#archived-hdrp

1 messages · Page 36 of 1

empty star
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another method could be marking the stencil buffer when the "real" shaded/lit versions of the objects get rendered, and then checking the stencil in your outline blit pass

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that would cut down on the additional draw of outline objects

inland solstice
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To answer earlier question... if you’re an AAA studio looking to take advantage of absolutely everything then no, it’s probably not production ready

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But just as some jabroni making a game solo I haven’t run into any problems beyond having to convert assets to work with it

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(HDRP)

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I’m sure like the ambient flux calibration capacitor generator doesn’t work right or something but I’ll never be sophisticated enough to know lol

fluid adder
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Are Sub Graphs bugged in URP 7.0.0 and a11? I'm getting Invalid Sub Graph asset at [...] with GUID [...] in the Graph referencing the Sub Graph.

turbid matrix
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 UserBit              = (1 << 7),     // 0x80 - 1 bit : Reserved for user (application-specific)```
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they got user settable stencil bit for HDRP coming up 😃

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I still don't get why they waste one bit for putting separate bit for TAA and SMAA - you can't enable both at once

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oh wait, you might be able to since it's camera specific setting?

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nevermind then

warm garden
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Is it possible to only use a custom pass/custom renderer in LWRP for a particular scene or at a particular time only?

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I really only need it for 1 of the 12 scenes in my project but the pipeline asset is a global setting

empty star
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@warm garden if skipping a pas/feature, a bool that you can modify via script or similar would work, just have it skip the enqueuepasses method

warm garden
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yep! thats what i ended up doing. serves its purpose just fine

glad tartan
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DOTS Instancing feature on Shader Graph Master Nodes finally getting some functionality

lyric ravine
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Hm, no Lightprobe support for dots instanced if I read that correctly? Wonder if that's temporary

turbid matrix
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a12 is out and HDRP from current github master works as is with it

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Graphics: Vastly decreases the time taken when a Ray Tracing shader is executed for the first time or a particular shader code or configuration associated to a Ray Tracing dispatch has changed.

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(from a12 release notes)

ripe fable
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Thanks

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I haven't seen any DXR fixes in the pull requests lately though 🤔 I wonder if anything has changed.

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Hmm a12 isn't showing up in my unity hub.

turbid matrix
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@ripe fable hub is always late on listing things

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but the link I put above has "install with hub" link

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it will work

ripe fable
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Thanks man, will give the DXR features a try and report back. 😄

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Did you see this? @turbid matrix

turbid matrix
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yeah

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wondered who will be able to run that

ripe fable
turbid matrix
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considering 2080 Ti can't even do 90 fps with raytracing normally 😄

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then imagine it with bigger resolution and two outputs...

ripe fable
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If you run a small amount of samples with a lot of denoising you can get some great framerates, and raytraced AO isn't even worth it compared to GTAO imho.

turbid matrix
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GTAO will always suffer from screenspace artifacts

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which may or may not be that bad depending on your application

ripe fable
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yep

turbid matrix
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but I definitely see them, even more with GTAO than with old Unity SSAO

ripe fable
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Hmm I guess this is because it's not officially on the hub yet? My license is setup correctly, nothing has changed.

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(and a11 still works)

glad tartan
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Getting the same thing

barren kindle
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how do i get universal rendering pipeline 7.1.1? 🤔 what unity version will it be out for?

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oh i see i have to use olentos link further up. my hub hasnt added alpha 12 yet

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and there's the license error FeelsBadMan

frigid cypress
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afaik, licensing is usually handled through the hub, so if you aren't installing through the hub you need to add the install to the hub using Locate and then launch it that way? that usually works for me

ripe fable
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Yeah I did, doesn't fix it, I guess we have to wait until it's officially released through the hub.

turbid matrix
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shouldn't matter

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huh, wonder if it's some issue with the editor itself then

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because a12 definitely loads up for me

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I do have a paid license tho

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so if you guys are on Unity free, it could be the issue here

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hub lagging behind is normal and I almost always use that direct link for hub instead of waiting it to get refreshed

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never had the license error myself

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(for that reason)

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@barren kindle also what do you need 7.1.1 for?

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just to be clear, URP doesn't support DXR

ripe fable
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Yep, I'm on a free/personal license.

turbid matrix
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could be just some straight up bug then

ripe fable
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I've reported it through the hub 😄

barren kindle
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i need it because it has 256 lights instead of 4

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allegedly

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and i used "install with hub" link

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let me try again running hub as admin

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nah hub as admin does not respond to the "install with hub" link

turbid matrix
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also do note that the hub updates it's list if you restart it

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but if the data isn't in the server yet, it will not change this

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by restart I mean, close the whole process

barren kindle
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no alpha 12 in hub yet

turbid matrix
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and start again

barren kindle
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how many days does hub usually take to update? i woke up today and there is still a license problem

stable vale
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I am having an odd issue with HDRP where if i turn on volumetric fog my entire scene just goes background gray, not a single light gizmo or object or anything visible.

There is also this recurring error in the console:

NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpdateVolumetricLightingPerCameraData (UnityEngine.Experimental.Rendering.HDPipeline.HDCamera hdCamera) (at Library/PackageCache/com.unity.render-pipelines.high-definition@6.9.0-preview/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs:367)

has anyone expereneced this?

lyric ravine
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@barren kindle there have been cases where Unity pulled updates back as they found issues after releasing it - so if it doesn't appear in the Hub it might be they need to fix sth.

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for example, 2.0b8 has been skipped due to that

turbid matrix
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@barren kindle I very much doubt the issue is about hub not showing the a12

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I'd expect it to be some licensing issue with a12 in general that affects some

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like mentioned before, it does work for me

barren kindle
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the issue is that your license is up to date™ (dismiss) but its not LUL

turbid matrix
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so did countless other versions I installed before hub showed them (using hub link)

ripe fable
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a12 is on the hub now, but it's still not starting.

turbid matrix
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yeah, I really doubt the hub visibility has anything to do with this

barren kindle
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alpha 12 is in! pepo_hype let me try and see what happens

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yay it worked pepo_hype

ripe fable
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Did you delete your old install and reinstall a12 from the hub?

barren kindle
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yes

ripe fable
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Thanks, I'm currently doing the same. 😄

barren kindle
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and now it does not wat

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i got it to work by upgrading an old project, but i cant create a new one FeelsBadMan

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but if a project was upgraded, i can start that one

turbid matrix
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oh, I never tried a new project

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just opened old one

barren kindle
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now i cant get it to work at all. i guess this was a one time thing. ah well it was fine while it lasted with a pink project i guess

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that is such a weird message

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i am the administrator

ripe fable
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I can confirm it's still not working, too bad.

barren kindle
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deleting Unity_lic.ulf from C:\ProgramData\Unity and activating a new one in hub is working. for now

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i can even create a new project now pepo_hype p

ripe fable
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It's working!

turbid matrix
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see

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the message was right

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you needed some admin skills 😄

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I've actually had to do that quite few times myself (wipe the old license for it to work)

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just not on recent engine versions

ripe fable
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Raytracing still not working for me 😦

barren kindle
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i realized that the newest pipeline with 256 lights was unavailable so i dont need any of this FeelsBadMan

turbid matrix
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@ripe fable what gpu you had?

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also, RT in general or just not all of it?

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AO and reflections should work afaik

ripe fable
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RTX 2070. I posted a lot of screenshots in the DXR thread (I'm m0nsky there) so my hardware/software should be fine, but I just can't get it to work in the current build.

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There are no errors, but I'm getting 200+ frames and turning the toggles on/off don't change anything visible

barren kindle
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wait hdrp has dxr now? thonk

turbid matrix
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so you enabled it with the wizard first?

ripe fable
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yep

turbid matrix
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and made sure you have DX12 in use and that you have raytracing environment in the scene?

ripe fable
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yeah. I'm redoing all of it now.

barren kindle
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yeah dxr did not work for me. console is spamming with
Please fix all the compilation errors for Ray Tracing Shader "RaytracingRenderer"! UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

ripe fable
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Delete your library folder and reopen your project after running the wizard.

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Ok I tested it some more and it's exactly the same as before (a11). AO works, kinda. Reflections only seem to do something in the editor view but still looks really bad (like they're in the wrong place), and does nothing in the game view. All of the other RT effects don't do anything.

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So now we wait. 😄

barren kindle
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the reflections in the editor scene view are slow

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once you hit play the raytracing will be instant

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but since you dont have raytracing in the camera you must have forgotten something 🤔

lyric ravine
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anyone seen this? on HDRP, but not sure if SRP-related at all or asset import

turbid matrix
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I've seen tons of weird asset errors if I upgrade HDRP but don't wipe library

barren kindle
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i wiped library. error disappeared but does not work

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i assume dxr for hdrp hasnt been finished yet because https://unity.com/ray-tracing hasnt changed in 4 months when the first experimental build got out

turbid matrix
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it's definitely not finished

barren kindle
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i meant.. for use.. at all

turbid matrix
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yeah, nowhere near that

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expect "experimental" quality on it when 2019.3 releases

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but it's still months away

barren kindle
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i feel like all the dxr features that are popping up is stuff that we are not supposed to see yet

turbid matrix
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they are still moving things into places

barren kindle
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fine by me if it makes it easier for unity :)

turbid matrix
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HDRP itself if going so heavy refactoring that it's not even funny

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I mean, it's not something you expect from package that is about to leave preview

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they've done more changes for 2019.3 now than for than for 2019.2, instead of being able to focus on stabilizing it

glad tartan
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Same thing happened when LWRP and Shader Graph was leaving Preview

wispy juniper
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Hello, I upgraded my materials to LWRP materials. using material.SetColor("_BaseColor", Color.green); changes color in inspector but not in game

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anyone knows why?

long wagon
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That's not enough information. Make sure you are accessing cloned .material property.

wispy juniper
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What do you mean by cloned? It was okay before upgrading to LWRP. I was using Renderer.material.SetColor("_Color", someColor); then i learned it is "_BaseColor" now. i don't see why it doesn't even working properly.

long wagon
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You can turn on debug mode in the inspector and look what values the shader has that can be accessed.

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(right click inspector tab)

turbid matrix
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@wispy juniper my guess would be that you are changing wrong material

wispy juniper
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I checked that, all materials are referenced and set to use LWRP/Unlit.

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I checked what changes in runtime. And noticed that, in inspector on runtime it says it's freaking blue. but it is not.

turbid matrix
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so

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if you just manually change the same value to blue

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I bet it doesn't do anything either 😃

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again, if you do it from the same material ref

turbid matrix
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it doesn't 😄

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just tried

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but at this point, I'd expect it to be 2020.1 / 8.x HDRP feat anyway

turbid matrix
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also about that DXR.. it requires DX12

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it still runs

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but it still spams the errors

stable dune
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maybe they're not errors but rather very aggressive warnings?

turbid matrix
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well, by error I mean now that console itself classifies them as errors

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it's not like halting issue tho, so can think them as aggressive warnings I suppose

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but curious if others get these as well

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I'll try a new project later on

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currently packaging Unity's spaceship demo so this will take a while

ripe fable
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Yeah I'm getting those, it was the same when we tested on a11 a while ago

modern bronze
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Hello guys, do you know if textures are customizable or anything ??

turbid matrix
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@modern bronze that question is super vague

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what you mean by that?

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usually you'd create such effects on shaders instead

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but if you mean like change the actual texture at runtime, there are few ways to do it in Unity

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if you don't need to care about the speed, you can use this API: https://docs.unity3d.com/ScriptReference/Texture2D.html, every pixel is set using CPU and when you finally call apply, it uploads the texture changes to GPU. this is fine for example one time generated things or things you mod at runtime that don't have huge texture resolution

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alternatively, you could just use substance plugin and use Allegorithmics substance engine to generate the changes to texturemaps at runtime

modern bronze
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Thank you

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My plans were like this

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I will include fewer texture sets with lower res and repeatable textures (something about 512x512) to make that edit much easier

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Do you kinda get what I mean ?

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If I would make 4K for the whole corridor, it may be much harder, right ?

turbid matrix
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no

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I don't get what you mean at all, sorry :/

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so, you don't talk about actually customizing textures in Unity, but just meshes uv mapping?

modern bronze
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I mean it like if I can change the textures at runtime to make editable enviroment

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I actually do

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But would you recommend to make a lot of texture sets with some kind of editable parameters to make editable enviroment

turbid matrix
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well, you talk about assigning different textures to unity's material now, not actually customizing the textures themselves

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or I dunno, I'm kinda lost here 😄

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I'd recommend using mix of asset specific textures coupled with tiling detail maps

modern bronze
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Thanks for helping

turbid matrix
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if you just do tiled materials, it's pretty obvious that you did that (it shows)

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but of course all depends on the art style and what you are after here

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one could also just use tiled materials but put some additional dirt layer on top etc

modern bronze
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Wellp

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I am lost

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I mean, Is it more practical to edit few small texture sets or a big one

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I dont know how I would edit a part of a big texture set though

turbid matrix
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you mean having texture atlas vs bunch of textures?

modern bronze
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Yes

turbid matrix
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you get drawcall advantage with atlas but it's not very convenient for tiling materials

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it then boils down on the asset usage in general, how far you are willing to optimize things etc

modern bronze
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Wellp, you are really right

turbid matrix
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if you target mobile or VR, definitely pay attention to atlases

modern bronze
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I am paying attention for PC and consoles

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(HDRP)

turbid matrix
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then do it where it's reasonable 😃

modern bronze
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Thanks

turbid matrix
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all modern games do still use atlasing afaik

modern bronze
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I honestly dont know how I could manipulate only parts of a texture atlas

turbid matrix
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the drawcall disadvantage is going away once we get rid of DX11 tho

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mesh UV's are for defining which parts of the texture space are used for it

modern bronze
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Wellp, I am planning to also use GPU instancing

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And there will be like only 6 textures that I will manipulate

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probably 512x512

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seamless for making tiles

turbid matrix
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if it's just few textures, it doesn't matter in any way

modern bronze
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If it would be 30, that would really matter lmao

turbid matrix
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what I'd recommend for about everything that concerns optimization is to just try things out, make a small proto

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if there's no issues on perf, don't worry about it

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30 individual materials for a scene is super low still

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/ textures

modern bronze
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Really ?

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Repeatable ones are significant

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Using one texture for pipes

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on all objects...

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That would be really powerful

turbid matrix
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many put individual texture maps for each assets

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that's kinda naive tho

modern bronze
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I did it one week ago

turbid matrix
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as on most games you can just reuse many of the textures for many purposes

modern bronze
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Instead of making one universal iron material

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I did create a individual Uv set with different textures

turbid matrix
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but if the scenes are not large, you'll get away with that

modern bronze
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I am planning to use a lot of LOD to save performance

turbid matrix
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Unity didn't have texture mipmap streaming until recently, so in past you had to load all textures on GPU ram at once

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which made the GPU ram the limiting factor for your game assets

modern bronze
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Yea

turbid matrix
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now the streaming exists so it's not that bad, but it's still good to do trivial optimizations for assets

modern bronze
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Unity got really better last days

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Honestly, Unity is better for me in all ways against Unreal or CryEngine

turbid matrix
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I'm personally waiting for them to get Granite integrated (virtual texturing)

modern bronze
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Yea, C# doesnt helps the performance, but its easy to manage

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nice learning curve

turbid matrix
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virtual texturing removes all texture barriers, mainly limited by the texture size limits on the drive then

modern bronze
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What is it may I ask ? It sounds really interesting

turbid matrix
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Unity acquired this company recently

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basically you can use even 4k texturemaps for your individual props and assets and virtual texturing will just stream automatically parts and resolutions it needs at the moment on the screen there..

modern bronze
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That sounds cool

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But also

turbid matrix
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but... this is like the total opposite from the old atlasing workflows

modern bronze
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Unity uses DirectX ?

turbid matrix
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on windows and xbox, yes

modern bronze
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But normally, it does use openGL ?

turbid matrix
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like, that's only place that even exists at

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normally, it uses whatever is preferred renderer per platform

modern bronze
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Omg, I am screwed

turbid matrix
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opengl is not preferred on almost any platform nowadays

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windows = dx11, dx12, vulkan, opengl
macos = metal, optional opengl
linux = vulkan, opengl

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also I don't think HDRP supports opengl at all

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and I doubt it ever will

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opengl is legacy now

modern bronze
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Yea

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But I am really screwed

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Because I did my normal map export for OpenGL

turbid matrix
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redo the export

modern bronze
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But it doesnt looks weird honestly in Unity

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It does look normal

turbid matrix
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if you talk about the texture normal map, only difference between opengl and directx setup is the green channel

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it's just inverted on other

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some shaders could have option to flip the green channel even

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and you can easily make a shader graph that flips it if needed

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but I'd just fix the texture myself

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it could look fine for tiling materials but the normals are inside out basically

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things that should move out of the surface, seem like they go inwards

modern bronze
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Yea

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It looks normal

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weird

turbid matrix
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unity itself could just prefer opengl normal map setup

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I can't remember this out of my head but if it looks fine, there's nothing to worry about 😃

modern bronze
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I will try to reimport it

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@turbid matrix But thank you for the all help

turbid matrix
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I did read somewhere that Unity's default normal map is using the opengl setup

uncut hull
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hi good night

turbid matrix
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so that's probably fine

uncut hull
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anyone here is publishing on xbox one?

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I have atrouble, seems only one of 7 gpus its working on xbox

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anyone know how I can do for the rest of kernells working?

turbid matrix
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@uncut hull I don't think people can talk about these on open chat due the NDA

uncut hull
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NDA?

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whats that?

turbid matrix
uncut hull
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its that unity discord?

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or im wrong?, u are judge?

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or something? im new here

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I just ask about a common trouble whithout solution yet , or almoust i isnt see

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nothing about contract ect

turbid matrix
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@uncut hull you got your id@xbox without NDA?

uncut hull
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no

zinc jay
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Well, the thing is that people who develop for consoles can't talk about it because of NDAs

uncut hull
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look, Im developer, I have dev mode on

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and before of launch u game u should do metrics

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and secure of all its correct right?

turbid matrix
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yeah but most here are not under the xbox programme

uncut hull
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I only, look, I only wanna know why only use a kernell of gpu

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theres a fews of post the people ask same

turbid matrix
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and I'm saying, you are not going to get the response here as you are asking others to violate the NDA

uncut hull
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what??

turbid matrix
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there are places where you can ask about that

uncut hull
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Im on idxbox discord too

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but its a wrong of unity

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I should ask to unity discord

ripe fable
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It's not allowed

uncut hull
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maybe something is wrong on configuration

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lol

turbid matrix
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there isn't any channel on this group that lets you verify users to be xbox devs

uncut hull
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lol

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u need nothing for be dev of xbox point 1

turbid matrix
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you may not respect the contracts but this is official unity group

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don't ask others to break the terms here

uncut hull
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point 2 if suposse the directx 12 isnt working ocrrectly I cannot ask for a fix???

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thats ridicolous

turbid matrix
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also, I have no powers here, just opinions

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so, do what you like I guess 😄

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but I always warn people when they cross legal lines

uncut hull
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Im not going of judging like u guys 😄

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theres no legal point

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its a build trouble

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.

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and just wanna know about a fix

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just that

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😄

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its like if I ask ey why the build for android use only a cpu

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and u talk this trash

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thats ridicolous

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😄 sorry but its that way 😄

ripe fable
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He's just reminding you that if you're developing for xbox you're probably under NDA 😛

turbid matrix
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he doesn't obviously care

uncut hull
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lol

turbid matrix
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but people who he's asking from probably do, so he's not getting answers here regardless what I say or think

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so... it's pointless

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there are proper places to ask these things and this channel is not one

uncut hull
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oki, pointless alomost im looking for a fix, almoust I tryed

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oki, my erroy

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but its same big than u

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😄

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and btw im new

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btw, if anyone ask about why on mac build use only a unique cpu too its same?

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u will be a dog?

turbid matrix
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no

uncut hull
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its the same

long wagon
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@uncut hull If you have a general Unity question you should use #💻┃unity-talk , what you are asking doesn't seem to be in any way related to this thread.

uncut hull
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oki ty ! almoust a clear answer

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ty

turbid matrix
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well, he really won't get answer on general for xbox specific issues either

old spoke
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lol XD

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sorry i just hade to lol at thus

uncut hull
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its for it 😄

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how going snow?

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I try to improve my projects

modern bronze
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@turbid matrix Also, I dont want to bother you, but it seems like that normal map OpenGL is fine

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So yea, everything is nice

turbid matrix
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yup

modern bronze
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And also thanks for your help

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You did really help me with my project

turbid matrix
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np

uncut hull
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@long wagon @turbid matrix and Guys I finally optimizated my xbox one project!!! now its working on all kernells of gpu, getting until 120fps!!!

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😄 finally it works!!! fluid and whit big charge!

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was a bit harder coding! but finally!!

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well friends its so late!!

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time to sleep take care!

empty star
half heart
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is the SpriteRenderer component still to be used with SRP's or is that part of old rendering system? there's that 2D Renderer offshoot of lwrp that has it's own shaders but it doesn't seem like any kind of replacement for the SpriteRenderer

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oh I just realised you can just name a texture property as _MainTex and it becomes compatible with the SpriteRenderer 🤔

tall gazelle
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I just noticed that shadow resolution in 2019.2 is same for "high" and "very high", is this a bug or am I missing something? I'm using rtx2080 and targeting desktop

uncut hull
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@empty star hi ty xra, its not but yes its the same, you can do all whit uwp, but it precompiled of another way, btw dev kit its obsolote cause all its sent via shop for uwp, but ty ty so much for link!

lyric ravine
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@tall gazelle there was some discussion around that before. iirc, the resolution is the same but the filtering is different / higher quality. @scarlet hull is that correct?

tall gazelle
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@lyric ravine it's possible, but I didn't see any difference, not even when i was up close, thanks for responding tho 🙂

drifting vault
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scene just change colors from red to blue etc

lyric ravine
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restart didn't help?

drifting vault
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dint help

lyric ravine
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Remove cinemachine package and delete the unity recorder samples folder. Best would be to start with a new project for testing first

drifting vault
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WELL problem was in reflections probe, need just to enable/disable it

prisma sleet
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hello, is there a way for me to print out to my console what keywords all my shaders are using in a scene?

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I'm running into an issue where the Frame Debugger reports that an SRP batch is not working because the shader keywords are different, but I can't see any shader keyword difference inside of the Frame Debugger

empty star
#

@prisma sleet i think if you get all renderers in the scene, then run through their materials (possibly shared materials) you can use material.shaderKeywords to build out that info

#

maybe do it where the keyword string is a key and track how many uses as the value

turbid matrix
#

heh, I get 20-30 fps on the DXR experimental thing using 2070 super

#

gpu is 99%, cpu is on like 30% load

#

1920x1200

ripe fable
#

Ah, finally got your card? 😄

turbid matrix
#

yeah

#

didn't get the game bundle tho :/

#

like, most expensive GPU I've ever bought and they cheaped out on the bundle even 😄

#

(should have checked the fine print, not every seller offers the coupon)

weary fog
#

20-30fps on a 2070 super?

#

Is that because their DXR implementation is super unoptimized right now or do you have everything ticked to the max?

ripe fable
#

Ah, I didn't get the game bundle either. 😛

turbid matrix
#

@weary fog that's just the experimental first version from this summer that has way over the top settings

ripe fable
#

You can get 100+ frames 1080p with full DXR if you tweak it right (on a normal, non-super 2070 that is), but I expect performance to get better in the future.

turbid matrix
#

it'll be better if you tweak the settings and definitely when they get the final version done

#

yeah, exactly

weary fog
#

Is there a non RTX fallback so you can compare performance between RTX and normal compute

turbid matrix
#

nah

#

I mean, the DX12 RT fallback layer was a thing before DXR capable gpu's existed

#

but it's not something you'll see in game engines like Unity or Unreal

#

it's already discontinued by microsoft as well

#

and requires special support from the app

ripe fable
#

@turbid matrix did you try any features in 7.0.1 / master yet?

turbid matrix
#

I tried master briefly, was bit busy back then so will try again

#

it was totally broken when I tried it

ripe fable
#

I wonder if we're just doing something wrong as I've seen DXR unit tests pop up in the pull requests.. they must be testing something lol

turbid matrix
#

nah, it's just broken on the versions we get

ripe fable
#

For raytraced shadows and stuff.

turbid matrix
#

it's super WIP rightnow

ripe fable
#

yeah

turbid matrix
#

HDRP itself has been at similar state few times already

#

just need bit of patience 🙂

#

it was totally broken on early 5.x

#

like after 5.2

#

they didn't even push new versions out in small eternity

prisma sleet
#

@empty star material.shaderKeywords is described as returning "Additional shader keywords set by this material." I believe it does not include the shader keywords inherit to the shaders themselves.

empty star
#

what would be an example of keywords inherit to the shaders themselves

#

teh material shaderKeywords should have everything you need, it is what would break batching as far as keywords go

#

I would just try it, it will be the same keywords seen when you view a material in debug mode on the inspector

turbid matrix
#

ok, trying master again

#

"Please fix all the compilation errors for Ray Tracing Shader "RaytracingShadow"!" 😄

#

oh wait

#

I didn't wipe the library

turbid matrix
#

well, I don't get those errors anymore but this isn't still working

#

main scene flickers red on play and everything with raytracing just turns black 😄

#

the experimental thing did work, just slow

uncut hull
#

Hi 0lento

#

How u going

turbid matrix
#

testing new gpu

prisma sleet
#

@empty star I will give a more detailed shot, but I did once print out keywords from there once and almost all of them were blank. But that was just a quick test by me, so I'll write something more detailed.

uncut hull
#

0lento u should work whit mid pc perfomance

#

Im keeping itUnityChanLaugh

prisma sleet
#

@empty star It seems to be accurate after all. I've started to modify my RenderQueue to group all identical shaders+keywords together into groups with the same RenderQueue number (as this is the only way I know how to prevent batches from "wandering", if you take my meaning), however I am still running into the occasional batch breaking due to keyword when I don't think it should be. Ran out of time today, but will have to take a closer look later.

#

I guess I should point out I have thousands and thousands of individual renderers in my scene, so it's a bit tricky

turbid matrix
#

I'm totally going to work with totally over the top PC once I get the rest of the parts for the new rig (only waiting for Ryzen 3950X to release at this point), new gpu was just one part of the process of upgrading my 7 year old rig :p

#

of course I keep my old setup as testing platform

#

and I still have dedicated min spec computer as well, what is just dual core i3 with nvidia gt640 in it

#

have also gtx670 here and additional celeron cpu which I can move to testing systems if needed (and access to GT610 and Radeon 4650 too)

#

the whole point of having modern dev computer is to make things faster, I now wait hours just for the computer to compile things, it's just waste of time

empty star
#

when did GraphicsBuffer get added? I see no mention of it in the release notes

thorn lodge
#

@empty star - I think around 2019.1 actually, but all it's supported so far is IndexBuffers.

I assume if they eventually want to replace/have an alternative for Mesh this is possibly the basis for that

empty star
thorn lodge
#

It's probably one of those "exposed as public because we have to not because we want to" type API changes

true zealot
#

I think I saw something along those lines in some recent-ish release notes

#

Ah no, never mind, that was something else!

uncut root
#

Anyone had any success using the GL class in LWRP/URP? Or is it considered obsolete?

remote forge
#

@empty star There is a bunch of work happening in graphicsbuffer right now internally to make it actually useable and good. API got shipped a little rough around the edges.

#

@uncut root GL class is mostly for: Draw this right now. SRP works on deferred execution (you build up command buffers and similar). So GL works still but there just isn't good injection points. Anytime after a SRP Context submit it can be used... but it's not a good idea.

uncut root
#

@remote forge Thanks for info. I'm looking to do off-screen rendering into a RT that doesn't really have anything to do with runtime rendering. As long as GL still works, I'll just have to find a way to have it execute 😉

remote forge
#

Yeah. Still works still possible 🙂

surreal barn
#

stupid question but should i bake transparent hdrp windows?

mighty swift
#

What do you mean bake?

surreal barn
#

bake into lightmap

faint fjord
#

Hello Everyone, I got a Problem with Shader graph. Everytime when a property in the blackboard is connected to a Node, and im trying to rename a property the Shader graph blackboard GUI and the Rest of the GUI hangs and crashes... But when no property is connected I can rename them with no crash... Can someone help me please? Im using unity 2019.2.1 and Shader graph 6.9.1

rich spade
#

before this drives me mad, I've done a search but can't find anything relevant. With respect to LWRP in 2019.2 is there an issue with shader graph and transparency, where shadows get rendered regardless of alpha etc. ?
i.e. shadows are rendered regardless on objects behind

remote forge
#

I think there is. will get confirmation from the team on monday

#

I think it might be fixed already in the git repo

#

not sure if it's been backported to the 19.2 branch yet

rich spade
#

thanks @remote forge , look forward to hearing the outcome.

drifting vault
turbid matrix
#

@drifting vault I think you enable support for the actual feat somewhere else in that asset first

fluid adder
#

Is it possible to get a particular render feature from a script? From GraphicsSettings, I have access to the pipeline asset. Then I can get the ScriptableRenderer from the asset. ScriptableRenderer has a property rendererFeatures, a List, but it's protected.

glad tartan
#

@drifting vault Screen Space Shadows are also DXR only so if you aren't using raytracing it's not going to work. (They also don't work for DXR currently at least not in HDRP 7.1.1)

modest veldt
turbid matrix
modest veldt
#

Alright, I’ll move it there then

short sapphire
#

does anyone have idea what might cause this weird "reflection" at such angles? Using standard shader, no LWRP/HDRP

weary fog
maiden plume
#

@short sapphire I think it's your textures / material. It seems to have some metallic reflection in there, which doesn't make sense condiering it's stone. Try adjusting the material.

short sapphire
#

yep, that's it - thank you!

whole fossil
#

hi, does anyone know if its possible to modify volume settings (i.e. - if using volumetric fog) from runtime in hdrp? (unity 2018.3)

#

i belive it comes from RP Core package, but I am using asmdef so I cannot reference it 😦

surreal barn
#

Yo im using HDRP, why this stuff bright when in [pitch black 😭 It doesnt do it to any other object, maybe its to do with the glass not sure :/

warm crescent
#

Hi everyone, im not sure if this is the right place to post this but im kind of desperate

#

anybody has any hint of how to solve this?

#

i tried all the sollutions there and none works

mossy lynx
#

I'm having weirdly low framerates on simple simple scenes using the LWRP on the Oculus Quest. Is using one of the render pipelines actually a bad idea?

#

It's genuinely alarming

mossy lynx
#

Do I need to just make the leap to the updated/rebranded "Universal Render Pipeline"? What kind of ramifications does that have on a project?

empty star
#

@mossy lynx profile on device first to see what's causing it, then if you do upgrade later you've got a comparison

mossy lynx
#

Profile complete. What’s actually involved in transitioning a project from LWRP to URP?

scarlet hull
#

LWRP = URP

#

It's just renaming

remote forge
#

There is a few upgrade steps (in the upgrade guide) but it is low difficulty.

turbid matrix
#

URP = LWRP but with dedicated own post processing

#

you can twist it how you want

#

even more so when the deferred changes land

mossy lynx
#

@remote forge I couldn't find any upgrade guide - where did you locate it?

uncut root
mossy lynx
#

Thank you!

mossy lynx
#

So... does LWRP actually behave yet? Especially on the Oculus Quest?

#

I’ve just been assuming it’s all true, the talk about it being at least a little lighter than legacy on all platforms

#

I even waited for it to be out of preview to start developing this serious project on it. But through all the digging I’ve had to do for days to fix these magic unexplainable performance problems, it seems like it’s been pretty much a basket of issues for people?

uncut root
#

I haven't used LWRP/URP for any projects yet, so I couldn't say.

#

I did work with the quest last week and found it is very sensitive to shader complexity (+ transparency). You should probably use the Simple Lit shader where possible

mossy lynx
#

All of my materials (the few I have) are Simple Lit :/

#

I did cut out transparent objects which helped

#

But even on the simplest most basic scenes, framerate doesn’t always get hit.

digital scaffold
lyric ravine
#

Any idea what that slider is actually doing? Default is "1" and basically prevents any visible emission from happening

#

(on HDRP@6.9.1/Lit)

turbid matrix
#

you use intensity to make it stronger

frigid cypress
#

there's some docs for exposure weight 😄

lyric ravine
#

Oh, ok, just to get this right:
so the default value 1 means "behave totally nonrealistic by factoring the camera exposure into the emission of this material"?

scarlet hull
#

1 is the realistic

#

The exposure is applied globally to all objects rendered, including emissive objects. This weighting will reduce the amount of exposure applied. This is use to make unrealistic non physically accurate glow effects

turbid matrix
#

@scarlet hull since you are around, can you tell if HDRP supports HDR displays on Windows?

scarlet hull
#

iirc, not now, but it's planned.

turbid matrix
#

I tried searching for the answer but obviously it was close to impossible because HDRP letters consist of HDR 😄

#

so I just kept getting wrong things

lyric ravine
#

I get it. The wording could be better though...
"factor the exposure in" sounds like the value would be multiplied by exposure while rendering the material, e.g. the material always has the same glow no matter which exposure
I think a better explanation would be "a value of 1 uses the the physically correct values you set in "Emission Intensity", and you have to turn "Use Emission Intensity" on"

#

Reason I wasn't seeing anything is the combination of "Use Emission Intensity" being off by default (so max. is 10 Luminance through the HDR color picker) and "Exposure Weight" being 1 by default

#

So I had to change either of two default values to see any emission happening

turbid matrix
#

you are not supposed to see much bloom in bright daylight

#

it's supposed to be more realistic now

lyric ravine
#

I'd recommend then making "Use Emission Intensity" on by default as that's the realistic option
.
Otherwise there's going to be a lot of questions as to why emission "doesn't work" in the default scene
(answer: you have to enable "Use Emission Intensity AND set a luminance value that can compete with the sun OR
do all the changes necessary to change to a indoor lighting scenario (change exposure, change skylight, change directional light) and THEN it'll work with default emission settings)
@scarlet hull

candid basin
#

I have this texture and I'm trying to put it on top of a wall object but the texture seems a bit faded on the wall

#

I'm using a lerp node and the brick color is pure black and the mid color is the pinkish-red color

#

but on the wall the lines don't appear as 100% black

#

why is that? the lines on my texture are pure white so I thougt I'd be getting a pure black with the lerp node

frigid cypress
#

you're multiplying by something, that might be changing the value to be something other than 1.0

candid basin
#

yeah you're right

candid basin
#

with shadergraph, will it ever be possible to add 'headers' to the inspectors?

#

so you could just add in a header here to break up the properties into sections

turbid matrix
#

yeah, it would be nice to be able to group those

candid basin
#

oh wow I didn't see what channel I was in... my post before that about the texture was wrong too

#

my bad

candid basin
#

does anybody know where the grain is calculated in URP?

#

like where in the code, I would like to take a look at it

#

I found Volume.cs and FilmGrain.cs but those have the actual code that generates the grain I think

#

ah think I found it in FinalPost.shader

scarlet hull
#

@lyric ravine "Use Emission Intensity" is a toggle for how you set up the emission. By default it's emission texture * HDR Color, with this toggle enabled, it's emission texture * LDR Color * Emission intensity.
Internally, the behaviour is not much different.

#

As for the exposure weight, the tooltip is quite correct, as the math behind it is something like : FinalColorValue = lerp( emissionColor, emissionColor * preExposure, exposureWeight)

lyric ravine
#

With emission texture * HDR color I get max. 10 Luminance. If I want to go all the way to 11 (e.g. for having something emissive in the default scene with 100k lumen sun brightness) I need to toggle this on anyways. As a sideeffect, in the current UI I'm losing the color value I had set (it's a totally different internal color value that just happens to render in the same spot).

I'm only advocating for having defaults that fit together here, aka default scene + default emission setup make sense together 🙂

lyric ravine
#

Of course even better would be to actually give new users a choice of "default light setup" for "sunny daylight", "cloudy", "indoors" etc. -
I guess right now at least 50% of people new to HDRP (and that's a very conservative guess) will have to google for "why can't I see my spotlights" or "why is emission not working" because the defaults just don't fit together.

turbid matrix
#

well, with HDRP, the focus is on doing things more realistically

#

so defaulting to old hacks isn't what you are going to see

#

new users should adapt 😄

lyric ravine
#

Erm, I'm asking for the realistic option to be on by default

scarlet hull
#

That toggle has nothing to do with "realistic or not". It's just a different way to set your emission intensity.

lyric ravine
#

No, it just uses the HDR Color intensity as a luminance value and prevents me from going higher than 10 - while that gives a value in a realistic range it's not very easy to explain. I like the new emission intensity option, it's much cleaner now.
I'm still merely pointing out that the defaults in different spots don't play well together in a Developer UX sense

#

.
On a related note, I would really recommend you sit down with the UX team to figure out better namings for this - students are going crazy with having five different things named "Emission". The bottom toggle looks like it would turn it off completely, only after turning it on it becomes clear (to me, not to students) that this means "Use this for GI"

#

"Emission: on, Global Illumination: none" - is this the same as "Emission: off"?

scarlet hull
#

hum ... yes I agree that this one is not very explicit.

lyric ravine
#

if "emission: on GI: none" is the same as "emission: off" couldn't this just be replaced with the dropdown entirely? or is the on/off actually relevant for lightmapping, not only GI?

scarlet hull
#

I raised this to the devs.
iirc, this is an inheritence from the built-in standard material where the "emission" toggle was toggling all the emission settings. In HDRP we have a function call to display the emission GI settings, and it will display this toggle and the dropdown.
I don't say that we won't change it, but in order to do it we will have to go deeper than just the HDRP package code.

turbid matrix
#

oh, I totally missed that I had to do this:Find ShaderConfig.hlsl in your local copy of the high-definition-config package, and change #define SHADEROPTIONS_RAYTRACING to (1)

#

rest of the things I had done already

turbid matrix
#

didn't change much tho (still can't get rt reflections to do anything)

ripe fable
#

Yup just saw that, are you on master or 7.0.1/staging? @turbid matrix

turbid matrix
#

master

#

staging just got some dithered sampling for DXR

#

merged 30 minutes ago

#

that's basically only change to current master for DXR

#

I guess I could try that staging on new clean project

#

see how it goes there

ripe fable
#

I'm on master, seems like that 'fix' didn't make a difference.

#

I wonder what these guys are testing and if it's actually working for them. 😛

turbid matrix
#

yeah, I saw no change

#

also I doubt they actually got it working

#

someone said it used to crash on play

#

so maybe that's their definition on working

#

but it didn't crash / throw error on play without that either

#

anyway, I think they said it'll arrive this fall

#

and said at the end of october 😄

#

so, few months to wait for actually functional one

ripe fable
#

yeah

ripe fable
#

Ah I got it to work

#

Need to turn this on in the HDRP Debug everytime I enter playmode.

turbid matrix
#

still trying to get this new project to run

#

got the error about raytracing shaders again

#

wiping library now

ripe fable
#

It's not worth it in it's current state though

turbid matrix
#

it's still nice to play with these things, can be better prepared

#

oh right, I forgot the hlsl define now that I moved to staging

ripe fable
#

ah

turbid matrix
#

maybe that's why the RT shader error appeared

ripe fable
turbid matrix
#

this takes forever to import things tho

ripe fable
#

This is all realtime, the shadows somehow look off even though they are definitely raytraced now. (can introduce noise when playing with the settings)

turbid matrix
#

that Ryzen 3950x can't arrive soon enough 😄

#

I mainly care about reflections and GI, I'm fine with existing shadow limitations

#

but SSR has always been a PITA

ripe fable
#

yep

turbid matrix
#

oh, the RT reflection actually works now

#

I got that HDRP debug setting enabled by default on this new project btw

#

I mean, "works" by it actually reflecting objects behind the camera

#

it doesn't visually look appealing yet 😄

ripe fable
#

Reflections is the only thing I can't get to work now, but GI, shadows and AO seem to be working haha

turbid matrix
#

heh, this crashes now if I try to remove point light from the scene, every time

#

oh, the reflection exposure is just so tiny

#

so if you use sane values, reflections just appear black

#

if you overexpose it, you can actually see the RT reflections

#

this is how it looks with SSR and with more proper exposure value

#

reflections themselves seem to work pretty fine, too bad you can't see them 😄

#

that made me think... that if I just go back to old style lighting values, I don't need to play with exposure at all

#

I get this now

lyric ravine
#

Anyone knows when all the "legacy" shader properties from LWRP/HDRP will finally go away? (I think right now it's only there to help the auto upgrader?)

#

(this is from LWRP/Unlit)

#

Background of my question: right now it's super hard to get "relevant" color texture from a generic Material (through editor scripting). _MainTex and _BaseMap can be totally different things, but the shader "reports" it needs both tex envs

scarlet hull
#

That's tricky, and we have not found a way to handle it properly : Those properties are serialized when you had a material using a legacy shader, and are saved in the *.mat file.
They are NEVER deleted to allow you to switch back and forth between shader and not loosing your settings.

#

The only way to clear them currently is to edit the *.mat file manually ...

#

So, if you take one material and like, cycle through all the shader you have in the project, the *.mat file will contain all the possible material properties in the world 🙂

ripe fable
#

@turbid matrix that's odd, I can't get the reflections to work at all. Did you change anything specific?

turbid matrix
#

didn't change anything, just enabled the RT like in those instructions

#

but do note that if you got default light intensities, all you'll see with RT reflections is black because the exposure is wrong

#

@ripe fable

ripe fable
#

yeah exactly. Gonna start over once more, getting it to work is part of the fun 😄 getting everything to look good in the old version seemed impossible at first but worked out in the end.

lyric ravine
#

@scarlet hull that's something different - materials to save all material properties that were ever assigned to them between different shaders is a good thing.
However, what I'm pointing out in the screenshot above is that the LWRP shaders actually have _MainTex and _Color as property, which they don't use

#

The _MainTex property is stored on the material already if it's upgraded (the material stores that as you describe above) but what's wondering me is the shader

drifting vault
#

Someone know why volumetric fog works different in editor and game camera view?

scarlet hull
#

So, I asked : it's because those properties are hardcoded to be read by the lightmapper for some GI calculation. And since HDRP/URP is userland code, we had to use it like this

#

@lyric ravine ^

lyric ravine
#

I see. But is there any magic internally that makes sure _MainTex is updated whenever _BaseMap is updated?

#

(I actually remember having to do the same to get custom shaders to behave with lightmapping)

ripe fable
#

@turbid matrix would you happen to know where those settings are stored/can be changed permanently? I'm talking about the ones I keep having to turn on in the HDRP debug. I think it's breaking because I keep enabling them after entering play mode. (they reset when I hit the play button)

turbid matrix
#

I dunno, I never touched them

#

they are all enabled by default

#

I did enable raytracing from the quality settings separately I think but that's about it

scarlet hull
#

@ripe fable If you're using 2019.3, look in the project settings

ripe fable
#

Yeah that was already on, it's a separate thing. I managed to fix it by pressing the "Populate / Reset" button in the HDRP wizard, weird.

#

Seems like I've finally gotten every feature to work, even in the game view, but pressing play messes it all up (weird offsets, shadows/reflections in incorrect positions), and the editor crashes every time when existing play mode. I'll delete the library folder once more and then just wait a few months. 😜

turbid matrix
#

@scarlet hull that exposure issue on rt reflections is probably known issue?

scarlet hull
#

Huhh... to be frank, we are a bit behind on testing DXR.

turbid matrix
#

ah ok

#

it works if you don't have to use exposure control, like if you use lighting intensity of 10 etc on the main light

#

but if you have new light defaults that require exposure, RT reflections appear pitch black as the exposure is not taken into account there

#

but yeah, I can imagine things being busy there

#

I don't envy you guys trying to push experimental DXR out of the door at the same time as trying to refactor HDRP and polish it for the release

#

from outsiders view, I don't know how you make all that happen :p

#

also can imagine there's some work being done for the next Unite now

#

can feel the crunch miles away :p

scarlet hull
#

I just checked with the dev, it seems that RT reflections properly react to the exposure. What version of Unity and HDRP did you use to test ?

turbid matrix
#

latest staging and 2019.3.0a12

ripe fable
#

I've had the same reflection exposure problem in the "old" (non-volume system) version

turbid matrix
#

well, there just was update on staging few minutes ago, but version before it

scarlet hull
#

Then that's weird. If you can send a repro, that would be nice

turbid matrix
#

@ripe fable wait, exposure works for you in this version?

ripe fable
#

No sorry, I just meant to say that it's been there for me since the beginning

turbid matrix
#

ah

#

so you got it working now with low light intensities?

ripe fable
#

yep

turbid matrix
#

ok, just checking 🙂

#

wonder what light values they used on the experimental dxr editor

#

opening that office scene now

#

I guess I could try to port that to the new setup

#

it got bunch of 100 lumen point lights

#

so nothing rad

#

exposure set to -1.7

#

there are lots of settings missing

ripe fable
#

Where?

turbid matrix
#

actually, I think these settings are just scattered around now

#

so nevermind

#

was looking at things like reflections quality

#

but that's in the quality settings now

ripe fable
#

Ah, in the office build they're all in the raytracing environment

turbid matrix
#

layers are in raytracing environment but actual things are in components

#

yeah

heavy ice
#

@turbid matrix On my side exposure is working as expected with ray traced reflections can you provide a repro scene on fogbugz so that i can look at it?

turbid matrix
#

@heavy ice just to make sure, is there any way you can manually adjust the reflections exposure?

#

just asking so that I don't miss anything obvious

#

anyway, cleaned that simple scene up, checking it'll gen library now and then put it to fogbugz

#

I made two scenes, other with default scene prefabs 10k intensity lights and fixed exposure of 10 on both volume and sky, and other with light intensity of 10 and zero exposure adjustments

#

on the 10k instensity, reflections are just pitch black but you can faintly see them if you dial down the exposure value

#

on the other scene, it's looking fine

ripe fable
#

Mind sharing your bug report project? I wonder if my problems are project/setup related.

upbeat badger
#

rt shadows still not working?

turbid matrix
#

I haven't tested them

#

yet

#

@ripe fable did you try them?

ripe fable
#

Yeah, everything seems to be working fine (including rt shadows) in the scene/game view as long as I don't hit the play button.

turbid matrix
#

oh, that debug thing breaks it then? 😄

#

for me, play mode has no impact, effects work on both views

ripe fable
#

Nope I fixed that by using the reset button in the HDRP wizard, my asset must have broke.

#

It stays enabled now but everything has these weird offsets.

turbid matrix
#

well, I've only tested this reflection thing now, can't tell for other effects

heavy ice
#

@turbid matrix there is some subtle things, i'll check the fogbug when you'll post it

#

What is the problem with rt shadows? @upbeat badger did you set the define SHADEROPTIONS_RAYTRACING to 1 in the shaderconfig.cs.hlsl?

upbeat badger
#

no, i didn't. will try

turbid matrix
#

@upbeat badger just in case you have trouble finding that, it's in the new HDRP config package

#

this fogbugz upload is taking forever

#

and I didn't even put library folder there (unless this tool somehow caches it)

#

in zip, it's like 125 megs (as I shipped it with HDRP packages)

#

@heavy ice ok it should be there now, case 1178622

#

that db link will be gone next time my db is full 😄

#

I also should have put some better note on the bugreport just to not confuse the QA people reading it :p

ripe fable
#

@turbid matrix your test project has solved every single one of my DXR issues

turbid matrix
#

only if it would solve the reflections on high intensity lights tho 😄

#

oh

#

since you have it open there

#

does the editor crash if you open one of the existing scenes and remove point light from it?

frigid cypress
#

#0lentocares

turbid matrix
#

on other project, even removing reflection probe crashes the editor when RT is in use

#

I think it's related to RT at least

ripe fable
#

In play mode?

turbid matrix
#

nah, just in editor

heavy ice
#

@turbid matrix I am looking into the 1178622 fogbugz

ripe fable
#

Nope it doesn't, that's the first thing I did because I didn't need it 😛

turbid matrix
#

huh 😄

#

it totally crashes for me

heavy ice
#

For crashes when removing a light, that would be a new thing. I did not see it before the alpha release

#

i'll try

ripe fable
#

So the only issue I have now is that raytraced GI introduces flickering, I'll have a look on github to see if it's a known issue

turbid matrix
#

ah, I saw that too

#

I didn't pay much attention to it as that's not what I'm trying to test atm

#

oh... now I could delete it

#

and now it crashes again (I didn't save the removal)

heavy ice
#

@ripe fable GI filtering will be improved quite significantly in a near future

turbid matrix
#

oh, GI is not like noisy or anything, it just literally flickers the objects (for me at least)

ripe fable
#

It's basically flashing from bright to dark, every frame.

turbid matrix
#

I mean, there's obvious noise but that's not the issue

heavy ice
#

What is the setup to get that flickering

#

This is how GI looks for me now

turbid matrix
#

probaby just enable GI on my test scene

ripe fable
#

@turbid matrix 's uploaded/submitted test project, happens as soon as you enable GI.

heavy ice
#

Ok

#

i'll look into it as soon as it is open

turbid matrix
#

the SRP I shipped it with is latest HDRP/staging from github btw

#

it's not 7.0.1

heavy ice
#

Are you refering to the flickering with you move the mouse over the UI?

turbid matrix
#

that's the last commit in it

#

hmmmm, it doesn't flick on my test project for me now

ripe fable
#

Try 2 bounces

turbid matrix
#

no issues

#

I did see the flicker earlier when I tried to fix this tho

#

but this is stable on this project for me

#

I just added extra cube on scene so I can see the GI better

ripe fable
#

That's idle in play mode.

heavy ice
#

yes that is filtering

upbeat badger
#

anyone have this?

ripe fable
#

Ok, just making sure because it's still there when I disable filtering.

turbid matrix
#

@upbeat badger I had something like that on my other project when I first tried DXR on it

#

it did go away 😄

#

of course this is just the early days

scarlet hull
#

@upbeat badger We saw this issue on some machines but are not able to reproduce ... is it still there after entering play mode ?

turbid matrix
#

it was for me

#

I think either restarting the editor or wiping the library and then starting editor again fixed it

upbeat badger
#

i cant go play mode because editor is crashing

turbid matrix
#

ah

#

you used my test project as is?

#

on a12?

upbeat badger
#

yeah

turbid matrix
#

yeah, it should be all configured to run with DXR

upbeat badger
#

and this issue appears only when i select material

heavy ice
#

This is how GI is now looking

turbid matrix
#

oh I get it now too (the same issue as Lowlet)

scarlet hull
#

Yah, ok, we know for that one. I thought it was appearing when doing nothing.

upbeat badger
#

looks way better than unreal's rtgi

turbid matrix
#

hmmm, is that artifact thing because there's both game and scene views visible at once?

#

it goes away when I dock them both on same tab so only one is visible at once

#

@upbeat badger can you try that?

upbeat badger
#

i made both scene and game visible and then only scene visible and bug has gone

#

even if i click on material

turbid matrix
#

oh wow, I didn't mean to put only 1s long clip

#

but it doesn't flicker

upbeat badger
#

still wondering why shadows and gi doesnt work for me

ripe fable
#

@turbid matrix that's weird, clearing the library didn't help. I'll restart from your base project and do nothing except enabling GI to see if it works.

turbid matrix
#

always fun to try these things early 😄

ripe fable
#

I like it, especially when there seems to be a way to make it work. 😄

upbeat badger
#

oh, gi is working

heavy ice
#

@turbid matrix the pr for the bug you reported is on the way, thanks for the report

turbid matrix
#

oh you found the cause? nice 🙂

#

and np

#

thanks for looking into it

#

I guess the point light removal crash is harder to fix when it doesn't do it for everyone :p

#

I get one for removing reflection probe as well (but there's none on that scene)

heavy ice
#

does it for me too, i'll look into it

turbid matrix
#

oh, that's good

#

(that at least someone can repro it)

heavy ice
#

@upbeat badger GI and shadows won't work unless you change the define in the shader config file

turbid matrix
#

I think he's using the test project I shared

upbeat badger
#

i changed and it doesn't work for me

turbid matrix
#

it has those setup as it ships with HDRP that has that already

upbeat badger
#

in test project also

turbid matrix
#

I'm curious why the shader define tho? is it to reduce shader variants for people who don't need DXR?

#

and isn't there better ways to do that?

#

I mean, I thought the existing HDRP asset toggles disable variant compilation already

upbeat badger
#

i enabled screen space shadows in frame settings and it's working now😌

turbid matrix
#

lack of support for proc gen geometry is kinda bummer tho

#

considering that DXR lets you do realtime things

#

wonder what's the root cause for that being unsupported

heavy ice
#

Make sure you have all hdrp +dxr requirements are green

ripe fable
#

Alright so I'm able to reproduce the GI flickering in 0lento's project.

  • Remove point light
  • Add & enable Global Illumination to the existing Raytracing Volume
  • Apply the "Materials/M_Green" material to the floor/ground

Not sure if it's worth uploading a second test project? The only difference is the position of my camera, which I moved to the back of the sphere to get a better look at the GI.

turbid matrix
#

but point light crashes it 😄

#

I mean removing it

ripe fable
#

How about disabling it? Could that work? 😛

turbid matrix
#

yeah, no flicker with it disabled

#

hmmmm, reflections don't get GI

ripe fable
#

Yeah I noticed that too.

#

@turbid matrix can I use your test project as a base for my bug report?

turbid matrix
#

sure

#

there's nothing special there

ripe fable
#

@heavy ice I submitted my GI flickering bug report through fogbugz.

heavy ice
#

please give me the fogbugz numbere here

ripe fable
#

1178641

turbid matrix
#

mine was 1178622 1h 15 minutes ago... they get less than 20 bug reports in one hour

ripe fable
#

It's the best noticeable if you turn up the GI sample count so the framerate drops below 60 fps.

#

I'm on a 165hz refresh rate, if that could have anything to do with it.

turbid matrix
#

I doubt it

#

I'm on 144Hz monitor as well

#

I put samples and bounces to max even

#

it crawls then 😄

#

but no flicker

#

that's on hdrp/staging now

#

testing it on my end

#

yeah, it works now 🙂

heavy ice
#

@turbid matrix 👍

turbid matrix
#

latest staging does give me this tho: ```Ray Tracing Shader (RaytracingIndirectDiffuse): Texture (_RankingTileXSPP) is not set. Dispatching ray generation shader (RayGenIntegration) failed!
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

heavy ice
#

I'll look into your fogbugz tomorrow @ripe fable

#

@turbid matrix indeed, good catch

turbid matrix
#

you probably don't know me but I'm good at breaking things 😄

#

anyway, thanks for the quick fix again

ripe fable
#

yeah, and thanks in advance for looking into it!

heavy ice
#

@turbid matrix if you delete your library do you still have that warning when you reimport?

turbid matrix
#

I'll check

#

this will load for a good while tho.. can't wait to get faster computer

#

oh wait

#

well, no, the shader define is still there, it's not that

#

thought I reset it on git checkout

#

but I didn't actually reset the changes

#

@heavy ice yeah, I still get it

#

@alpine bluff is there anyone on this server working on HDRP docs?

#

I was wondering about the volume docs, which now probably apply to URP as well... there's zero examples on the docs on how to actually manipulate the volume overrides from code

#

which is what many will be looking at when they open those volume docs

#

I did figure how to use them but you'd expect some docs to tell that as well

alpine bluff
#

Hey! I’ll forward that to the hdrp writer. I’m currently doing the PP docs for universal, so will try and ask the dev for some examples when he’s back from his holiday :)

turbid matrix
#

@alpine bluff thanks, here's totally bad example but should explain what I'm talking about 🙂 ```cs
UnityEngine.Rendering.Volume volume = GetComponent<UnityEngine.Rendering.Volume>();
AmbientOcclusion ambientOcclusionLayer = null;
volume.profile.TryGet(out ambientOcclusionLayer);
ambientOcclusionLayer.enableRaytracing.value = true;

#

trying to port the office sample scene from the DXR experimental editor to HDRP 7.x so needed to fiddle with this

#

it's so much nicer looking sample than my cubes and sphere

#

hmmmm, there's no raytraced shadows on point lights?

ripe fable
#

No spot & point lights afaik.

turbid matrix
#

but they only got point lights on the experimental DXR editor and they got toggle for raytraced shadows there?

#

I never tried if it does anything tho 😄

#

hmmm, it does work there

ripe fable
#

Only working light with raytraced shadows was the area light I think, atleast, that's the only one I used.

turbid matrix
#

directional light also has screenspace shadows with raytracing

ripe fable
#

My reflections have also started flashing/moving now. (visible in the mirror in the background)

turbid matrix
#

it doesn't render translucent bottles

#

I got realtime gi there as well

ripe fable
#

Amazing, not with recursive rendering + shader pass set to rt?

turbid matrix
#

oh,I need to put those?

ripe fable
#

I think so yeah

#

I wonder if it's possible to update my GI bug report, I can now reproduce it without GI, making the reflection flicker in the same way

#

Are the shadows in your screenshot raytraced? Should be able to find out without filtering. Also, the office scene has baked GI afaik, which makes it harder to spot if the raytraced GI is working.

turbid matrix
#

yeah, recursive renders the bottles

ripe fable
#

👍

ionic remnant
#

so I have some shaders (custom and terrain) turn black at certain position/angles in LWRP 5.13 is anyone seeing this? Any idea how to debug this?

dawn sorrel
#

Can someone help me understand how to get rid of this ugly boxing effect with the HDRP Volumetric lighting when my camera moves around?

uncut kayak
#

Hey guys, using LWRP and Unity 2019.1.9f1 , enabling SRP batcher breaks our build in Android somehow. Is this a known issue or something?

lyric ravine
#

Upgrade to 2019.2 and newest LWRP. SRP batcher on Android was broken most of the time before those.

uncut kayak
#

Thanks

tacit slate
#

For some reason if there are No shadow casters on screen, the shadow receivers are in shadow on Android builds. Any guess why this might happen? On iOS, the shadow receivers are not in shadow as it should be.

heavy ice
#

@ripe fable Before I open you project, are you using a directional light or a point light?

ripe fable
#

@heavy ice directional

drifting vault
#

In editor window i can see shadows in Volumetric Destiny Volume fog

lyric ravine
#

Whoever wrote this (in URP/PaniniProjection) - awesome ASCII documentation!

ripe fable
#

@heavy ice it may not be directly related to raytraced GI, as I can now manage to reproduce the same effect on my DXR reflections (with GI disabled)

#

Also note how the reflection on the mirror in the background keeps moving up and down.

heavy ice
#

@ripe fable is linked to an issue we have we directional light apparently, can you try with a point light see if it is okay in that config

#

@ripe fable I fixed the issue you reported, a PR will be there soon. thank you for reporting it helps a lot!

turbid matrix
#

this is nice 🙂

#

altho the DXR is still super crash happy

heavy ice
#

We are aware of it, that is something we will spending time on!

turbid matrix
#

@heavy ice can you tell whats the reason for limitation of no proc gen with dxr on 2019.3?

heavy ice
#

dxr api implies knowning before shooting a ray what is the geometry that it should be intersecting with. that is hard to make compatible with procedural geometry. There are ways to do it, but we do not have a solution atm

turbid matrix
#

but like, you could have proc gen level that is generated once on the start of the level

#

that's not possible now?

#

(I have a use case like that)

heavy ice
#

If you create a mesh, feed your geometry assign it to your mesh renderer it should work

#

if not, then it is just a workflow we have not supported yet

turbid matrix
#

Ah. Thanks. Will try it once I get further with DXR

#

curious about the animated stuff, did DICE solve it on battlefield's DXR reflections? or do they just not reflect other players?

#

also does the animation mean also stuff like vertex animations with shaders or just skeletal meshes?

ripe fable
#

To prevent DXR crashes, start play mode with 1 DXR feature (let's say reflections) with 1 sample, then once your game is running, start turning on the other features & turn up the sample counts, it shouldn't crash.

#

But if you start the game with all features turned on and 'high' sample counts, it will likely crash.

#

I've had that since the first build.. that was my workaround.

#

@heavy ice thanks for your help!

glad tartan
#

@turbid matrix There is a talk from Siggraph released a few days ago on the Unreal YouTube channel about raytracing. It had a quick overview of how they implemented animated mesh with raytracing

#

HDRP Post Processing - Will scopes be integrated with HDRP/Post Processing?

turbid matrix
#

scopes?

glad tartan
#

Actually Post V1 had better scopes than V2

upbeat badger
#

i'm so happy with raytracing. It's a pleasure when you just rotate directional light and everything looks right without any baking or probes.

buoyant niche
#

Does anyone have any luck getting ar foundation to work with lwrp?

dawn sorrel
#

Does anyone know how to get rid of the HDRP volumetric light artifacts around the screen edges when the camera moves?

This is a Point light btw. I've tried all sorts of things, I've seen this once before online but can't seem to find the forum on it now on Unity forums, not sure if it was ever resolved..

It doesn't ever happen when moving directly at it, it only happens when you move Left, Right, Up, Down or Back.

upbeat badger
#

Try disabling volumetric reprojection

#

Im not sure how to solve it

dawn sorrel
#

@upbeat badger : wow that worked, thanks mate.

upbeat badger
#

Keep in mind that this also would introduce more noise or jagged edges in the volumetrics

dawn sorrel
#

Oh okay, so you think reprojection is just bugged or it's designed this way intentionally and this is just a side effect of the reason behind it.

upbeat badger
#

I'm not sure, i think this is how reprojection works. I didn't see such artefacts in any game with volumetrics though. So maybe its a side effect of particular volumetric implementation in unity.

dawn sorrel
#

Yeah, perhaps... But perhaps I should file a bug report anyways sense HDRP is still technically in preview, so might be a bug.... Are you using a point light as a stars volume light? Perhaps there's a better way to handle this scenario. Just figured a point light would be correct way to handle it.

upbeat badger
#

How close you can get to the stars?

dawn sorrel
#

Really close and really far.... have it spawning in random solar systems and planets/moons and such... haven't gotten further than that yet but my idea is to do something simulation/rts wise

#

So your camera can move between each solar system, get close to the planets, and suns to study them and such. Such as the Parker Solar probe NASA just sent off (just giving example)

#

I've also noticed HDRI skyboxes don't like tiny stars in the distance. The exposure controls on it makes them flicker chaotically.

#

A little flicker I'm fine with (happens in real life), but this is like ever 0.05ms flickers popping stars in an out lol

upbeat badger
#

Hmm, i think it's better to use density volume fog with spherical mask for stars if you near and emissive spheres with bloom if you far away. HDRP can handle many light sources but i'm not sure if it's practical to use lights since you will get really big amount of stars.

#

For HDRI sky i would suggest to check the unity fontainebleau demo. They used HDRI without stars and made them separately in vfx graph(just point cloud of tiny quads)

dawn sorrel
#

Thank you for the tips man, going to look into that now :). You've been a big help, thank you so much!

upbeat badger
#

You are welcome

left bluff
#

I don't know if this is a #archived-hdrp question but this is close, I want to render 2 cameras on screen showing from the same location, but separating what is shown with layers. is that still possible in unity 2019.1 while also using LWRP?

dawn sorrel
#

I have a question, every time I close out Unity (HDRP), and lets say I load it back up the next day - all my settings are reverted.

Settings such as - "Post Processing Settings" and "Render Settings" - the two game objects on scene that have Volume scripts attached....... For example inside Visual Environment, it always reverts back to Procedural Sky instead of HDRI Sky.

I've tried Save Project and save Scene, but they continuously revert back.

Do I need to make my own Render Settings asset to fix this problem?

#

To anyone who is wondering - that did fix the problem... Creating my own Render Settings and Post Processing Settings files worked.

#

Just imported Hybrid Renderer into my project and it gave an error.
Library\PackageCache\com.unity.rendering.hybrid@0.1.1-preview\Unity.Rendering.Hybrid\LightComponent.cs(86,16): error CS0246: The type or namespace name 'ShadowUpdateMode' could not be found (are you missing a using directive or an assembly reference?)

I know what it means, but is there some other package I need installed for HDRP?

#

I've got jobs, burst, collections and mathematics already in project also

teal tundra
#

Someone know why my emissive material didn't work anymore after i installed lightweight RP ? I've already updated all my materials, applied post process volume/layer on my camera and same for the layer post process + i've created a post process profile with bloom effect to make the glow pop out more but nothing happend
If someone have an idea pls msg me ( sorry for my bad english, hope it's understandable)

dawn sorrel
#

Does HDRP terrain automatically support Parallax Mapping? I see it has "Enable height-based" and Height-Transition. I see it mentions layers and such, and then it opens up the Blue channel for my Mask map for height based stuff. Or does this do something else in the terrain shader?

turbid matrix
#

@dawn sorrel no

#

there's only height based blending

#

no POM or tessellation

#

that feat only exists so that you get nicer transitions between landscape materials

pastel fiber
#

I tried testing a little bit HDRP to see if I'm willing to port my game, and sadly it runs pretty bad

#

Tried using the dark city 2 asset empty city to test

#

10 frames on HDRP, 144 on standard (max refresh rate of my monitor). All the materials are HDlit, while on standard there are a lot of more complex shaders, can't really believe the difference, what can I be doing wrong ? (this is unity 2019.2.2 and HDRP 6.9.1)

#

This is standard

#

Both are on built scenes

#

10 frames is just preposterous, and the editor crawls

stable vale
#

Can you open up the profiler and see whats costing what with HDRP ? @pastel fiber

pastel fiber
#

For some reason scripts is taking 396ms

#

The scene doesn't have scripts more than the scene volume

#

And a density vollume

true zealot
#

You're gonna have to drill deeper than 'scripts' to get any meaningful info

pastel fiber
#

Now it's basically frozen

#

I'll try with other asset to see what's the problem, maybe there are some leftover shaders

stable vale
#

open up the scripts tab, and see what is the expencive thing inside of it

#

HDRP uses alot of scripts to optomize rendering, but they classify as scripts not rendering

#

but you need to look in the overview and open up the tabs and see what's actually costing you

turbid matrix
#

@pastel fiber don't use volumetric lighting if you do comparison

#

rather, disable everything from HDRP and then compare

#

as that's what you get from standard

#

and by that I mean, open your HDRP asset and disable ALL optional feats that you don't get on standard

#

and...don't do perf comparisons in FPS, that tells only that something is not ok here but nothing about real costs

#

measure things in ms using profiling tools

stable vale
#

very true^ i noticed the editor costs more when useing HDRP, but that does not mean "HDRP" has less FPS. becouse the editor cost does not exist in builds

turbid matrix
#

ah yes, that should go without saying that you profile only on actual build