#archived-hdrp

1 messages ยท Page 31 of 1

turbid matrix
#

I don't consider Unity's SSR attempts have been any competition before the one in HDRP ๐Ÿ˜ƒ

#

it's like saying there's no market for CTAA since Unity offers TAA now

fading rose
#

Yeah maybe because that implementation is not that great. Perhaps now that RTX comes around they may put some effort back in their SSRR tool.

#

While it is exciting, you must also keep in mind that not everybody is interested in Raytracing and such.

#

So if they didn't have many people actually buying their product then it makes sense they would stop support. Sometimes because we see 10-20 people in a forum discussing about something we think it is the next best thing. Not necessarily so. Keep in mind there are millions of developers out there. 20, and even 100 are not enough to keep supporting a tool, especially if you are a small team .

turbid matrix
#

I feel that DXR is great, it needs to happen

#

but of course it's not a thing for this generation

fading rose
#

I do not think so, but it is definitely a great marketing tool.

turbid matrix
#

but early work has to be done for it to have room to evolve

#

imagine they getting like 20x the RT processing power in the future, you could do things with that already

fading rose
#

There is no significant difference. And it is so much resource intensive. I want it to work too, but not because I think the results can't be reached in a different less demanding way.

turbid matrix
#

it'll still take like half a decade for avg gamer to have good enough gear to run it tho

#

but this isn't sprint

fading rose
#

when you are a software house and you are spending serious money each month to bring your product to the market first, believe me, it is. ๐Ÿ˜„

#

If you are an indie that does this on the side, no it isn't.

turbid matrix
#

yeah, but only reason to slap DXR support today is for marketing, you don't do it for your players

fading rose
#

Even if it happens in 3 years, who cares?

turbid matrix
#

well, I care, as I want this tech to be feasible for avg customer at some point ๐Ÿ˜„

fading rose
#

The players do not benefit out of it really.

turbid matrix
#

and more people adopt, easier it is to make that happen

scenic jay
#

I will use it ๐Ÿ˜ƒ for commecial projects

fading rose
#

in a couple of years everyone will have an RTX enabled card.

turbid matrix
#

well, there's a reason so few games do realtime GI today even

#

most gamers don't care

#

you can make the wow factor otherwise

fading rose
#

Yeah I use it for commercial projects too.

scenic jay
#

some car companys as customers so ... there you go

fading rose
#

Yeah exactly only developers care ๐Ÿ˜„ and founders who want to impress the investors with the latest buzzword ๐Ÿ˜„

turbid matrix
#

I mainly want DXR for one reason only: reflections

#

it's also a thing that can be slapped on for people who can run it

#

of course the ao and shadow stuff is nice, but it's not a painpoint even with modern tech

#

gi would be nice tho

fading rose
#

But that is the only real benefit out of it. Which makes it not so important. ๐Ÿ˜„ Reflections are important, but accurate reflections not always.

scenic jay
#

point perfect shadows? i take that too

fading rose
#

real time GI is exactly he same category as RTX.

turbid matrix
#

I'm fine with PCSS ๐Ÿ˜„

#

I mean, it's not perfect, but it doesn't bug me like the old Unity shadows

fading rose
#

fascinating but blah ๐Ÿ˜„

turbid matrix
#

GI is kinda hardest thing to sell for game use

scenic jay
#

you can tweak PCSS only so far and some edge cases it would be nice to have the option to go the extra step even i it cost performance

turbid matrix
#

everything else you can swap and the art and lighting can work somewhat the same

#

gi changes all that

#

for easily swappable stuff, it's no brainer to just add option to use it if it's not too costly to test and tweak it

#

plus you can then market your game as DXR supported title for those nerds who are into this stuff

#

what I wrote makes sense if you use engine that supports DXR out of the box, it's more difficult decision if your engineers need to make the support happen

#

well, of course granted the game benefits from these things in the first place

fading rose
#

In the larger studios I worked for, when we decided what advanced features to use it was mainly about these two factors: A: What our developers wanted to have fun with, and B: A prediction about how many users would have the ability to use these features at the time our product came to market.

Promoting a feature that users can't experience or excluding users based on advanced feature availability is not good.

It's probably like Unity decided that LWRP should not support AO because it is expensive on mobile platforms and VR is really a tiny fraction of the use cases.

turbid matrix
#

heh

#

someone else did the exact same PR than I did 15 hours ago

fading rose
#

๐Ÿ˜„

turbid matrix
#

it's fun to see others use this bleeding edge stuff

#

I mean, it's been broken for 1-2 days in master so far

fading rose
#

absolutely, and it is a pain in the.. when you want to use it too and your engine thinks its not time for you yet to do so ๐Ÿ˜›

turbid matrix
#

planar reflection?

#

yeah, would be nice

fading rose
#

For instance I want to use the planar feature on water puddles on my terrain shader.

turbid matrix
#

HDRP offers it out of the box

fading rose
#

I know

#

and that is why I am sayign LWRP should offer the equivalent

turbid matrix
#

I'm guessing they try to proof the engine more from ignorant users

#

if you hide all perf heavy stuff, nobody whines the solution tanks your perf

fading rose
#

That is how you can build some sort of compatibility between the two modes.

turbid matrix
#

well, they whine still but it reduces the odds :p

fading rose
#

hehehe absolutely I am certain that hearing us whine is definitely a deterrent hahahahaha

grave spade
long blade
#

is there an easy way to programmatically disable shadows in LWRP?

turbid matrix
#

yes

#

I'd imagine you can at least do that per light source

#

I can't remember if there were a global setting for that on the LWRP asset

ionic remnant
#

there is a cast shadows option on the asset

turbid matrix
#

if there's a global setting, better use it then

#

and yeah, you can access all these via code

ionic remnant
#

Hmm, so I'm trying to get LWRP working with multiple shadow casting lights, and I seem to get pretty severe popping of the the shadows on any lights besides the main one

barren kindle
#

myeah lwrp isnt really made for... dynamic lights

#

whats the realtime light capacity? four?

plush pilot
#

are you asking if there are four lights?

cursive tulip
#

the LWRP asset limit is 4 lights per object

barren kindle
#

and at the same time pointing out his problem

#

smart eh?

cursive tulip
#

Of course you can reduce the limit

turbid matrix
#

this is about shadow casting now tho

#

not about light source amount

#

I mean, there's a correlation but it's not same thing

barren kindle
#

so maximum 4 lights would not give him maximum 4 shadows? waitwhat

cursive tulip
#

so whats the problem

turbid matrix
#

I mean, there could be different limit for light source amount vs light source amount that cast shadows

barren kindle
#

he has a lot of shadows but they pop in and out. thats the problem

cursive tulip
#

How many lights does he have?

barren kindle
#

@ionic remnant enlighten us :3

cursive tulip
#

Maybe some lights auto-convert to Vertex lights when reaching the maximum light count.

turbid matrix
#

Supports up to 4 vertex point lights.```
#

from year old blog post

#

no idea if there's a new matrix that shows these

cursive tulip
#

These are the LWRP settings he has to tweak. He probably has to increase the light limit,or remove some lights. I also had this problem using default render pipeline,on Forward rendering path because i had too many lights. Increasing max light count almost removed the problem and switching to Deferred (no light limit) removed the issue perfectly. Well LWRP uses Forward,so he is forced to use less lights.

turbid matrix
#

but still that text doesn't say anything about shadow casters

cursive tulip
#

Well,vertex lights cant cast shadows.

#

and the lights may switch to vertex if the pixel light count is higher than the limit.

#

Or maybe is just a LWRP issue with a shadowmap count limit.

#

Check the light bias

ionic remnant
#

sorry got pulled away, so looking at it a little further I think it's popping cascades for the additional lights, increasing the shadow res for the additional lights seems to help as well

#

I'm looking at ideally just 2 shadow casting lights for my target (main light + one other) though I would like to maintain the full 4 lights as per-pixel if possible

cursive tulip
#

What type of lights are those? @ionic remnant

#

I mean directional spot or point

ionic remnant
#

Single Directional, and Spots for the secondary (point's don't support shadows in LW)

cursive tulip
#

how much spot lights do you have

ionic remnant
#

in the test scene there are about 12

cursive tulip
#

12!?

#

that is too much

#

Forward rendering (even in default RP) is limited to 8 pixel lights

ionic remnant
#

LW is 4 per object

#

don't think I'm exceeding that as that change is pretty obvious

#

the two things that seemed to fix the issue were upping the shadowmap resolution, and bringing in the nearplane

#

on the lights that is

cursive tulip
#

here is documentation Forward Rendering
path renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity.

Implementation Details
In Forward Rendering, some number of brightest lights that affect each object are rendered in fully per-pixel lit mode. Then, up to 4 point lights are calculated per-vertex. The other lights are computed as Spherical Harmonics (SH), which is much faster but is only an approximation. Whether a light will be a per-pixel light or not is dependent on this:

Lights that have their Render Mode set to Not Important are always per-vertex or SH.
Brightest directional light is always per-pixel.
Lights that have their Render Mode set to Important are always per-pixel.
If the above results in less lights than current Pixel Light Count Quality Setting, then more lights are rendered per-pixel, in order of decreasing brightness.
Rendering of each object happens as follows:

Base Pass applies one per-pixel directional light and all per-vertex/SH lights.
Other per-pixel lights are rendered in additional passes, one pass for each light.
Well,maybe thats not the problem,maybe is just a bias or nearplane or resolution thing.

ionic remnant
#

yeah tooling around with things now it looks like maybe the cascades were just popping, and it was exasperated by having a really low resolution map

#

ah ok I think I know what is going on, I think that the secondary lights share a single shadow map texture

#

so as the lights are culled from the scene the resolution available for the remaining lights increases

quasi mulch
#

any noise about LWRP 2D?

mighty swift
#

You mean beyond what they said at GDC?

quasi mulch
#

Well, hoping for a release to poke about with

#

side project shenanigans

turbid matrix
#

@quasi mulch LWRP 6.6.0 already has these two:

(WIP) Added an experimental 2D renderer that implements a 2D lighting system.
(WIP) Added a Light2D component that works with the 2D renderer to add lighting effects to 2D sprites.```
dawn sorrel
#

are there any plans for making a non-pbr master node for lwrp?

drifting vault
#

Im working in Unity 2018. 3 hdrp 4.10. I worry to update 2019.1 with modern HDRP render. I saw on forums that projects was gone after update from 2018. 3 to 2019.1. Its true?

turbid matrix
#

@drifting vault obviously you'd always have a backup / version control before you update

#

but that just sounds like people didn't know what they were doing

#

upgrade doesn't just delete content

#

basically when you upgrade to 2019.1, you swap to newer HDRP version, 5.12 or something like that now

#

main painpoint in that jump is that 5.x HDRP doesn't use separate postprocessing package anymore, so you have to redo your PP setup using the HDRP PP

drifting vault
#

@0lento#8809 thanks

fading rose
#

@drifting vault gone no, BUT in LWRP all my Albedo/Base maps were disconnected, and the tiling and colors were reset. My custom shaders remain intact. All the other material channels (normals spec etc.) didn't have an issue.

One more reason why you should make your own shaders in Unity from now on.

Looks like they messed up in the "translation" of certain values.

Thing is the previous texture and tiling is still there somewhere. you can see it clearly in cases where you are using alpha clipped tiled textures for rails and fences. Although there is nothing showing, you can still see the previous material tiling.

i.e. in this image you can see exactly what i say. the outline shows the original (pre upgrade) material base alpha clip and tiling. and it was showing that even before i reconnected the base color. that is when the clipping should not be there at all since the base color was disconnected from the material.

Depending on the size of the project this can be resolved fairly quickly but it is a nuisance since you will have to tune all your materials from scratch. What is really troublesome, is that the Progressive CPU Lightmapping is botched (in most of my projects that I have tried to upgrade ) , and doesn't look like they are going to fix it in this version. Progressive GPU and Enlighten works fine.

turbid matrix
#

@fading rose the albedo color issue only affects LWRP

#

they apparently changed the serialization for it so those values got dropped

fading rose
#

Ah ok. Only the most commonly used new RP which is final. ๐Ÿ˜›

turbid matrix
#

this shouldn't happen again as now the package isn't anymore in preview officially

#

they did the change a while ago already, reported too but apparently it was an issue they were fine with

#

I think it happened around 5.7.x

fading rose
#

I do not want to say something more publicly. But....

turbid matrix
#

anyway, it does suck but they probably give backwards compatibility guarantee only from now on

#

like, for upgrading stuff

quasi mulch
#

until 2019.3 expect changes a lot

#

Staff said they anticipate less changes to project from 2019.2 onward so HDRP 6.x +

turbid matrix
#

well, for HDRP yes

#

but they also can't guarantee there will not be bigger api changes

#

I mean, they obviously designed the thing to be used as is on early 2018 versions, then figured out they need to change and redid a lot of things, in the late 2018 and again now a lot of things got changed due to VR and DXR

#

doesn't mean they can't come up with a new reason to reorganize it all for DXR even

stoic depot
#

actually, have people been making their own render pipelines? I'd hoped to hear of more custom options coming out when i first heard it announced

#

just a random thought here

true zealot
#

Yes, there are many people who have modified the render pipelines to fit their needs

fading rose
#

@stoic depot There are probably some (links?) , yes. "many"? I wouldn't use that word.
Perhaps a few more have experimented with it. but most people I have talked with are waiting for HDRP to be finalized. Although I am not sure if most of them are actually going to use it in production. It appears many have linked the progress of SRP with HDRP if we can judge by the various comments on social media and outube. .

stoic depot
#

that makes sense

fading rose
#

Not sure how it makes sense since it is LWRP that most people are going to use.

stoic depot
#

just wanted to figure out if anyone had done some stuff using the APIs, i tried but its not my thing at all

fading rose
#

HDRP seems to be right now more of a "PR show" product, suitable for automotive VR and such.

stoic depot
#

also yeah part of me wishes i used LWRP for this project alright ha ha ๐Ÿ˜…

#

yeah they're really gunning for archvis and vehicle showcasing as well as AAA

fading rose
#

It is very easy to switch, but if you do it, do it after you upgrade to 2019.1

#

(it breaks during upgrade)

true zealot
#

Call of Duty: Mobile and XRA's Memory of a Broken Dimension are two projects using custom SRPs off the top of my head

stoic depot
#

oh! thats neat as heck!

#

i should have considered studios using their own engine dev people to tinker with SRPs to finetune the setup

fading rose
#

They use LWRP not custom if i remember correctly.

true zealot
#

both are customised LWRP

#

which is the advised setup for custom SRPs

fading rose
#

cool

true zealot
#

you start with the LWRP and tear it apart

fading rose
#

So you mean the recommended setup is to hire more graphics and engine programmers?

true zealot
#

well, XRA is doing it solo ๐Ÿคท

fading rose
#

Small teams will love this ๐Ÿ˜„

stoic depot
#

but yeah I'm already in HDRP on 2019.1, I'm just afraid the baked lighting quality dropping, since i need my game to have global illumination for changing light and all that

#

i remember testing it before it finished and not being totally pleased

fading rose
#

Hmmm yeah well. That may not be such a great idea. But give it a try again.

stoic depot
#

yeah, i will, because HDRP is overkill in a LOT of ways lol

#

I'll comr back tomorrow or the day after with more info

fading rose
#

(CoD Mobile looks really bad and low btw. So not sure what kind of customizations they did. LWRP can look so much better.)

royal tusk
#

linear color space on lwrp in ARF is super grainy for me

#

gamma is perfect, although the colors have a weird tint

#

using lwr_support 2019

drifting vault
#

I tired to animate emission from 0 to 2 but its not working

quasi mulch
#

well if it won't then just animate a script variable that sets it

#

it's the sort of thing I do to just move forward while unity is being difficult and having a tantrum

#

so are you setting the colour itself?

drifting vault
#

i never have that problem before...

true zealot
#

Just untick the Gizmos button on the top right

drifting vault
#

@true zealot i cant see gizmos icon on game view

true zealot
#

I have extreme doubt that that is the case

drifting vault
#

oh

true zealot
#

seeing as it's in the pictures of all the documentation, I have it in the corner of mine in 2018.3.12f1

drifting vault
#

i found it

#

sorry

#

u just dint saw it in old version of unity ๐Ÿ˜„

dawn sorrel
#

Hi there devs, I just installed Unity 2019.1.0f2 I install the Core RP and then HDRP and I get like 6 warnings and 23 errors what am I doing wrong ?

fading rose
#

Probably nothing. Try deleting the relevant folder in the PackageCache folder in the Library.

#

I don't think you need to install Core RP though. If I remember correctly, after 2019.1 only the HDRP package is needed. If there are any dependencies they are automatically installed.

turbid matrix
#

@dawn sorrel your core and HDRP versions don't match

#
  • you don't have to install core manually at all like yiannis said
#

core was automatically included on 2018.3 too, don't remember further than that

dawn sorrel
#

@turbid matrix that's strange I used the package manager to install them so I thought they'd be the same version

#

@fading rose will give it a try

turbid matrix
#

@dawn sorrel you can clearly see the version mismatch on your screenshot, technically you couldn't install core or shader graph separately at all ๐Ÿ˜ƒ

#

when you select the HDRP package, it lists the dependencies, these are the things that will be automatically installed when you install this package

dawn sorrel
#

Thanks for all the input somehow it worked thanks @turbid matrix @fading rose

stoic depot
#

okay I know I've asked a bunch of really stupid questions, but is 5.10 the release version of LWRP? It's the newest I can get in 2019.1, but it doesn't have any of the built in post processing like the HDRP did

#

Or is there a newer version?

turbid matrix
#

LWRP doesn't yet have built-in post processing

#

you still have to use the other package like in past

#

only HDRP got it's own PP

#

@stoic depot

stoic depot
#

Oh, I thought they were both being seperated

#

mb

turbid matrix
#

LWRP PP is coming

#

but it's not out yet

#

currently Unity estimates it'll be out by 2019.3

stoic depot
#

ah fair enough

#

LWRP is definitely more like regular unity to work in, I just miss all the post processing stuff, the lack of compute shaders hurts ;-;

#

so yeah, my choices are LWRP for static lighting and less PP (for now), but with nice ease of use, while HDRP for overkill prettiness that's also kinda hard to use at times

#

this is baked indirect on LWRP, which looks better than I would have thought

polar kernel
#

hello anyone awake? ๐Ÿ˜ƒ

empty star
#

@stoic depot @fading rose yea I made my pipeline which has optional clipped portal frustum culling & stencil portals + some other features, I used the ScriptableRenderer.cs as inspiration from LWRP & also pulled in some utility functionality of HDRP (HDCameras, RTHandle system, the HLSL code generator etc)

#

the LWRP is really customizable, they did a nice job cleaning it up

fading rose
#

Great to hear that. I like LWRP too. It's quite flexible and powerful. The upgrade transition to 19.1 spoils it, but I have found a workaround.

#

Btw, I really love the look and feel of your game, very unique.

empty star
#

thanks ๐Ÿ˜„ i had some fun upgrade stuff happen with 2019.1 (mainly the addressable assets having to be completely re-made though i guess that wasnt directly 2019.1's issue)

#

a lot of class names changed with the render pipeline stuff in 2019 but it was all resolved using a lot of these #if UNITY_2019 using FilterRenderersSettings = FilteringSettings; using DrawRendererSettings = DrawingSettings; using CullResults = CullingResults; using SortFlags = SortingCriteria; using RendererConfiguration = PerObjectData; using ShaderPassName = ShaderTagId; #endif

#

so it makes me wonder how much of current LWRP could be back ported to 2018

drifting vault
#

It's funny when customers like your idea to use Unity3d HDRP for create simple movie and cartoons inseard of waiting for render one image per half hour on maya or blender xd

#

And work on complex scenes on laptop with gtx1050 =D

grave crater
#

In lwrp, After upgrade latest version of unity , In all materials base map are missing . Any experience like that ? 2018.3 to 2019.1

stoic depot
#

its an unintended side affect of the newest update

#

it breaks earlier materials

grave crater
#

This is bad thing ๐Ÿ˜ฆ @stoic depot

stoic depot
#

yeppp

#

the others here were saying its due to a change in serialization for the maintex and its color iirc

ionic remnant
#

So I'm trying to poke at the SRP to roll a custom shadow solution to integrate into LWRP, is that a reasonable starting place or is there an easier way into that?

fading rose
#

To all those who are facing the wretched LWRP upgrade issue, (resets pretty much everything except some textures) one solution is to create an exact replicate of the Lit shader in SG, assign them in 2018.3 and then upgrade to 2019.1. Shaders made in SG do not get reset like the standard shaders do.

shrewd meteor
#

Not sure if this is the correct place to ask, but the SpriteRenderer has an option to render using Pivot rather than center. Is it possible to recreate this functionality myself such that a textured quad behaves the same way?

#

(meaning that setting Transparency Sorting Axis to sort by Y position, and sort these quads based on its "pivot" or zero point rather than its center)

whole fossil
#

hi guys. I am in the middle of upgrading our project to 2019 (in hdrp).1 and now it struck me that something big has changed in post processing. Is there any way to achieve custom post processing in hdrp (5.13) ?

grave crater
#

Post proccess is working with Lwrp in 2019.1 There is something wrong When I use it I see black screen. :/

turbid matrix
#

@whole fossil as discussed on the amplify forums, HDRP (5.3+) PP isn't extendable atm

#

unless you manually modify the HDRP source code that is

drifting vault
#

Just for one frame =/

#

Someone have that problem?
HDRP Render,Full HD Resolution, 60 FPS, Image by image render, Unity2018.3

turbid matrix
#

I think I only saw recently fixes for HDRP and Unity recorder

#

so it's possible it's only been fixed for 2019.x versions

#

@drifting vault

#

apparently that fix is only on 6.5.0 and newer right now

#

wonder if they forgot to backport it to 5.x and 2019.1

#

that doesn't have the cascade blend exposing part implemented tho

quasi mulch
#

I have been using it for a while now (via inspector debug mode)

#

its a great thing

turbid matrix
#
#if UNITY_2019_3_OR_NEWER
            // This used to be fixed to .6f, but is now configureable.
            splitData.shadowCascadeBlendCullingFactor = .6f;
#endif```
#

that's the PR on whole

quasi mulch
#

yeah is that them hardcoding it in?

#

wonder why not expose it for ppls taste?

#

can't be an optimisation

#

"Release Notes
This should sync with the Unity engine PR that expose this modified value."

turbid matrix
#

that's for 2019.3, seems like they plan to expose it there

quasi mulch
#

yeah

#

just a bit of prep i guess

#

well I can confirm it's a very lovely tweak I like to use :D

#

completely shut me up

drifting vault
#

@turbid matrix thanks, will upgrade my project to 2019.1 and last HDRP

turbid matrix
#

well, I don't think it will help right now, I don't see the fix on 2019.1 version either @drifting vault

#

it's only on 6.5+ for 2019.2

#

it's tagged to need backport for 2019.1 tho, so either they forgot, didn't have time or are still going to do it eventually

#

but it's almost two months since that have been merged and usually they backport the things marked for backporting few days later...

drifting vault
drifting vault
#

when i use Light Layer Default on planar reflection, its going bugged to green color =/

true zealot
#

@drifting vault change the default diffusion profile

drifting vault
#

so solution its only create new project and import old files? @true zealot

true zealot
#

I don't think so, you just create a new one Assets > Create > Rendering > Diffusion Profile List and assign it to the HDRP Asset's Diffusion Profile List property as far as I understand

woven sonnet
drifting vault
#

so ok. i create new project HDRP 2019.1. Upgrade HDRP to Unity5.13 and its broken again.

true zealot
#

I'd delete your HDRP folder from the Library/PackageCache, perhaps that'd fix it

ember breach
#

Try to reatart Unity after every update of HDRP, it solves all errors for me everytime

drifting vault
#

i tired create Diffusion Profile and replace, but that not fix my problem

sly atlas
#

Okay probably stupid question but with lwrp is now out of preview is it now, Is it safe to move from standard to lwrp

#

like can I get same quality from lwrp like standard(I am not targeting mobiles but pc games)

turbid matrix
#

technically it being out of preview means Unity expects it to be production ready and will give normal support for it

#

if you think bit more bigger picture, you have to understand that 2019.1 will not get support for long, so in the long run, first LWRP that will have long term support is the one you can use on 2019.3 / 2019.4 LTS

#

I'd personally treat current tech releases as previews for full years LTS as that's where the full support will be

#

each tech release gets support dropped once next tech release gets out

unkempt bane
#

Is there some document I can refer to for details on what's happening internally in HDRP? (i.e. with deferred you can kind of understand what's happening but it's much more difficult with HDRP shaders)

Even in the keijiro examples here: https://github.com/keijiro/TestbedHDRP it seems to mostly work on the geometry and vertex shader and not do anything with the fragment.
Maybe I should read more about custom render pipelines and look at how HDRP is declared

versed ivy
#

has anyone seen this error when trying to do hdrp + vr in builds?

#
NullReferenceException: Object reference not set to an instance of an object
  at UnityEngine.Rendering.PostProcessing.RuntimeUtilities.get_copyMaterial () [0x00013] in <a4bc2dbcb36c4784a5864cdcd2b29524>:0 
  at UnityEngine.Rendering.PostProcessing.RuntimeUtilities.BlitFullscreenTriangle (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RenderTargetIdentifier source, UnityEngine.Rendering.RenderTargetIdentifier destination, System.Boolean clear, System.Nullable`1[T] viewport) [0x00046] in <a4bc2dbcb36c4784a5864cdcd2b29524>:0 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.Render (UnityEngine.Experimental.Rendering.ScriptableRenderContext renderContext, UnityEngine.Camera[] cameras) [0x01864] in <444a1e099d6844f69e345cac5b60b105>:0 
  at UnityEngine.Experimental.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Experimental.Rendering.IRenderPipelineAsset pipe, UnityEngine.Camera[] cameras, System.IntPtr loopPtr) [0x00023] in <780acbdfab1d441d95f18133007790cd>:0 
 
#

also annoyingly it was "just working" but now i see nothing in builds

ionic remnant
#

So using scene depth or scene color in a shader doesn't seem to work with VR in the new LWRP, is that a tracked issue? none of my searches seem to be turning anything up

gloomy finch
cloud bear
#

hello all, does I am trying to use graphics blit with the new HDRP

#

but it seems OnRenderIImage is not called with this pipeline, any ideas>

quasi mulch
#

check forums it explains what is missing, in the experimental area for graphics

#

also the replacements

#

I'm afraid I don't know the specifics

cloud bear
#

@quasi mulch thanks, will check there

quasi mulch
#

they have a list in one of the pinned threads

turbid matrix
#

@cloud bear there's a callback on SRPs that fires after either camera or frame has been rendered

#

that's only on latest SRPs tho

#

it's at least on 2019.2 (6.x.x) but probably on 2019.1 (5.x.x) as well

cloud bear
#

@turbid matrix have you an idea where this is documented. Just downloaded latest Unity and playing with SRP so should be on the latest version

cloud bear
#

very useful, thank you. Looks like i'm going to need to reassess. I am trying to make some changes to the normal gbuffer and use my shaders to sample normals from this instead of the normal maps.

#

but its probably futile experiment as I am working in forward anyway

#

which means I probably have no gbuffers to modify anyway

#

here's a side by side of what I am doing in legacy

turbid matrix
#

well, right now you can't even implement custom HDRP PP without modifying the HDRP source code

cloud bear
#

left half is modified normals

turbid matrix
#

HDRP PP isn't extendable by design right now

cloud bear
#

right is world normal buffer

turbid matrix
#

and old PPv2 doesn't work on HDRP since 5.3+ / 2019.1

cloud bear
#

I must say its beautiful

#

but quite different than unity 4- 2018

#

care to tell me what that occlusion probe repo does?

#

looks quite interesting

turbid matrix
#

it's basically baking 3D texture to store baked occlusion from the word

cloud bear
#

does it support runtime baking?

#

or editor based?

#

i see it does

#

looks great

ionic remnant
#

@gloomy finch Thanks that is exactly it, don't know why it didn't come up with the search!

turbid matrix
#

@cloud bear editor only, it uses CPU progressive lightmapper for baking the volume texture

ionic remnant
#

Is there an easy path to upgrading speedtree shaders in the LWRP?

turbid matrix
#

easy path is to wait for release that supports speedtrees in LWRP

#

LWRP shaders were merged in 2019.1 branch on github 8 days ago

#

would expect 5.14 to have support

#

(not released yet)

exotic plume
#

Does @anyone know how to make substances work in HDRP?

turbid matrix
#

I dunno if they got substance plugin to support HDRP natively yet

#

nothing stops you from manually mapping the substance material channels to be HDRP compatible yourself tho

exotic plume
#

Ya I just tried it and it doesnโ€™t seem to work

turbid matrix
#

you just wont get HDRP material automatically

exotic plume
#

Ya I know I guess I will have to bake out the maps and plug them into the HDRP lit shader

turbid matrix
#

you can still use the plugin

#

it has channel mapping tool now I think

#

just need to setup the material manually

#

HD Lit and old Unity standard shaders have almost identical channel mapping anyway

exotic plume
#

Oh really? How do I map the channels?

turbid matrix
#

but I dunno if you really have to do that

#

oh right, they export things in separate textures for standard shader :/

#

they could have channel packed those already on standard

#

HD Lit requires the packing for mask

exotic plume
#

Ok thanks for true prompt info- Iโ€™ll give it a go

turbid matrix
#

if you need more specific instruction, you could have more luck on Allegorithmic discord ๐Ÿ˜ƒ

turbid matrix
#

well, this is weird

#

Unity just released 6.5.2 SRPs on regular registry

#

despite they already released 6.5.3 earlier there

#

wonder if there's something breaking on 6.5.3, never seen them make a move like this before

pastel tulip
#

guys why the heck dont i have
Assets > Create > Rendering > High Definition Render Pipeline Asset
as an option
i installed the package

zinc jay
#

@turbid matrix maybe 6.5.2 is for older versions of unity

scarlet hull
#

@pastel tulip Any errors in the console, like compilation issue ?

turbid matrix
#

@zinc jay all 6.x.x are for 2019.2 tho

#

And latest available alpha can run 6.6+ already

quasi mulch
#

is there no comment node for shader graph? I need to add comment blocks for other users, and simply letting the graph explain itself by way of sub graph is not sufficient because I need to often reuse same result from different parts of a sub graph (I can't use a sub graph often).

So I need note/comment/other way to better comment.... though group seems to do this

pastel tulip
#

@scarlet hull actually yes 5 errors

#

Library\PackageCache\com.unity.render-pipelines.high-definition@5.13.0-preview\Runtime\Sky\SkyManager.cs(133,42): error CS0117: 'CoreUtils' does not contain a definition for 'GetAllTypesDerivedFrom'

scarlet hull
#

@quasi mulch Yes, your closest choice is the group functionality, comments are comming.

quasi mulch
#

awesome ! I'm finding comment node is good enough though, I no longer need more - just needed to find that :D

scarlet hull
#

@pastel tulip Let me guess, you imported both rederpipeline core and HDRP with packman ?

quasi mulch
#

I mean group node (don't mind me sorry, I'll get coffee x100)

pastel tulip
#

uh, think yes

#

Core RP library is a dependency

#

so i installed that, and hdrp

#

in package manager

scarlet hull
#

you don't need core

pastel tulip
#

however, I seem to be having this problem due to my project being on unity 2019

scarlet hull
#

it gets imported automatically (gut hidden), when you import HDRP.

#

Getting them separately can cause conflicts in versions

pastel tulip
#

i see, I'll try removing core

#

it all works fine with a 2018 v. of unity tho, I get the rendering menu option under assets with 2018

scarlet hull
#

It might work also, but I don't recommend it.

pastel tulip
#

i get more comp errors after uninstalling core and hdrp and only reinstalling hdrp

#

different compilation errors tho

quasi mulch
#

@scarlet hull any chance of the node docs links being updated? I press F1 on a node but have to bounce to another link then search for it

scarlet hull
#

Sorry, I don't know

quasi mulch
#

np and thanks anyway :)

pastel tulip
#

@scarlet hull I removed ShaderGraph and it's working now!!! ty

scarlet hull
#

Oh yay, that one is a dependy too ๐Ÿ˜ƒ

alpine bluff
#

Docs!
Just so you all know, we're moving towards deprecating the Wiki, as it's often out of date.

true zealot
#

Omg that first link

alpine bluff
#

We are VERY MUCH AWARE that clicking the blue book in Inspector windows redirects to 404s. For ShaderGraph, I think they did some hard coding stuff. But that's not a usable solution across the board.

true zealot
#

And @latest! ๐Ÿ˜ฎ things I wish I knew earlier!

alpine bluff
#

So we're working on a solution for the Book icon to link to the proper manual pages.

#

But we're basically dealing with the hassle of Packages docs living separately from the Manual Proper etc etc arghrhgrhgrhgrhgr facedesk

#

And @latest! :open_mouth: things I wish I knew earlier!
I know, right?!

We've not been the best in class at communicating these things. SO I just try to inject my knowledge whenever I can :p

#

@quasi mulch ^ FYI

quasi mulch
#

You are the hero I never knew I needed but secretly hoped for. Your quill will lead us out of the darkness for the quill... is mightier than the sword, specially if you stick it in the enemy's eye or use te feathery bit to make them sneeze etc

#

(thanks for update!)

alpine bluff
#

You know I'll always jump on any chance to talk about docs :p

quasi mulch
#

:D

#

whassup doc

#

small bug maybe with SG: lots of options like SSR aren't really valid for master node if transparent

alpine bluff
#

Oh, btw, @true zealot - there's a bit of fiddly-ness with @latest links, which is why I sent you the summary page.

If you CLICK on any of the @latest, it directs to you to the latest version of the newest promoted package (currently 6.5). So if you redirect to anywhere from there, it'll be version dependent to that specific version.

But!
YOu can still use @latest for specific pages, if you don't mind some manual text injection.

true zealot
#

Yeesh

quasi mulch
#

Can someone forward to Unity that I honestly believe in all my decades of game dev, that Unity's concepts for graphs are overall the best I've abused? basically everything is really well compromised. There's never going to be a perfect way to make graphs but after a few weeks on shadergraph and vfx graph, I really appreciate a lot of design decisions that improve over UE4 and other similar graphs.

alpine bluff
#

But what if I want version specific docs, that aren't just for the latest promoted package? Well, my friend. Package Manager > your package of choice > your version of choice > View Documentation

#

Also, @quasi mulch - I'll screenshot that and share with people :)

quasi mulch
#

haha blushes you're a terror

#

It's just people aren't really paying attention to the excellent beast Unity is becoming and should

true zealot
#

The part I miss the most is the quick creation of nodes with letter keypresses like shaderforge. I was also quite fond of the scrolling behaviour that menu had now I think about it...

#

The graph view team have definitely got the UI down though, whenever I see any other graph in Unity (I'm looking at you DSP graph) I'm asking why it isn't as slick

pastel tulip
#

it may be because I have no idea what I am doing

#

maybe because I'm using it on my terrain ?

scarlet hull
#

HDRP doesn't really upgrade the textures, but packs together metal/smoothness/AO maps

#

It does nothing to the albedos and normals

#

And yes, does nothing with terrain either

#

What version of Unity are you using ?

pastel tulip
#

2019.1.0f2

#

I tried the Upgrade Project Materials to High Definition Materials option but that didn't really upgrade anything, everything still pink.. then I tried messing with many settings on the material but no luck

quasi mulch
#

you should learn what pbr is then the solution will be clear as day to you

#

in HDRP the choice was made to use 1 texture that is 4 greyscale maps combined. This is what they call a "mask map"

#

so to start why not make a new HDRP material on a sphere

#

and your own maps

#

it could be it's easy enough for you to adapt your own textures and just manually convert

#

Usually it is just putting greyscale maps into the same texture but a specific channel

stoic depot
#

There's 2 files here that everyone using HDRP should throw into your project: It adds a window for combining textures directly in Unity

quasi mulch
#

So it's usually just the mask map. Albedo and normal should not require additional work as per what @scarlet hull said

turbid matrix
#

I wonder, if there's both LWRP asset + HDRP asset on same project, does their shader stripping codes work individually on both or does this mix things up?

#

which means HDRP does currently strip it's own shaders if they are not used by HDRP asset that is assigned to default asset

#

but after this change they use all HDRP assets to strip the right shaders

#

but I wonder if LWRP has currently some similar design (does it depend on the assigned LWRP asset right now?)

#

should probably just try this

quasi mulch
#

quick question: are 16 bit normals supported in HDRP?

#

I know unity can use them but importing them hasn't been possible in the past

turbid matrix
#

I'd expect not

#

wish it would tho

#

UE4 got option to use them when they did the McLaren project

candid basin
#

any reason why this is not working in lwrp?

#

the debug message does get through

#

and 'renderer' is set as

#

gameObject.GetComponent<Renderer>();

#

in void Start()

turbid matrix
#

@candid basin I'd guess there's no _Color property on LWRP shader you try to set

#

you should be able to use SetColor tho

#

just feed it name that matches whatever LWRP shader uses for base color

#

it used to be _Color in past, they changed it around 5.6 or so

stoic depot
#

I had this same thing

#

I just gave up and made a shader graph shader that used _Color because I was too silly to look at the shade I was using and see it used _BaseColor instead

candid basin
#

that works

#

ty guys

quasi mulch
#

it should be spelled colour, like your imperial masters demand

#

sips tea

#

plus! it's french

turbid matrix
#

I merged it into release/2019.2 and it totally broke SSR, it's full of streaks now

#

to be fair it's supposed to go to master so I guess I'll try it there ๐Ÿ˜ƒ

#

well, same for master, enabling sky reflection shows even more clearly how it breaks atm

#

tbh, sky reflection has always been kinda useless as it just brings too much artifacts

turbid matrix
#

also current HDRP VR seems to be broken, I get both eyes on both eyes

#

like, both eyes view rendered for each eye, split in the middle of the view

#

that with 2019.2 and latest version from github, using single pass rendering, if I put single pass instanced, it will render view only on left eye

turbid matrix
#

if they remove this and single pass instancing only works for windows, it means basically that HDRP VR will only be efficient on windows? or do they force instancing to work on other platforms now as well?

empty star
#

single pass instancing works on other platforms ๐Ÿ‘ but i think mobile devices tend to use use multiview

turbid matrix
#

when I enable single pass instancing on editor, it says it works only on windows

#

it doesn't say the same for single pass (double wide)

quasi mulch
#

@turbid matrix so will SSR be fixed? I didn't really get a conclusion from you

#

i too have various sky problems

#

also SSR does not include my VFX pass for some reason, sadly

quasi mulch
#

wish there was a list of available shader graph buffers and their costs. I know there's a "grabpass" we can get by defining a specially named tex property, but that's actually expensive and does a cpu copy still. i don't want that. i'm just after existing buffers that won't cost me, that HDRP keeps around from previous frames for optimisation purposes

#

am I asking or pushing in this area too soon for HDRP development?

turbid matrix
#

@quasi mulch SSR works right now (besides the artifacts around objects if you enable sky reflection on SSR settings

#

It is the upcoming optimization that breaks it

#

I hope it is still wip as it is only PR atm

quasi mulch
#

well

#

my problem is it doesn't work on transparency

#

and doesn't include transparent in its own rendering

#

so its pretty rubbish for water

turbid matrix
#

tbh ssr isnt great for any other water that small puddles etc

quasi mulch
#

well i tested it on opaque and its very nice for my local reflections for dynamic things... its fine

#

its not for far off relfections, i got probes for that...

turbid matrix
#

You cant use planar reflections for water?

quasi mulch
#

just trying to avoid rendering a nearby planar probe

#

esp given i already use ssr

#

and SSR buffer is kept around (i read a comment by seb)

turbid matrix
#

ssr will make that nasty artifact on the screen edges if you use it for water

quasi mulch
#

its to maintain parity between forward and deferred so SSR result from prev frame is kept

#

i know

#

im looking at it

#

my water is choppy

#

its OK

#

i know the limitations

#

what is silly is i can't use it so much

#

its either opaque or nothing

#

and if i'm using planar why would i bother with SSR

#

also.... planar is super expensive and I'm using SSR to try to avoid the cost.... maybe its best we dont use SSR and spend perf on planar?

#

i dont think i should use both.....

#

what do you think of their approach for water ?

#

can I reproduce it in HDRP? seems like they blend different maps

#

"First, a โ€œplanar reflectionโ€ map is generated. It is very low-resolution, 240x120, and the process is similar to the one of the cubemap generation but this time just one buffer is generated and the ladder and the characters are present."

turbid matrix
#

btw, you can opt out for SSR for select materials, it writes those to stencil buffer but I dunno if it really save much perf

quasi mulch
#

i see... well maybe I should just avoid SSR completely

turbid matrix
#

I mean, it writes the object mask to stencil buffer, not the reflections ๐Ÿ˜ƒ

quasi mulch
#

problem with SSR you need to be handling reflection probes everywhere to patch up damage (it thankfully blends with them at least)

#

this planar reflection lark, I could render it all the time but only for a few meters near player etc

#

maybe 8 meters around player

#

the problem with planar relfections is "where is my y value" ?

turbid matrix
#

well, ue4 blends reflection captures to their SSR as well but it's really far from seamless look

#

you can always spot that

quasi mulch
#

yeah unity has done it since unity 5 as wellk

#

it will blend SSR with probes

#

but it won't blend planar probe with reflection probe like GTA 5 is doing cos no alpha support?

ripe fable
#

I saw someone post a message about HDRP + VR problems earlier.. it's a bit of a mess indeed. I was certain it did not work (latest hdrp + post processing), you can get the older versions to work with VR (4.10.x) but they also break if you update from Unity 2018 to 2019. Somehow, after updating packages step by step and turning checkboxes off and on I finally got the latest HDRP + PP to work on Unity 2019 in VR.. but simply recreating the project from scratch will result in a black screen lol

#

Also, does SSR work in VR? I tried AO and it seemed fine, but SSR in VR did nothing.

turbid matrix
#

@ripe fable ah, HDRP VR did work a while ago, it's kinda thing they keep working on so it also breaks occasionally

#

I dunno if it still works with say 6.5 HDRP

#

I'm current on latest from github

#

so things are bound to break

ripe fable
#

Yeah exactly, I got 2019.2 + HDRP 6.5.3 + PP 2.1.6 to work, but it took me like two days lol.

turbid matrix
#

I dunno about SSR, you'd think the artifact differences per eye would bother you in VR

ripe fable
#

Really wanted to keep trying because I want to prepare my project for DXR (in non-vr mode) as much as I can

turbid matrix
#

well, if you use HDRP 6.5.3 that PP package does absolutely nothing

ripe fable
#

yeah

#

Are you sure? I tried DOF and AO and they both worked

turbid matrix
#

I'm positive

#

you are tweaking HDRP's own PP if you see some effect

#

old PP v2 haven't worked on HDRP since 5.3 change

#

it only uses it's own internal PP now

#

you can uninstall that PostProcessing package if you use HDRP now

ripe fable
#

Alright, I'll give it a try to see what happens

turbid matrix
#

I'd also recommend to get rid of it as it does nothing good there ๐Ÿ˜ƒ

#

you still need it if you use LWRP

turbid matrix
#

as another note, current HDRP's SSR flicking while not in playmode is super annoying

ripe fable
#

Just uninstalled PP and you're right ๐Ÿ˜ƒ and yeah, I'm on the same stack.. noticed the flickering..

turbid matrix
#

they are aware of it, I put a note about it on SSR PR and Seb commented it

#

I guess it would be good to just roll back to 6.6 or to some version few weeks back at this point, wait for 6.7 to mature

turbid matrix
#

hmmmm

#

it's actually alternating the SSR between scene and game view when the game is not running

#

if I don't have both views open at once, it works properly in editor

agile river
#

ug lightmap baking keeps crashing with LWRP ๐Ÿ˜ฆ

drifting vault
#

@turbid matrix i upgrading project to unity 2019.2 beta. Which HDRP version most stable on it?

indigo summit
#

@turbid matrix lol are you unofficial HDRP tech support now? ๐Ÿ˜

hardy lily
#

๐Ÿคท Probably.

indigo summit
#

well i guess since he love to live on the edge regarding HDRP

turbid matrix
#

@drifting vault 6.5.3 is latest you get without using staging

#

stable, 2019.2 and HDRP don't fit in single sentence tho ๐Ÿ˜„

#

you do get a lot of crashing while you setup it

#

if you use staging, you can use 6.6.1-preview

#

woop woop!

#

Graphine guys started to implement VT for LWRP

#

they still use Granite to describe it, so it's probably going to be modified Granite at first

#

"requires latest graphics/virtualtexturing engine branch" probably means it's going to be pretty long till we get access to this

drifting vault
#

@turbid matrix thanks !

turbid matrix
#

well, at least the SSR bias PR is now fixed

#

no more artifacts ๐Ÿ˜ƒ

#

I mean, beyond the things expected from the tech itself

short sapphire
#

hmm... can someone explain to me why directional light directly from above appears to be much weaker than if you emit light at angle? (Unity 2018.3 default rendering)

#

hmm... nevermind, I was generating normal values horribly wrong (from array index instead of array values)

quasi mulch
#

Regarding variable resolution in HDRP, why aren't the axis separate?

scarlet hull
#

That would produce weird artifacts, no ? I don't see the use case for this.

exotic plume
#

๐Ÿ‘‹ hi! Iโ€™m having an issue in HDRP (2019.1.0f2) : in default HDRP scene(small construction set) spot, area, and point lights work fine. BUT if I make a new scene (blank) only directional lights work. ... Whatโ€™s the deal here?!?

exotic plume
#

Anyone else run into this problem ^^ or have any idea what might be causing it?

exotic plume
#

Just tested on 2018.3 in HDRP and all lights work.... ๐Ÿ’ก

#

Installing 2019.2.0a13 to see if the problem persists

exotic plume
#

Ooooff 2019.2 alpha wonโ€™t even load the default HDRP scene without crashing....

turbid matrix
#

@exotic plume probably fine either after restart or after wiping library once

#

I've had that quite a lot on 2019.2 when upgrading HDRP

#

it does settle eventually

#

as totally different topic, I wonder if they port the upcoming pbr sky to LWRP as well

#

would be nice to have some feature parity between LWRP and HDRP even if they don't do that for high end feats

#

like, imagine you ship to multiple platforms, you'd have to redo a lot of work if you have to use LWRP on some and want to use HDRP on some

#

I feel like Unity's answer to that is "just use LWRP for everything then"

exotic plume
#

@turbid matrix thanks

exotic plume
#

I didnโ€™t think it could be a Library issue Because it did the same thing with a fresh new project

quasi mulch
#

@scarlet hull I just noticed on a digital foundary breakdown that several AAA games offer split axis for it, some, - doom 2016 for example apply scaling on Y. it seems like it would be odd but I was just curious. I'm very happy with the current situation but I'm a curious cat/hippo

exotic plume
#

@turbid matrix I have had a huge amount of crashes in 2019 today... Iโ€™ve had it... Iโ€™m rolling everything back to 2018 .... I donโ€™t have time to deal with this many crashes .. ugh - also the light problem keeps happening even with fresh blank projects on a different computer

turbid matrix
#

for 2019.2, it's still alpha, HDRP is still preview

barren kindle
#

thats weird. when did hdrp get separated from post processing stack?

frigid nova
#

why the SSRR dont get blurred according to the surface roughness?and the depth the object is?also the cutout of the reflection according to the screen fall off is reduced.Unity downgraded their reflections from unity 5?

barren kindle
#

i am confused. i'll just create the project from a fresh template and dont update hdrp LUL

frigid nova
barren kindle
#

i have had this a million times but never understood what causes it

#

its because part of the shiny surface is out of... screen space @frigid nova

frigid nova
#

its the default settings of unity,what i do is delete it and then update and create my own hdrp settings

#

i know it is but it does not reflect what is in screen

#

and does not take into consideration the roughness and depthof the objects,its like fully optimized for mobile not for quality

true zealot
#

The bloom issue I think is the same issue when everything goes black, when the shaders/pipeline haven't imported properly. Either you reimport them (sometimes partially helps) or restart

barren kindle
#

restarting the editorโ„ข fixed it.

exotic plume
#

So my investigation of light problems in HDRP 5.10 continues...

#

Iโ€™ve come to a realization. Apparently in 2019.1 f the area,point and spot lights donโ€™t show anything unless you crank the intensity values to ridiculous numbers! For instance my spotlight - I had to crank intensity to 50,000,000

#

Is something wrong?

#

Should I just make a fresh new HDRP settings file???

dawn sorrel
#

when in doubt, delete library folder and replace settings file

#

that is basically my go to troubleshooting steps for anything package manager

exotic plume
#

Ok @dawn sorrel thanks I will give it a shot. Can I get confirmation from anyone that this is not how lights are supposed to work in HDRP? Seems crazy to have to jack the intensity into the millions...

turbid matrix
#

@exotic plume it depends on your exposure value

#

By default I think Unity defaults that to fixed 14.0 on new scenes if you've setup HDRP properly

#

Exposure at 0 / disabled will be what it used to be in older versions

#

(From volume settings)

frigid cypress
#

HDRP uses physical light units, which behave very differently from the standard intensity light units from built in or light weight

manic turtle
#

Hi here, quick question concerning HDRP and filtering lighting by layers. The directional has a slot for "Light layer" but it is greyed out. Same as in the HDRP .asset file , the line concerning the layers is greyed. How does anyone proceeds to exclude an object for their directional light ?

exotic plume
#

@turbid matrix the exposure setting your talking about is from the sky in the volume component of the renderSettings object. Which is independent from the lights. It only affects the exposure of the sky environment. Also you said if I have setup HDRP correctly but Iโ€™m using a default HDRP scene from the HDRP project template..

#

@frigid cypress thanks for the info and yes I realize light units are different- but not THAT different that Iโ€™m experiencing having to boost into the millions - which isnโ€™t necessary in 2018 HDRP

turbid matrix
#

@exotic plume that's a separate setting

#

there's (optional) exposure that's setup by default on scene volume settings

#

if you don't aim for realistic lighting values, you can dial down the sky exposure to 0 or 1 (can't remember which gave proper results) and also remove the exposure component form volume settings if it's there (in default HDRP scene, it's under post processing settings etc)

#

so, technically exposure is a component like the sky is on those volumes

exotic plume
#

Oh itโ€™s a post process ya. I suppose I could use that to compensate so I donโ€™t have to jack the light intensity up so high.... itโ€™s just frustrating because I would typically add post effects after I have setup the environment, sky, lights, volumes and shadows..

dawn sorrel
#

are there any plans for an hdrp framegraph/rendergraph?

scarlet hull
#

@manic turtle Check the support for light layers in your HDRP asset

dawn sorrel
#

ooooh nice! ๐Ÿ˜„

indigo summit
#

current LWRP + VR\Daydream , Is Linear+HDR+Tonemapping work for GoogleDaydream?

true zealot
#

Is it possible to make a ScriptableRenderPass that renders objects including their alpha cutout values?
I'm trying to make a mask pass and am working with LWRP/Unlit shaders and I've managed to get them to render completely solid (by RegisterShaderPassName("DepthOnly") and drawSettings.SetOverrideMaterial(... but this doesn't include the cutout.
The docs aren't really there yet in this aspect and no examples I've seen help me out. I've definitely done this sort of thing before with replacement shaders in legacy
(I'm in 2018.3.14f1 with LWRP 4.10)

turbid matrix
#

I don't really know much about LWRP myself so can't really tell if that's relevant to your question directly

#

the video is about LWRP custom render passes tho

true zealot
#

Fairly certain that doesn't exist in my version

turbid matrix
#

oh right, you are on 2018.3

#

yeah, it doesn't ๐Ÿ˜ƒ

true zealot
#

It's 2019.1 (6.0+?)

turbid matrix
#

5.x

#

and 2019.1

true zealot
#

But yeah, I have seen all that and am supremely jealous

turbid matrix
#

it's relatively late addition but current 5.x releases have it

#

is there a reason to stick to 2018.3?

true zealot
#

Yes, 2019.1 crashes a shittonne

turbid matrix
#

ah :/

#

it's just that LWRP is finally out of preview on 2019.1, sucks if it's not stable

true zealot
#

I've been on 2019.1+ for ages on all my other projects, but this one just upgraded to .3 and now when moved to 2019.1 just became extremely unstable. I was looking at the logs at the time and there was like four different crash reasons. Current build just hangs on quit and crashes when I look at the Frame Debugger so we're not all sunny back here either, but at least it's not constant ๐Ÿ˜›

turbid matrix
#

I've got 2019.x crashing a lot when I've upgraded SRP / project from version to another

#

it's been pretty stable after the everything is settled

#

but upgrades are pain

true zealot
#

I would like to try upgrading again, but the removal of the camera stacking without a good replacement really pissed off the other dev so they're pretty against the change ๐Ÿ˜›

indigo summit
#

isn't camera stacking added in the latest LWRP?

true zealot
#

I don't think so, but we're not on the latest ๐Ÿคท

inland ferry
#

Lol I was about to ask people how stable 2019.1 was. Guess I got my answer ๐Ÿ˜›

true zealot
#

It's entirely based upon your project. I've been using 2019.1 for a very long time for entirely different things and it's been fine. This project just didn't seem to agree with the upgrade. It took me less than an hour to try and revert so I'd just advise to do the same ๐Ÿคท

inland ferry
#

That's fair. I may very well try it.

true zealot
#

I think if it's stable for a project those aforementioned LWRP upgrades are amazing, and if you do editor work having UIElement out of preview is great. Those are my two personal wants on this project
Also I want incremental GC...

glad tartan
#

HDRP getting matcaps. Was wondering what it would be for when it popped up a few days ago

dreamy fox
#

Keep in mind this is strictly for debug reasons. The idea is to use it as opposed to the "No Scene Lighting" debug view as a mean to explore the scene easily

indigo summit
#

ooohh interesting

empty star
#

@true zealot is the end result you're after basically a mask RT which has alpha cutout stuff as 1.0 ? (would opaque non-cutout stuff be represented as well or strictly alpha cutout materials?)

true zealot
#

I'm looking to create a mask that has functioning cutout that reflects what I've got going on in the final render

#

I don't care about transparencies, and don't plan on adding them to the mask

#

But if it's zero hassle supporting that is fine too

#

@empty star basically a mask with opaques and cutouts rendered into it

indigo summit
#

say is there any good dithered alpha example for HDRP? trying to get nice hair shader ๐Ÿ˜’

quasi mulch
#

why is HDRP forcing "simple" for reflection probe blending, anyone? :)

still swan
#

@quasi mulch it's a bug

turbid matrix
#

welp

#

recent HDRP on github + 2019.2 fails to run the build

#

ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - Setting to default shader.

#

Fun part is that I don't even have terrain on this project

#

few lines above that error: WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed

#

sounds like shader stripping fail

#

I don't think that's what crashes the build tho

#

on top of the stack trace:

0x000001EC0C4B1AF6 (Mono JIT Code) (wrapper managed-to-native) Unity.Collections.LowLevel.Unsafe.UnsafeUtility:Malloc ```
#

at the end: ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF63ABC11F2)

still swan
#

@turbid matrix What GPU do you have

exotic plume
#

@indigo summit There is already a hair graph built in. Try that yet?

#

Ok next issue. Does anyone know how to get light bounces ? I mean - what if I want this spot light to cast light beams onto the wall on the right after bouncing off the mirror ball?

#

Sorry maybe I should post this in the lighting channel?

indigo summit
#

@exotic plume i did, but using simple alpha clip are not good, want to make the alpha transition smoother via dithered alpha/hashed alpha

turbid matrix
#

@still swan GTX970.. it's not that it wouldn't be supported by HDRP

#

it builds for older versions

#

but I'll check what is the part that actually crashes it now, was too tired last night to go to issue hunting mode

#

Ah, it's the new Entities/Collections combo

#

not HDRP

turbid matrix
#

hmmm, SRP batcher still breaks on actual builds?

#

(on high poly meshes with more than 1 material

alpine bluff
#

Is your Shader SRP Batcher compatible? And all your Matierials in a single CBUFFER?

frigid nova
#

guys does anyone know why SSRR is nerfed to a small square in the mid of the screen?

scarlet hull
#

It shouldn't.

#

Screen or didn't happen.

royal tusk
#

big play

#

prasbe

turbid matrix
#

@alpine bluff it works on editor, just not on build

#

it only affects a mesh with more than 65k polys

#

there used to be an issue with that before with SRP Batcher but it got fixed

#

I dunno if it somehow creeped back into the standalone player

#

I'll see if I manage to make an easy repro on it and will file a bug report

#

my earlier bug hunt for ECS crash was all for nothing as it turned out to be a known bug that was already fixed on 2019.3.0a2 :p

#

which of course wasn't anything I would have known, tried searching for forums and issue tracker for it but didn't find any entry

#

support didn't even tell any estimate when it will be backported to 2019.2, they just closed the ticket ๐Ÿ˜„

#

there is one user on the forum who has similar issue, altho it's not yet clear if the mesh setup is similar

#

(some mesh shows in editor but not in build if SRP Batcher is used)

wispy juniper
#

Hello, I have a shader that doesn't work in LWRP how can I get it working? Any ideas?

empty star
#

@wispy juniper what does the shader do? In general I'd recommend putting the functionality from the shader code into a new HLSL include file and then creating a LWRP compatible shader that can include the HLSL file and call the function(s)

wispy juniper
#

It's a outline shader that renders object invisible with a counter coloured with parameter.

#

it does this.

empty star
#

i see, so it would be a LWRP Unlit (as the base)

wispy juniper
#

I'm a noob about shaders, I found it on internet but it doesn't work with LWRP. I'd very much like to learn, because it is a necessary thing for project.

#

@empty star can it be done via shader graph, you say?

empty star
#

if shader graph can work with the stencil buffer then it can

wispy juniper
#

Is it possible to learn this power?

empty star
#

asking in #archived-shaders I'm unfamiliar with shader graph so I don't know how limited it might be

#

the custom renderers link just a few messages up is related to what you want to achieve @wispy juniper

#

im taking a look to see what issues there might be ๐Ÿ‘

wispy juniper
#

@empty star Thank you kind sir.

empty star
#

yea it looks like no stencil support yet, but might be coming: Direct control over render state Agreed, weve been back and forth on this a lot, but with upcoming changes to render state already planned for the near future, ill be pushing for some sort of "advanced mode" to handle these cases (although it does get complex very quickly, to which passes does the custom state apply? In HDRP for example, setting it on all passes will break everything. Different use cases want it on different passes, how do you handle that etc etc)

wispy juniper
#

@empty star Bad news then. I'll try to come up with a solution then.

empty star
#

so the first step is to make a copy of the Unlit shader in Packages/Lightweight RP/Shaders and bring it into your Assets/Shaders folder

#

but the issue is the # include HLSL paths will be relative, they need to be absolute since the shader copy exists outside of packages

#

the problem will be, the stencil passes can be added but they wont get called by LWRP

#

damn..trying to open the custom LWRP renderer examples but it just crashes unity each time

wispy juniper
#

I think it can be a version issue.

stoic depot
#

Random Q: Are custom Renderers gonna be a LWRP thing only?

dawn sorrel
#

hdrp render graph might help on that (being worked on), but a completely custom hdrp would be a tall order for many people it seems

#

might as well fork it entirely and modify it

empty star
#

@wispy juniper i got it workin with LWRP

#

i was curious how this would be handled in LWRP so it was a good exercise, i'll upload the files and explain

#

basically LWRP has the RendererType in the RenderPipelineAsset
It can be set to Custom, and pointed to a Forward Renderer asset

#

the forward renderer asset allows setting up custom rendering features

#

For that outline shader, I was able to use LWRP's existing Render Objects (Experimental) feature

#

in the CustomForwardRendererData I added 2 Render Objects features... one where the Event is Before Rendering Opaques and one where the event is Before Rendering Transparents
Then both features have 2 shader passes, in the same order as the original shader, OutlineStencil then OutlineExpand
The Queue is also set to Opaque and Transparent as needed, and layer mask everything

#

the most important part is the Shader Pass names, those refer to the Tags{"LightMode" = "OutlineExpand"}

#

for the actual shader I copied the original LWRP unlit shader and added in the 2 passes from the original shader, modifying them to use the current way of doing things, that is in Outline.hlsl

#

I also had to copy the UnlitShader.cs and modify it for the material inspector.. it would be cleaner if UnlitShader.cs was not internal, as it could just extend from that inspector

#

I think you could also do this using Shader Graph, because the Custom Forward Renderer allows overriding the stencil buffer without doing it in the shader, so that would be even better

#

@wispy juniper for homework u could try to reproduce what I did using shader graph to handle the outline vertex extrusion & coloring, and looking at the Stencil { } parts of UnlitOutline.shader to set those on the Custom forward renderer stencil overrides.
Then you wont need Outline.hlsl, UnlitOutline.shader & UnlitOutlineShader.cs

wispy juniper
#

@empty star Wow, sir if only there was a give gold button. I'll accept that as homework. Thank you.

sly atlas
#

SO I was testing LWRP but game screen is completely blue even though camera preview shows correctly. Any idea why this is happening ?

#

Ahh Got it Lwrp do not support multi camera yet

drifting vault
quasi mulch
#

in this case there's very little stopping you from using a regular reflection probe if its not dynamic

#

for dynamic obviously planar is best

quasi mulch
#

any ETA on a fixed procedural sky for HDRP? it's a royal pain balancing exposure currently.

drifting vault
#

@quasi mulch like shadows too dark???

autumn stratus
#

Hello, just switched over to the LWRP and my code for changing a textures base color no longer works. I have tried a few different variations with no avail. I must be missing something. This was my original code with Unity's stock pipeline. homeProv.GetComponentInChildren<Renderer>().material.color = playerColor[i];

autumn stratus
#

Ahh I figured it out!! I had to change it to SetColor. homeProv.GetComponentInChildren<Renderer>().material.SetColor("_BaseColor",playerColor[i]);

sly atlas
#

LWRP is out of preview but I cannot find IAfter interfaces in the namespace?

uncut root
#

@sly atlas Unfortunately this seems to have been removed since version 5. I'm not sure what the equivalent of that is now

somber shale
#

Hey guys, I quickly setup a HDRP project to test the realtime planar reflection current implementation to see if it fits my project needs:
As you can see the cube emission isn't replicated on the reflection: anyone knows why and how to fix this if in anyway possible?

scarlet hull
#

@somber shale : This is known issue. The emission is properly rendered by the planar reflection, but it gets truncated (the reflection buffer isn't in float format). Not workaround for the moment.

somber shale
#

@scarlet hull Therefore I'll just have to wait for it to be fixed: is it something planned or should I consider building my own implementation?

scarlet hull
#

It is planned, but no ETA for the moment.

somber shale
#

thx for the info

quasi mulch
#

I find myself using the planar probe more than any other because of performance in updating it. Would be nice though to have re-lightable probes like far cry has, so you'd have a cube reflection probe but it can be re-rendered for different lighting conditions practically for free as it has a normals buffer. This makes the probe a little heavier on memory but far preferable to multiple time of day probes that would replace it, or rendering more than we have to.

#

I would then just combine it with a planar probe for the occasional char reflections.

indigo summit
#

isn't that how enlighten works?

scarlet hull
#

I don't think so.

indigo summit
#

oh they are not probe based?

quasi mulch
#

reflection probes are cubemaps and enlighten is updating lightmap at runtime, that hasn't got anything to do with updating reflection probes at runtime

#

in testing, I'm really enjoying using hdrp planar reflection probe. I can work well with this, and GTA V also does similar locally for water. But the general purpose world probes need updating or caching, and then these I would like to blend with the planar probe. So planar for dynamic, and re-lit box probes for everything else merged would be an AAA solution that many games do that I'd love to have done for me in unity

#

the idea is te planar will capture the dynamic local stuff (this could be SSR for some projects) as you can keep this minimal or use proxies

then relight just the general level probes

#

as I can't do that without deep dive expertise and HDRP is still in flight, I have chosen to go mostly with planar and proxy geo for world. it should work out if lacking a bit of visual finesse

grave crater
#

Guys do you know how to access QualitySettings via code ? All documentations are very old in unity. I can not access QualitySettings. "using UnityEngine;" not give to me access quality settings. I am using render pipeline maybe this is cause

#

Ok I solved it I made a mistake :/

edgy harbor
#

Does anyone know if LWRP supports Speedtree in the current version?

turbid matrix
#

@edgy harbor speedtree changes for LWRP are still only in github

#

5.14.0 and 6.7.0 LWRP's will have it

edgy harbor
#

Alrighto! Is there any kind of roadmap that shows all upcoming changes + added Features to HDRP and LWRP in general?

quasi mulch
#

I'm cutting down my game's scope because there's just too many things in Unity that make it too painful to go too big right now without staff / making a crappier game cos I'd be spending all my time on boilerplate Unity hasn't done yet

edgy harbor
#

Just grabbed the Github branch again today and now it works :) Now I got to figure out why everything is so dark. But the FPS gain is IMMENSE

#
  • a new watershader... but that should be doable!
mossy torrent
#

If I wanted to start a new project for LWRP, am I fine with 2018.3.14 or should I go for 2019.1?

turbid matrix
#

2018.x is never going to get LWRP without preview status

#

2019.1 is first one

#

future updates for LWRP will be for 2019.x cycle

#

only thing going for 2018.3 right now is that it's going to be bumped to 2018.4 LTS that itself will get two years of updates

#

where 2019.1 support ends when 2019.2 gets out and same goes on until 2019.4 LTS is out

#

@mossy torrent

mossy torrent
#

Yeah that's what I was trying to get at Basically, given LTS is any day now, is the version that exists on 2018.3 stable/have enough features it's fine, or if given that it's a new project it's just worth starting on 2019.1 and rolling with updates + features from there

trim bone
#

anyone else getting terrible performance with hdrp lights that have an emission radius > 0?

mossy torrent
#

From what my various searching as turned up, it looks like 2019.1 is going to be my best bet.

drifting vault
#

someone know how to fix that?
Scene(Editor) view just gray and i get spam of that error

#

HDRP 4.10

turbid matrix
#

@drifting vault could you try with more up-to-date editor version or do you have to use 2018.3.9?

#

I think 2018.3.14 is latest from 2018.3 right now

#

but 2018.4 LTS should release soon as well

drifting vault
#

will download. most funny project was work fine 1 hour ago

turbid matrix
#

also your first error is from 3rd party asset

#

can you try HDRP on empty project?

drifting vault
#

yea, its not critical, i have it before.

#

i open one time cloth editor mode. play with cloth physic, and then leave (dont save anything). After that i get gray window

drifting vault
#

@turbid matrix im update to last unity verion and its dint fixed ๐Ÿ˜ฆ

turbid matrix
#

@drifting vault on new project?

#

that error doesn't shout it's coming from HDRP at all

#

but if there are issues with other assemblies, you can't run it properly

#

HDRP not rendering before going to play mode isn't all that uncommon, especially if there's been some updates

dawn sorrel
#

when in doubt, delete the library folder

#

usually when I get unrelated errors like that but HDRP feels like to be the culprit, deleting the library folder makes those unrelated errors go away

turbid matrix
#

it would be way more convincing that the HDRP is at fault if the only errors didn't point to Procedural Worlds

#

hence suggesting to try on new project

#

it might not be HDRP related issue at all

dawn sorrel
#

honestly with any package I get entirely unrelated errors that gets themselves fixed after deleting the library folder

#

entire thing is wonky in my experience

turbid matrix
#

sure, I tend to wipe library always if I upgrade from major engine version to another

#

I don't even think twice about it

#

also often if I move from HDRP version to another

edgy harbor
grave crater
#

Is there any method to fade vr camera in lwrp ? UI and image not working well do you know any other solutions ?

drifting vault
#

Funny. Now when I want to open lighting panel, my unity just stuck. Task Manager cant close it. Only restart PC XD

frigid nova
#

what is up with the 2019.2 b1 and the hdrp 6.xx version

#

why they crash all the time?

#

even the alpha used to wrok with 5.xx but now the beta does not even work for the version 5.xx

#

Also im dont want to report anything to unity crash report,casue they take a month to replay,and then i forget what was the problem(happened multiple times XD)

turbid matrix
#

I usually get reply for my issue reports within workingday

#

sometimes it's takes few days but that's more rare

#

2019.2 has been pretty crash happy with HDRP so far, but if you wipe library when you upgrade, it usually is fine on next editor run

frigid nova
#

i start with a fresh project for all my new tests,and with 6.xx never worked for some reason,what else should i delete?

bold harness
#

Anyone had any issues with LWRP and reflection probes on iOS? It seems it's only sampling the skybox

glad tartan
#

HDRP 5.14.0 is out on Staging

indigo summit
#

Oooooohhh

#

wait graphine?

#

ah unity bought them isn't?

turbid matrix
#

yes

#

they are first doing LWRP

#

that stuff also requires custom editor right now

#

so can't test it early ๐Ÿ˜ƒ

#

can't wait to get HDRP supported for it

#

I bought their Unity plugin in past

#

but it doesn't support HDRP

#

altho as soon as they do the resolving pass for HDRP, I could technically reuse it with the old plugin

indigo summit
#

yeah i believe we need the VT tools to be integrated first before we can testing them

turbid matrix
#

well, Granite basically consists of few parts, there's editor tools that are C# interface for native code plugin that processes the atlases etc, then there's camera resolve pass in c# that tells granite what to stream in and then there's the actual VT implementation on native dll

#

kinda bummer that it's still mostly on native code and not like Amplify Texture where it was all c#

#

as it means less source code access to us

#

but one can hope they would do some c# jobs/burst implementation some day

indigo summit
#

i guess right now they are in the process of integrating them natively?

#

or via package manager maybe

turbid matrix
#

yeah, I think they just merge the native dll's to unity's player and native editor code

#

and rest will be merged to LWRP and HDRP out of the box

#

I don't think they make separate package for this

indigo summit
#

true, i think they will go with native integration

turbid matrix
#

they mainly need the editor scripts and camera resolve passes, latter need to exist on LWRP and HDRP

#

I guess the editor scripts could still exist on separate package but there really isn't all that much code there

#

it's a cool tech, I'm happy that Unity acquired this ๐Ÿ˜ƒ

#

Graphine used to be really late on Unity plugin updates so their Unity support wasn't all that great

#

now that they can merge it in properly, it means no more waiting for individual engine versions once it's published

#

it's not just Graphine though, same issue exists to some extent for almost all more complex 3rd party tooling in Unity

#

people don't support betas at all

indigo summit
#

well at least for graphine, now they should

turbid matrix
#

some like Amplify do update their tools fairly quickly after full releases but you still have to wait for that

stoic depot
#

Back at it again with the q's that are really obvious to someone but somehow not me: why is the default point light really really bright in HDRP 5.13? And why does the indirect effect take ages to fade away when the light is disabled?

stoic depot
#

Okay it seems related to realtime GI

exotic plume
#

@turbid matrix Virtual Texturing ?!? ๐Ÿ˜ฑ

turbid matrix
#

granite is awesome

#

also great timing as UE4 is getting it's own VT usable soon

#

(mainly nice to see that Unity keeps up with the competition)

#

there's been faults with Granite integration itself but since they now got whole different level access to engine and rendering teams support, I expect great things from Graphine

ionic remnant
#

in the LWRP custom renderer is there a way to filter render features besides layer mask?

exotic plume
#

@turbid matrix I checked out the github link. On it but I still donโ€™t quite understand what VT is

#

Is there documentation ? Where can I find out more about it and what itโ€™s capable of??

turbid matrix
#

oh, you can't use it yet

#

if we are lucky, it'll make to 2019.3 earliest, but I expect 2020.1 tbh

pastel scarab
#

VT is good stuff

exotic plume
#

Right but I want to know about tech coming down the pike should I just look up Granite on asset store to find out about it?

turbid matrix
#

they deprecated the asset when Unity acquired Graphine

#

have you heard of megatextures from id?

exotic plume
#

Nope , is it like Mega scans from Quixel?

turbid matrix
#

nope

#

just mentioned that because it's same concept (nothing to do with quixels megascans)

#

virtual texturing lets you stream in higher density textures in small chunks depending how close the chunks are in the rendered on screen and keep lower resolution maps for far objects. it sounds first similar to regular texture streaming but this isn't tied to specific objects distance but actual texture regions, it basically lets you put a fixed gpu and cpu memory buffers for streaming that are constantly updated based on what is shown at screen

#

that's ue4 demo but granite texture streaming uses same concept on unity too

#

basically as long as the camera resolve code works properly, you will get maximum quality textures on nearby objects and don't need absurd amount of RAM from your GPU to do so

#

in more traditional setup, GPU's with less memory get lower resolution textures even with regular texture streaming

#

at the age of scanned materials and higher resolution materials, virtual texturing solves the GPU memory consumption issue

#

you can just stream in what is needed on demand

#

it doesn't solve how to store all those textures tho and if you make a big game with lots of individual textures, your installation size will still be huge

#

so games like Far Cry series use virtual texturing for runtime prog gen terrain texturing, they don't store the final terrain textures on disk, they composite it on fly to VT

#

for that, I dunno what Unity's plans are

#

Granite has been mainly a VT streaming solution

exotic plume
#

@turbid matrix ah ok that makes sense and that is really cool and useful tech! Thank you so much for your contribution to this channel. I will check out the video

#
  • ah ya build size would still be a problem
#

But if VT worked with substances then it could solve that issue as it proc gens at runtime

#

The maps and then could chunk stream it

turbid matrix
#

right now Granite textures need to be prepared beforehand in special atlases, there are editor tools that do that in editor

#

but I can't remember if you could stream in new things runtime

#

but what limits the old Granite for Unity implementation may have had in past, might not apply anymore, we don't really know what they are going to do here

#

most likely scenario is that they first merge properly their existing solutions tho

exotic plume
#

Ya understandably, I was just spitballing theories and speculation since Iโ€™m a Substance enthusiast

turbid matrix
#

I used to be in past too

#

my excitement kinda died when Adobe acquired them, now I'm just waiting for the bad news to arrive when future licensing is decided for the tools

#

they still have best game texturing tooling tho

exotic plume
#

Ya me too. I hate subscription based software and I was deeply saddened by the buy out news. Fortunately .sbsarโ€™s donโ€™t require licensing to use them once theyโ€™ve been made tho ๐Ÿ˜‰ and neither does using maps in your game that are made in painter.

turbid matrix
#

yeah, I got perpetual licensing throughout 2019 so I'm covered for now

#

just hope that they still got the offering if I ever need to go for their pro licensing ๐Ÿ˜„

ionic remnant
#

So is there a way to subscribe to when a release will be coming through, e.g. when 5.14 hits the package manager?

turbid matrix
#

Finally testing why that SRP Batcher fails on some meshes, haven't yet found a pattern

#

but it fails to draw anything I export from Modo now on one of my projects

#

even basic cube

#

there's like 12 sides, one material, not much to it ๐Ÿ˜„

frigid nova
#

how come the beta does not work with any hdrp package?Also the polybrush works pretty good for a preview vertex painted a wall with different bricks and stuff ,really nice ,the shaders are a bit bad ,but im sure they gonna fix that

turbid matrix
#

2019.2 beta works with recent 5.x and 6.x HDRPs

#

technically you should use 6.x.x with 2019.2 but 5.x still seems to work

#

I don't think there's any other HDRP package than 6.5.3 on the package manager tho

#

6.6.1 is latest release

#

(on 6.x series)

#

or well technically 6.5.3 is released after it as it's a bug fix release that came after 6.6.1

#

it's bit confusing

#

as for the SRP batcher, I sent a bug report on it with repro project

#

it does work with 2019.1 and HDRP 5.13 but it fails on some meshes on 2019.2 and HDRP 6.5+

#

case ID 1153573 for those who do something with that info

frigid nova
#

i tried everything and i get errors with 5.x with 6.x without hdrp ,everything

turbid matrix
#

well, I'm using it here ๐Ÿ˜ƒ

#

if you want super clean way to setup HDRP for new Unity version, just create empty 3D project with Hub, no HD templates, nothing

#

then:

  • install HDRP using package manager
  • create new HDRP Asset from the right click -> create -> rendering menu
  • assign that HDRP Asset to graphics settings
  • open window->analysis->render pipeline wizard
  • hit fix all button, answer yes if it asks
  • create a new scene
#

@frigid nova

#

by clean I mean, it doesn't add anything extra, it still has some extra steps from ideal situation

frigid nova
#

okey ill try and if i get errors im gonna post them here and see if any discord wizard fix it

turbid matrix
#

technically you also need to change gamma to linear but I think 6.x can spot it for you and change it on your behalf so I didn't list it separately there

#

there can be some random errors on the first time you setup it but they should be gone after you restart the editor once

frigid nova
#

it does not detect it

#

it just does not work for me ,always grey screen and a lot of errors and my engine lags

turbid matrix
#

@frigid nova have you installed postprocessing package manually?

frigid nova
#

nope

#

i never do it since they already have it on the scene settings now

turbid matrix
#

I dunno then. If I follow the steps I listed, it works for me on 2019.2.0b1

#

There could be some PP setting that fails but defaults work on my end

#

Is that mac?

#

Or linux editor?

#

I've only tested on windows/directx myself

frigid nova
#

windows followed the steps u did and also changed linear color space

#

im gonna wait for unity to come up with a more stable version

turbid matrix
#

well, they can't fix what they don't know is broken

frigid nova
#

for now i use the alpha of 2019.14

turbid matrix
#

I can't repro that issue on my end :/

frigid nova
#

no worries

turbid matrix
#

@frigid nova you get that error even if you restart the editor?

frigid nova
#

yep

frigid nova
#

i tried every possible fix i could think of

turbid matrix
#

that just hints something isn't initialized properly on HDRP PP's end

frigid nova
#

this error come up with 5.13 too

#

and 5.10

turbid matrix
#

ah

frigid nova
#

its not a 6.xx specific

turbid matrix
#

but only on 2019.2?

frigid nova
#

yes

#

only the beta

#

not the alpha

turbid matrix
#

wonder if there's some issue with your installation

frigid nova
#

im using the alpha now no problem

#

i tried to install the edirot about 5 times now

turbid matrix
#

I'm definitely running beta1 on my end with that same HDRP here ๐Ÿ˜ƒ