1 capable cpu

turbid matrix
fading rose
#

LWRP in VR can be realistic in controlled environments, (this is a quick interior test we did some time ago) but not if you have real world open large scenes like you see in some cases in Unreal. Then the amount of textures that you need for PBR and scale of shadows to create realistic shadows makes your performance suffer.

Someone mentioned about RTX in VR. I am not sure if it was mentioned as something stupid to do or impossible, what I know is that some are already using it, and we would be using it too if Unity supported it. (especially in LWRP) The first projects are coming out.

Having said that, LWRP must support RTX.
There is one key thing that breaks realism in LWRP and that is reflections.
Accurate Lighting, shadows and reflections is what turns believable realistic, to Photorealistic.

VR is not just a quirky cartoony and stylized colorful business like VRChat, and it definitely is a lot more than a couple of cars with studio lighting, or moving sticks with fast approaching basic shapes with glow. VR is going massive open free roaming worlds, with dozens of cars and hundreds of crowds, Cinematic realism, super cluttered scenes, and Unity needs to support that fast with LWRP. It really needs the ability to scale up effortlessly by using some switches and supporting higher spec options. such as 8K and even 16K shadows and 16x hardware AA without having to hack anything.

HDRP just can't do 90fps @ Stereo 4K in such scenes. And next year, is a year too late.

turbid matrix
#

DXR reflections are super heavy

#

how on earth can you do those 90fps stereo? you'd have to downres them a lot

fading rose
#

Olento, nobody cares what we think. It is being used in projects today very successfully.

turbid matrix
#

can you link such project?

#

I'm genuinely curious how they manage to make it happen

fading rose
#

yes. But I won't. ๐Ÿ˜ƒ

#

i do not want to speak devil in the house of the lord ๐Ÿ˜„

simple hollow
#

Is there a hair shader in 2019.1? i read that somewhere but now i can't find it in 2019.1

frigid cypress
#

HDRP has a hair master node in shader graph, I'm pretty sure it's in the most recent package release (for sure 5.10.x and higher). in the asset create menu, shaders > HDRP > Hair

alpine bluff
#

Yeah, @dawn sorrel has made some gorgeous stuff with it.

quasi mulch
#

I've been waiting a while for sky

#

it makes a collossal difference

turbid matrix
#

well, now you get planet too!

quasi mulch
#

yeah but I don't think they mean it for outside in

#

just the horizon scale etc

#

I guess if you plug earth parameters in, it looks like earth sky from ground

#

and same for mars?

#

if its really "render the surface of the planet" that's just weird as hell

#

hows that even work :P

simple hollow
#

in shader graph, is there a metalic slot in the master node? I can't see one, what should i use instead?

fading rose
#

Can you share a screenshot maybe?

simple hollow
turbid matrix
#

it's hair, not metal ๐Ÿ˜ƒ

#

if you need metallic parts, maybe put them in another material/submesh?

simple hollow
#

haha oops

turbid matrix
#

The default diffusion profile is now completly green (instead of broken) so it's easy to see when the profile is missing from the HDRPAsset / Volume override.

#

ok ๐Ÿ˜„

#

kinda weird that they don't want the default profile to be used if people don't need any special profile though

#

also, it's bloom that makes it all green now

turbid matrix
#

I can't even override that default green diffuse profile

#

I've tried everything I could think of, adding new white color diffuse profile on HDRP asset, adding override to scene volume, there's no setting on the materials themselves (I think SG's may have but I have default materials)

#

I've upgraded all materials to newer version using the tool as well

#

only thing that fixes this is me going to the defaultDiffuseProfile in the HDRP package itself and turning it back to white instead of green

#

I probably miss something, if anyone knows, please tag me ๐Ÿ˜„

turbid matrix
#

well, I got it to work but I seriously doubt it's meant to be used like this

#

I manually copied HDRP Resources file which HDRP Asset refs to, from package into my project (can you generate this in any way from the project even? I didn't find a way)

#

then assigned the new file into HDRP Asset and made the new resources file point into my wanted diffusion profile which isn't all green

#

I just keep thinking there has to be something I missed here ๐Ÿ˜ƒ

turbid matrix
#

well, it doesn't go all green on new project ๐Ÿค”

quasi mulch
#

green....

#

I had a similar thing with an older HDRP

#

I think it occured due to a failure to upgrade profiles or something

#

after some thrashing around and figuratively bashing the side of the tv set I got a good picture

turbid matrix
#

hope we get HDRP trees soon as well ๐Ÿ˜ƒ

dawn sorrel
#

UE4 atmospheric fog also works in planetary scale, if you zoom out enough you see a real world sized sphere

leaden isle
#

Hello guys. I have one question. In the picture you see on top a S7 rendering with Vulkan and below the S5 rendering with OpenGLES. As you can see the color of the terrain is different. Does anybody know why this happens and how I could avoid it?

turbid matrix
#

anyone know how Unity benchmarks SRP / PP's GPU timings?

#

I tried looking around and can't see relevant part on the analysis tools

#

regular profiler says TAA takes 0.01ms from the c# script but that's CPU side

#

oh, it was in the regular profiler, I just didn't have the GPU section there by default

#

so, my modified TAA is ~0.4 ms for 1080p atm

#

hmmm, it's the same on unmodified TAA, would have thought the half frame extra FXAA pass would have shown here

turbid matrix
uncut root
#

That looks like it's shaping up nicely!

indigo summit
#

ooh the one in the youtube doesn't include the fps rendering part

turbid matrix
#

@indigo summit they briefly covered it on the gdc vault recording

#

the booth session "Getting Started with the FPS Sample" is not yet on youtube

#

but I'm fairly certain Unity will upload it eventually

indigo summit
#

yeah i've seen the GDC vault video

#

now that they solve the clipping part there's one more question that still lingering on my mind

#

how do they handle world interaction?

#

ie turning valve?

turbid matrix
#

not quite sure what you mean by that?

#

you mean like first person hand animation on the valve?

indigo summit
#

yep

turbid matrix
#

you could just swap the hands to real world sized version and use regular animation setup for it

#

I mean, you wont clip the hands there if you've designed the valve location to work

indigo summit
#

ain't that gonna give you the perspective distortion on the hand ?

turbid matrix
#

ah you mean that part

#

thought you meant the clipping

#

I dunno tbh, maybe if the valve is in the middle, you could still mix the fovs

#

never tried this

indigo summit
#

hmm i wonder how A4 handle this on metro exodus

#

they managed to avoid clipping and yet able to do world interaction without getting perspective distortion

turbid matrix
#

they have wide fov otherwise?

#

the issue isn't there if you do natural looking fov

#

the issue on quake / UT shooters is that players want unnaturally wide fov

indigo summit
#

ahh. . . . . now since you mention that

#

they don't have FOV slider