#archived-hdrp

1 messages · Page 44 of 1

turbid matrix
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I think I toggled all possible thing when trying to make it work

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oh, that works

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but it doesn't work like expected

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I actually tested this yesterday but there was another issue with it

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is the depth testing supposed to be disabled for this feat in general? I mean, the prio does work if I disable depth testing

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if that's intended, then the docs should add a mention about this

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I'll grab a screenshot of the issue I saw with the deph testing disabled

scarlet hull
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yes please

turbid matrix
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the tree "trunks" are capsules, not cylinders

scarlet hull
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So, trunk priority > leaves ?

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absolutely sure it's capsules ?

turbid matrix
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oh wow

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my bad

scarlet hull
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(sorry for dummy question, but it's suprising)

turbid matrix
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that actually is a cylinder 😄

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yeah, this makes so much more sense now 😄

scarlet hull
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Go to bed man 😄

turbid matrix
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I get the capsule shape preview on that mesh when I select it but it had capsule collider

scarlet hull
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well, shape gizmo when you select the object is the collider. Or are you talking about something else ?

turbid matrix
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yeah, this is 100% on me 😄

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I forgot these had collisions

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yeah, I suppose I should update the issue report then :p

celest rose
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Hey friends, I’m working on a project using URP and I’m having problems with lighting and shadows.

The easiest issue to identify is that shadows are only appearing very close to the player. I’d like them to render much further away, as the effect is jarring.

Additionally the lighting in general feels very flat. I suppose that could be because of the simple set up, but I’m wondering if I’m going about the process incorrectly

I will upload a video for you to see rn

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Thanks for any advice!

turbid matrix
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@scarlet hull I still think the docs should be updated for this

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there's no depth write option on the docs screenshot, nor mention of this on the doc example

scarlet hull
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good point

turbid matrix
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I updated the issue report with the note about this

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what's stupid is that I actually tested that depth write disabling last night but thought it wasn't doing what I expected because of that stupid cylinder mesh

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that's when I should have gone to bed :p

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but I did get the stencil pass working tho

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@celest rose I have no idea what's going on there but it's definitely not supposed to work like that 🙂

celest rose
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Good call

turbid matrix
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have you tried with new URP asset?

celest rose
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I can definitely try replacing it, but I feel like I've done that

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unfortunately I'm away from Unity at the moment but I will give that a go

turbid matrix
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@celest rose there's shadow distance setting on URP Asset itself, so could try tweaking it as well

celest rose
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that sounds promising. I'm starting to think that it is currently at the default setting, and that everything in my scene is just too big. I will check the setting you're talking about and if it seems like I need to push it too much I'll go make sure all my models are scaled correctly

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thanks for the advice @turbid matrix !

turbid matrix
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it could be scale issue, yes

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unfortunately I have really limited URP/LWRP experience, not spent that much time on that side 🙂

scarlet hull
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@turbid matrix So you know, I talked with the devs about the issue, and apart from updating the doc, we will also look to have transparent materials have depth write disabled by default, as this is how transparent should work

turbid matrix
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@scarlet hull I wonder how that would work, I mean disabling depth write also makes the transparent objects render on top of all opaque materials as they don't do any depth testing then

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like, for example if I have blue opaque material in front and put transparent material without depth write behind it, it will render it on top

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or am I missing something?

scarlet hull
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you're confusing with depth test

turbid matrix
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oh, I had that disabled 😄

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yeah, that works

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so... I'll just trust you guys know what you are doing 😄

whole fossil
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aren't decals issue (persisting in editor, despite switching decal projector off) should be fixed in 7.1.8? I've asked you guys before but the issue still persists

turbid matrix
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@whole fossil switching them off how?

whole fossil
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by disabling game object with them

turbid matrix
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works for me

whole fossil
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maybe i'll just test things @ my side for now. maybe it is something there 🙂

turbid matrix
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oh wait, now it glitches on me as well

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I dunno what's going on here

whole fossil
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same here ^^

turbid matrix
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because it even projects the decal once on the object even after I've moved the projector away

whole fossil
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exactly. I am getting couple of "copies" placed with a little offset of the decal position. resulting with something different than expected 🙂

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at play it is a little better, but something is fishy there one way or another

turbid matrix
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this clearly shouldn't happen 😄

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I think the on/off toggle does work

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but it leaves something behind

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like if I move that back in range to reach the sphere, it definitely does project more if it's enabled, if it's disabled it doesn't do any changes anymore

whole fossil
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exactly. also experiencing this

turbid matrix
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I'm guessing automated tests fail to spot this as it does work if you just have static projection

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have you filed issue report for this?

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also what's funky is that now after I entered play mode again, it's fixed

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but I def tried this in play mode before when it broke

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ah

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so testing further, it breaks if you have stencil projecting to something at the time you turn it off

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the image sticks to it

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as a workaround, I guess you could just turn the decal shader alpha to zero before disabling it

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@whole fossil

whole fossil
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thanks for the tip! 🙂

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i haven't filed an issue report for this as I was expected that this will be fixed in this release. Someone mentioned it here before 🙂
It happened after 7.1.6 iirc

turbid matrix
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but I do wonder if it still keeps allocating more resources because it doesn't fully remove the decal

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it does have "backported 2019.3" label

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hmmm, I did check the change and decal code it bit different on 7.x vs what it is on master

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yup, the fix isn't backported there

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note how that change is in master but not in 7.1.x

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please bear with me, @scarlet hull, but is this known to be missing?

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that backported-2019.3 was set on Dec 20 so it's probably pretty safe to assume it just got lost in the way

turbid matrix
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I just tested meging that PR to 7.1.8 and it does fix the issue for me

scarlet hull
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Ok, thanks for info, I will investigate tomorrow

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Note that it is possible that it was backported to release/2019.3 and not release/7.1.x

turbid matrix
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why are there two of those btw?

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so the fix did make into release/2019.3 just not to release/7.1.x

scarlet hull
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Decision was made to only backport high user pain bug fixes for 7.1.8 and keep the rest for 7.2.x

turbid matrix
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makes sense

undone crow
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Hi all, I have issues when I rotate my directional light. The fps drops from 150 down to 3. I checked the profiler and there's a huge spike "Semaphore.WaitForSignal" went from 0ms to 455ms while rotating my directional light. Anyone know why this is happening? I'm on HDRP 2019.3.0f5.

turbid matrix
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@undone crow you use physically based sky?

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it's super heavy to update

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no idea on semaphore thing, it sounds like a generic thing

whole fossil
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Decision was made to only backport high user pain bug fixes for 7.1.8 and keep the rest for 7.2.x
@scarlet hull my pain is excruciating ^^

turbid matrix
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lol

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well, it's three line fix if you have to have it now 🙂

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just move the HDRP package from library/packagecache to packages folder and edit the file there

whole fossil
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yeaaah, I know 🙂 just kidding as the explaination soundes a little bit funny to me😄

turbid matrix
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I'm guessing 7.1.x is going to be first HDRP release then? I can't see why otherwise postpone trivial fixes further

whole fossil
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i thought that it will be the 7.2.0

turbid matrix
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they are running out of time for that

whole fossil
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yeah I rather doubt that if they can make it until the end of january

turbid matrix
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7.2.0 changes are HUGE

whole fossil
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it would be somewhat interesting if fixes like these would "wait" after initial release of 2019.3

whole fossil
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wow

turbid matrix
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I sure wouldn't want to be their QA when that goes live

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so many fixes to break more things 😄

whole fossil
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I was pretty much calm...

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now Im excited af

turbid matrix
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hmmm, I wonder how many of those 7.2 items are between 7.1.8 and 7.1.1 tho

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because on the 2019.3 branch, the earlier entry is for 7.1.1 prior to 7.2.0

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so, it might not be that big after all

undone crow
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@turbid matrix Nope, I do not, I use the Procedural Sky. Any ideas what it may be?:)

glad tartan
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I've been keeping up with this list for 8.x.x on the staging branch. A lot of fixes and changes

turbid matrix
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I thought they removed proc sky already 🙂

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or did you install it through the additional package?

glad tartan
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@undone crow you are most likely using a version of HDRP with a memory leak for the sky manager

undone crow
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Installed via additional packages.

turbid matrix
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ah ok

undone crow
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@glad tartan Ok, what does this mean? 🙂

glad tartan
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you would have to upgrade to a version with that fixed. I didnt see the backport in the packaged released today but that issue did get fixed.

undone crow
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Hmm. What do you mean, is there a new version that has this fixed?

glad tartan
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it might be in the 7.2.0 package

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well I'd say update to the package released today and see. That's 7.1.8

turbid matrix
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according to changelog, it's not in 7.1.8

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will be in 7.2.0

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"Fixed a leak in sky manager."

glad tartan
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I didnt see the fixed in the change log but theres another that had a leak as well so maybe they missed it

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yea

turbid matrix
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apparently leak in sky wasn't enough high pain issue 😁

glad tartan
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I'm mainly on 2020.1 and Staging so I dont really check up on the 2019.3 versions

undone crow
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Oh its been terrible, my games whole weather/day/night system is broken haha

turbid matrix
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yeah, same here

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I've only now been on 7.1.x because checking some issues

undone crow
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Well thanks guys, then I know the fix will be coming soon, I will update it and see the 7.1.8 though.

turbid matrix
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hmmm, 7.1.8 change log does have: "Fixed memory leak in Sky when in matcap mode."

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there's matcap mode? 🤔

glad tartan
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yea, you see it if you disable scene lights

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or in the debug views

undone crow
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@glad tartan You said you're on 2020 version, is it good?

turbid matrix
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it's alpha

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like, you won't get out of the shelf packages for it

undone crow
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I'm very confused with the features, hdrp and whatever all there is hehe

turbid matrix
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if you use HDPR, you grab something from github and sometimes need to mod that stuff to even run

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I wouldn't recommend alphas for users who just want things to work out of the box

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but if you like experimenting and seeing stuff early on, just go for it

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just don't expect anywhere as easy and smooth path as on released versions 🙂

undone crow
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I did run my proj with 2020, but it just broke down, so I went back to 2019.3

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Kinda demotivating when you open the project and there are 100s of random errors

turbid matrix
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also often alphas break/remove things that your project may have depended on

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like for example, today, there's no way to run OpenVR on 2020.1

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(so no HTC Vive/SteamVR)

undone crow
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Yeah I understand 😦

turbid matrix
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they'll get there eventually

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but just something one has to prepare for

undone crow
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Yep

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What are you working on?

glad tartan
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For sure.
I mainly use the alpha versions and the latest HDRP update from GitHub if there's something I wanna play with or things that i'm waiting on are added. Also making sure everything is good for when we port our project over to it.

undone crow
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What's the good thing from 2019.3 to 2020?

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I mean what does 2020 has to offer that is better.

turbid matrix
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there are small things, for HDRP, it's constantly evolving so you get the latest stuff only on the bleeding edge side

glad tartan
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I actually haven't gone back to the default renderer since HDRP got released on the package manager. Before that every once in a while I would get it from GitHub to see where things were at. This was back in late 2017 and you could only get HDRP from GitHub by cloning the whole repo. Changes from then till now are major

turbid matrix
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2019.3's HDRP got feature locked a long time ago

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only small changes and mostly bug fixes coming to it's HDRP now

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you also currently need 2020.1 to get things like DXR effects that take skinned mesh renderers into account

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on 2019.3 they only support static meshes

undone crow
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I have the weird idea of always wanting to stay on the latest version for some reason.

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Ah

turbid matrix
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DXR support is still quite raw

undone crow
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What kind of projects are you guys working on?

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Or maybe I'm not allowed to ask that in here 😛

glad tartan
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You think some of the DXR stuff will be back ported to 7.2? That might be the release/LTS version of HDRP so a lot of people will be using that

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Should be pretty solid

turbid matrix
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you can ask, people answer if they want, it's bit out of this channels purpose tho

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I'm working on a racing game but that's really what I can tell here

undone crow
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Nice nice

turbid matrix
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@glad tartan they backported the skinned mesh support to 7.x HDRP but 2019.3.0f5 doesn't support it

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so we'll see if they land the change on editor/player eventually

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that being said, DX12 support will remain flaky on 2019.3 so you'd still want to go for 2020 cycle on DXR

undone crow
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I upgraded to 7.1.8, made no difference to my project. So hopefully the 7.2.0 will do the thing for me. Do you guys know if there's any ETA on it?

glad tartan
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yea, that would be nice for those who want to use DXR and stay on a stable version of the editor and HDRP. (Next gen consoles and PC GPUs)

turbid matrix
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if you want to experiment, you can just grab release/2019.3 branch from SRP github and try it today @undone crow

undone crow
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You mean I can try the 7.2 version tonight?

turbid matrix
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it's not full 7.2.0

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but what they are working towards

undone crow
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Is there like a list of things they got working in it already?

turbid matrix
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it has all fixes that are integrated to that branch till this moment

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but like mentioned earlier that list contains some earlier HDRP fixes too

undone crow
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Hmm okay

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If I wanted to import that in my project now, is it complicated?

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I use the package manager

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So not sure how to do it that way

turbid matrix
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you could just download the branch as zip and extract it somewhere, copy all needed packages to your projects packages folder (this means all SRP core, hdrp, hdrp-config, shader graph and visual effect graph packages)

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how I do it myself is that I have a local folder where I manage my own SRP fork and have projects package manifest use it directly from those folders

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this setup makes more sense for me since I play with git a lot and it's faster to try new things when I don't have to copy anything to try new changes

undone crow
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Sounds a lil complicated, but I'll try the zip alternative

turbid matrix
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it's not that bad once you get used to it

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but sure it's not as convenient as just using package manager

undone crow
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So I'm using 2019.3.0f5

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Says the zip is 2019.3

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its fine?

turbid matrix
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that's just their internal branch name

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also since it's wip branch, there's no guarantees it'll work properly even

undone crow
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I'll be waiting for them to release it, will be better for me 🙂 Thanks for the help though, do you have any clue how long it might take for them to release it?

turbid matrix
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could be weeks, could me month

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as another topic, saw this on recent hdrp staging merge pr: "Disable POM test in 1708 SG_OnSG as it is unstable"

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isn't the point of tests to show instabilities?

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no idea what happened there tho

scarlet hull
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In that case, iirc, it's maybe related to how our test framework works. In some cases we have very hard time to just understand why a test is failing on our CI but not locally, and the fail is due to something like 3 pixels that are shifting on server. When looking at the rendering result it is still ok (as expected from an human eye), but still "failing".
I agree that we need to cover those cases, but it is very time consuming to make it work, and not high priority enough compare to other tasks

forest schooner
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Fixed

elfin osprey
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Does anyone know why Id get a redefinition of _Time error when including any URP hlsl? Happens on any shader regardless of other includes. Tried to set up asmdefs. Im stumped.

It seems all the default renderer params in UnityInput.hlsl are already declared, but with no includes?

turbid matrix
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@elfin osprey if you meant to ask that in this group, I guess #archived-shaders would give you more people who actaully modify shaders manually here 🙂

candid basin
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Could someone give me an example of what camera stacking in Unity could be used for?

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Like a specific use

scarlet hull
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Compositing multiple render frames

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Ex : background environment and close character

turbid matrix
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in past people used camera stacking mainly to render weapon using different camera, on top of the normal camera

scarlet hull
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Also this

turbid matrix
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this way you dont see gun clipping into geometry as it is rendered on top

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another classic example is people doing space rendering with further way planets

candid basin
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But the weapon could just be an image overlay right?

turbid matrix
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when you render the background with different camera, you don't have to worry about the difference in scale between background and foreground camera

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you mean like using RT for it?

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you could do that, but it would be more expensive

candid basin
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Ah gotcha, so how will be decided what is rendered by which cameras?

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Layers?

elfin osprey
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Yup, layers

drifting vault
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But on URP staking cameras not support cascade shadows

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and i see background layers shadows on top of the primary gun layer

turbid matrix
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@drifting vault you tried it already?

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I thought the PR only just landed to git

drifting vault
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maybe im talking about something else =/
But on URP you can render gun and other worlds on two separate cameras

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and then combine it

turbid matrix
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Camera Stacking landed on main code line for 2020.1 today. I'm starting the backport to 2019.3. We have a 7.2.0 package planned for end of January that target to have Camera Stacking + several bugfixes.

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from phil_lira's forum post on Jan 9

thorn lodge
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hooray

turbid matrix
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I personally wonder when this will happen on HDRP

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or if it will happen on HDRP

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I've seen random commits/PRs that look like they are preparing for it

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but it could be for something else too

ripe wren
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How can I access UniversalRP lightning->castshadows setting via script in runtime ?

novel burrow
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Not sure about urp, but in hdrp there is an additional script on the light (HDAdditionalLightData), i suppose there's one on urp lights as well. Make sure to add the right namespace to your script if you want to find it in your script

turbid matrix
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I don't think URP has that

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@ripe wren where is that setting at?

ripe wren
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I can acces some other settings but not that one

turbid matrix
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if it's in the SRP asset itself, you could possibly tweak it directly from it

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ah, maybe it's not exposed then

ripe wren
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it's the asset

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quality settings asset

turbid matrix
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bit radical but you could swap the whole asset at runtime 😄

ripe wren
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that's an option but I just needed that option looks like not exposed

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camera can access to it tho weird

turbid matrix
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maybe it's set to internal

novel burrow
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oh my bad i thought you wanted to disable shadows for one light not for the whole pipeline

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but isn't that actually the solution for your issue? Disable shadow casting in the light's setting instead of the pipeline?

turbid matrix
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I don't quite get why they'd not have every SRP asset propery as public tho

novel burrow
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I mean if it's urp there are propably only 1-2 shadow casting lights in your scene anyways

turbid matrix
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only reason I can imagine is that it's not something you can safely toggle at runtime on build

fiery marsh
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I think you can disable shadows for a camera via the UniversalAdditionalCameraData

turbid matrix
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like, if they strip things based on that setting when you do a build

ripe wren
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okay, looks like better doing with light or camera, thanks.

turbid matrix
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@ripe wren can you give screenshot of the SRP assets setting?

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just curious if it's truly not exposed

ripe wren
turbid matrix
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@ripe wren how do you access that asset in your code?

ripe wren
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@turbid matrix UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset

turbid matrix
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so through UniversalRenderPipelineAsset

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ok, I'll look around

fiery marsh
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I believe it allows you to get the value, but not set it

turbid matrix
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I think this is the actual bool behind that checkbox: m_MainLightShadowsSupported

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anyway, I think it really boils down to what I mentioned earlier

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some of these settings are not meant to be modified on built game

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so, iterating throught the light components might be the only option

fiery marsh
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You can also disable shadows per camera using UniversalAdditionalCameraData. I mentioned that above but you might have missed that.

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I haven't tested to see if it actually works at runtime though

ripe wren
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@fiery marsh I saw it thanks, Light or camera works for disabling shadows.

stone cobalt
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So I just started working with URP and I wanted to use some anti aliasing

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theres one under camera component, rendering and another one in PP volume

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which one is better?

drifting vault
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@stone cobalt do you use PPv3?

scarlet hull
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He mentioned URP, so I guess so

stone cobalt
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I think PPv3 is the builtin one right? if so yes

drifting vault
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on URP you can apply AA to camera

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PP volume do not have any AA options

stone cobalt
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Theres an AA option under quality on URP asset

drifting vault
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MSAA?

stone cobalt
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yep, up to 8x

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thats the one

drifting vault
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Do you care about optimization?

stone cobalt
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well atm no, just early stages

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mostly curious which one is the better option

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both in terms of looks and performance

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oh I just realized the PP one is SMAA and this one is MSAA

drifting vault
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MSAA and SMAA looking better.
FXAA better in performance case

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but again, you can do graphic settings option for peoples, someone with good PC will use SMAA, someone with potato PC will use FXAA or disable AA

stone cobalt
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true

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my confusion came from the fact that I thought they were both MSAA, my bad facepalm

turbid matrix
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MSAA is heavier and is not done in post

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It also only handles geometrical edges so if you have alpha textures with holes, it doesnt natively fix their aliasing

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Post processing AA's take rendered image as input and detect edges from it

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@stone cobalt

stone cobalt
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I see, thanks!

glad tartan
turbid matrix
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@glad tartan yeah I saw that earlier, was expecting them to do that

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That being said, it could be beneficial to have access to the internal ones too

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Like, you need to know the ExcludeFromTAA bit to make a shader that tags that

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In the custom pass I shared earlier I just hardcoded it

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Also it's safe for user to reuse the unused internal bits if it's know that for example smaa or taa isnt being used, theres 2 extra bits immediately

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IMO the call to reuse these should be up to the user

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Not having that internal enum public doesnt prevent anything, it is just more convenient in actually knowing where those things are automatically

glad tartan
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Yea, it would be nice if there were more advanced part of the docs for things like this. Since this ties into optimization it would be nice for the advanced users to easily get this knowledge

drifting vault
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its kinda works good, but i see artifacts.
Big or small areas of window kinda do not do refraction

gritty sable
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The two away-from-the-light sides of the block are the exact same color

turbid matrix
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that's the thing Remy mentioned the other day about when discussing about sorting prio thing

tight vessel
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My project is in the Universal Render pipeline

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This is what it looks like in the scene (it's that boat demo Unity uses a lot)

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this is what it looks like in game

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It may be important to note this is in VR

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It looks perfectly fine when it's rendered to my desktop. When I change it to render in VR it looks like the second image above

wild oasis
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Might be some shader version specific to vr that is not supported by urp.

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Or a shader that is not included in the build.

turbid matrix
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those clouds and vegetation use shader graphs with custom nodes

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maybe some of that isn't just compatible with VR

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or you could just try to open those shader graphs and hit "save asset" to recompile them

celest rose
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but my crosshair is still occluded by geometry. any advice appreciated

ember breach
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If you wanted bloom etc you can just use world space canvas or the one that will be attached to camera, then it will receive effect like bloom from stack

left mango
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Is there a way to make LineRenderer disable culling, i.e. make the lines visible from all angles?

novel burrow
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You could simply add a material that has a shader assigned to it where "Cull" is set to "Off", but I'm not sure if that is actually the issue here. The line renderer should always be visible by the game's camera, if you can't see it there might be something else going on. Maybe it's just occluded?

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@left mango

left mango
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@novel burrow It's just in the editor it seems

novel burrow
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Scene view or game view?

left mango
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scene

novel burrow
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Is the line rotated towards your main camera? It might just get the wrong camera position

left mango
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no idea what rotation it has, I've just asked the LineRenderer to draw a line between two points. Also line.alignment = LineAlignment.View;

novel burrow
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I suppose it's just an issue with a wrong camera position in the scene view, if you really want to fix it by disabling backface culling you have o do this by assigning a material where "Cull" is set to "Off" in the shader

left mango
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It's the only way I know how 😛 Oh, wait - the main camera isn't the same as the editor camera is it? That'd explain why it happens

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afk

proud lily
#

Hey! I was watching Brackeys guide on how to upgrade to HDRP. In his video he creates a Scene Settings objects, but I cannot find it in my unity. Has this feature been removed / moved somewhere? I am using Unity 2019.3.

turbid matrix
#

can you give the tutorial with timestamp here?

#

@proud lily

proud lily
turbid matrix
#

ah, they had that shortcut back then

#

yeah, it's not there anymore

#

basically if you start with HDRP now from empty project (so not from HDRP template), you can just

  • install HDRP package
  • run HDRP Wizard from main menu->Window->Render Pipeline->HD Render Pipeline Wizard
  • with wizard, hit "Populate / Reset" for Default Resources folder
  • with wizard, hit "Fix All" button with the config you want selected (HDRP / HDRP + VR / HDRP + DXR)
#

after it's done this, new scene you make will have that scene settings equivalent out of the box

#

technically you can make that volume from scratch too

#

just do right click->Volume->Global Volume and then assign it either existing volume profile or make a new one

#

@proud lily ^

proud lily
#

Holy crap, that was way easier than anything in the video. Thanks for the detailed guide!

#

Managed to get it working with HDRP selected

turbid matrix
#

I'm sure there will be new tutorials for HDRP soon that are not that outdated

proud lily
#

Hope so as well. Now to get started trying to find the right values for light / shaders for my materials

turbid matrix
#

do note that the HDRP defaults for lights intensities are way higher than on the old setup

#

so this is what the exposure component on volume corrects

#

I think the directional light on new scene defaults to 100k on intensity

#

where on old setup it was 3.14 or 10

proud lily
#

seems to default to 3.14 when I create a new directional light

turbid matrix
#

for lights, it still uses old defaults

proud lily
#

ooh, do you mean for new scenes?

turbid matrix
#

but if you make a new scene, it'll use the default root prefab that has higher values

#

yes

#

it's still bit mixed setup

#

HDRP's settings are quite complicated nowadays

#

you got some settings on HDRP asset, some on volumes, some on project settings default frame settings

#

and some PP effects have defaults on project settings as well

#

that last part really pains me as I'd want to set them all on scene

#

(or on those assets assigned in scene actually)

proud lily
#

Huh, think I'll try to stay far away from all the settings at the moment. Got to get better used to Unity before moving deep into HDRP

turbid matrix
#

it's something Unity is aware of and I'm sure they'll improve on the setup side of these things

proud lily
#

Mhm, I'm sure. Seems that they fixed the issue with new scene lux values

#

still get 3.14

turbid matrix
#

you will get that for new lights anyway

#

I just tried to say that the new scene has higher intensity, but this doesn't carry over to new light defaults

errant surge
#

i set up URP in my projects

#

but i don't know why 2d lights doesn't not effects my sprites

#

nor the scene itself. I have seen video where the scene should turn black once you switch

#

to URP but it doesn't happen to me anyone have an idea or experienced the same problem?

turbid matrix
#

@errant surge you've setup the URP asset for 2D renderer?

#

I think brackeys had some simple guide on that, but it might be outdated already

errant surge
#

yes i did

#

everything is setup

#

see

#

it should be ok like that

stone cobalt
#

Whats the purpose of DefaultSceneRoot prefab when using HDRP?

#

The documentation's explanation is so.... lackluster

turbid matrix
#

@stone cobalt it's basically "default scene" when you create a new scene with the editor

#

you can also just drag it into empty scene too

glad tartan
#

It seems the tone mapper in Unity is hard capped at the top end at around 95% of the peak brightness. Would be nice if we were able to control that or even if it was at 98% it would be better.

turbid matrix
#

you mean ACES or in general?

glad tartan
#

Haven't checked it with any other tone mapper or just a custom lut but ACES is capped

stone cobalt
#

Thanks for replying, I'm still not sure what you mean though

#

the prefab isnt even in the scene

#

does it define which scene is "default" when placed inside one?

glad tartan
#

It's to basically have a default lighting setup for a new scene. You could make your own custom new scene with it but the new Scene Template package is better for this.

stone cobalt
#

aah, I see

turbid matrix
#

@glad tartan you sure ACES isn't meant to do this? I don't know the implementation details myself

glad tartan
#

nah, ACES has a huge color space but the broadcast range from black to white that we can use it seems they capped Unity at 95% of that

#

every screenshot taken from the editor opened in resolve show the cap there

#

you can only go down to full black but only 95% white

#

have to use resolve to validate things with the scopes there since HDRP dosent have any scopes yet

turbid matrix
#

is that with autoexposure or does the exposure even play any role in that?

glad tartan
#

Now with a screenshot that I maxed the black and white of ever post fx that controls luminace

#

Blacks go to black 0 (which you want to be slightly above) but the white is capped

#

you wouldnt want to max it out but a little more range would be nice to have

turbid matrix
#

yeah, I wonder what's up with that

glad tartan
#

yea. ACES is the tonemapper you'd want to use especially if you are targeting HDR and it will fit well with any display/color range
Luts are locked to SDR and I'm not sure about the Neutral or custom option

formal kindle
errant surge
#

@formal kindle i didn't

#

I'll give it a try thanks

#

@formal kindle what does it means ? every texture must have this shader?

#

ahh i got it basically

#

when you upgrade your project

#

all the sprites have the default sprite material

#

that is not that spriteLit one needed by URP to work with 2d light system

#

thanks a lot mate

formal kindle
#

@errant surge I don't know why the URP upgrader didn't change your materials automatically, though it did. I'm glad to be helpful 🙂

turbid matrix
#

you'd have to run the material upgrade script for that

candid basin
#

Got some very primitive ambient occlusion working in URP

#

It looks bad, but it's also the first time I ever tried writing an SSAO shader

#

Hoping to improve it, but I have some reading up to do on some articles about AO 🙂

candid basin
#

I'll maybe have to add some blur to the effect too?

radiant ingot
#

That looks pretty cool, how did you hook the effect up?

candid basin
#

Custom renderer feature to apply the material as a screen-space effect

#

and the shader itself uses the depth texture

#

as well as normals decoded from a _CameraDepthNormalsTexture I generate

turbid matrix
#

I'd want to play with the normal decoding on HDRP

#

right now there's an issue with HDRP decals where you can't omit decals from surfaces when projected in big angle

#

so it'll just stretch the decal on walls etc

#

this is an issue with blob shadows etc if you can't just toggle the decals off from the materials

#

the issue here is that HDRP decals are processed really early in the framegraph, there isn't normal buffer yet

#

you can do depth prepass if you want and then you could generate the screenspace normals from that and use that on decal shader

#

it's going to be tad expensive tho

#

for SSAO, you could just do it on half resolution to save on that cost I think

distant garnet
#

hey guys, im an experienced unity dev but didn't have the opportunity to dig in too much into hdrp and urp. Our studio is working on a new project and we are in the prototyping phase. I'd like to know if it is the right time to switch from legacy to urp or hdrp, and if there is a general guideline or rule of thumb to choose between them. Any help would be greatly appreciated! 🙂 Here is what we would need to do:

  • we target high end PCs
  • we have a stylized art goal (not necessarily realistic i mean)
  • custom shaders
  • custom PP effects, eventually play with the render queue to do fancy stuff
  • color grading (from a LUT ideally)
  • custom volumetric effects (raymarching) - or builtin if there are some
  • if possible, deferred decals
candid basin
#

Here is default vs HDRP

#

Going over those 2 documents should already give you a good idea

distant garnet
#

thanks I'll have a look! above my updated "constraints" in case that is helpful 😉

candid basin
#

And I've only used URP and I can say that URP has no deferred renderer, no decals, and as of now no real way to write custom PP effects

#

Of course, the pipelines are scriptable so you can always implement these features yourself, but there is not built-in support as of now

distant garnet
#

good stuff thanks

candid basin
#

Not sure, I'm not using it for making a game, but I guess having the render pipeline be scriptable opens a lot of possibilities in terms of customizability

stone cobalt
#

Does MSAA not work in HDRP?

#

I'm on Forward Only and MSAA off or 8x doesnt seem to make any difference

#

I'm certain my HDRP asset is setup correctly since other settings work and affect things, just not MSAA

lyric ravine
#

2019.3 Release! Can someone from Unity please explain how to actually use it? Is it using XR Management? URP?

ripe fable
#

Awesome

glad tartan
#

@distant garnet HDRP is the one that will fit all of your needs currently

- we target high end PCs - Both HDRP and URP but HDRP is the target for High end PCs and Consoles (Current and next))
- we have a stylized art goal (not necessarily realistic i mean)
- custom shaders - Custom shaders for your look with shader graph or code (Code will include a lot more work)
- custom PP effects, eventually play with the render queue to do fancy stuff - You can make custom PP efect with HDRP (URP not yet but coming)
- color grading (from a LUT ideally) - (Both supports this)
- custom volumetric effects (raymarching) - or builtin if there are some - (Only HDRP supports Volumetric)
``- if possible, deferred decals ` - Only HRP has Deferred Decals

So it's basically an HDRP target project. If you want to do some more work you can wait for URP to get Deferred renderer (That's close) and then implement what's missing for you (Until it's added or maybe not)

turbid matrix
#

@stone cobalt you sure you watch game view for the MSAA results?

#

I dunno if they apply it on scene view (they still could)

stone cobalt
#

Oh I was about to post, I found the solution

#

I had to activate MSAA in frame settings inside project settings

turbid matrix
#

was it frame settings?

#

ah, so it was

stone cobalt
#

yeah xD

turbid matrix
#

that would have been my next question 😄

stone cobalt
#

haha

turbid matrix
#

there are bunch of items you need to activate there

#

like contact shadows

#

(if you want them)

stone cobalt
#

that seems to be enabled

turbid matrix
#

tbh, the current setup is quite messy

stone cobalt
#

I feel like these should enable when you enable them inside the hdrp asset

turbid matrix
#

there isn't always notification you are missing setting in place x

#

last time I ranted about the setup, the answer was along the lines "they are aware of the setup issues and will work on it in the future"

#

it's only gone more messy the further HDRP has gone

stone cobalt
#

aah so it's Soon™️

turbid matrix
#

if there wasn't HDRP wizard, this would be close to impossible for new users to get running properly

#

IMO the whole wizard is weird thing to have, these things should work without one

#

but I can see how it's needed with the setup they have now

stone cobalt
#

yep

#

it feels hacky

turbid matrix
#

"we know these things will get misconfigured so we'll just make a tool to fix them manually"

#

I really like HDRP but UX side is super messy now

#

my latest annoyance is the volume defaults on project settings... I'd really not want them enabling effects outside the scene volumes for me

stone cobalt
#

yeah I'm only getting started and it feels that way for sure

turbid matrix
#

I guess the default thing would be more handy later on but it's confusing at first

stone cobalt
#

wait theres a different volume just in project settings?

turbid matrix
#

they enable default volume settings there, yes

stone cobalt
#

hmm its using the DefaultSettingsVolumeProfile which is inside packages folder. not inside my assets

plucky epoch
#

HDRP Transparent Shadow Catcher Shader for use over a live camera feed - Is this possible yet?

turbid matrix
#

no idea what that even means 😄

#

as another note, now that 2019.3 is out, I guess it's fairly safe to assume we didn't get skinned mesh support on 2019.3's DXR

#

the option to conf it on editor just doesn't exist on 2019.3.0f6 like it does on 2020.1 alphas

#

also they verified HDRP 7.1.8 for 2019.3 now, which was expected

#

it makes sense now that they branched for upcoming 7.2.0 as it would have not made it in time

ripe fable
#

Huh, weird, I thought it was confirmed for 2019.3

candid basin
#

what could be causing this issue?

fiery marsh
#

@candid basin Is that in URP? Might be that you deleted the renderer if one was put into the index 1 slot on the URP Asset? Like here :

candid basin
#

I thought so too, but it's there

#

Maybe I'm messing it up in one of my scripts.. I'll check

fiery marsh
#

Is one of the cameras perhaps wanting to use the one in index 1 slot?

#

Heh, yeah. It looks like that error happens if the camera was using a different renderer, and then it was removed.

#

@candid basin

candid basin
#

It's super weird, the camera is just set to use the default renderer

#

I am getting a reference to one of my scripts though

fiery marsh
#

Hmm, is that the only camera?

candid basin
#

where I call "UniversalRenderPipeline.RenderSingleCamera"

#

no it's not the only camera

#

that might be it

#

I'm using a secondary camera for reflections

#

but can't 2 cameras use the same renderer?

turbid matrix
#

@ripe fable not officially tho, the skinned mesh DXR support IS in HDRP 7.1.8 but editor doesn't have it so it's probably just missing the whole c++ counterpart

fiery marsh
#

They can, but is your other camera set to use the correct renderer too?

candid basin
#

I'll check if it is set to do that

#

yes!

#

I was calling SetRenderer(1)

#

switched to 0

#

Okay cool, thank you @fiery marsh ❤️

true drum
indigo summit
#

Standard RP? as in the Legacy Render Pipeline?

candid basin
#

I'm pretty sure yes

turbid matrix
#

as in, built-in renderer

#

(I don't think Unity uses term legacy for it)

candid basin
#

not yet?

#

but that's the plan right, long term, for it to be legacy?

#

if in 2020 they want to reach feature-parity with built-in

#

oh and in 2020, 2020.3 will be the LTS version, that's interesting

#

good

candid basin
#

@turbid matrix what was the license on boat attack again?

#

Can the scripts be used in an asset store asset you think?

#

I would think it's not allowed, but you never know

turbid matrix
#

that's the stock Unity Companion License

candid basin
#

Alright, will put my lawyer glasses on and give it a read haha

turbid matrix
#

I'm really happy they changed that

#

because now you are allowed to use the things from it on your own Unity projects

#

@candid basin to word it differently, Unity Companion License is the same license most Unity packages ship with, including all SRP packages

candid basin
#

So as far as I understand it, I can include a script from it in a unity asset, as long as it's used within the Unity engine?

turbid matrix
#

this is the main thing to take away from the license: 3.3 Your right to use derivative works. You will always have the right to use derivative works of the Software you create, consonant with this License.

#

well, for that, you'd need to consult asset store as it's separate license from asset store license

candid basin
#

I will do that, I'd like to be 100% sure

turbid matrix
#

I know assets on the store that have marked Unity Companion License licensed assets in the asset description separately

#

what I don't know if this is commonly accepted approach

#

look at the end of fthe description

#
Pack contain ported wind from Unity 2018 HD SRP into lower unity versions and LW SRP this means that asset uses: NMWind.cginc ,NMWindNoShiver.cginc ,NMWind.hlsl, NMWindNoShiver.hlsl, NM_Wind.cs, ShaderWindSettings.cs, 3DNoise.psd, GustNoise.psd under Unity Companion License see Third-Party Notices.txt file in package for details. ```
candid basin
#

Interesting

#

That's reassuring though, indicates that what I want to do is allowed

turbid matrix
#

URP's integrated post-processing solution does not currently support custom post-processing effects. If your Project uses custom post-processing effects, these cannot currently be recreated in URP's integrated post-processing solution. Custom post-processing effects will be supported in a forthcoming release of URP.

#

kinda weird that they didn't hurry the custom effects for URP

#

considering it was always known it's going to be "full" release

candid basin
#

0lento I got those reflections working nicely by the way

#

little to no adjustments were needed

turbid matrix
#

from boat attack?

#

not sure what you are referring to 🙂

candid basin
#

Yeah from boat attack, planar reflections in URP

#

you linked me the project on github few days ago

whole fossil
#

Hi guys, since the release of 2019.3.0f6 - do you have some info about the release of SRP 7.2.0? Are there any rumors or predictions?

turbid matrix
#

7.1.8 are the new verified packages with the 2019.3 release

#

would assume it'll take a while for 7.2.0 to get out as they need to stabilize that fork too

turbid matrix
ripe fable
#

Nope, not yet

turbid matrix
#

it means first usable DXR versions at Q3 earliest as the DX12 speed inprovements were supposed to land on 2020.2 😄

#

and that's now the years last TECH stream

#

and we know already it's still going to slip into Q4

#

but at least we can expect some previews in the summer

ripe fable
#

Hmmh

turbid matrix
#

of course it's possible this will change DX12 priorities for HDRP team too

#

we just don't know into which direction

#

but if you have to guess, it's usually going to later

ripe fable
#

yeah

vague prism
#

@candid basin if you get any insight into how to replicate the planar reflections from boat attack, my team and I would kill for a breakdown 🙂 We've been going over it in the 2019.3 release but it's v.hard to discern and there's no tutorial's out there related to it

turbid matrix
vague prism
#

@turbid matrix yes! I'm just looking at it again now. Though it throws an error with IBeforeCameraRender, seems UnityEngine.Experimental.Rendering.LightweightPipeline isnt used in later versions

candid basin
#

I'll send you my script

#

you need UnityEngine.Experimental.Rendering;

#

and UnityEngine.Rendering.Universal;

vague prism
#

ah that's what it is now. thank you very much indeed this will be a BIG help

candid basin
#

And basically you just put it on a gameobject in your scene

#

And set up a 'target' object, which the script will mirror around

#

And then it generates a "_PlanarReflectionTexture" texture which you can sample in a shader and that should be it, have fun!

turbid matrix
#

can't test it because the needed api changes are not in a20 yet

#

but yeah, we'll probably know more once GDC is up, would expect any announcements before that

#

that's 1.5 months away now

vague prism
trim bone
#

hmm I feel stupid as I cant get the reflections to work

vague prism
#

thank you thank you thank you! this has been a headf*ck for so long for me

turbid matrix
#

@trim bone which ones?

trim bone
#

the script alexander posted

turbid matrix
#

you coupled it with the rest of the things?

trim bone
#

ok false alarm, something with my shader wasnt working properly

turbid matrix
#

( I have no idea if it's self contained in that single file )

#

ah, it's just custom render pass

trim bone
#

so it uses SetGlobal to pass the rendertexture to any material with the specified property, for some reason my own shadergraph doesnt work but copying the shader from that old lwrp samples repo(you linked a while ago) works, even though it is basically they are setup the same? 😩

candid basin
#

lovely

#

and yes it's just 1 script

#

@trim bone what doesn't work with your shader?

#

You should create a texture2d property, change the reference, set it to be not exposed, and then sample it

trim bone
#

ahh that was it(it was exposed), thanks @candid basin

open cape
#

hello, does anyone knows how to interpret the data from "fog" node in shadergraph?

open cape
#

i think the density output might have a bug in 2019.0.3f6

#

if i plug the density into the color directly, i see nothing

vivid sail
#

I noticed that 2019.3 ships with support for 3rd party materials, does this include the HDRP? or will we still need to make HDRP materials to replace them?

turbid matrix
#

@dreamy fox I've been looking at the ExcludeFromTAA stencil bit use more and there's something I don't quite grasp. If that stencil bit is used, TAA shader should just do a passthrough but there's a clear softening on the aliasing still when excluded from TAA. I mean I can definitely see it's not regular TAA anymore (as it doesn't ghost) but it's also not same as no AA at all

#

is there some logical explanation what softens it? the jitter on sampling?

#

ExcludeFromTAA isn't documented due to it being an internal stencil bit (altho I could definitely see value on exposing it to users on regular shaders even)

#

hmmm, I guess it really is that jitter... it looks smooth on the view but if I record it and step frame by frame, it's clearly aliased and I can see the jitter from frame to frame

#

I also wonder where that jitter comes from because it keeps still shaking if I omit the jitter from that FragExcludedTAA pass

Edit: this is due to projection jitter on HDCamera? It's always set to true if TAA is enabled

..also.. why TAA shader got passed depthbuffer on the ExcludeFromTAA PR? I don't see it being actually used by the shader

night lance
#

We have looked at this model in all three render pipelines (standard, HDRP and URP) and for some reason only in the URP we get this banding across the face. We experimented with changing the normal calculation in the FBX import area but got very mixed results. Any ideas on what the culprit may be?

turbid matrix
#

@night lance shadow bias most likely

dry moth
#

forgot i was in the unity discord

#

anyhow

turbid matrix
#

@dry moth you mean you don't want green alien skin?

#

you didn't really tell what was wrong

dry moth
#

i figured it out lol

#

no diffusion profile

turbid matrix
#

so hdrp

dry moth
#

yep

#

i solved it

turbid matrix
#

I think hdrp wizard can correct that

dry moth
#

but im trying to figure out how to load the hdri

turbid matrix
#

also the green color is indeed by design if you have diffusion profile missing

dry moth
#

yeah

night lance
#

@turbid matrix Shadow bias changes worked, thank you!

turbid matrix
#

np

turbid matrix
#

I feel I'm close to getting TAA working on custom PP pass but I think I'm failing to update the view constants for TAA jitter here because interally it sets these to false if regular TAA isn't selected

#

it feels like it works in motion but in still image the AA fails, so fairly certain the jitter is not working right

heavy ice
#

@glad tartan Regarding the SSS message: yes we are adding features all the time, there will be other complex features incoming.

glad tartan
#

Nice! looking forward to how things advanced.

turbid matrix
#

I'm mainly wishing for vertex offset/manipulation support for DXR

#

ue4 already supports it but last messaging I got from Unity was that vertex modifications on shaders is not on the table

#

I can imagine that being complicated tho

glad tartan
#

Yea, plus UE4 had a one year lead on Unity with their DXR implementation

turbid matrix
#

something like that 🙂

#

altho we don't quite know what all went behind the curtains on Unity camp before they showed their thing first time

heavy ice
#

vertex offset is a complex task yes

plucky vigil
turbid matrix
#

the message says it all

#

you haven't enabled SSR on your hdrp asset

plucky vigil
#

In the past I didn't have to

#

Thanks for reply, will look into this asap

#

ohhh i see

#

thanks!

turbid matrix
#

hmmm

#

would be nice one could at least point out which object it is

#

well, it was the transparent parts on the hd templates level tool

random knot
#

I'm trying to render holes in the ground, and I want to use these disks to "punch out" a hole in the ground
essentially I want to not render the floor where these disks are, so that the hole meshes may display through

how can I do this using depth / stencils?

#

I did it by accident once so I know it's possible, but I don't know what I did that made it work

random knot
#

i can't use whats shown above anyways because it breaks realtime shadows

heavy ice
#

@turbid matrix which version are you using? In the recent version, that warning message does not appear anymore at runtime but is available in "Edit" -> "Render Pipeline" -> "Check Scene Content For Ray Tracing"

fading rose
#

any idea why this is happening? it was not happening when I first started working on the project. it happens regardless of the HDRP version.

fading rose
#

Apparently this is happening for some reason when many lights i.e. 36 or more, are added in the scene. After removing all these lights the "show" stopped.

This should not be happening since there are only a few shown on camera. (in this case 5) There should be some sort of culling when lights do not affect the camera view.

wraith blaze
#

Any idea why the SSR quality is so low,i did set it to high quality but nothing changes?

fading rose
#

Can't say for sure, but from the look of it, there is a good chance that your normal map is the problem. It is too grainy or perhaps stretched.

#

Also not sure how you fixed it. there is a different setting for the camera and a different one for the reflection.

wraith blaze
#

Dont have a normal map, only a wet material

fading rose
#

your material has no normal map at all?

wraith blaze
#

Didnt asign one

fading rose
#

I can see the windows of the building on your reflection which means it is very high quality. So the quality is not the problem. SOmething else. Try reducing glossiness a bit or play with Metalness. Something like that.

lyric ravine
#

@fading rose I reported that as bug a while ago and got told it's a feature. HDRP supports max. 24 lights per pixel. Solution: Reduce the range of your lights so they don't overlap as much. There's a HDRP Debugger which allows you to check how many lights shine on each pixel

fading rose
#

@lyric ravine "feature" 😄 thanks.

lyric ravine
#

Well, it seems it allows for good performance as they basically store the light indices in a 32bit data type in some way. Going over that would decrease performance considerably

fading rose
#

There are not many overlapping lights and their ranges are short. I added the same amount of lights in a different manner and it does n't do that.

lyric ravine
#

For visualization/non-realtime rendering purposes you can force HDRP to not use Light Compute and then you can have any number of overlapping ones, but that's not very useful for performance

fading rose
#

I have only up to 4 overlaps, but it appears their shadows are peculiar too.

lyric ravine
fading rose
#

oh well 😄 I kind of fixed it but now I got a new issue which just popped.

lyric ravine
#

gives you those fancy numbers in scene/game view

fading rose
#

Thanks.

lyric ravine
fading rose
#

another option may be to use light layers and kind of sort them out this way.

turbid matrix
#

@heavy ice ah, I'm normally on HDRP/staging with 2020.1 alphas but I got that on 2019.3.0f6 and HDRP 7.1.8 while upgrading my https://github.com/0lento/Unity_DXR_Test . Also pease don't judge me on that project 😄 It's only purpose has been to have simple project that has DXR preset out of the box for few scenes as some have struggled in past in getting these settings enabled (started that when HDRP Wizard didn't have DXR option yet, but been updating it every now and then now too).

#

@wraith blaze is this with HDRP or built-in with PPv2 SSR?

heavy ice
#

@turbid matrix ok i just checked, the behavior was still in 7.1.8. It will be fixed in next package

fading rose
#

aha! @lyric ravine now I see. it is per screen pixel not per texture pixel.

lyric ravine
#

yeah "pixel' wasn't entirely correct from my side either, it's per Tile

#

a tile being some square pixel area that's configurable somewhere

fading rose
#

hmm that was a very useful optimization tip. Thanks.

I don't know much, but, I would expect Unity to handle this a bit more smartly.

wraith blaze
#

@turbid matrix HDRP

turbid matrix
#

@heavy ice ah, good to know. Can you tell why is this particularly bad in submeshes for ray tracing though? You can't fast track some things when you have different material paths on same mesh? One would think it wouldn't make much difference if there's submeshes with different materials vs meshes with different materials for this kind of thing

#

but obviously I know nothing what goes behind all this tech wise

lyric ravine
#

Well, I talked to the guys who are working on this and they were very surprised anynone would have more than 24 lights on a single tile (we were using it for Stage Light Design with ~200 lights and obviously ran into that limitation)

heavy ice
#

the meshes that are opaque that are ttached to the transparent ones will have an extra cost that they do not need to be because of API limitations of DXR

fading rose
#

They are surprised because they have no practical experience in the field 😄

lyric ravine
#

Imagine 200 rotatetable lights all shining on the same person on stage 🙂 you get those weird artifacts everywhere as the tiles just randomly clamp whatever 24 lights happen to be sorted first from a specific virewpoint

heavy ice
#

it won't change the world if you have one in your scene, it won't destroy your perf, but if you too much it may become measurable pretty quickly

turbid matrix
#

ah ok, will keep in mind

fading rose
#

They just make up numbers that make sense to them and based on these assumptions they move on until someone like you and me provides feedback, although it is often too late when that happens.

turbid matrix
#

so better to just keep translucent/transparent objects as separate meshes

heavy ice
#

yes

fading rose
#

Yeah I was reading this the other day. for DXR you need to keep your object as "clean" as possible.

#

I also have started doing these on a single texture atlas in Substance.

#

But in any case that is often the case anyway, even without DXR. The more different materials on an object, the worse performance you get.

#

i.e. I know many people, mainly in visualization, who are used to do multi-material objects in 3dsmax and this turns out to be a very bad thing.

heavy ice
#

@turbid matrix if you are intested in understanding all (most) of the current ray tracing set you can also open the test project

#

it has a wide variety of configs properly set up

turbid matrix
#

you mean the office demo?

#

yeah, I've examined it

heavy ice
#

nah

#

wait

turbid matrix
#

oh you mean the one on SRP repo

heavy ice
turbid matrix
#

I've seen it but haven't actually opened it

#

I've mainly looked at the regular HDRP testproject there 🙂

heavy ice
#

it's very similar, it is only focusing on ray tracing features

turbid matrix
#

btw

#

you know if the skinned mesh support is coming to 2019.3 for DXR?

heavy ice
#

No, it won't come to 2019.3 unfortuantely

#

its 2020.1 and beyond

turbid matrix
#

ah, I only ask because I know the c# change on it IS in 7.1.x

#

I dunno why the thing got backported to it

heavy ice
#

to avoid having multiple version to maintain

turbid matrix
#

ah, ok

#

I guess it doesn't hurt having it sitting there, doing nothing 😄

heavy ice
#

Yes, it won't do anything unexpected but it will only work in 2020.1

turbid matrix
#

other thing I now wonder is that are DX12 perf improvements targeted still at 2020.2 now that TECH streams got cut from 3 to 2 on 2020

#

I think Seb wrote a long time ago on the forums DX12 perf regression (in comparison to DX11) would be addressed on 2020.2

#

so I guess it's safe to assume 2020.2 is still the target, it's just moved further down the year

fading rose
#

@heavy ice please try to add as much as possible in 19.3 😄 it is the last Unity version with guaranteed OpenVR support 😄

turbid matrix
#

@wraith blaze tbh it's bit hard to see what's going on from your image. the reflections don't really all look like SSR at all

#

the lack of proper VR support on 2020.1 is surely a bummer

#

but I guess Unity puts all faith now for Valve to deliver

#

it's still quite alarming from users point of view

wraith blaze
#

Its both ssr and reflection probe forgot to mention it

heavy ice
#

We try to backport everything we can (as long as the engine does not need a feature) @fading rose

fading rose
#

@lyric ravine and apparently this count does not change even if you make the lights baked.

lyric ravine
#

That might be a bug - if you set them to "Baked Only" and actually bake they should not be counted there anymore. If they are, please report a bug!

fading rose
#

hmm I will.

turbid matrix
#

so, still wondering what to do with the TAA's projection jitter.. I haven't really thought about this before but in the nutshell for TAA to work, the camera projection is jittered subpixel range around to get tad different render around the edges and TAA algo can then filter these as stable image via temporal filtering

#

it's just when I want to omit TAA from partial screen, I can't get away from the jitter because it's already rendered to it

#

what's silly is that I didn't even notice this first with ExcludeWithTAA stencil bit because my main screen is 144Hz

#

the jitter doesn't show at all and it appears smooth with it despite TAA isn't applied but projection is jittered

#

but if I capture or render it at 60Hz, this is what really happens behind the curtain:

#

so what I'm thinking now is that because this jitter isn't really noticeable for things that are already moving on screen, I could just use TAA for everything that has close to zero velocity (where I know TAA would never ghost) and then just apply some different AA / blur when things are in motion and only apply this effect for select materials tagged with that stencil bit (only for materials I know would ghost with normal TAA)

#

that article mentions all these things actually, just forgot about the technicalities for a moment

#

the main issue with that velocity check is that motion vectors jitter way more on Unity due to the frame stability, so you really see the edge where the effect is applied moving back and forth

#

I had to use a lot bigger blend radius to try to hide the stuttering, but if the motion vectors could be averaged on some buffer, it would greatly help on this

#

if camera stacking ever comes to HDRP, we could in theory render the elements that ghost (ground mainly) using different camera without subpixel jitter and just use different AA altogether for it

#

would probably be still quite expensive

wraith blaze
#

Stil having the problem of the SSR looking like this,dont know what is wrong

turbid matrix
#

@wraith blaze for some of the reflections, it really just boils down on SSR not being in range to have screenspace data for it

#

and then it'll fall back to reflection probes, which are highly inaccurate and don't really reflect things in positions you'd expect just by looking at the screen

wraith blaze
#

Hmmm

turbid matrix
#

they work on cases where the surfaces aren't highly reflective or you can't clearly see what they should be reflecting

#

realtime reflections are pain

#

avoid them if you can 😄

wraith blaze
#

my reflection probe is baked

turbid matrix
#

DXR reflections would work but you can't design your level art to work only with select GPUs

#

yeah I really meant that your reflections are still computed realtime, using the baked probes and screenspace reflections

wraith blaze
#

Ah

turbid matrix
#

if you have like a road that's always on a flat plane, you could technically use planar reflection for it

#

it's tad expensive tho

wraith blaze
#

Ok ty for the tips 🙂

wraith blaze
stable acorn
#

How do i get post processing to work with Universal render pipeline?? Post processing works without it fine... (2D)

fiery marsh
turbid matrix
#

note: URP will be compatible with the PPv2 stack but apparently the change didn't make into recent URP

#

as another note, I tried to cheat in getting custom TAA through custom pp pass by letting built-in HDRP TAA do the camera subpixel jitter but bypassing the TAA with ExcludeFromTAA stencil

#

idea was that I'd get the camera jitter computed for me but not apply the stock TAA shader

#

that exclude pass adds extra jitter to the image 😄

#

so now I wonder, can I actually do the camera projection jitter manually when TAA is set off from the camera

#

(as it would let me bypass the whole TAA conf that's causing grief now)

#

ah, I can probably still set that projection matrix manually using those srp camera callbacks

#

sorry for the rubber ducking here :p

stable acorn
#

@fiery marsh i got it working thank you! Im looking for a specific effect but i dont know the name of it if you could help me if you know it

#

it makes things look retro, with lines and stuff in the screen. im making a retro like Space shooter

fiery marsh
#

@stable acorn Something like an old crt monitor or vhs effect? Not sure if that's what you mean. I think the current post processing doesn't really support custom effects. You might be able to use a combination of Lens Distortion, Chromatic Aberration and Film Grain or something for a retro looking effect though.

stable acorn
fiery marsh
#

Yeah, might be able to use the post processing options I mentioned above for that. For the lines the Film Grain might work as you can specify a custom texture using a bunch of horizontal lines at different alpha values. (Doesn't seem to be a way to control how fast it moves though which might be a problem).

pallid crystal
#

Does anybody know if there is any way to achieve half-transparent shadows on specific objects in HDRP? In built-in pipeline I could just have..

  1. The mesh set to not cast any shadows.
  2. The same mesh copied, but set to "shadows only" and using a standard tranparent "fade" shader.
    The shadow would be partially transparent (via something like dithering). Can a similar effect be achieved in HDRP?
sinful locust
#

Anyone have a sense for where URP feature parity will be compared to HDRP in say 1.5 years? i.e. if someone is starting a PC centric game today that isnt planned to hit early access for quite sometime what would be the main consideraations to use HDRP vs URP for a 3d openworld, procedural (mostly space) game? Intend to use dots/ecs/burst.

glad tartan
#

If you want to use any advanced rendering and post processing then HDRP

#

URP will have feature parity with the current Built-in Pipeline but wont have feature parity with HDRP. Wouldn't make sense to have separate rendering pipeline if that was the case. Universal RP is to target any platform, HDRP target Compute capable devices. PC, current consoles (PS4,Xbox One), and inevitably Next Gen consoles (PS5, Xbox Series)

sinful locust
#

@glad tartan from what I read HDRP requires an order of mangitude more expertise and effort to do comparable work to what can be done in URP, is that true? If so it would seem one would need to decide what these "advanced features" are and if the game would be ok to live without them.

#

So I guess my question reduces to.. once URP hits parity with built-in what will I still be missing from HDRP?

turbid matrix
#

@pallid crystal HDRP's DXR support transparent shadows but it's obviously not generic option

glad tartan
#

@sinful locust Well comparing standard Built-in (No plugins/addons) to standard HDRP. Off my head

  • Better light interaction with materials (URP is also better at this than Built-in)
  • Wider material Variation/models (Fabric, Sub Surface Scattering, etc)
  • Physical Sky (Can be used for Dynamic time of day)
  • Coherent lighting (Transparency, Fog, Post processing)
  • Shader Graph
  • VFX Graph
  • and a lot more
sinful locust
#

what are you thoughts on HDRP around the difficulty to develop/ time vs reward?

kind nebula
#

oh i have an issue with VFX graphs

#

would this be a good place to ask?

glad tartan
#

That's something more personal (Depends on how you made your games with Built-in with regards to quality and such that you went for). For me it's not much difference in terms of work load work. Actually faster for me

#

Faster doing light, post, and generally getting a scene to look good

kind nebula
#

I prefer VFX graphs to particles in how you make em, i like it being so visual n stuff

glad tartan
#

VFX Graphs questions you can ask in the VFX channel

kind nebula
#

nvm theres a channel

#

yeah

#

just got pinged bout that

glad tartan
#

alright

sinful locust
#

Renardo any idea why I keep seeing people say HDRP requires high level dedicated graphic developers, where as URP does not?

kind nebula
#

more letters, more level

#

science

glad tartan
#

Yea, that's for lower level customization. Most people wont mess with that unless you have graphics team/devs

  • Higher level of customization would be Custom Passes and Custom Post Processing
  • Lower level changing/adding rendering features (Custom Shaders to interact differently with lighting)
sinful locust
#

So is it fair to say that in most cases if your focus is on URP comparable features and you are using HDRP the implemetnation time will be similar?

glad tartan
#

That depends on your project, what features you want and if you want to customize the rendering.
If you are just using both as default then it's about the same time getting everything going. (For HDRP it's default shaders uses packed textures so you would have to conform to that unless you create your own shader with shader graph) URP use packed textures as well but it's more of an option. So the same way you pack for HDRP it will work with URP but if you want to pack your textures the same as built-in then those will work as well.

sinful locust
#

Ok thanks for the info, sounds like I just need to tinker a bit with both before deciding.

glad tartan
#

For sure, that's the best way to get an idea of how they are. HDRP is a slightly different mindset to both but isn't anymore difficult

kind nebula
#

hey quick question

#

how do I know if a pipeline is compatible with VFX?

#

cause I'm using a custom render pipeline

glad tartan
#

Both HDRP and URP are compatible with VFX graph. Custom pipeline will have to add support for both Shader Graph and VFX Graph. The docs should have the ways to do that

#

Don't know who to address this to here, that could pass on the info. Since it's Friday and late everyone is probably off

I just found out why the Physically Based Sky in HDRP looks so weird at sunset, and it's the implementation. Frostbite has the same Physical sky Implementation and they discuss this exact problem here and how it's solved. It's timestamped at the exact section mentioned (about 30 seconds watch time from timestamp).

https://youtu.be/zs0oYjwjNEo?t=5122

This course provides a brief introduction to the physics and mathematics of shading. Speakers from film and game studios share examples of how physically based shading models have been used in production.

▶ Play video
short thorn
#

Is there a way to convert materials from urp to hdrp? I've tried the convert all materials option and the convert selected materials option but these are not working. Using 2019.3.0f6

glad tartan
#

You have to do it manually. URP and HDRP only converts Built-in (Standard) materials to their new material system

short thorn
#

That sucks. Thanks for your help

coral crystal
#

How does unity render alphas?

kind nebula
#

yeah been looking around but havent found how to make VFX graphs be happy with the custom render pipeline

valid dock
#

is there a way to see which Volumes are contributing to the final output in HDRP? getting some unexpected results and it would be super helpful to understand what's going on.

turbid matrix
#

it's not all that simple

#

I mean, you can have different effects on different volumes and have many with overlapping functionality (so you can have multiple volumes affecting the same place at once, just by different effects)

#

it then just boils down on which effects are on which volume, what is that volumes priority or if it's active locally or globally

#

but if you have weirdness going on with volumes, I'd definitely check the default hdrp volume first as it has many things preset for you which you might have not known about

#

and by that I don't mean any volume on scene

#

you can find the default thing linked on the project settings

#

@valid dock

#

and also going to point out the obvious: the effect in active volume with highest priority is going to override the same effect set on lower priority volumes

valid dock
#

yea

#

i was thinking about just turning everything off in the default

#

and just keeping a global volume at low priority that is always ther

#

another thing I was getting a little stuck on was trying to additively load a scene with baked lightmaps. when i additvely load it, the lightmapped geo appears totally blown out

#

did a little searching and saw that this was an issue going back a ways with the legacy pipeline, but i couldn't really find anything about whether this would be a problem in HDRP... i figured that they'd have improved the workflow with that sort of thing for HDRP

turbid matrix
#

was just going to ask if it is broken only with HDRP

#

there are example scenes for this scenario on Unity Asset Store for the old renderer

valid dock
#

right i noticed that, but i just assumed that it wouldn't be relevant to HDRP

turbid matrix
#

just thinking if it's meant to be done in specific way to work

valid dock
#

apparently they just finally fixed an issue where light probes would break when being additively loaded

#

true, might be worth taking a look at then just as an example

turbid matrix
#

I've never really used baked lighting much so can't comment from experience

valid dock
#

yeah i might have a look at it

#

but right now i think my bigger problem is unexpected results from my Volumes

turbid matrix
#

what's the issue?

valid dock
#

i tried restructuring my system to not use additive loading and just put the few persistent pieces in DontDestroyOnLoad

#

but when I load in my next scene, it starts super bright and then over a second or so, fades down to how it is supposed to look

turbid matrix
#

ah

#

it's the autoexposure

#

for the time being, you can just use fixed value for exposure component if you don't need it to adapt

valid dock
#

hmm

#

interesting...

turbid matrix
#

there's a fix coming up, it's merged in github but I don't think it's on currently available HDRP packages

valid dock
#

is that something in the defaults?

turbid matrix
#

(for the initial flash to white)

valid dock
#

oh yea its "automatic"

#

yea these defaults have gotta go!

turbid matrix
#

there's just TONS of settings spread around on HDRP now

#

like, to get specific things to work, you might need to set them on now on three totally different places before they function

valid dock
#

yea really strange design

turbid matrix
#

(frame settings, HDRP asset, volume effects)

#

there are reasons for this

valid dock
#

sure

turbid matrix
#

but the UX is quite far from ideal right now

valid dock
#

yea... i feel like i'm going to have a hard time, but i wanted to make the jump on this project

turbid matrix
valid dock
#

what are "frame settings" and "hdrp asset"

#

are those things that i'm going to need to be concerned about?

turbid matrix
#

you will be 😄

#

I recommend reading the official HDRP manual

valid dock
#

hehe

turbid matrix
#

it should cover the basics

valid dock
#

wonderful

#

i've gone through bits, especially the part about Volumes

turbid matrix
#

you can find hdrp docs pinned on this channel for example

#

but of course package manager has links to docs too for each individual package

valid dock
#

right

turbid matrix
#

those docs are good help when trying to figure out things

valid dock
#

so maybe we can expect that autoexposure bug to be fixed in the 7.20 release coming next week

turbid matrix
#

I've used HDRP since early 2018 cycle when they announced it and I still keep checking various things from those docs

valid dock
#

probably will not be using autoexposure anywhere on this project though.

#

i'll want to dial it in for each scene

turbid matrix
#

well,just set it to fixed then

valid dock
#

and animate it a bit for transitions

turbid matrix
#

that's what I do anyway

#

to be honest, I got so tired of it flashing that I just chose to put it on fixed all the time 😄

#

automatic can have real use cases

#

like if you want the player to get blinded for a brief moment when going from dark to bright place etc

valid dock
#

yea this project is VR and no locomotion so you'll be in a fixed position

turbid matrix
#

for VR, I'd imagine you'd want to have that fixed

valid dock
#

if you were moving from a dark room to an outdoor environment, i could see it making a lot of sense

#

but yea... that explains a lot. not sure i agree with having auto-exposure the default!

turbid matrix
#

it's quite common default

#

UE4 sets it to default too

#

and most users disable it there as well 😄

#

in HDRP, you do need the exposure control still if you use more realistic lighting values tho

#

so have to use it with fixed setting in most cases still

#

if you really want to omit the whole exposure control, you need to revert to old style lighting intensities, like put your directional light intensity to max 10 instead of 100k it is now etc

#

and remove exposure values from sky etc components

valid dock
#

huh

#

do the exposure values correspond to a real world value?

#

like f stop or something?

turbid matrix
#

no idea on that

valid dock
#

hmm

turbid matrix
#

but if you don't have any, you'll see just a white screen 😄

valid dock
#

right

turbid matrix
#

(unless you go to old style low intensity lighting )

#

anyway, you got the flashing fixed now I assume?

valid dock
#

well i have some ideas about how to restructure my various volumes

#

Unity really needs some proper examples for this stuff

#

the manual is dense and not really enough

turbid matrix
#

I dunno, I feel it's more of an UX issue right now

#

things are just so spread around it's hard to find right place to start looking when you face issues

#

(unless you know where things are by keeping up with their changes :D)

valid dock
#

😩

valid dock
#

you have to restart Unity when you switch your default volume asset 😛

#

before it takes effect

#

hehe so what i learned is that my 2 scenes had drastically disparate lighting settings that were obscured to me by the autoexposure... i had to turn my area light from 2000 lumens to 3 lumens 😂

glad tartan
#

If you have it all setup correctly you wont have to edit light values like that.

solemn bay
#

I'm using the URP with its post processing. I'm doing a 2D project and am trying to get the Depth of Field to work with sprites set at different distances. However, it seems like there's no Z-write and it just sees all the sprites at the exact same depth.

#

There's only one 2D-lit shader with the URP. Anyone know how to get Unity to work its depth of field with sprites?

tight vessel
#

Im trying to get that boat game demo Unity uses and put it into VR, but for some reason the water looks like this

#

It's like the water's reflections are split in half and swapped for each eye

turbid matrix
#

try it without planar reflections

#

they probably didn't built them VR in mind

#

there should be toggle somewhere for this

sudden vale
#

Hi, how do you make a game (runtime with harmony patching) to not use baked npc-s with 256px textures, but use the 1024 textures that are in the assetbundles? So far I could extract the big textures to the disk and load/replace them at unit spawn, but I have a feeling that I'm missing something obvious. My graphic settings are all maximum.
Or alternatively how can one load these asset resources (textures) from the game bundles without any assetguid, as textures don't have those? Is there a way to search inside all bundles based on texture names? I couldn't find any way for days.

pallid crystal
#

@pallid crystal HDRP's DXR support transparent shadows but it's obviously not generic option
@turbid matrix Oh well, I guess I'll just stick to no shadows for my characters. Thanks for your info!

turbid matrix
#

hmmm, I guess latest hdrp staging will be broken for a while now as last two commits require engine c++ changes again 🙂

#

it's a trivial one line revert tho

#

(to keep it running on a21)

blissful blade
#

does the post-processing from universal rp work on 2019.3 or do i have to wait 2020.1 for it?

limber portal
#

@blissful blade yeah post-processing should work. It comes bundled with URP.

blissful blade
#

i see, i found out that in this text, it's said it's not working and have to wait 2020.1

#

or did i misread it?

lethal sandal
#

I'm attempting to do some post-processing with URP, I see the effects in the scene view but not in the game view. What am I missing?

blissful blade
#

in my case, it's both that is not working, i probably missed something too

#

for your case, have you checked the layer mask?

#

it should be checked "everything"

fiery marsh
#

Make sure the camera has Post Processing under the Rendering tab enabled

lethal sandal
#

Bingo! Thank ya

fiery marsh
true zealot
#

Including the button itself

fiery marsh
#

Hmm the button doesn't have to be enabled for me

#

Ah, I think the button is only enabled if all of the dropdown is ticked

true zealot
#

Ah, you're right. Weird

fiery marsh
#

Yeah that does seem a little odd. Might be better if there was a "partially enabled" state, not sure what visual that would be though.

blissful blade
#

i'm still wondering why it's not working

true zealot
#

Do you have a post processing layer?

blissful blade
#

hum?

#

one moment

true zealot
#

Or is that not required in the new URP PP

blissful blade
#

apparently i didn't added them as postprocessing layer... or even tagged them as so

#

and still not working

true zealot
#

It's not a normal layer, it's a component

#

that you need on your camera

#

But I'm not familiar with the new URP/HDRP PP to know whether that has changed

fiery marsh
#

Nah, you don't need that in URP's one. It has it built-in to the camera.

true zealot
#

Does it still need tags or anything?

fiery marsh
blissful blade
#

oh

#

i will look at it

fiery marsh
#

It has a Volume Mask setting for which layers the post processing is on

#

And there's a tickbox to enable it too

#

You will also want to look at your post processing settings, as quite a few of them look like they have an Intensity of 0, so they might not be visible?

blissful blade
#

ohhh

#

now i see what i should do

fiery marsh
#

Also I think the Volume Trigger on the camera is to do with Local volumes, if you want it to blend based on a different transform than the camera.