#archived-hdrp

1 messages Β· Page 33 of 1

turbid matrix
#

ah ok, just always get curious when see magical looking things πŸ˜„

#

but I guess it makes sense to base it on most common resolution even if it's not needed to

turbid matrix
#

it's way more stable if I lock the camera to the vehicle so the artifacts from vehicle body are probably from Unity's own jittering between Updates

#

but you still get the trailing

#

I think I had TAA enabled on that clip, but the main artifacts are still from moblur

dreamy fox
#

Great, can you open a bug report please and link it to me?

turbid matrix
#

sure, I just put some quick instructions and will clean it a bit

turbid matrix
#

I sent the report, forgot to mention it has pretty huge default value just for observation purposes

#

that can also be used to test TAA ghosting but I set t he project to use FXAA by default

#

I mean, TAA trailing is real deal with that but I dunno if it's really something that I'd feel is up to Unity to fix as TAA is quite problematic by it's nature

#

will link the issue id once I get the email response, lets just hope the report doesn't get lost in the way like few weeks ago πŸ˜„

#

@dreamy fox issue ID #1160667

dreamy fox
#

πŸ‘

quasi mulch
#

Is it possible to decouple the actual appearence of the procedural sky from the light? I ask because it's quite upsetting that I can't reuse the same dir light with it

#

cos otherwise it tracks the dir light as I reposition it for the moon

#

Basically it fights any kind of optimisation I want to do :/

#

might as well dump it and use some kind of weird skyboxI rotate with quaternion nonsense

#

Suggestions welcome :)

#

Do I really have to use two directional lights, one set to no layers whatsoever just to control the skybox? πŸ˜•

turbid matrix
#

@quasi mulch new PBR sky is looking like it's going to get merged soon πŸ˜„

#

I know, it's like worst suggestion

#

but it doesn't even have sundisk

#

apparently because it would look funky if you had it and then transitioned to the planet render view πŸ˜„

quasi mulch
#

so long as it doesn't do the stupid move of actually being linked to an actual light and we can just control it via script

#

cos otherwise it's beyond stupid

#

The smartest people make the stupidest mistakes, it's not an intended offensive remark :)

#

I do like the decision to decouple the sun though from the actual shader for planetoid shenanigans

turbid matrix
#

so that's why I've done so many beginner mistakes lately? πŸ€”

quasi mulch
#

yep

#

Very smart people have to focus like a laser, but sometimes that's a bit too focused !

turbid matrix
#

and yeah, I'm not really bummed that the sun disk went away, it's super trivial to implement with a quad

quasi mulch
#

yeah I did that, since the shaders themselves do handle the sun disc effect (but obviously not the sky shading from ibl)

#

ideally I'd just have a nice sky shader that I can completely decouple from actual lights, but I suspect it will still not handle multiple suns or even moon so I'll probably actually have a volume for a blended cubemap

#

a night sky cubemap or some such with baked in moon shading (the moon would be a rendered quad though separately

#

I'd like to be able to rotate this baked thing any angle but it looks like Unity wants to limit us again

#

wonder how long before new sky gets on package manager (I only use PM)

turbid matrix
#

it'll be part of HDRP so, who knows

#

I kinda doubt it'll be backported either

quasi mulch
#

I'll be going to 2019.3 in due time

turbid matrix
#

so I'd expect it to be 2019.3 / HDRP 7.x feat

quasi mulch
#

but don't forget the latest is actually the beta not alpha, if seb is to be believed

#

most features that is

#

alpha was actually quite behind with HDRP

#

yeah will go to 2019.2 beta then 2019.3 beta (me) - can't handle alpha, i'm not strong enough

turbid matrix
#

there isn't any released HDRP for alpha

#

but I'm using it from master anyway

#

so it's always bleeding edge

quasi mulch
#

yeah I can't really handle that with team

turbid matrix
#

HDRP 6.7.1 does work on 2019.3 tho

quasi mulch
#

I use PM then my artist is also in sync etc

turbid matrix
#

it just gives some warnings about deprecated things

#

I currently use few modified packages, and often end up with new one when need to temporarily fix something before Unity gets it done

quasi mulch
#

]#['''''''''

#

'

turbid matrix
#

yes, I feel that way too πŸ˜„

quasi mulch
#

damn

#

my cat :D

#

I have a theory that versioning was first invented due to cats.

#

Collab's going github last I heard

#

finally

#

Why even reinvent wheels I dunno :P even HDRP is a wide selection of production proven elements smartly welded together

turbid matrix
#

com.unity.render-pipelines.universal

#

are they going to change the name of LWRP?

#

as a side note, I want threadripper for compiling these HDRP shaders alone πŸ˜ƒ

#

can't do anything for few hours on the main project if I have to redo the library due to the initial builds shader compilation

#

at least iteration times are rapid otherwise, it's just the initial build that kills the flow

#

should just setup other computer for build but that's additional cost for already shoestring budget

turbid matrix
#

tested the new pbr sky in a long time

#

it's pretty nice

#

it didn't work with volumetric fog, got black screen with vol fog but that could have been a merge issue

glad tartan
#

I tested it about a week ago and with it enabled it slowed down the whole editor. Did that happen for you as well? maybe fixed now?

turbid matrix
#

I didnt measure perf but updating the values was bit sluggish

#

I just assume it is not optimized yet

quasi mulch
#

Universal pipeline is a mouthful. I would call it the Default pipeline instead.

upbeat badger
#

many people refer to vanilla render when they say default or standard pipeline

quasi mulch
#

it's called the Built-in pipeline throughout the documentation and by staff at every opportunity so they are simply 100% incorrect.

#

I have also been incorrect.

#

(in the past hehe)

turbid matrix
#

I don't think default would be good name

#

universal just means it can be used on all devices

#

hd still means high definition

#

so it's basically PC and consoles

#

lightweight gives impression it's some "lite" version

#

also I've heard many thinking LWRP stands for low fidelity for some reason, I guess because HD is high definition

#

I've corrected many people on that πŸ˜ƒ

turbid matrix
#

I'm still most curious on what Unity will do with the rendering in the upcoming years

#

by that I mean, where does full DOTS renderer come in? does it still use SRP on the base?

#

is HDRP still a thing for it in some way?

turbid matrix
brazen linden
#

Does anyone know if Unity has put on there roadmap when LWRP will be supported for webGL?

remote forge
#

Regarding LWRP->Universal. We are playing with the idea of a rename, just testing how hard it would be from a tech perspective to migrate packages and have projects update. We are not committing to a rename at this stage but it might be something we do in the future.

turbid matrix
#

ah

#

I like the universal name, it's different enough to not cause confusion

true zealot
#

Do you happen to know whether there's gonna be any tech for updating assembly definitions when more stuff moves to packages? There's often people with problems from the UI going to a package, and it feels like something the auto updater should be able to handle

remote forge
#

Better question for the scripting chat as they own that tooling.

remote forge
#

I asked in internal and got this:


https://issuetracker.unity3d.com/issues/unityengine-dot-ui-reference-is-missing-in-assembly-definition-assemblies-and-plugins

<person> has plans to replace this with a more generic script-updater-like solution in the future.```
true zealot
#

Ah sweet, thanks a heap for asking πŸ˜ƒ

turbid matrix
#

the motion blur issue got closed "by design"

#

well, it was expected all along

#

my stencil hack works almost well enough to bypass the nasty parts, will see if I can somehow make it ignore also the parts for blur where the motion vectors bleed from stencil masked area

#

technically the stencil thing will still glitch if there's other geometry between the masked object and camera as stencil will remove the motion blur for that part as well (unless I add yet another mask for such parts but it gets quite wasteful)

dreamy fox
#

Uh, I actually have a fix on my end, the issue never arrived to me

#

well fix, it alleviate the issue significantly and expose a bit more of control

turbid matrix
#

well, we did speculate it may get closed by design πŸ˜ƒ

#

ah, that's cool

#

I don't expect anything but accept all help πŸ˜„

dreamy fox
turbid matrix
#

oh, thanks, will give it a go πŸ˜ƒ

dreamy fox
#

in your case, try to set the nw "depth compare scale" (or something like that, i forgot πŸ˜ƒ ) to something around 2/2.5

#

also, I suggest to reduce a bit the maximum velocity to something around 200

#

(which by the way is the new default)

turbid matrix
#

does the min velocity actually do something?

#

I didn't notice any notable difference if I put it to max

dreamy fox
#

yes, but the problem there is the foreground leaking into the background

#

the background (track) is really fast

#

motion blur in real time is a gather rather than scatter problem

#

meaning that each pixel will look what will contribute from its sorrounding

#

in that case, the road is looking for contributions in the direction of its velocity

#

and it finds the car

#

the weighting should reject it

#

but of course real time being real time there are heavy limitations

#

the min velocity would work if it was the car moving

turbid matrix
#

ah

dreamy fox
#

I massively over simplifying here, but I hope to get the base message through

turbid matrix
#

yeah, I think I grasp the idea, thanks for the explainer

#

I'm loading the project with that branch now to see how it is

dreamy fox
#

This was mostly for the case of the locked camera

#

the unlocked camera issue is indeed by sort of design

#

it is a jitter in the velocity

turbid matrix
#

yeah, that's what I suspect

#

it's also impossible to fix on stock Unity deltatimes

#

as it jitters by design all the time due to the heartbeat effect

#

wish there will be a built-in solution for it someday

#

as it does ruin many things

#

but considering it's been jumping around the target always, I'm not holding my breath πŸ˜ƒ

#

I recently installed Unity 3.5 and 4.0 to check it and deltatimes jumped around the target there as well

#

I don't see similar thing on other engines, like unreal (sure there's some variance always but the variance is huge in Unity)

#

oh wow, this is stupid, was looking around that new depthComparisonExtent but then realized I set this project to use stock 6.7.1 HDRP instead of my local git fork πŸ˜„

#

lets try again

#

@dreamy fox it's way better on the locked camera now, it doesn't bleed if you don't turn the car body

#

in real gameplay scenario the body does turn quickly tho but I can try to fight this with other means

dreamy fox
#

yup, the turning issue is again sadly a strong limitation of any real time motion blur. Velocities are assumed linear

turbid matrix
#

and thanks for taking your time on this πŸ˜ƒ

dreamy fox
#

so rotations are hard for that

#

we'd need somehow non linear velocities which are not really a thing in real time context πŸ˜ƒ

#

to limit your turning artifacts, try to keep the max velocity as low as you can

#

that will limit how much the linear velocities diverge from non-linear ones

#

you'll loose a bit of strength of the blur which is a shame, but might be acceptable

turbid matrix
#

realistically, I wouldn't really use intensity bigger than 1 ever, more in range of 0.5-1.0, but you can still see the artifacts when you turn on the sharp contrast places like one the side skirts right where the car body stops

#

this is still way way better than it was before

dreamy fox
#

not talking about intensity here though

#

I am talking about the max velocity field

#

put it to maybe something around 100 for your case

turbid matrix
#

I know but when you dial down to more realistic values, the overal artifacts are harder to spot as well

dreamy fox
#

I don't have your repro scene open at the moment, but I believe the problem scales with that

turbid matrix
#

0.5 intensity and 50 on velocity is close to being fine

#

but the motion blur effect gets quite subtle

#

it could be fine on actual content tho

dreamy fox
#

you should be fine with higher than 50

#

but I'll let you play with values πŸ˜ƒ I am glad this helped a bit anyway. I took the occasion to make a slight improvement overall so a net gain for everyone πŸ˜ƒ

turbid matrix
#

I can still put the stencil mask to this and it's fine, especially now that it doesn't bleed as easily

#

(I know it's a hack)

dreamy fox
#

Most of the real time techniques are hacks if you look close enough πŸ˜ƒ

turbid matrix
#

well, I know that even AAA games do this

#

for example Forza Horizon 4 doesn't apply motion blur to vehicles at all

#

only to the background

#

plus they fake wheels motion blurs just on texture hack

#

I'd still love to figure out some way to spoof the motion vectors on HDRP for the wheels

#

but there are many ways to bypass that issue

dreamy fox
#

Coming from that sector, I can vouch for AAA games being a bag of hacks as well πŸ˜‰

turbid matrix
#

this is great improvement tho, this will help a lot when I get to polish pass, will see what happens with the hacks then

#

now all effects are just quick technical prototypes on my end

#

it's kinda pointless to do more heavy mods to the HDRP at this point as well as it keeps evolving all the time, just more things to maintain on my end

elfin osprey
#

Fwiw I made a moblur texture hack for wheels in the V1 postFX stack. It should be pretty easy to port to HDRP.

turbid matrix
#

I know, I tried πŸ˜„

#

I may give it another go if someone can give me some pointers where to go with it

#

I don't know if that type of shader can be even run with HDRP or how it would need to be wrapped for it

#

I had some theory with that when I tried it initially but forgot about it already

#

I also think I should learn to debug this kind of stuff better

#

I've tried to not dig too deep on rendering side and just modify existing solutions as I have other things that are miles deep rabbit holes already

elfin osprey
#

Well either way movecs are handled in a specifc pass in HDRP right?

#

So just write a shader with only that pass

#

Dont need to worry about all the complicated packing code

turbid matrix
#

ah, I could try to decipher how that works

elfin osprey
#

all you need is clip pos πŸ˜ƒ

turbid matrix
#

the existing shader looked simple πŸ˜„

elfin osprey
#

yea its superrrr simple

turbid matrix
#

well, I'll give it a go

elfin osprey
#

imo dont start from an HD shader

#

start from a pipeline agnostic unlit

turbid matrix
#

so basically just check the generated code from nonHD unlit sg?

#

and it has movecs pass?

#

I guess I'll soon find out πŸ˜ƒ

#

I got one stupid question right away, these are in screenspace, right?

#

so HDRP camera relative doesn't really change anything in that regard

elfin osprey
#

the movec texture is in screen space yes

#

so youll need to translate to SS when you do custom movecs from texture

turbid matrix
#

oh wait

elfin osprey
#

Yup, generate a regular unlit from that branch

#

then remove all the other passes

#

then just start stripping πŸ˜›

turbid matrix
#

that's for HDRP tho

elfin osprey
#

i thought you were doing HDRP?

turbid matrix
#

oh, right, nevermind πŸ˜„

#

yeah I am

elfin osprey
#

imo go into ShaderPassMotionVectors.hlsl and pull the vert/frag out

#

then you can remove all the interp packing code

indigo summit
#

is depth stencil still not possible in HDRP / ShaderGraph?

turbid matrix
#

@indigo summit what is depth stencil?

#

I know depth and stencil buffers separately, I dunno what people mean with them together

#

you can get scene depth via SG already, stencils require custom code on the SRP side + shader

indigo summit
#

ah i mean stencil buffer in SG

#

so i need to edit the generated shader then

turbid matrix
#

atm it doesn't look like stencil is going to be exposed

#

hdrp uses it internally for many things, only few slots left atm

#

they'd practically need to add another buffer for users

indigo summit
#

yeesh

shrewd meteor
#

I feel like this will be a dumb question, but I've been working pretty much only in 2D and often when watching tutorials, i see people able to swap materials on a model and basically keep the same colors of a model while changing shaders.

If I have a quad I'm drawing a section of a texture on to from a shader, and I change materials in the inspector, the texture doesn't remain.

Is this due to the model being textured outside of unity in the tutorials?

#

I'm asking because in the new render pipeline we can specify override materials and it seems impossible to use this and keep material properties in sync between the override and regular material.

wild oasis
#

I think you can swap shaders on a material without losing material data like color and texture, given the new shader supports these properties...

shrewd meteor
#

Interesting. The two materials and shaders I'm swapping between have the same properties. One just has an extra property. When swapping, their material properties seem independent.

wild oasis
#

again, swaping materials and swaping shaders are 2 different things

#

materials basically contain the data for the shader to process

#

or so I understand

#

so if you swap materials, of course they will have independent data

storm scroll
#

How do i update a terrain to HDRP?

turbid matrix
#

@storm scroll make new material, assign it HDRP/HD Terrain shader and then assign it to terrains custom material

#

there's a dropdown selection on the terrain settings for material, change it from built-in (or whatever it is at) to custom material and you should see the slot

storm scroll
#

There is the dropdown? Can't find it.

#

@turbid matrix

storm scroll
#

Ah found it thx

shrewd meteor
#

@wild oasis my apologies, i understand that. But i don't have the option through LWRP to assign a override shader. Only a material. So how is this intended to work?

drifting vault
turbid matrix
#

@drifting vault there's been issues with that I think

#

see the PR description

#

I don't know if that's part of any official release yet

#

got merged to master 25 days ago

drifting vault
#

Well in Editor window all fine, in game window its have cut on edge of screen...

#

anyway thanks for info

storm scroll
#

Are there HDRP ready trees?

#

couldn't find anything

turbid matrix
#

@storm scroll https://assetstore.unity.com/publishers/6887 at least has bunch

NatureManufacture is a studio with experienced developers supported by Cooler Master company. We create high quality nature assets and deep, advanced systems for Unity Engine and Unreal. Our goal is help you to develop your own game. We work 5 years at this great engines and...

#

HDRP Speedtree shaders are kinda in a limbo atm

#

otherwise you could just use any speedtree with HDRP

wild oasis
#

@shrewd meteor what do you mean? I'm using LWRP and I can reassign a different shader to material.

turbid matrix
#

I have a bit in depth question about HDRP stencil

#

this is the StencilBitMask from current master for reference:

public enum StencilBitMask
{
    Clear                           = 0,    // 0x0
    LightingMask                    = 3,    // 0x7  - 2 bit - Lifetime: GBuffer/Forward - SSSSS
    // Free slot 4
    // Note: If required, the usage Decals / DecalsForwardOutputNormalBuffer could be fit at same location as LightingMask as they have a non overlapped lifetime
    Decals                          = 8,    // 0x8  - 1 bit - Lifetime: DBuffer - Patch normal buffer   (This bit is cleared to 0 after Patch normal buffer)
    DecalsForwardOutputNormalBuffer = 16,   // 0x10 - 1 bit - Lifetime: DBuffer - Patch normal buffer   (This bit is cleared to 0 after Patch normal buffer)
    DoesntReceiveSSR                = 32,   // 0x20 - 1 bit - Lifetime: DethPrepass - SSR
    DistortionVectors               = 64,   // 0x40 - 1 bit - Lifetime: Accumulate distortion - Apply distortion (This bit is cleared to 0 after Apply distortion pass)
    SMAA                            = 64,   // 0x40 - 1 bit - Lifetime: SMAA EdgeDetection - SMAA BlendWeight.
    ObjectMotionVectors             = 128,  // 0x80 - 1 bit - Lifetime: Object motion vector pass - Camera motion vector (This bit is cleared to 0 after Camera motion vector pass)
    All                             = 255   // 0xFF - 8 bit
}```
#

I'm curious abut these lifetimes

#

are they going to get documented at some point or is this just info you need to know?

#

for example distortion vectors and SMAA share the same stencil bit so I assume their lifetimes happen at different part of the render loop so they don't clash

#

but knowing what is where isn't that obvious for all things, like if you look at those Decal stencil bits that say "Lifetime: DBuffer - Patch normal buffer (This bit is cleared to 0 after Patch normal buffer)", without having indepth understanding of the internal order of rendering, it's quite impossible to tell when these things happen and when they are safe to reuse

#

of course I do understand that stencil usage isn't exactly supported for users but it could still be made easier for people who have to use them

#

would be awesome to get at least some timeline on what things exist at what stages on the render thread

#

This is like the closest thing I've seen (taken from recent raytracing presentation)

#

in that you can tell that distortion happens before PP so that's probably why SMAA can reuse it (and SMAA actually generates the stencil data at that point so it's safe to do like that

#

in this https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/3320, ExcludeFromTAA was reused with DecalsForwardOutputNormalBuffer bit like: cs DecalsForwardOutputNormalBuffer = 16, // 0x10 - 1 bit - Lifetime: DBuffer - Patch normal buffer (This bit is cleared to 0 after Patch normal buffer) ExcludeFromTAA = 16, // 0x10 - 1 bit - Lifetime: Transparent rendering -TAA

#

but I have for example no idea where patch normal buffer stops being a thing πŸ˜ƒ

turbid matrix
#

if I understand this right, basically LightingMask, DistortionVectors and SMAA could use shared bit as well

#

and Decals, DecalsForwardOutputNormalBuffer and DoesntReceiveSSR are safe to reuse for PP purposes as they don't reach there

#

so there's basically 5 free slots for PP use or 6 if you don't need SMAA

#

and SMAA one could still be reused as it's basically released right after use I think?

turbid matrix
#

I also wonder if it would make sense to just dynamically reserve the limited stencil slots and then free for further use automatically instead of hardcoding it like this

shrewd meteor
#

@wild oasis I'm talking about the Render Features of a custom forward renderer to allow me to render objects differently dependent on depth, etc.

It's fine however. It's obviously not supported and I'll have to find a way to work around it.

glad tartan
#

@turbid matrix You have a link to the Raytracing Presentation?

turbid matrix
glad tartan
#

ah cool, thanks

dawn sorrel
#

What's the best way with Unity to develop competitive multiplayer FPS games that are closer to the low input latency of Quake 3 Arena and Warsow?
Several Unity games have strangely a tremendous amount of input lag and are visually quite simple. How to avoid that?

#

Built-In Render

  • Forward
  • Deferred

Scriptable Render Pipeline (SRP) API

  • High Definition Render Pipeline (HDRP)
  • Lightweight Render Pipeline (LWRP)
  • Custom Render Pipeline

Which one should I look into?
I'm assuming it would either be Forward or LWRP or even Custom Render Pipeline.
Is that correct?

#

Does Forward offer a lower input latency than LWRP?

#

I don't care about Physically-Based Shading.
I just want low input latency.

empty star
#

thats on the input method / player update loop youll want to focus there first before worrying about rendering

#

i know one in dev unity fps game is getting input from the os dlls directly for minimizing issues

#

i would lean toward LWRp since its a good base and u can easily branch to go custom

alpine bluff
#

Yeah, sounds like you should start out with LWRP :)

turbid matrix
#

@dawn sorrel just for sake of clarity, LWRP is using forward rendering as well

#

and HDRP has forward only mode as well

#

but LWRP is a good starting point if you start today and don't care about fancier rendering stuff on HDRP

#

built-in is just sitting there today but you don't get much new Unity tooling for it

#

with LWRP you get the new fancy toys

#

either way, I dunno if there's any real difference on the latency between built-in and LWRP, ultimately that boils down on how many frames you prerender before you show it but I dunno if you can even control that here

quasi kiln
#

Hello guys, I'm experiencing a very strange behavior sometimes when I import a 3D model I have this :
No lights and some textures are just black

#

I'm using the HDRP πŸ˜„

dawn sorrel
#

On the material of those objects, do you need to set HDRP mode?

quasi kiln
#

Yes, they are using HDRP/LIT

graceful saddle
#

Is there anyone here that might be able to help with a shader/srp issue?

scarlet hull
#

@quasi kiln Can you share a screenshot showing the inspector of the material of your black objects ?

#

@graceful saddle It's still worth asking πŸ˜ƒ

quasi kiln
#

@scarlet hull I will once I'm back to my office haha

#

Thanks anyway

barren kindle
#

hdrp is really sweet. is it really not production ready? it works so well

turbid matrix
#

it's kinda worked for like past 6 month's ok'ish, there are always small issues here and there as things break a lot when they redo systems

#

I can totally understand why they don't consider it production ready yet

#

and the current refactoring for render graph need to be there before they ship the first version I assume

#

so that's quite a big structural change as well

#

and then there's the new HDRP PP in 2019.1

#

seems like there are some effects on that which are not ported properly yet

#

and Unity has signaled that HDRP PP is still very WIP

#

and then they also want to put initial raytracing support on 2019.3 release afaik

#

that will not be like production ready on 2019.3 but it'll still be there

#

so there's a ton of work now before they get there, they also have summer vacations and a lot of polishing and optimization passes to do

#

I'm frankly quite skeptical on how much of all this they can do in such short time

#

but then again, 2019.3 can release in fall or get delayed to winter like 2018.3 did

indigo summit
#

i think the main problem at the moment is that they keep refactoring/restructuring isn't?

#
  • customizing it is almost impossible (for me), if you want to keep getting update
  • no easy way to inject rendering feature
  • custom PP are not supported yet
  • also shadergraph (this is considered as Render Pipeline Sub right?) are still limited
#

anyway that just me 😁

turbid matrix
#

SG is pretty featured

#

like, it still misses things but it's same for LW too

#

I totally forgot about custom PP

#

they have to get that for 2019.3 too

#

it's pretty clear it's not going to arrive for 2019.2 anymore

#

unless they backport it later

indigo summit
#

yeah obviously

#

also terrain stuff

turbid matrix
#

you mean like grass and stuff?

indigo summit
#

yeap

turbid matrix
#

actual HD Terrain shader works

#

but the grass setup isn't really HD setup in the first place

#

it's super limited now anyway

indigo summit
#

they were working new system for that part isn't?

#

from the terrain team

turbid matrix
#

terrain is getting new system in year or two

#

so it could take that long to get built-in setup

indigo summit
#

yikes

turbid matrix
#

there are still ways to instantiate these yourself

#

also after maintained custom HDRP versions in past and manually upgraded bunch of Unity's wip branches for merging them for testing, can confirm that can be painful

#

so far my own modifications have been easy to port to newer version tho

#

api keeps changing so have to tweak property here and there to match current api

#

but it's not been super painful

#

I'm quite used to larger api changes from UE4 side after maintaining Gameworks tech merges for 4-5 major versions

#

ue4's internal engine api changes a ton on each major

#

so compared to that, HDRP is quite easy on the changes πŸ˜„

indigo summit
#

new feature and stuff are not a bad thing honestly, i'm just hoping that they make all the functionality and access for shader creation/rendering feature are on par with the built in pipeline

turbid matrix
#

it's not looking likely that we'll get like old surface shader type of ease from custom shader code on SRPs

#

I think that is what most people coming from old renderer are looking at first

#

especially if they've used to writing their own shaderlab code

indigo summit
#

well i'm not asking for SRP surface shader tho, just the ability in ShaderGraph

turbid matrix
#

there are few major things missing from SG I suppose

#

one is tessellation

indigo summit
#

ah dang totally forgot that thing

turbid matrix
#

other is doing things per vertex

indigo summit
#

and that vertex thingy 😁

#

i'm curious what kind of customization that you did in HDRP?

turbid matrix
#

currently I just have some hacks for PP to hide artifacts from TAA and motion blur. in TAA I have a dynamic mask that blends the troublesome parts to FXAA instead, on motion blur I just use stencil to mask parts I don't want to get motion blurred

#

there was also some hack I had a long time but forgot about it as it's not needed anymore

#

and when master gets too far ahead of the builds we get or I merge some wip tech branch, there are custom changes one has to do at times to make it run with the unity version I have access to

#

those minor fixes usually go along the SRP updates until we get new supported build again for those things

#

I also used to keep the occlusion probes changes up to date for mainline HDRP

#

but since 2019.1 it's possible to use it's built-in callbacks for it

#

so putting the custom ones in isn't needed anymore

indigo summit
#

oh what happened with Occlusion Probe nowadays?

turbid matrix
#

nothing much

indigo summit
#

is it still not exposed?

turbid matrix
#

I have a hacky package for it if anyone wants to try it πŸ˜„

#

it works on stock HDPR

#

comes with SG shaders

indigo summit
#

with the latest?

turbid matrix
#

probably, I last tried it when master was at 6.6

#

but the issue with it and current HDRP is that the custom bake comes out blank if you use currently suggested, more realistic lighting values

#

I can only make it work with the old style lighting range

indigo summit
#

ah

dawn sorrel
#

is default Forward faster (lower input latency) than LWRP?

turbid matrix
#

you should try it out on your own content

#

we can't really tell that from here

#

and if you then find LWRP to be slower, you can file a bug report on it as Unity treats degraded perf in regard to built-in renderer as bugs

#

they want it to be at least equally fast

#

@indigo summit I didn't really bother investigating that light value range that far as I know Unity is upgrading BOTD environment for the 2019.1

#

there's a wip branch on github for the HDRP changes already

#

but it doesn't have the occlusion probes package as it's shipped with the project itself so can't tell if they have fixed this

#

but chances are that they'll still ship the BOTD using old light values :p

indigo summit
#

yikes

turbid matrix
#

but... we'll see

indigo summit
#

well i might need that in the future, maybe i'll take a peek on your custom packages

turbid matrix
#

well, the thread itself is pinned on graphics subforums

#

so it's easy to find anyway

indigo summit
#

ooh nice

turbid matrix
#

I should update that package someday to have all those custom shader includes in single file

#

there is or at least was a bug on SG where you can't include different custom functions from same include file as it tries to include the same things multiple times so I just put them on separate files

#

but learnt later I could still have put so #ifdef for it

#

@indigo summit on the terrain thing, this was the estimate I got on the #⛰️┃terrain-3d channel: so ya, 2020 most likely. we are looking at using DOTs and compute paths for building patches and rendering. im assuming that trees, grass, detail meshes would use 90% of the same stuff

#

that's not for HDRP specifically at all, just in general

#

as the current foliage setup is totally outdated

#

it's like from the first Unity versions

indigo summit
#

yeah

#

and grass was added around 2.x 😁 afaik

#

yikes

#

ah well

#

manually instatiate them using gpu instancing it's not too bad though

viscid solstice
#

I can't get grass to show up in my HDPR terrain?

#

Anyone knows why?

turbid matrix
#

probably not supported

#

ah

#

HDRP team lead did comment on this on forums

#

There is currently no plan to support Grass detail in HDRP. Alternative solution are worked on. No ETA.

#

check my previous quote

#

whole current foliage system is outdated

#

so they probably thought it wasn't worth updating as is

#

I think book of the dead just instantiated grass as "trees"

barren kindle
#

an alternative solution is arguably a plan to support it tho thonk

trim bone
#

is subsurface working properly with hdrp? my transmission is green for yellow lights

#

regarding 2019.1.5f1 and 5.16.1

barren kindle
#

hey i had that problem yesterday. and i was editing a custom hdrp settings and then i realized it wasnt even assigned to the graphics settings

trim bone
#

ah thanks, that was it!

#

its always the little things

turbid matrix
#

@trim bone green tint is the current way HDRP "warns" you for incorrect diffusion profile setup

#

"Draft of the ShaderGraph full screen pass system"

#

yes please πŸ˜ƒ

turbid matrix
#

GTAO is also now on master

turbid matrix
#

briefly tried the PP master node draft but couldn't make it do anything yet πŸ˜ƒ

#

there seems to be a temp workflow where you add a custom fullscreen pass component to camera and assign this PP shaders material to it, but it doesn't seem to do anything yet

trim bone
#

i wish it was that missing material/shader pink, green made me think it was some weird interaction with colors

graceful saddle
#

@scarlet hull Thanks. I am having problems accessing a shader property in one of my shader functions (if thats the right word, I am very new to shader programming and the render pipeline). I posted the question on the unity forums https://forum.unity.com/threads/accessing-material-properties-in-shader-function.693169/

scarlet hull
#

@graceful saddle You can't use the newly added property in shader like this, you also need to declare it in the shader code before any functions.
So doing a float _BWBlend; before the LitPassFragmentSimple function should work.

#

And BTW, why are you no using shadergraph ? πŸ˜„

graceful saddle
#

@scarlet hull Thanks for letting me know. I dont know enough about shadergraph to use it or the whole system in general, only started looking into it yesterday to get some functionality working. Can you recommend some good resource, the unity site seems a bit sparse but i guess thats cause its still in development

long wagon
graceful saddle
#

@long wagon Thanks

turbid matrix
#

it's not a big deal, I get these always once when I start the project after SRP has been changed, when I hit play or restart the editor again, messages are gone

#

it's just weird to see LWRP there as there's never been any LWRP related on this project

#

(and yes, should have captured the whole error instead of the overview)

indigo summit
#

i'm getting different FOV projection between scene view and game view in 2019.3

#

is this know issue?

#

caused by HDRP or current issue in alpha?

turbid matrix
#

that's where you control scene view camera

#

actual game camera is what you control on the camera components

#

I think HDRP 7.x should put the rest of the scene camera settings there too, like AA for scene view

#

it would be more logical if it were in the dropdown I just pasted here

#

@scarlet hull have you guys discussed this?

#

maybe the scene view stop nan as well, I don't really know the intention of that so can't comment on it

#

but I'd definitely expect the AA setting to be in the scene camera dropdown menu instead

scarlet hull
#

I'll ask. Often stuffs like that are developped in parallel by multiple teams, and are not known from each other πŸ˜„

turbid matrix
#

thanks πŸ˜ƒ

scarlet hull
#

So, answer is : the team already spotted that and talked about it. But it's a long process to have extendable editor UI (written in the c++ code side) to add hooks/overrides for the (c#) srps ...

turbid matrix
#

ouch πŸ˜„

indigo summit
#

@turbid matrix yes those are match

turbid matrix
#

and you sure the fov doesn't appear different just because you have different aspect ratio on the windows etc?

indigo summit
turbid matrix
#

can't tell difference from that as camera isn't even in the same position

indigo summit
#

they do on the same position

turbid matrix
#

try comparing by selecting your camera from scene and go to main menu-gameobject->align view to selected?

#

it should match your scene view to camera

indigo summit
#

that's what i did

turbid matrix
#

huh, that's like way zoomed out on the other image

#

also different angle

indigo summit
#

that's why i'm confused

turbid matrix
#

oh

indigo summit
#

why the projection are different

turbid matrix
#

maybe it's the different fov axis

#

you don't get the setting on scene camera

indigo summit
#

hmm

turbid matrix
#

vertical vs horizontal

indigo summit
#

i tried both

#

the result are the same

#

oh wait hold up

turbid matrix
#

for me these align perfectly on default settings

indigo summit
#

you are correct

#

if i change the camera fov axis to horizontal it match

turbid matrix
#

hmmmm

#

it matches for me on vertical πŸ˜„

#

so, go figure πŸ˜„

indigo summit
#

πŸ˜„

turbid matrix
#

oh wait

indigo summit
#

uhhhkay then

turbid matrix
#

I have 60 on vertical, 91 on horizontal

#

and scene view is 90

#

so, it matches

#

just need to remember the scene view camera uses horizontal value

#

I hope they add toggle for it as well :p

indigo summit
#

wow this is weird

#

the default axis was vertical

#

this going to confuse a lot of people πŸ˜„

glad tartan
#

looks like we will be getting Dots instancing and Post processing Master node in HDRP soon

turbid matrix
#

yeah, I posted screenshot of the PP node earlier πŸ˜ƒ

#

I couldn't make it work yet but I'm happy it's coming, been really missing it from Unreal

#

as for dots instancing, I noticed that branch but don't really know what it's about as there are some merges hiding the actual commits

#

HDRP already got dots instancing support on HD Lit at least

glad tartan
#

yea, I was wondering if this was the backend on the instancing option on the HDRP master nodes

#

Missed the post you made on the PP master Node, gonna check it out

#

ah it's just one input so far

#

Also HDRP Quality Settings are being worked on. It's listed to be released with 2019.3 on the Roadmap presentation

turbid matrix
#

@glad tartan there's optional depth input too

#

it's just not enabled by default on the PP master node

#

tbh, I dunno what the depth is about there

#

as PP is literally just adjusting the color

#

also if you look at the source code, the PP graph it ran currently right before the custom PP TODO part starts

#

I hope they still plan putting proper custom PP passes and not leave it just to PP Graph

#

PP Graph itself is great and very much needed but I don't think you can do like compute shaders with custom function nodes, you could only do hlsl PP code there

trim bone
#

how would dots instancing be different from the current instancing checkbox?

graceful saddle
#

Got another question for you @scarlet hull

#

I am looking for a way to turn off a render feature or remove a shader pass from a render feature or failing that can you remove the custom forward rendering data from the camera and then add it in via code

scarlet hull
#

I'm not sure I understood what you want to do here ...

graceful saddle
#

So I have a pass in a shader that renders out to black and white on specific layers but it’s causing some issues. I just want to be able to add or remove the BWPass value from Shader Passes

trim bone
#

is it just me or are contact shadows kinda super grainy

#

(in hdrp)

empty star
#

if you want a global toggle you could just have a conditional check and return early in the custom pass's Execute method

#

(if it is using ScriptableRenderPass)

graceful saddle
#

Thanks. I will take a look into it

lyric ravine
#

Has anyone got LWRP to work with FFR on Quest (Fixed Foveated Rendering)? I can switch the FFR levels just fine, and the Quest says it's using it, but I clearly see that FFR is not used (contrary to, for example, the Oculus onboarding app)

turbid matrix
#

I'm bit relieved that they changed the approach

#

Having duplicate lit shaders for speedtrees is a nightmare to maintain

turbid matrix
drifting vault
dawn sorrel
#

I tried Unigine

#

Would have renamed it lag engine

#

insane amount of input lag

turbid matrix
#

Unity had water planes in past

#

It's just, no new implementation in past decade :/

#

If they made boat atack water reusable im both lwrp and hdrp, that would do for basic water needs just fine

#

if that project had acceptable license, I could try to port it's water to hdrp with sg and custom function nodes

#

but the author put GPL there, which is even incompatible with Unity, LWRP and everything else

#

I mentioned the license issue on the forums but it was just ignored

turbid matrix
#

I'd love to get some estimate if this is going to land in experimental form for 2019.x or not

#

if it's going to be 2020+, I could just try to hack the feedback stuff from this branch to the graphine plugin I got

turbid matrix
#

about the GTAO, is there any workaround with exposed parameters (I mean things that are not using defines as they are not modifiable at runtime) for the slow GTAO accumulation especially on fast changing situations? this is especially noticeable if you change camera positions as it takes a fraction of a second for AO to fully apply to the new view, you can see it slowly getting there after view changes

#

I'd suspect the denoising here, I need to experiment with it as I wouldn't mind if the initial frame after view swap would be more noisy, it's mainly lack of AO immediately after that looks weird

#

this is similar thing I had with Amplify Occlusion btw (which is also GTAO based now)

dreamy fox
#

Is that in a game view? Accumulation shouldn't take that much, can you show me a repro?

turbid matrix
#

it's in game view

#

one sec, will see if I can capture something

#

actually, nevermind, it's not from AO

#

I had similar thing on AO before but it's not there now, this is from something else now (probably from shadows)

#

I do get this flickering effect on some bigger surfaces with AO sometimes tho

#

ah, flickering is from having scene and game view visible at the same time

#

the gameview's AO gets shown on sceneview as well

#

can't quite capture the flickering but it goes away if I hide scene view

#

I just tend to have these both views always open at once

#

but you can see the AO getting mirrored to scene view on that shot

dreamy fox
#

Ha, yes that is indeed something I do not have often on my setup. Please file a bug on that, I am now deep in fairly high priority and urgent tasks, but I will try to get to that when I can

turbid matrix
#

in past I've been specifically told to not file bug reports on unreleased versions πŸ˜ƒ

#

so, I dunno, do you guys push 7.0 out soon? πŸ˜„

dreamy fox
#

Oh it is still unpublished, my bad πŸ˜ƒ Just wait for the package to be out then πŸ˜ƒ

turbid matrix
#

yeah, no worries

#

it's a long time till 2019.3 is out anyway

quasi mulch
#

Hehe someone said "long time" in game dev speak

indigo summit
#

oh we have GTAO now?

#

oh i see the commit

tender cedar
#

Hey there, I hope this is the right place to ask: I have an issue with the LWRP where materials that use transparency won't show up in the build (they do in the editor). I'm using Unity 2019.1.0f2 with LWRP 5.7.2 and I'm building on Oculus Go. Does anybody have an idea what's causing this?

tender cedar
#

Oh i got it to work by turning off MSAA... But how can I get Antialiasing then?

indigo summit
#

what is the different of DOTS instancing and GPU instancing?

lyric ravine
#

@tender cedar I have like 20 open bug requests regarding Android VR (Go/Quest) in LWRP, ranging from 2019.1 to 2019.3. If you're still early in development and have a deadline I can't recommend it right now, it breaks in all kinds of interesting ways. Go back to built-in. We have a Quest title in dev that's now hugely delayed because of numerous show-stoppers like what you described.

#

If you must use it, try the following

  • toggle multithreaded rendering
  • toggle the SRP batcher
  • disable all shader stripping
  • make sure to use a single scene
  • don't change the SRP Asset at runtime
#

Oh - and: good luck. Hopefully you find a combination that works for your usecase.

tender cedar
#

@lyric ravine Thank for your reply! I tested it in a new project and there everything worked so far. When I compared the settings I noticed that SRP batcher is toggled of in this working project, perhaps that was it. I'm early in development, but I really like working with Shadergraph. Well I will think about this for a while...

turbid matrix
#

as expected, HDRP forum thread is now filled with people posting green tinted screenshots and seeking for issue

#

I still don't quite get why it was chosen to pick green color for the error indicator

#

actually, it's probably because of SSS on skin, right?

#

having red as warning color there wouldn't ring alarm bells as quickly

#

current SRPs, LWRP and HDRP were designed before HPC# and DOTS were getting big push forwards, in fact they probably got like first iterations of the ECS done at that point

#

but it makes me worry about the future of say, HDRP, could be only a thing for few following years before merging relevant bits to DOTS renderers

umbral knoll
turbid matrix
#

haven't seen one lately

#

not sure if there ever was comparison table for HDRP

#

but there's been lists of feats

#

HDRP is quite different all around, it makes more sense to get such table for LWRP where it's more like direct replacement of the old built-in renderer

umbral knoll
#

Ah well perhaps I can just ask directly what I'm looking for. Does anyone know if _CameraDepthNormalsTexture is supported in HDRP or is it only Depth like LWRP?

turbid matrix
#

supported how?

#

ah, I think I got it

#

I dunno if that's a thing they have, for sure the SG itself has only depth node

#

and _CameraDepthNormalsTexture isn't a thing on any SRP (but I dunno if you could find similar thing on some internal buffer)

umbral knoll
#

Anyone know the reason it's not supported on SRP? I know of several different types of image effects/post processing that rely on the Depth+Normals information, seems very odd to not support this in SRP when it is supported in the built-in pipeline.

#

Yes, I could add replicate the missing functionality by rendering my own DepthNormalsTexture in SRP and feed that into the shaders for my own project, but it makes distributing a post process effect (like through the Asset Store) that relies on this information much more convoluted to support.

turbid matrix
#

well, right now there's no way to even extend HDRP PP without modifying the HDRP source code directly....

#

there's new PP Graph (or full screen pass or whatever the call it) on the works for 2019.3

#

but I don't think there's any branch on the github for more traditional PP extension for current HDRP

#

I mean, in PP stack v2 style

umbral knoll
#

Sorry, I was speaking more from LWRP/Custom RP perspective. Don't know much of anything about HDRP

turbid matrix
#

LWRP still works with the PPv2

#

I dunno what things are exposed to it by default tho

umbral knoll
#

yes but LWRP doesn't support DepthNormalsTexture (according to the feature comparison doc)

#

and my post processing effect relies on that information

turbid matrix
#

you'd need the normals for better SSAO

#

and LWRP doesn't support AO on PPv2 πŸ˜„

#

I briefly looked at the PP repo and AO was one of the rare places where they used that _CameraDepthNormalsTexture

#

(only for built-in)

#

just peeked into HDRP and it does get normal from gbuffer

#

_NormalBufferTexture (?)

#

I dunno if there's LWRP equivalent at all

umbral knoll
#

Yeah I just don't understand the rationale behind removing support for it while keeping support for DepthTexture

#

oh well

turbid matrix
#

it's quite different setup on HDRP for almost everything

umbral knoll
#

but not LWRP

tardy yew
#

Is there any way to edit a commandbuffer after it has been added to a camera? the postprocessing stack v2 re-creates huge command buffrs each frame when most of the time only a few SetProperty actually change values.

turbid matrix
#

oh, pbr sky got merged to the hdrp staging now

#

also new quality settings etc

#

I don't know how I feel about this personally

#

how this all works in the back ground (afaik) is that you have to have the settings you plan to use on your HDRP assets or otherwise the shader stripping will remove the things. But in most PC games, you'd want to have user configurable settings tho, not just few options for overall quality level

#

so to achieve this, you have to have enough different quality settings to cover all the possible settings you want to expose to be optional for the game

#

so this inevitably forces you to have some really funky HDRP assets there, just to make sure the feats you need don't get stripped

#

but I guess you'd basically do just some all enabled HDRP asset for this purpose to cover most of the cases

#

also there's only fraction of these settings in the HDRP assets anyway

#

most user configurable things in games tend to be AA and PP related

#

do those get stripping as well?

scarlet hull
#

We have some plans to better handle the quality settings by HDRP asset.
And for PC, we plan to support something like creating HDRP assets on the fly, for custom settings.

#

The implementation still needs to be defined tough.

turbid matrix
#

@scarlet hull you know if the PP shaders have stripping?

#

or do they all get always included?

#

regardless if you use them on volumes?

scarlet hull
#

Hummmmm ... Don't know.

#

I think they are included, as the PP toggle is a frame setting, and not a "support" setting, and you can potentially create yourself a PPvolume from scratch by script.

quasi mulch
#

I think it's better to remove quality settings and train people to use the asset instead, so they know they have 3 HDRenderPipelineAssets and can switch between them simply by setting one as the active asset reference at runtime. Stuff like that. Simple and direct, not obsfusicated behind UI because it's a habit or something...

#

The closer to what is really happening we get in game development, the better and more debuggable and controllable the dev process becomes

glad tartan
#

@turbid matrix so the PBR Sky is working pretty well now?
Also was there a decent port of Hierarchy Pivot from Book of the Dead to a package manager version of HDRP? I know some people tried to remake the functionality but I never got any of those to work. Will be nice to have a tool for that in unity

scarlet hull
#

We did some UX/UI research, I have thinked of a unified window that holds all the graphic settings, with ability to define setting relatively to others. This all will generate different HDRP assets.

glad tartan
#

Oh nice. Will that also work for runtime with custom settings or just in Editor?

lyric ravine
#

@scarlet hull currently it seems that all but the variants needed for the active SRP Asset at build time are stripped - how can I switch between srp assets in the build then / make sure variants are included? (talking about lwrp here)

scarlet hull
#

We modified the stripper code in HDRP to be able to include multiple SRP assets in the stripper, but I think this has not been ported to LWRP for the moment.

turbid matrix
#

@glad tartan PBR sky is almost same I tried recently, it kinda worked, changing values was laggy and there were some weird artifacts on the screen but it was also overexposed on 100k sun intensity

#

as for artifacts, I got like blue dots on the screen at certain places

#

it was bit weird

#

I didn't really play a lot with the settings tho

#

as for hierarchy pivot, I have no idea what you mean by that

#

unless you mean wind?

#

which, stock HDRP doesn't have at all anymore

lyric ravine
#

Hm, but documentation and blog posts say everywhere that SRP assets should be switched since quality settings/per scene settings are not supported - how is that supposed to work then? My per-scene settings don't have a mutual "all the features" uber-preset

turbid matrix
#

(need SG for wind now)

quasi mulch
#

is GI fixed for HDRP yet since it seems like the bounce is way strong/high in some cases

turbid matrix
#

I haven't seen any work on that in the github

#

looks like they've been busy with other things

quasi mulch
#

yeah probably just hope I go away and they can focus on raytraced gi :P

turbid matrix
#

and at this point, I'd question if they have time to tweak that before first official 2019.3 HDRP release

#

(unless it's some trivial change, but it didn't sound like it)

quasi mulch
#

yeah i don't think they care for it right now

turbid matrix
#

not probably a question of caring, afaik they want to address enlighten issues on HDRP

#

but it's probably not very high on priorities atm

quasi mulch
#

they decided to ship with dxr support in 2019.3 which gives them no time at all really to get stuff done

turbid matrix
#

well, DXR is different

#

you kinda need that now that the gpu's are out

#

regardless how useful it is with first DXR generation

quasi mulch
#

sure

#

i don't disagree

#

but it's still a pain point for those who target majority hw

turbid matrix
#

also from looking at the github, it's mainly one person working full time on DXR and rest do some tweaks here and there for it

quasi mulch
#

i would expect there's just that person doing the commits, not what happens in office

turbid matrix
#

could be

#

I'm under impression that the HD team isn't really that big tho

quasi mulch
#

likely is if you've seen how much research unity's been doing on it

#

its small but they share a lot of work with seattle after all

#

in any case that means there's a good case for seeing improvments for regular hw

turbid matrix
#

either way, if it's a separate team behind it, it doesn't look like it's taking that much time from the paris team (in the bigger picture)

quasi mulch
#

I understand there will be a separate upscale now from the main dynamic res for post effects

turbid matrix
#

however, if you go for enlighten, it's probably the core HDRP guys doing the work for it

#

just speculating of course, I know nothing about Unity's internal structures on these

quasi mulch
#

yeah i'm not worried - although if i had my way 95.8% of the company's budget would be spent on hdrp

scarlet hull
#

I don't know how much I can tell about that πŸ˜ƒ

quasi mulch
#

Best not but you can gesture in front of the screen and I'll use the force to somehow feel fluctuations?

#

presses thumbs to temples and ... senses

lyric ravine
#

@scarlet hull one more about the LWRP SRP Asset. Is there a way to figure out which of the options add/remove variants? I understand that if I enable shadows and disable them dynamically in a build it "just works" but not vice versa, but others are not as clear

turbid matrix
#

just to be clear, you mean LWRP now?

#

@lyric ravine

lyric ravine
#

Yep, can't figure out how to support per-scene settings in LWRP without weeks of trial and error

turbid matrix
#

tbh, when it comes to stripping, I'd rather have like a list of feats I want to include in the build that I could just select, could have some automated sniffer for that would prefill it

#

and you could then just extend the list if you need to

#

as another topic, 6.8.0 SRPs are now on staging (and github obviously)

#

@drifting vault 6.8 HDRP got this as new now: Fixed, Viewer, and Automatic modes to compute the FOV used when rendering a PlanarReflectionProbe

#

(remembered you had issues with it in past)

#

this also got the GTAO

#

hmmmm

#

Added support for shadow tint on light

#

wonder if we are getting closer to 2019.2 release

#

it seems that there's been a push recently to get 2019.2 HDRP in better state

lyric ravine
#

@turbid matrix well but I'm talking about "right now, with the officially out-of-preview LWRP" ...

turbid matrix
#

ah, my last comments have been mainly about HDRP

#

I don't really know much how LWRP works in Unity tbh

#

like, I know the bare minimal, what kind of renderer it has etc but haven't used it much

lyric ravine
#

Then @scarlet hull , who would be the right person here to ask about LWRP specifics?

turbid matrix
#

I'm sure many here use LWRP but it's not really much discussed on this specific channel for some reason, most active people on this channel seem to be more focused on HDRP

#

talking of HDRP, it's staging branch just merged to master, so new sky is there now

quasi mulch
#

The best place to get an answer is probably the experimental area of the forum

#

As discord is realtime and realtime depends on if someone is even in the office

scarlet hull
#

And not everybody has discord on "open with windows" πŸ˜ƒ

turbid matrix
#

well, LWRP is not experimental anymore

#

hmmmm

#

LWRP discussion is still on the beta forums Graphics?

#

it feels like it should have been moved to regular graphics by now

lyric ravine
#

Haha, well i know why it hasn't

turbid matrix
#

well, it's officially released

#

but forum stuff moves slowly

#

maybe they are still waiting for HDRP to release and then they can move both at once

quasi mulch
#

Forum stuff shouldn't move quickly :D that's discord's job :P

turbid matrix
#

well, you should find the things in their logical places still

quasi mulch
#

muscle memory helps a lot

turbid matrix
#

Unity Hub was under betas like for year after it actually got official release

#

it wasn't easy to find

lyric ravine
#

Only management can pretend that it's out of preview :) I'm super active in that thread but there hasn't been an official Unity reply in four weeks so I'm trying new channels

turbid matrix
#

(Hub only recently got proper placement on the forums)

quasi mulch
#

So what's the actual problem you're having with LWRP? very little can go wrong with it

#

17:06] herbst: @scarlet hull currently it seems that all but the variants needed for the active SRP Asset at build time are stripped - how can I switch between srp assets in the build then / make sure variants are included? (talking about lwrp here)

drifting vault
#

@turbid matrix 6.8 released?

turbid matrix
#

on github and staging, yes

#

it's not yet on regular registry

drifting vault
#

Thx for info =)

lyric ravine
#

@quasi mulch "very little" amounts to like 15 open bugreports from me alone by now... That's for LWRP Android VR (Quest).

turbid matrix
#

you've been busy πŸ˜ƒ

quasi mulch
#

ah VR

#

I'll bet half were wip anyway though

#

good old VR

zinc jay
#

πŸ˜„

drifting vault
#

@turbid matrix thank you again =)
Do you know where are i can found official unity materials library for car?

#

i cant find it

quasi mulch
#

Car paint slider?

#

"Coat Mask"

drifting vault
#

no idea. i remember they release huge library about 300 materials etc

#

its called coat mask?

quasi mulch
#

blog has them

#

the HDRP material itself supports car style shading by default though with Coat Mask

#

googled "unity blog materials" and thats the first hit

#

is it the right one? hope so :D

drifting vault
#

oh thank you!

turbid matrix
#

yeah, that's in asset store afaik

#

those are all using stack lit shader I think

#

I'm also testing the PP graph again

#

I get Shader error in 'FullScreen Pass Master': undeclared identifier 'TransformHClipToWorld' when I wire scene color node to the master nodes color

#

if I just put any color directly there, it works

#

but it's also possible I screwed up the merge πŸ˜ƒ

#

(and besides, this is still WIP branch)

#

I guess I should be calling it fullscreen pass graph like Unity does

#

it's just weird name, considering it's PP pass shader essentially (I probably miss something here)

#

oh that TransformHClipToWorld just probably doesn't exist on current editor versions

#

it was a recent change on the branch too

ripe fable
#

Anyone using the experimental DXR editor ever had "CreateGraphicsPipelineState failed" pop up?

#

(results in a pitch black scene view)

turbid matrix
#

you had it working before?

#

or is this first time you try it?

ripe fable
#

Been playing with it since it was first available, but this started happening about two weeks ago

turbid matrix
#

no idea then, mainly checking your windows version and gpu qualifies for it

ripe fable
#

yeah that's all fine

turbid matrix
#

but since you had it running already, it's not those things

glad tartan
#

Did the old AO in HDRP get Replaced with GTAO? Dont see an option to switch it to GTAO and now there are new settings on the Ambient Occlusion effect along with it looking different in game

turbid matrix
#

it's a replacement, yes

#

I kinda wished it would have been an option

glad tartan
#

yea same

turbid matrix
#

GTAO seems harder to get stable looking

glad tartan
#

Any good settings to not get a low res looking AO?

#

haha

turbid matrix
#

but will judge it better once I've really tweaked values with it

glad tartan
#

right as I'm asking about the settings

turbid matrix
#

@glad tartan do note that AO effect breaks on either scene or game view if you have both visible at once in the editor

#

I'll still wait for the release to get to package manager before filing a bug report on that

glad tartan
#

Ah, let me check again then with only one

turbid matrix
#

or more of it just shows the other views AO on the other view πŸ˜„

glad tartan
#

because other than that it's a better AO than previous

turbid matrix
#

basically it only renders AO once for either view

#

and then reuses it for the other

glad tartan
#

@turbid matrix Thanks for the info. Haven't been messing with the new stuff as I usually do

#

still keep up with the github changes though

storm scroll
#

How do i tell Unity to build with HDRP?

turbid matrix
#

should work out of the box

#

there was some issue with -nographics builds tho

#

@scarlet hull I just tested latest master's new PBR sky, it appears that they forgot to fix the name from Static Lighting Sky script:

#

actual component got fix for stripping the "Settings" from the name manually

quasi mulch
#

what are pros and cons for GTAO vs MSAO?

turbid matrix
#

GTAO is much closer to the result you'd get for AO's offline renderer

#

but of course it's data is still limited to screenspace data

#

but GTAO also requires quite heavy temporal denoising to stay stable, which afaik can cause it to lag behind on fast movement

quasi mulch
#

I see, but it's faster or same ish?

turbid matrix
#

I haven't done a stress test on that so can't comment if that's a real issue with this implementation

#

no idea on previous implementations speed

quasi mulch
#

was fast

turbid matrix
#

but GTAO by design is quite fast

quasi mulch
#

largely immune to close up problems

#

classic AO gets slower the closer you get to a surface

turbid matrix
#

on the PR comments, they said GTAO was 0.9ms at 1080p on PS4 with comment it being a lot faster if they downscale the effect or something along those lines

#

on GTAO's technical paper, they claimed GTAO took 0.5ms on PS4

drifting vault
#

what is GTAO?

quasi mulch
#

ground beef amble ofcourse

drifting vault
#

like more realistic AO under car?

turbid matrix
#

it's the new AO that replaced the old setup on HDRP

quasi mulch
#

GT = ground truth (expected result like offline renderer)

turbid matrix
#

it looks awesome when it works right

quasi mulch
#

and i know that it wont for you

#

life is never that easy

turbid matrix
#

yes 😒

quasi mulch
#

my own bane is of course... gi

turbid matrix
#

this will not be an issue for me tho

quasi mulch
#

it leaks and looks shit, frankly no matter what I do (for realtime). it will always be perfect in one place but break in another.

#

progressive lm is fine however

turbid matrix
#

if I can't make GTAO work for my content when I stress test it, I'll just revert to the old setup

#

or add it as separate PP component

#

it's still relatively straight forward to do that

#

but how easy it is to keep around may change dramatically once HDRP goes through bigger changes again

lyric ravine
#

@turbid matrix are you mostly merging and playing with stuff or is Unity accepting PRs again for stuff we fix?

turbid matrix
#

I only merge things for testing which I look forward using myself

#

Unity does accept some PRs for SRPs tho, but most user PRs they get are some trivial fixes

#

I got 2 PRs out of 3 accepted so far on the SRP repo

#

it looks bigger due to the bloom, otherwise it would just be one pixel dot

#

it's like some hotspot from the sun

#

the ground color is bit wonky on that shot as I only got the reflection capture for closer range there

quasi mulch
#

I have no idea what the recommended practise is any more for gi.

turbid matrix
#

I thought the recommended practice in this industry was "don't use it" πŸ˜„

trim bone
#

thats certainly the dots way 🀷

dawn sorrel
#

Why do my realtime point lights keep turning off/on when viewed from a certain angle? From some angles they only lit up some objects, and from another angle they work perfectly. I just upgraded my project from the built-in renderer to LWRP.

turbid matrix
#

I actually used to tweak those settings a lot to get the results I wanted

#

but will need to test that to see if it's still possible to get equal results

#

new setup is definitely easier to use though

#

Very very simple scene and materials.

Forced Forward: -9%
Deferred: -14%```
#

I assume those values are for the shadow pass itself

dreamy fox
#

Yes, it is a controversial choice the bias one, but we found the previous too hard to tune and very expensive. Note that if you aren't scared of the normal bias (it shifts shadows a bit), that should be enough to get to comparable quality you were getting before. Without the shadow bias, the results are going to be a bit worse than just view bias + edge fixup.
And no, those numbers are for the lighting pass as what was optimized was the sampling of the shadow map, not its rendering. Keep in mind that it was a fairly simple scene I tested, but still shows a good improvement.

turbid matrix
#

I used the bias settings to tune the shadows to look nice in different camera views

dreamy fox
#

You still can do that, just with different tools

turbid matrix
#

for example different settings looked better on the car interior (yes I also used contact shadows)

#

yeah, I know πŸ˜ƒ

#

just trying to explain where I used it

#

when you have something close up that fills over half the screen, it makes sense to adjust settings for it

#

in past, Unity's shadows have been pain for car interiors

#

I got something acceptable with the NGSS but default setup was horrible

#

and then been quite happy with the additional controls HDRP has given

#

but yeah, I'm not saying the simplified setup is not going to work

dreamy fox
#

They were quite appealing to engineer-like people, but quite dreaded by artist-like people πŸ˜ƒ

turbid matrix
#

it definitely looks easier to use πŸ˜„

#
  • I'm all for perf increase
dreamy fox
#

Generally biases are a pain and will never be good though

turbid matrix
#

since you are here, are those timings for shadow filtering?

#

-9 to -14 is a lot

#

(%)

#

and yes, biases are pain πŸ˜„

#

I dunno if you are aware but UE4 community is super pissed off about shadow bias setup on ue4

dreamy fox
#

Those deltas, again taken from very simple scene so take absolute values with a pinch of salt, are for the whole lighting pass

turbid matrix
#

ah, that's fairly promising then

#

oh I do have another question too

#

I try not to tag you to not distract you from your work, so I kinda pile these things up a bit πŸ˜„

dreamy fox
#

Problem on Metal

turbid matrix
#

ah

#

so I can just use regular blit for stencil history I need?

#

I mean, that looked super tedious πŸ˜„

dreamy fox
#

The issue to be more precise is that the Unity blit returns a float4

#

I am operating on a UINT texture

#

Metal complains about it

turbid matrix
#

ah, ok, that's all I needed to know, just curious why that needed to happen

#

thanks πŸ˜ƒ

dreamy fox
#

NP

turbid matrix
#

btw, you know if the postprocessing is going to get changed for the rendergraph?

#

tad curious how much these things will evolve in the near future

dreamy fox
#

Something is going to probably change at some point, but I don't know details

quasi kiln
#

How is it possible that shadows in HDRP lights generate more vertices?

#

If you may explain that would be great and helps me to understand

#

Thank you :d

glad tartan
#

Screen Space Shadows got added to HDRP but I don't see a way to turn them on. You can enable (Support Screen Space Shadows) on the Pipeline asset but you don't get any options to use them. Checked the Lights, Volume Settings, and didn't see anything related to it as you would see for Contact Shadows. Is it still being worked on or I'm missing something?

upbeat badger
#

contact shadow is just different name for screen space shadows

#

its the same thing

glad tartan
#

No not in this case. But yes it's called Screen space shadows as well sometimes

#

then further down in the Shadows section you have the option to enable SSS and also how many can be on screen at once

upbeat badger
#

hmmm

turbid matrix
#

@glad tartan it could be DXR thing that we just see anyway

#

I saw some commits a while back which mentioned DXR and screenspace shadows at once

#

does that option have any tooltip?

#

that PR was closed without merging tho

#

both marked with DXR

#

so, could be different implementation for DXR purposes, but if that's the case, they should mark it differently

#

as another topic, saw this on the forums about GTAO πŸ˜„

#

it could totally be the same bug I posted here about before

#

that user just rages about everything tho so it's close to impossible to try to help him

#

last time I suggested several fixes to his actual issue, he suggested I should go elsewhere with my opinions

#

@glad tartan you could actually select that screenspace shadows option...

#

for me it's grayed out

#

wonder what setting blocks it

#

or if it's DXR only, I definitely just don't have gpu that supports it πŸ˜ƒ

glad tartan
#

I was wondering if it was DXR related as well

#

@turbid matrix you have to enable it in the Shadows section first then in the Frame Settings

turbid matrix
#

ah

#

makes sense

frigid nova
#

hey guys since i dont have the 6.8 ,and im really interested in the shadows thing,does it produce extra detailed shadows than the existing once?

glad tartan
#

This doesn't seem to be something we can use yet. It seems to be DXR related and we can't use DXR in a regular version of Unity/HDRP

turbid matrix
#

@glad tartan this is actually a new entry on 2019.3.0a6: Graphics: Added RayTracingAccelerationStructure class with NativeTests

#

I dunno how this all comes together, I've seen a lot of DXR PRs lately on the master as well

#

so parts for 2019.3 are definitely moving into places

#

no idea if you can already run some of it or if it's still only partially there

#

like mentioned I don't even have gpu to test that with

#

that entry was also marked as a fix, not as new feat

glad tartan
#

Ah. Theres also a few raytracing options in the Post processing. In the Experimental build for DXR those were on a separate game object/script called Raytraced Environment

#

even a few days ago Raytracing code got merged into Master but still haven't seen anything on it being functional though. I'm looking forward to moving away from the custom build for it

#

that hasn't been updated in a while as well

turbid matrix
#

I wouldn't be surprised if the experimental version is now what it is

#

considering 2019.3 release is probably targeted at this fall

#

but will probably be shifted to the winter anyway :p

#

Unity also announced that full raytracing preview will arrive Fall 2019 for HDRP

#

so, that's in line with all that

glad tartan
#

That's what I'm expecting as well

sullen ibex
#

Good morning evryone (or good afternoon, I don't know I live in France). I'm actually working in videogame project in HDRP. I'm a beginner. I create hair and plug my maps but I don't know why I have a sort of transparency in the shader. Is anyone can help me ?

scarlet hull
#

@sullen ibex You should definitively look at the Hair master node of shadergraph πŸ˜ƒ

sullen ibex
#

where can I found it ?

scarlet hull
#

Create a new Asset/Shader/...

#

You'll have to make you own node layout, but it should be that hard.

sullen ibex
#

I have nothing ... :!/

scarlet hull
#

Ow ... what version of HDRP/Unity are you on ?

sullen ibex
#

I never used the shader graph ...

#

unity 2018.3.6

#

HDRP 4.10 I just do the update

scarlet hull
#

Okay, that's a bit old for the hair master node then ... Isn't it possible to update to 2019.1, or later ?

turbid matrix
#

- Remove very high quality shadow option

#

not enough time to polish it for the time being?

#

tbh, I never used this option as I liked "high" option the best

#

but I still disagree on the naming conventions

#

obfuscating the techs from gamers is fine, but doing it for devs is kinda silly

#

I'd rather have dropdown list with actual shadow filtering algos names and confs

#

now everyone just need to go to the docs to know what they are

#

which is very far from ideal

#

I'm guessing the underlying motive for current naming is that devs could use the same naming in the in-game settings?

#

but technically this is same as putting similar labels to PP AA's

#

like could name FXAA -> Low, SMAA -> Medium, TAA -> High

#

I wouldn't want that, but it makes as much sense as doing it for the shadow filtering πŸ˜ƒ

scarlet hull
#

That's a good remark ... We wanted to find a balance for the terms in the settings to fit for devs and artists.
Setting the AA filter is more a tech-art thing, thus the "real" terms, while setting the shadow quality made more sense to be abstracted for artists ...

sullen ibex
#

No I can change for 2019 or more cause all the prod is in 2018 ... :/

#

I'm just a little student un internship, I can ask but I think they don't change it just for me

#

I don't see "Very High Quality Shadow Option"

turbid matrix
#

it's not in 2018.3

#

and it's not really removed yet (apparently only the setting is getting removed for the time being, not the actual feat)

#

that quote was from wip branch

#

btw, kinda weird that your team uses 2018.3 instead of 2018.4 LTS

#

2018.3 is not getting updates anymore but 2018.4 is essentially what 2018.3 was and has still almost 2 years of support left

scarlet hull
#

I wouldn't recommand using HDRP in prod with 2018.3/4 as if you have issues, they are very unlikely to get corrected.

turbid matrix
#

that too

#

but I can see that still happening on some earlier stages of the production, if people want to start with something that doesn't constantly evolve

#

that being said, 2019.1's HDRP is pretty locked down already

warm crescent
#

anyway of culling the shadows?

#

seems this solution is not possible

sullen ibex
#

Sorry my english is terrible ... I don't understand everything

#

What you say is, there is no solution right ? 2018.3 is not updated but the hdrp on 2019 is almost done and powerfull ?

turbid matrix
#

2019.1 is released

#

there's a newer HDRP for it

#

but that isn't getting more updates either

#

if you dev for HDRP, first official full release for it will be on 2019.3, but 2019.3 isn't fully released either

#

at the moment, the 2019.3 builds we get are in alpha

#

2019.3 and HDRP are targeted to release next Fall or Winter (only thing that is somewhat certain that it'll release before 2020)

sullen ibex
#

Oh okay ! Thanks a lot for this simplification πŸ˜ƒ

turbid matrix
#

well, I guess that's temporary

#

// Switch isn't supported currently (19.3)

barren kindle
#

is it HDRP that does not support Switch? or is it Switch that does not support HDRP? WeSmart

turbid matrix
#

HDRP has struggled with Switch support, they've done work for it specifically but it's never been officially supported platform on it afaik

#

so right now it just looks like they disable settings for things that will not be production ready for 2019.3 where they release HDRP

#

it does make sense

#

would expect them trying to get switch back for Unity 2020.x

pallid island
violet cave
azure kraken
#

@violet cave Have you looked at UnityShaderStripper yet? If you know the platform you're deploying to you can easily strip out 2/3 of the shader variants. I just tested a simple project and it went from 972 shader variants to 216.

turbid matrix
#

I always thought most of the time was spent in compiling the actual shaders and not in the actual stripping

#

and afaik one major point of doing the stripping in the first place is to have less things to compile

lyric ravine
#

@violet cave did you disable "Optimize Meshes" already as discussed on that thread? That was a 100x speed improvement right there in our case

violet cave
#

@azure kraken I didn't knew that, I will give it a try thanks, @lyric ravine I was about to do that today

glad tartan
#

So enlighten will be gone soon, earlier for HDRP than Built in Pipeline. Looking forward to Unity's Realtime GI replacement.

#

@quasi mulch you just gotta wait now and soon you will have Realtime GI that works with well HDRP

turbid matrix
#
Light Probe workflows will receive significant attention over the coming releases. Light Probes offer great quality of lighting and flexibility for authoring - they do not require UVs and they are fast to compute. We’re working on workflows to enable easier Light Probe placement with volumes and automatically place Light Probes for terrains. We are also adding support for streaming light probe data sets to make workflows better suited for streamed worlds and large team development.

We are also fully committed to delivering a real-time GI replacement solution in 2021.1. The Unity team has a solid plan to solve this complex problem the right way, with great artists workflow and optimal runtime performance for 2021.1.```
#

so, 2022 it is πŸ˜ƒ

#

I guess if we are lucky, we can get some early preview next year

#

I don't get it tho

#

fist post says:Due to Geomerics shutting down Enlighten as a product, Unity is required to remove Enlighten.
but then next post from the same person says: Enlighten has had a good run for the money, some of the best looking titles have shipped using it. However, some of the underlying principles means that it is not a good fit moving forward. ... For these reasons we have decided that the best course of action is to no longer pursue software we have limited control over and move on.