#archived-hdrp

1 messages Β· Page 45 of 1

blissful blade
#

in my case, it will be global

#

.......

#

what a dork i'm....

onyx zephyr
#

How to render sprites with 2D lights only?

inner night
#

Hey, I just installed HDRP in an existing project, and I have to use a render pipieline wizard from windows-render pipielines, but there's no render pipelines category in windows. The package is installed correctly as far as I can tell.

timber hinge
#

diamond in this picture has material with shader graph and it draws over other stuff. how to fix it?

junior dock
#

Hello I like to get some help in lwrp sss..

#

Ive created one but it looks like a painted solid color... I wanted to know how to get more smooth look with fade.....

simple vine
#

I may be misunderstanding some things, but why do alpha-tested materials come after opaque ones by default?

#

Shaders with discard and/or depth modification by default don't have early-z enabled because artifacts may occur, so the fragment shader will need to be ran in its fullest.

#

What was the reason behind putting alpha-tested materials after opaque?

#

One would think that it would be the wisest decision to put alpha-tested materials before opaque based on the logic of "if I have to run the fragment shader anyway then let's do it early so at least the following opaque fragments can benefit from early-z"

#

Someone please clarify this.

turbid matrix
#

there's interesting comment on the forums from Joachim about hybrid renderer and HDRP:```Changes are part of 20.1.

It is both massive perf improvements, keeping all instance state persistent on the GPU.
As well as supporting the full feature set of HDRP during conversion. ```

#

I do wonder if that really includes full feature set... like also DXR

#

gonna check the current a21 and latest hdrp from github as it got hybrid PR recently

ripe fable
#

Cool

turbid matrix
#

if it works well, it would make things so much easier with (DOTS) Unity Physics as you don't have to sync everything back and forth

ripe fable
#

yup

turbid matrix
#

@ripe fable it's not fully functional by now at least

#

I can have reflective materials on DOTS side and they show raytraced reflections but none of the objects that are on DOTS side a) participate on DXR reflections b) they have some huge exposure issue on normal view (not through camera)

ripe fable
#

Ah yeah, sounds familiar

turbid matrix
#

yup

#

no surprises there

turbid matrix
#

also wonder if the path they take on DXR and skinned meshs is compatible at all with the path DOTS took on animated characters

glad tartan
#

It would have to have DXR support sometime so maybe it wont be difficult for the DOTS version.

patent sun
#

i switched from unity 2019.2 to 2019.3 and my shadows are darker

#

im using HDRI Sky

simple vine
#

Alright I definitely don't understand something

#

URP's Forward renderer has a depth-prepass (when needed)

#

Say, for generating the screen-space shadow texture

#

However, the depth values are immediately discarded afterwards and the opaque pass has to write depth values again

#

Why is that? Wouldn't it be more efficient not to clear the generated depth buffer and override the depth state for opaque rendering?

#

That's, like, what HDRP does with cutout materials or when decals or Forward rendering are enabled.

#

If this is some wacky way to avoid memory restore on tiled mobile hardware then I still don't get it because one would argue that minimizing overdraw in a branch-heavy, multiple-lights URP shader would yield better performance than not restoring the memory.

blissful blade
#

@patent sun deleting library often help fix it

patent sun
#

what is library?

ripe fable
#

Don't forget to make a backup, but deleting that folder will usually fix some weird problems. Your project will be reimported upon launch and will take a while to rebuild the library.

#

Not sure if it'll do anything in this case though, shadow intensity could be related to something else

turbid matrix
#

if wiping library breaks your project, then you have some serious issues you need to solve anyway

#

it's not a folder you'd even put in version control, so it needs to be able to get regenerated gracefully

ripe fable
#

Yep

patent sun
#

thanks

blissful blade
#

yup

barren kindle
#

hdrp exposure confuses me. what should my exposure settings be?

prime merlin
#

Rendererd on AMD Radeon Vega 64 + i7 4790K
Mixed Rendering between CPU GPU

CPU: Raytraces only the mirror from the light
GPU: Simple Path tracing from the Camera

The scene contains only 240 Polygons and i dont use any kd-tree on the GPU at the moment.

β–Ά Play video
#

that's cool

#

Is scriptable rendering pipeline capable of implementation of unbiased rendering like Cycle renderer ?

mental oyster
#

could anyone verify correct normal map baking procedure for the universal render pipeline as of today, and any plans for the future.

as it stands, so far as i am aware, we do NOT enable per pixel/per fragment bitangent options for baking for URP

but i've read that Morten is going to change this for URP in the near future, or has

#

i would really like the render pipeline teams to be very clear about the map formats they expect, we should not have to spend days doing bakes with different settings and figuring out this stuff ourselves

#

ideally want a direct answer from the team rather than speculation fyi

#

if there's a specific member of the team anyone knows uses this discord, would appreciate their username so that i can ping them

#

I've wasted thousands of pounds troubleshooting things that unity should simply document.

#

so if its going to change, i want to know so i can plan to have everything in my game re-baked, for example.

#

and i dont want to mess around and keep doing that or going back and forth. Bit fed up with the lack of communication from Unity. I appreciate these things are in development but they need to start documenting exactly what they expect; with normal maps there are 20 odd types and it should not be up to us to figure it out based on tid bits of information from different points in time scattered across message boards

#

and thats just normal maps. there are many maps and I do not want to guess any more.

#

Unity have the foremost experts in the industry on these render pipelines. what does it cost to have someone do a meeting with them monthly and gather up information to relay to technical and art directors in the industry so that they can pick up these technologies safe in the knowledge that it isn't going to be a guessing game. i mean seriously, if you want us to take it seriously, then be serious about it.

prime merlin
#

https://m.youtube.com/watch?v=Cx54WPwsG2w

why we can't use something similar to this in unity I know this demonstrates real time dynamic global illumination , but required reconstruction of 3D geomi through tof sensor at run time .

But if we cloud de light the 3d model using de lighting tool , then re light it using photon mapping inrradince caching?

or store average BTF texture like vray materials

I think for creating an accurate authoring of material needs BTF because the default albedo Charts isn't accurate

as of what I understand have a look on gpu gems

and this
https://www.slideshare.net/mobile/3dcoform/3-dc-btfchristophers

Photometric stereo (PS) is an established technique for high-detail reconstruction of 3D geometry and appearance. To correct for surface integration errors, PS is often combined with multiview stereo (MVS). With dynamic objects, PS reconstruction also faces the problem of com...

β–Ά Play video
languid hornet
#

When realtime shadows from point lights will be available in URP?

turbid matrix
turbid matrix
#

Also Joachim totally dodged my question if "full HDRP support" will cover HDRP DXR

#

I'm guessing nothing has changed in regards to that so far tho (both being separately developed and they don't play ball together)

scarlet hull
#

I don't get the question

turbid matrix
#

Joachim replied to OP: ```Changes are part of 20.1.

It is both massive perf improvements, keeping all instance state persistent on the GPU.
As well as supporting the full feature set of HDRP during conversion. ```

#

and I asked if that full support will also cover HDRP DXR

#

but yeah, I'm kinda poking with a stick there

scarlet hull
#

Hum, I don't have the roadmap in mind for this. I guess it will come "some day" obviously πŸ˜„

turbid matrix
#

lol, fair enough

#

I do hope that their path can meet at some point

#

I quite curious if the skinned mesh support on these are anything alike because afaik DOTS deals with these in totally different way from past unity renderer.

leaden isle
#

Hey guys,
I have a question. How I can deactivate realtime GI or GI in total? I only have one real-time light in my scene and the lighting settings does not have Baked Global Illumination. But if I let it run on Android it spams the warning "Realtime GI is not supported in Universal Pipeline".
How I can deactivate that? Why it is thinking I want it?

turbid matrix
#

@leaden isle Window->Rendering->Lighting settings should have a checkbox for baked lighting

#

it's enabled by default I think

#

at least I always go toggle it off for all projects there

true drum
valid dock
#

@turbid matrix what's the deal with the HybridRenderer?

#

is it an additional pipeline on top of HDRP and URP?

scarlet hull
#

@valid dock It's an "overlay" layer to convert object rendering components to DOTS rendering

#

An intermediate solution for a future pure DOTS rendering

valid dock
#

oh boy... just when you thought this funky extended transitional stage couldn't get any more complicated

turbid matrix
#

you have no idea

#

the hybrid feels quite hacked together atm, a lot of things break / are not compatible

valid dock
#

lol Unity is such a mess lately. the XR team is even worse.

turbid matrix
#

@true drum why you keep posting that video here?

#

you posted it here the other day too

#

I mean it's fine if you want to discuss it, just wondering why

#

ah, it's your channel

simple vine
#

Alright I really don't understand something

#

URP is going to have a deferred renderer in it "pretty soon", right?

#

However, I don't think there's any way to set the render state block for stencil write on a per-object base.

#

It matters a lot. Unity's default pipeline in deferred mode used stencils for indicating if a surface could be lit, if it's lightmapped and its light layer mask.

#

How can such a thing even be done from the C# realm? Is there a possibility for such a thing at this time?

#

HDRP cleverly dodges this by writing its uint values in a separate MRT and by using unity_RenderingLayer variable. It makes sense there because all the lighting is on the compute, but traditional vert-frag based deferred shading would desperately need to use stencils

#

Anyone?

turbid matrix
#

so you can't write to stencil same way like you used to on URP?

#

when I accessed HDRP stencils, I modified some exiting HDRP shader with stencil pass (which wasn't all that different from how you'd do it on built-in renderer)

#

I have no idea how URP uses stencils internally tho as I don't use URP at all

simple vine
#

No, I mean, I want to replicate the same behavior as with unity's builtin pipeline so meshrenderers will write a specific stencil value based on their state.

#

So far I don't see any way to do it. I can only override the stencil state for the entire DrawRenderers command.

turbid matrix
#

on HDRP, it was simply doing custom pass for it

#

this is how I could make a shader that only wrote stencil bit to select unity layers (so basically only for objects on those layers)

#

I dunno how URP custom rendering stuff goes so can't comment if there's any equivalent

simple vine
#

Can you point me to the pass in question and where it's used?

turbid matrix
#

for HDRP, yes

simple vine
#

Yeah, I just want to write specific stencil values on a per-renderer base. That's all I need atm

turbid matrix
#

small video few messages before that

simple vine
#

wait a sec. You need to re-render the whole object to write the desired stencil value?

turbid matrix
#

either that, or render shader that has that pass to begin with

#

on my case, I just rendered the stencil pass again, there's nothing else on the shader

simple vine
#

But if I were to use the second approach then the stencil value would be either dependent on the shader, the material values or a stencil state override. It's not suitable in the end.

turbid matrix
#

there really isn't official way to do this on HDRP now so that's what I came up with

#

I think the stock shader graphs for HDRP and standard HDRP shaders have the stencil overrides for few bits built-in

#

but I haven't actually verified that

#

they have stencil bits for SSR and decals on the material settings

#

not sure if mesh renderer also uses stencil for movecs or not

#

(as you can omit them per mesh renderer)

simple vine
#

AFAIK HDRP uses stencil values on a per-material basis, to write the material info. All the per-renderer data is written in a separate buffer via MRT and that unity_RenderLayer value

turbid matrix
#

very possible, how would you inject your own things there tho?

simple vine
#

That's what I want to know. Because Unity's default pipeline surely did that.

#

And in case if there will not be any solution, then Unity's deferred URP renderer would already be underwhelming by a margin.

turbid matrix
#

I've passed that HDRP stencil buffer manually in past on HDRP internals to some shaders but have never modified it to add more data to it

#

also would assume that PP shaders that need to write to it, mostly SMAA now would do it on it's own passes

simple vine
#

Like, damn, if only there was a way to make a job that would filter all of the meshrenderers in the cull results and setup individual stencil overrides, that would've been marvelous in the end

#

But there's nothing like that in the end

turbid matrix
#

URP custom renderers have override for stencil, but I assume this doesn't help you in any way πŸ˜„

simple vine
#

No unfortunately because you need to render geometry twice, it's just redundant work a lot of the times

#

Let's just await what they will come up with then. I'm sure they will be using per-object stencils with their deferred renderer

turbid matrix
#

well, I dunno, they seem to hide a lot of usable things already

#

(and on purpose)

#

I don't personally agree with that, as I feel it should be left to devs to decide what to do with the thing

#

if they are afraid people abuse/break things with them, just put the feats under some advanced api that's hidden by default

simple vine
#

I think it may be going a bit deeper than that. A single DrawRenderers command can render a ton of meshrenderers at the same time. Setting individual stencil overrides for each of them from C# could be quite challenging and slow.

#

Maybe that's the reason

patent sun
#

@blissful blade my lighting is still not working right

#

i deleted library and nothing changed

blissful blade
#

hum guess it's a possible bug

#

and i have no idea

patent sun
#

it was much brighter before

sinful locust
#

what version of directx does URP support? in particular does it support directx11's cpu mutli-thread enhancements?

blissful blade
#

in my case it's blocked to directx11 XD:

sinful locust
#

what do you mean by blocked to directx11?

plain mural
#

Hi, im on unity 2019.3 HDRP and sprite masks are not working, how do i fix this

formal spade
#

the ambient lighting from the physically based sky is flickering on and off. Anyone else having this problem?

blissful blade
#

i can't go directx 12 ^^;

#

since my hardware is too old lol

#

i should mean blocked at

rain flower
#

I have absolutely no idea how to set sorting axis using Render Pipeline

glad tartan
#

@formal spade That happens for me sometimes with HDRP 7.1.8 in 2019.3
Basically if I have something selected in the scene the ambient light will flicker until I deselect it/everything. Probably just a bug since it dosent seem to be something directly in the scene that's causing it and this dosent happen with 2020.1 alphas and HDRP 8.x.x

plain mural
#

has anyone had any luck using a sprite mask in hdrp?

leaden isle
#

@turbid matrix Thanks for the answer for GI. But what it should be. Do I have to enabled the baked one to actually get rid of realtime GI even if I don't want to have any GI even not baked ones?

turbid matrix
#

just toggle it off, the topmost checkbox that says baked gi etc

#

should disable all baked lights + baked gi

leaden isle
#

I did so but if I load this scene on an android device unity is spamming warnings about "Realtime GI is not supported in Universal Pipeline."

#

Currently I have to clue what is causing that.

turbid matrix
#

hmmmm, apparently unity even removed that log warning last october

#

not sure if it's made to actual URP releases yet

#

as another topic, saw this comment on the forums about HDRP camera stacking (reply from SebLagarde): We have however patched HDRP in 7.2.0 so it could support the stacking of camera within a set of constrain (i.e we manage correctly the clear of depth / color. We are working on a prototype to allow to compose multiple camera or stack them. There is no ETA for this tool but it mean some users could come with custom script for it. A big warning: the cost of camera stacking is very heavy (on CPU), and it is not recommended for game context. Prefer the usage of custom pass / custom post process.

leaden isle
#

Just checked the code, the warning is still there.

lost plaza
#

Does anybody know how to change the exposure parameters in HDRP via a script?

scarlet hull
#

You can access the volumes through the volume manager, to alter the exposure.

north hearth
#

Hey Guys, has anyone got the same problem in 2019.3 HDRP where there tris/verts/shadow casters are all 0 even though you know you have geometry casting shadows?

formal spade
#

2019.3 HDRP I woke up, loaded up, and no lighting is working in any scene. Everything was last night. Got the SeneID Map missing reference error, did the fix, but the lighting was still broke.

turbid matrix
#

that scene id thing is super annoying

#

I've once got that on HDRP template, but never in any other map

exotic plume
#

Heya everybody. Anyone know of any resources or path to put me on to learning how to use VirtualTexturing ? I just enabled it under Built-in section of pkgMngr. I know the basic concept of what Virtual Texturing is and that’s about it. Thanks in advance

turbid matrix
#

@exotic plume in short, it's not done yet nor is it merged to HDRP yet

#

we are also missing c++ changes in lastest 2020.1 alpha to be able to run current VT branch from github

#

but when I still could run it, there was still bunch of things missing

#

there's basically just one shader graph node that's exposed and now VT memory settings

#

there's still VT atlas authoring and debug views etc missing

exotic plume
#

@turbid matrix thanks for the prompt answer. I won’t try to implement in a project yet since it is still so incomplete. In the meantime any recommended videos (non Unity) I could watch to see some examples of the tech in action to see the benefits???

exotic plume
#

Excellent thanks so much @turbid matrix !

#

Next question- Is SSS - diffusion profile (skin) compatible with DXR currently? If so does it work in both raytracing and path tracing?

turbid matrix
#

pretty sure that was only added recently

#

hmmmm, I don't see the PR or branch for it tho

#

ah, found it

#

it was merged 5 days ago

#

it's not in 7.1.8 yet

#

but apparently it will be on 7.2.0 which is about to release any day now

#

@exotic plume ^

exotic plume
#

Perfect πŸ‘Œ thanks again! You are awesome! πŸ‘

turbid matrix
#

np

glass python
#

Hey everyone, good night

I'm trying to use the Volume component on URP to enable post processing...had no problem with it on HDRP, but for some reason it simply refuses to work at all on URP?

I've added a global volume to the scene, created a profile and added some overrides with some post processing effects...but nothing happens at all - I've already deleted the camera, created another one, restarted the project, changed the volume from global to local, deleted the volume and profile, but nothing seems to work

any ideas on this one? I've found a post on reddit saying you should check the "post processing" checkbox on the camera, but mine has got no such checkbox...

turbid matrix
#

@glass python you sure you actually just add volume to it and not post processing volume?

glass python
#

yup, I haven't imported the post processing V2 package - I'm trying to use the volume package that already comes with URP / HDRP

#

the volume workflow, I mean

true zealot
#

and you've enabled it on the camera?

turbid matrix
#

if everything else fails, make a new project with urp template and compare the settings

glass python
#

that's the thing - the camera has no option to enable it
I've even added the "universal additional camera data" script but nothing happens

#

yeah, i'll try some more things out, but i'm stuped rn

turbid matrix
#

and you are actually running URP now?

#

like you have urp asset on your project settings -> graphics?

#

@glass python ^

glass python
#

yup, it's there

#

created a fresh URP project...

#

got the universal render pipeline asset here too

#

both the renderer and renderer settings

#

like I said, had no problems with HDRP, but URP refuses to work

I guess i'll create a fresh project to see if it still doesn't work

#

maybe some settings got accidentally changed here on my side, dunno

#

but thanks for the help, everyone!

turbid matrix
#

if you created new project from URP template, there should be a default volume on the sample level even

glass python
#

ok, got it to work by creating a new URP render settings file

#

dunno why

turbid matrix
#

some setting on that file then

#

open both and compare them, you'll see what's wrong

tight pendant
#

Looking for somebody who can help me convert an existing project in standard render pipeline to lightweight. Goal is for everything to look the same, but be able to use shader graph. Project is only 2 small rooms (scenes).

#

Can't post server link, so DM me for more info

true zealot
#

@tight pendant This server does not accept job/collab posting. If you want to post jobs do so on Unity Connect, or other servers that do accept them

tight pendant
#

Oh, sorry about that

true zealot
#

How to upgrade pipelines is pinned to this channel, just following those steps is all your should need to do

#

Lightweight is now Universal as of 2019.3

tight pendant
#

Thank ypu, I will look at that. I failed twice already

#

Wait, you mean Lightweight is new default pipeline?

#

Oh, just name change

true zealot
#

No. I mean that Lightweight RP does not exist as of 2019.3, it has been renamed to Universal RP

#

Ye

turbid matrix
#

there's going to be gaussian blur on stock custom pass functions (CustomPassUtils)

#

that could be handy, just can't stop wondering if it's really generic enough thing to be there

frosty spear
#

URP only has shaded & wireframe scene view modes?

#

what about others?

#

using 2019.3

frosty spear
#

oh well , looks like URP is unusable still.. :/

candid basin
#

in URP, how can I change the background type of a camera through script?

fiery marsh
#

@candid basin Have you tried using Camera.clearFlags?

candid basin
#

Yeah like this

#

but doesn't seem to be doing much

#

But maybe it's an issue on my end, hold on

#

Okay it was, working now πŸ™‚

#

I wonder why the clearFlags in URP are set through Camera

#

but in HDRP they are set through the HDAdditionalCameraData

fiery marsh
#

Does HDRP have any special/different clear flag values?

candid basin
#

I suppose this is something that will change in URP in the future?

#

Yeah think so

#

But also CamerClearFlags has more options than you can set in the Camera inspector

#

like CameraClearFlags.depth

fiery marsh
#

I think that's the only extra one though

candid basin
#

I think you're right

fiery marsh
#

The CameraClearFlags is from the normal pipeline / camera component, so I guess since URP didn't need anything extra they just used that

turbid matrix
#

@candid basin HDRP is going away from these additional components too

candid basin
#

ahh, make sense that the additional camera data would not be a final solution

#

ScriptableCamera nice!

valid dock
#

Is there a good way to create a fake directional light shadow... that is, a way to use a directional light to cast shadows, but otherwise not effect the illumination of the frags of a mesh?

glad tartan
#

Not sure if this will work but if you are using HDRP maybe if you set the light to another light layer but keep the shadow layer to default. Haven't tried it so this is just a guess

valid dock
#

Where is there a setting for shadow layer?

turbid matrix
#

you probably need to expand to advanced settings

#

it's that tiny icon on the top bar of the component

valid dock
#

thanks... will dig into this!

leaden isle
#

I want to have these debug views. This guys should directly provide a package πŸ˜„

frosty spear
#

@candid basin thanks for heads up. don't see the Shaded Wireframe , which is the one i needed for my ongoing project.

#

just saw the tweet date , Aug '19. πŸ˜…

candid basin
#

Yup so a while ago

glossy cobalt
#

@frosty spear @leaden isle it's not an advertisement channel so I won't mention it again, but there is this https://assetstore.unity.com/packages/tools/particles-effects/urp-debug-views-158837 which does support Shaded Wireframe.

Do you wish you had debug views in LWRP / URP?
Do you wish it was easy to add custom debug views? That it was accessible in game view and in builds?

URP Debug Views - A unique plugin that adds debug views support for LWRP / URP and more!

TLDR
URP Debug Views adds mu...

turbid matrix
#

saw this on 2020.1.0a22 release notes: Graphics: Improve time management : Add new modes and accessible times through graph

#

hmmm, I wonder if that's more of a vfx graph thing

#

because only clue on that I can find on SRP github is for it

muted siren
#

Hello, I'm trying to have a Quad partially render on top of a sprite but doing so it just renders entirely over the sprite.
The sprite is a 2d tilemap using the default Unity Sprites shader and the quad is Unlit Transparent. What's causing this I'm not really that familliar with the render pipeline; is this even possible to achieve?

low geode
#

How do you change the anti-aliasing settings on a camera (in 2019.3/URP) through script?

#

Does URP have it's own Camera component, or is it the built-in one with a different inspector? I can't figure out where any of the "Rendering" settings are stored.

fiery marsh
#

@low geode They are stored in the UniversalAdditionalCameraData component, attached to the camera

low geode
#

Man, I did not see that little component header at all, thanks!

turbid matrix
#

I really think the docs should state both camera and volume effects manipulation on code

#

I'm pretty sure they don't tell these things now (at least HDRP docs don't) but it's a thing you'd expect well thought out docs to have

#

it's very common thing to need anyway

trim bone
#

@glossy cobalt is there any chance of you adding a unlit textured mode to that?

glossy cobalt
#

@trim bone let's have this conversation in PM as it probably isn't the proper channel πŸ™‚

turbid matrix
#

so, DXR does work now on HDRP's forward-only too

#

wonder if there's any info on the downsides of it

turbid matrix
#

so far I've tested for DXR AO, GI, SSR and screen space shadows to work on forward-only

#

these all work with MSAA enabled as well except SSR

#

I do wonder if this is an actual limitation with DXR reflections or just something that got left like this because regular SSR used to break with MSAA

trim bone
#

whats the benefit of using hdrp forward over deferred?

turbid matrix
#

in past HDRP used to be way more correctly shaded in forward + you get MSAA

trim bone
#

oh ok

turbid matrix
#

but in the end, I'm mainly interested on MSAA, just wish they'd fix SSR with it

#

and now also wondering where they disable DXR reflections on code when msaa is enabled πŸ˜„

#

I know the place where they disable SSR if msaa is enabled, I already removed that check to test this, but DXR reflections are still not applied

valid dock
#

@turbid matrix do you need to do a lot of extra work to get DXR reflections working?

#

or will it generally work out of the box with the HDRP/Lit shader

#

i should be getting my hands on a 2080ti next week πŸ˜„

turbid matrix
#

@valid dock it's pretty simple setup once DXR is just configured with HDRP Wizard for HDRP + DXR option

#

it's basically just a raytracing checkbox on SSR effects properties

#

there are settings to tweak but that's how you enable them

#

also need to have regular SSR enabled on both HDRP asset and frame settings

valid dock
#

cool... so i can expect my VFX graph particles to work with the reflections as well?

turbid matrix
#

but pretty sure that's enabled by default nowadays

#

Does not support VFX and Terrain.

#

no idea what's the state of that now and what kind of VFX it means

#

also if you use DXR from 2020.1 and latest github SRP, you also get skinned mesh rendering on DXR (which was mentioned on the 7.1.8 docs as nonfunctional thing)

valid dock
#

damn... i don't think i can really switch to 2020.1 right now

turbid matrix
#

IMO one shouldn't invest on DXR much on 2019.3

valid dock
#

VFX graph particles are a pretty key component of my project

turbid matrix
#

it's got initial experimental version of it

valid dock
#

i haven't even tried out HDRP SSR yet... i'm hoping it looks better than PPSv2's SSR

turbid matrix
#

it is

#

altho your experience may differ based on the use case

turbid matrix
#

so, tested the vfx stuff on most recent hdrp/staging from github with 2020.1.0a22 and you'll not get particles show up in DXR reflections

turbid matrix
#

I did some further digging on DXR reflections with MSAA enabled

#

if I comment that out, it will render those raytraced reflections on HDRP's forward-only with MSAA enabled (also had to additionally remove the other SSR + MSAA check from code as regular SSR does break with MSAA)

hardy oxide
#

Every time I set my SRP to the HDRPAsset the entire scene turns grey and it shows this

#

the heck is going on

turbid matrix
#

@hardy oxide more info needed, which Unity version? which HDRP version? did you run HDRP wizard?

valid dock
#

I did some further digging on DXR reflections with MSAA enabled
@turbid matrix damn that is a bummer... thanks for checking though!

#

i wonder if there are plans to support it sometime in the near future

hardy oxide
#

@ 0lento 2019.3.0f6 for unity, 7.1.0 for HDRP and I did not run HDRP wizard, don't even know what that is

turbid matrix
#

@hardy oxide use 7.1.8

hardy oxide
#

But the package manager says that its up to date at 7.1.0

turbid matrix
#

there's no guarantee 7.1.0 will work fine with f6

#

huh

#

it shouldn't even give you 7.1.0

#

7.1.8 is only verified package for full 2019.3 release

hardy oxide
#

Nevermind, I read it wrong

#

sorry

turbid matrix
#

you can find the HDRP wizard on mainmenu->window->renderpipeline or something like that

#

it's like last entry on that window menu

hardy oxide
#

mainmenu?

turbid matrix
#

make sure you fix all issues with it

#

you know the main menu

#

file, edit, assets etc

hardy oxide
#

oh that, okay let me try

turbid matrix
#

i wonder if there are plans to support it sometime in the near future
@valid dock as it happens, I happen to know answer to that exact question πŸ˜„

#

so while it was a cool experiment, I guess it's not really happening

valid dock
#

ouch

turbid matrix
#

it does feel possible but I guess it's not something they want to work toward

#

with DXR you get a lot of fine noise and TAA really helps a lot with that, so I can totally understand they don't consider supporting some more niche AA that makes it technically more complicated

#

do note that MSAA isn't simple addon like regular post processing AA's, you have to take it into account on many internal buffers and process data differently with it

valid dock
#

but if you are building something that relies heavily on ray traced reflections, its gonna look pretty funky if your VFX aren't included!

turbid matrix
#

yeah that vfx thing is another issue

#

I'm sure they are working on it

valid dock
#

oh

#

is that not what that screenshot is in reference to?

#

not sure i understand the context

turbid matrix
#

I'm confused

#

MSAA and vfx not working are two totally different things

valid dock
#

all i'm really asking about is getting raytracing features working with visual effect graph particles

#

not concerned about AA at all

#

i'm working with pointcloud data that I render with visual effect graph

turbid matrix
#

anyway, I dunno if there's any mention if they are going to do the particles, but one would expect them to address it

hardy oxide
turbid matrix
#

right now DXR seems to be more focused on visualizations, like if you look at the car demos, it totally works fine for things like that already

valid dock
#

right

hardy oxide
turbid matrix
#

@hardy oxide you don't have HDRP shader on that

hardy oxide
#

shouldn't it apply one automatically? I still don't understand. I've watched a few tutorials and all they do in the videos is install the package, create the asset (not even do anything with the wizard) and then just set the SRP to the asset

#

and everything magically works

turbid matrix
#

no, unity will not swap your materials without you telling to do so

#

there's a material upgrade script for it

#

docs tell about it

hardy oxide
#

I don't have many gameobjects yet so that wont be needed, but thanks a lot dude, it works now

valid dock
#

I'm using a Gradient Sky in my scene and I'm wondering if there is a way with HDRP's fog to have a very large ground plane eventually blend right into the sky at a far enough distance

#

ah ok.... seems like lowering the "Depth Extent" parameter helps with that a lot

turbid matrix
#

be aware that volumetric fog does come with quite substantial perf cost

#

so if you only need it for that, just do exponential fog and try to tweak it to work on your case

#

(or whatever Unity calls that)

valid dock
#

hmm... would it be less costly if i only wanted it for some spotlights and i just used those local fog volumes?

hardy oxide
valid dock
#

is there any docs around that explain how to set up a planar reflection probe?

turbid matrix
#

@valid dock official hdrp docs didn't cover it?

#

I thought 7.1.8 was first official as it was with verified status πŸ˜„

jagged canyon
#

shits in permapreview dont believe them!

turbid matrix
#

I'll use their unreleased stuff anyways so that doesn't really concern me at all πŸ˜„

#

(latest changes from their github)

valid dock
#

@valid dock official hdrp docs didn't cover it?
@turbid matrix i guess i just don't really understand why it isn't contributing to my fully reflective surface

#

i have SSR on... should that be off?

#

i thought i'd try to use it for a shiny floor

turbid matrix
#

SRP repo also has some test scenes which probably have that presetup for their tests

#

I sometimes peek into these if I struggle to setup something

valid dock
#

hmm yea i just got it working

#

idk... all my reflections are really glitchy looking

#

:/

#

guess i should take a look at those examples

turbid matrix
#

if you mean SSR reflections,then there are serious limitations on what you can do with that tech

#

that being said,sky reflections on SSR used to really bad in past, there's like artifacts all around the edges where the reflections and sky meet

#

(you can toggle the sky reflections off)

jagged canyon
#

doesnt SSR only work with proper viewing angles too?

valid dock
#

i turned off the SSR so that it would be just the plane reflection probe

#

and it still looks glitchy

turbid matrix
#

@jagged canyon SSR can only reflect data that's rendered on screen so yeah, it totally depends on the reflection angle what it can project

#

@valid dock screenshot?

valid dock
jagged canyon
#

oh my

#

the artifacts look like ass

valid dock
#

oh wait that is because it was isometric scene view cam

#

there is still def some glitch though

#

those are area lights... not sure why it looks like there are 2 stacked though

#

the preview of the planar reflection looks very clean

#

the probe that is

#

hmm seems like the SSR is still impacting it maybe

turbid matrix
#

you sure you still don't have SSR on?

#

because it's setup by default nowadays

#

you don't have to put it on your volume

valid dock
#

i turned it off... maybe i'll try reloading the scene

#

i know but i made my own default volume without hardly anything turned on

#

to avoid that!

turbid matrix
#

I dunno if it's even on that stock default volume even

#

I guess it could be a bug that it's always on now πŸ˜„

valid dock
#

yea perhaps

turbid matrix
#

you can fully turn it off by disabling the SSR from HDRP Asset or frame settings

valid dock
#

hmm yea ok that removed the glitchyness, but still seeing those doubled up area lights

#

hmm i think it's some bug

turbid matrix
#

?

valid dock
#

i baked a normal cube map reflection probe earlier, turned it off and now even deleted it, but i think its still having an effect

#

i'll rebake the whole scene

#

yea not really sure any other way to explain it

turbid matrix
#

I don't think the reflection probes would affect it

#

but you can omit SSR per material too

valid dock
#

well SSR is now off on the HDRP asset

#

so

turbid matrix
#

like if you know you are going to use planar reflection for some surface, justdisable SSR for it

#

(if you want SSR elsewhere)

valid dock
#

right that is a good tip

#

where is that setting?

#

oh i see it never mind

turbid matrix
#

yeah, it's on the material (receive ssr)

valid dock
#

yea it really looks like the cubemap is still effecting it

#

so strange

#

is there a way to purge all the lighting data from a scene?

turbid matrix
#

making it realtime?

#

there is "clear baked data" option on Generate Lighting's dropdown too

#

(on lighting tab)

valid dock
#

not seeing it

#

you mean some other lighting tab?

#

oh my bad all the way at the bottom

jagged canyon
#

scroll to the bottom it should be next to the generate button

valid dock
#

yea idk i'm stumped... i don't understand how this baked reflection probe is still getting into these reflections

dreamy summit
#

anyone know if its possible to render a 3d object completely behind another object irrelevant of position?

turbid matrix
#

which renderer?

#

@dreamy summit

dreamy summit
#

urp

#

@Olento

#

hmmm....

manic turtle
#

Question concerning SRP and delivering assets on the store : If I understand, SRP got their official release in 2019xx and all 2018 will stay in "preview" stage ? Since that, the best option I got for my asset is to upload it with the official release on 2019 or are they better options ?

hardy oxide
#

is there any reason why my emissive materials are just creating a bloom effect and no actual light

jagged canyon
#

everything set as static?

#

did you bake lighting?

turbid matrix
#

@dreamy summit I dunno how custom renderers work on URP, like if you could do something with it for that

#

you could use the camera stacking now that it's supported by URP again but it's going to be the most perf heavy way to do it

#

if there's a way to access URP stencil, you could write the blocking object to stencil as mask and use that to mask the rendering on the object that you want to render behind

#

there's probably ton of smarter ways to deal with that but I really don't know much about URP as I don't use it myself

dreamy summit
#

@elder merlinnto, I am gonna be using a lot of objects for this, so i would need some more performant method. Currently it seems the only option is gonna be manually moving them in space, but am just attempting to figure out the best way to do that.

#

Running several cameras to deal with an edge case likelihood seems like about as conducive to a smooth setup as setting fire to my cpu πŸ˜„

#

Atm the problem may be about to solve itself, when i make the distances involved as large as they should be.

brave fulcrum
#

@hardy oxide is this still the case in a new scene? what are your light settings?

hardy oxide
#

I fixed the emissions but now I'm getting weird artifacts

#

god damn it, i forgot to save my scene out of frustration when i closed unity an hour ago

#

but yeah, the lke weird square artifacts are happening, the same as on the last screenshot i sent, it happens mainly around the transparent glass i have at one side of the room

dawn sorrel
#

@dreamy summit look up custom render passes in URP.

hasty cape
#

Hello!So im having a lighting issue idk what happening:

dreamy summit
#

@dawn sorrel i was kinda hoping i could use the depth thingie in th3 shaders

barren kindle
dreamy summit
#

@barren kindle is that the hdrp shader graph? or a custom node?

barren kindle
#

hdrp yes

barren kindle
#

created hdrp lit graph

barren kindle
#

(distortion)

idle heart
#

clinemachine and pixel perfect not working together, would anyone have the same issues?

jagged canyon
#

cant you just sample the screen ?

#

Ive got shitty distortion working in urp

#

scenecolor

#

wavy goodness

simple vine
#

Unity's built-in pipeline had an MVP matrix defined in UnityCG.cginc. You multiply your object position and here you go, it's fully transformed and ready for rasterization

#

SRP's don't have that. The SpaceTransform.hlsl doesn't contain the precalculated MVP matrix.

#

In order to transform your verticies from object space to homogenous space you need to call this function and it says that it is "more efficient".

#

Please explain how exactly is it more efficient to do two matrix mul ops than doing just one with an MVP matrix?

#

And why is it not here?

#

Why get rid of the MVP matrix?

delicate iron
#

Using URP for a 2D game with lights and normal maps. Do I need to pack the corresponding normal-map sprites in the same texture atlas as my actual (albedo) sprite? If I don't, will I get a ton of texture swaps / draw calls? Hard to find info on this since its relatively new. If anyone knows could you @delicate iron me? Much appreciated πŸ™‚

strong frigate
#

I just noticed the increase in supported camera lights from 8 to 256 for URP. Is there any info or benchmark in performance/how well it scales?

lean cypress
#

I want to only apply to the characters

#

Any ideas?

fair flame
#

I think there are layers defined in the outline shader settings asset. Try assigning different layers than the characters to your trees?

lean cypress
#

I can only find layer settings in the custom forward render asset. When I deselect the layers it just doesn't render objects on those layers.

fair flame
lean cypress
#

@fair flame

fair flame
#

@lean cypress
If you are using the template from above, can you show us your asset folder in the path I marked in my screenshot?

#

You should have an OutlineHullEffect asset

lean cypress
#

Okay I'll check thanks! I probably didn't import it right into my project then. I'm also in version 2019.1.3 so I'm going to try and update to the latest version.

fair flame
#

Alright, my screenshot above is also in 2019.1.3, and I imported it like 1 or 2 weeks ago, but I doubt they changed too much about it

lean cypress
#

Okay good to know that yours works in 2019.1.3. I want to update to 2019.3 because terrains are apparently better. But if I can't I'll stick to 2019.1.3

fair flame
#

I updated my project to 2019.3 a few days ago as well, couldn't find any issues with the rendering

obtuse hill
#

on macos if you are using the hybrid renderer with URP you'll have all sorts of problems. On pc though it works fine..

fast pumice
#

Hi guys, can anybody help me?

#

i upgraded my project from built in to URP render pipeline

#

it looks like everything works, even materials upgraded and are not pink

#

but shadergraph says that this master node is not compatible with current render pipeline

#

any ideas?

#

I restarted unity, set render pipeline to built in and back to URP again

turbid matrix
#

that article is pretty in depth (they explain the individual effects on boat attack there), don't get fooled by the beginning which looks like every SRP promo

#

expect HDRP 7.2.0 blog post for soon too

fast pumice
#

sorry my bad, i applied my pipeline to quality, not graphics
it works just fine now

valid dock
#

is there a way to control some of the advanced emission parameters of Area Lights from script?

#

i don't even see the dimmer parameter exposed

turbid matrix
#

they still have occlusion probes support marked to URP's mid term goals (6-12 months)

valid dock
#

lol so much for 7.20 today, eh?

turbid matrix
#

doesn't look like it :p

#

considering a lot of people working on it are in EU

#

(and it's past midnight on EU already)

valid dock
#

anything significant going from 7.18 to 7.20 anyway?

trim bone
#

is there a product board for hdrp?

glad tartan
#

7.1.8 to 7.2.0 is mainly bug fixes and small changes

turbid matrix
#

tons of DXR fixes too

#

@trim bone not that I'm aware of

teal hemlock
#

hello! is it possible to use more than 1 camera for URP?

#

i've been trying to use different cameras to render different parts of the games but it doesn't seem like it's working!

turbid matrix
#

camera stacking is coming up for URP

teal hemlock
#

nice to see you again @turbid matrix! is there a link in which i can follow to see the current roadworks for camera stacking?

turbid matrix
#

I'm not sure if it's backported on 7.2

#

ah it is

#

so, you're in a luck as this was supposed to release yesterday... so it's going to be out very soon

#

@teal hemlock

teal hemlock
#

thanks so much!! pepe_blush

turbid matrix
#

np

silent mortar
#

Anyone have tips for reducing build times on Android URP? I know that if I build once and only change scripts, I can do dev builds and patch my build. But is there anyway to speed up a build when I do something like change a shadergraph object?

whole fossil
#

about camera stacking in URP - do you guys know something about stacking coming in HDRP? Are there any plans to support it at some time?

hexed mantle
#

Would anyone know what would be the cause of the VolumeManager performing a ton of processing in a scene, even if there are no volumes in a scene - or our project? This is causing us some heavy lag... is it possible to disable the volume system as we're not using it and it's just causing performance issues?

turbid matrix
#

@whole fossil afk it works from code in 7.2 already for hdrp. No ui yet

turbid matrix
#

ah, 7.2.0 packages are out now πŸ™‚

drifting vault
#

for URP @turbid matrix ?

runic bay
#

Yep πŸ™‚

boreal fiber
#

Does anyone have trouble with DOTS instancing with 7.2.0 packages ?? I had everything working fine using DOTS instancing param inside HDRP shader and Hybrid Instancied for update shaders and on 7.2.0 shaders render black in play while in editor it works fine

exotic plume
#

Yaaay! HDRP 7.2.0 package is available via pkgMngr !

#

Going to test out SSS profile with DXR today

#

Just rummaging through the change log and I noticed this little golden nugget:

#

Does anyone else have more info about this?

turbid matrix
#

yes, all 7.2.0 packages are out

#

they never release just one of them

exotic plume
#

Does it support everything in the aiStandard material?

#

This is great news to me as a Maya user

turbid matrix
#

I've seen the PRs but I have no idea how those work as I don't use Autodesk tools

exotic plume
#

Also what version of FBX should I be using upon exporting out of Maya to support this feature??

#

You a Blender guy @turbid matrix ??

turbid matrix
#

oh no, I'm not compatible πŸ˜„

#

I've given blender like dozen times a chance but it still keeps doing absolutely everything differently from what I'd expect. so I just keep it as my secondary tool if Modo fails on importing some funky files

#

I really wish I could use it without constant frustration but I've given up already

exotic plume
#

Oh Modo - that’s a rare one. I remember using it when it first came out

turbid matrix
#

I like it, it's somewhat logical to me πŸ˜„

#

and I only need strong modeling tools, I don't do animations, texturing or highpoly sculpting on it

exotic plume
#

Ya I feel the same way about blender- Maya is what makes sense to me and works well- but to each his own!

#

Ya I use 3D coat for sculpting and Substance painter for Textures

turbid matrix
#

I have zbrush for sculpting and substance painter + designer for textures

#

and bunch of other tools like agisoft for scans, marvelous designer for cloths

#

that last thing I've barely used tho

#

(and nothing for animations atm :D) I guess when I need to do it, I can do it on Unity editor directly because my animation needs are super simpler (can bake physics sims for them and do simple animations for the few props), most things in game are just physics simulated

exotic plume
#

True. I’ve been moving more and more of my workflow to Unity from Maya, especially animation (things like Cinemachine and procedural animations make it easy) I do a lot of non - game offline animations so I Still render in Arnold sometimes but trying to bring as much into Unity as I can

glad tartan
#

Was there any news on HDRP supporting 16 bit normal maps? I remember a while back there was talk about this but haven't seen anything on it after that.

long wagon
#

This wasn't fixed with 7.2.0 when trying to use new Input System in exclusive mode :(

UnityEngine.Rendering.DebugManager.SampleAction (System.Int32 actionIndex) (at Library/PackageCache/com.unity.render-pipelines.core@7.2.0/Runtime/Debugging/DebugManager.Actions.cs:119)
UnityEngine.Rendering.DebugManager.UpdateActions () (at Library/PackageCache/com.unity.render-pipelines.core@7.2.0/Runtime/Debugging/DebugManager.Actions.cs:179)
UnityEngine.Rendering.DebugUpdater.Update () (at Library/PackageCache/com.unity.render-pipelines.core@7.2.0/Runtime/Debugging/DebugUpdater.cs:18)
turbid matrix
#

input system isn't still fully released either I think?

#

I mean, HDRP is now

#

Added an error message in the debug menu window to warn about debug menu not being available in build when using the new input system

long wagon
#

Yea, I saw a forum thread saying that it was supposed to be fixed with 7.2.0

turbid matrix
#

it shouldn't break the build tho

#

and I did check that PR was included in actual 7.2.x branch too

long wagon
#

It's not a big deal really because new Input still lacks some key features. So would be using it in hybrid mode for now anyway.

turbid matrix
#

it's still bit of a mess, yes

#

I really dig how it works, when it works though

long wagon
#

Yea, it is nice. Just the ability to easily remap keys worth it. A bit overwhelming to get into it though.

turbid matrix
#

remapping is one thing that in particular is broken for me πŸ˜„

#

but then again, I need it to work on HID devices that stil have flaky support

long wagon
#

I just tried it in the example package. And I assumed remembering mapping itself would be done through the Json

turbid matrix
#

some of my devices output -1 on some axis on idle state, and new input system immediately tags it as new input if you use their remapping tools

#

it doesn't like, detect the change, it just checks if some value is not zero

#

it feels like major design flaw in that part of the code as there are all kinds of controllers out there

#

that + it doesn't even see all axis on one of my devices πŸ™‚

#

if I only needed keyboard + mouse and gamepad support, I guess it would be somewhat usable

long wagon
#

I was limited testing only on keyboard+mouse devices πŸ™‚

turbid matrix
#

the internal code structure also feels bit overengineered, it's not easy to track what they do there internally at all

#

so, that alone makes me wonder how well they can maintain and keep it bug free

long wagon
#

I've settled on using Action asset, pre-generated class nicely exposes methods without the need of using strings. I liked that. I don't think I would look forward creating something like this from scratch myself.

exotic plume
#

I can confirm!

#

SSS works in DXR now!

whole fossil
#

do you know how much does it take for a package to be verified in package manager?

turbid matrix
#

Unity updated FontainebleauDemo for 7.2.0 HDRP

#

Use Physically based sky (preview) for night lighting setup with clouds rendered on top using a shader graph

#

they swapped the day scene to pbr sky earlier

whole fossil
#

have anyone else experienced editor crash while upgrading materials in hdrp (transition from 7.1.8 to 7.2.0)?

turbid matrix
#

I get random editor crashes all the time πŸ™‚

#

like, when upgrading

#

also sometimes you have to wipe library for Unity to play nice as auto-upgrade can just fail because of some old cache

whole fossil
#

yeah, I've removed library twice already

turbid matrix
#

not sure about 7.1.8->7.2.0 tho

whole fossil
#

and still cannot upgrade to 7.2.0

turbid matrix
#

wonder if logs would have some clue

whole fossil
#

i cannot see anything in the logs 😦

turbid matrix
#

also make sure you don't have some mismatching conf on packages/manifest.json

#

ah

#

you use DXR too?

whole fossil
#

nope

turbid matrix
#

because if you had set that up, you'd have hdrp config as local package there and it's not currently autoupgraded

whole fossil
#

i have never even used DXR πŸ™‚

#

packages manifest also seems correct

#

materials auto upgrade is launched every time I open the project & it cannot finish

turbid matrix
#

sounds alarming

#

I'd totally get if you got that behavior with mismatching hdrp-config being in local packages folder

#

which is IMO a flaw in current system anyway

#

but then again DXR is experimental too

whole fossil
#

it does. manifest containing 7.2.0 -> library deleted -> open project (library rebuild) -> crash 😦

turbid matrix
#

so you don't have HDRP-config on your manifest at all?

#

(you shouldn't need it if you don't use DXR)

whole fossil
#

nope, I do not have

turbid matrix
#

it's weird because others who complain there have DX12/DXR in use

#

wonder if there's some simple repro for that

whole fossil
#

yeah, I've noticed. but for me it is not caused by dx12/dxr

turbid matrix
#

I'll test with the HDRP template

whole fossil
#

well... it'll be difficult to repro without all of our project assets

turbid matrix
#

I'll setup it first for 7.1.8 and then try to upgrade to 7.2.0 on next restart

#

but I'm pretty sure it will work as Unity would have caught this simple step

whole fossil
#

this is why I asked about verified tag in PM

turbid matrix
#

and 7.2.0 does run on my system, I just had it running on that fontaineblau thing

whole fossil
#

since 7.2.0 doesn't seem to have it yet

turbid matrix
#

yeah, it's possible it'll not get it even if there's a major issue

#

oh crap

#

I honestly hate this Unity Hub nonsense, it yet again placed the new project in totally wrong folder

whole fossil
#

^^

turbid matrix
#

it's piss poor UX to always change the default location to the root folder of your last added project

#

(yes, I've given Unity feedback about this, it just keeps pissing me off)

#

considering all the frustrations I've had with the Hub, have been tempted to just write my own launcher in day or two that would do what I want it to do :/

#

HD Template did upgrade but it now keeps spamming this error on the console πŸ˜„ No more space in the 2D Cookie Texture Atlas. To solve this issue, increase the resolution of the cookie atlas in the HDRP settings.

#

error does go away after restart

#

testing the DXR upgrade next as I assume this is what most people are facing

whole fossil
#

Just visited the forums. There are couple more post replies that mentions crashes after upgrading

turbid matrix
#

there could be multiple reasons for this tho, just trying to rule things out

whole fossil
#

Yeah, i know

#

But something is fishy right here

true zealot
turbid matrix
#

hmmm, that's looking like the old 7.1 pass list

#

but I guess it makes sense to promote now that 7.2 is supposed to be first official version

#

I dunno if they really promoted custom passes before so I guess it makes sense

#

I only recognized that because I've been staring it a lot when testing these custom passes :p

#

and yeah, I just got the HD Template set to DXR and tried to upgrade -> crash

#

this doesn't surprise me as the update sequence is wrong for that

#

it also crashes the editor when trying to open it now

#

wiping both the hdrp config local package + library let it open it again

whole fossil
#

i am also trying to narrow it down - by removing assets that needs to be rebuild

turbid matrix
#

this is pretty standard for me when I play with github versions but I can see how it'll frustrate users who haven't had to do these steps before

#

I really think your issue is something different but it could be triggered by the same root cause

whole fossil
#

it seems like, because the upgrader process seems like it's doing better this time (after I've removed some of the assets - i'll try to import them separately if all goes well)

turbid matrix
#

welp

#

it still crashes when I actually try to open the scene πŸ˜„

whole fossil
#

but you are still testing dxr stuff, right?

turbid matrix
#

yes

#

I couldn't repro the crash without it

#

just to make sure

whole fossil
#

because for me the material autoupgrader has finished successfully - but I've had to remove some of the assets - which is weird

turbid matrix
#

if you wipe library, it opens the editor right?

whole fossil
#

nope

turbid matrix
#

well, it's different then

#

for me it lets me open the editor but not the upgraded scene

#

it's literally the old scene that breaks it on my test

whole fossil
#

for me it always tried to upgrade the materials

#

no matter what

#

and it only succeeded when I removed some of the assets (the last ones that I spotted on the upgrader progress window)

turbid matrix
#

check your Editor.log at C:\Users\YourUserName\AppData\Local\Unity\Editor

#

for DXR / DX12 issue, it's saying: ```
========== OUTPUTTING STACK TRACE ==================

0x00007FF6706A936C (Unity) D3D12Fence::Wait
0x00007FF6706D035C (Unity) AsyncReadbackDataD3D12::Update
0x00007FF670719EA5 (Unity) GfxDeviceWorker::RunCommand
0x00007FF67072131B (Unity) GfxDeviceWorker::RunExt
0x00007FF6707216D8 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
0x00007FF6715ABA83 (Unity) Thread::RunThreadWrapper
0x00007FFD7BB37BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFD7BE0CED1 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========```

#

like reported on the forums

#

you should be getting something else

whole fossil
#

i am bad at reading stack traces but maybe someone will find it useful

========== OUTPUTTING STACK TRACE ==================

0x00007FF7212D21F0 (Unity) StackAllocator::WalkAllocations
0x00007FF7212DF746 (Unity) TLSAllocator::WalkAllocations
0x00007FF7212D5F5F (Unity) TLSAllocator::FrameMaintenance
0x00007FF7212B6300 (Unity) MemoryManager::FrameMaintenance
0x00007FF721BDE754 (Unity) `InitPlayerLoopCallbacks'::`2'::PostLateUpdateMemoryFrameMaintenanceRegistrator::Forward
0x00007FF721BC80C8 (Unity) ExecutePlayerLoop
0x00007FF721BC819D (Unity) ExecutePlayerLoop
0x00007FF721BCD394 (Unity) PlayerLoop
0x00007FF71FFE57BB (Unity) PlayerLoopController::UpdateScene
0x00007FF71FFE36F8 (Unity) Application::TickTimer
0x00007FF720926C10 (Unity) MainMessageLoop
0x00007FF7209309AA (Unity) WinMain
0x00007FF7238AC602 (Unity) __scrt_common_main_seh
0x00007FFB1E157BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFB1F3CCED1 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========
turbid matrix
#

yeah, that's definitely something different

#

could post that to the forum thread

#

crashes like these kinda pain me on Unity as there's no way for user to debug/patch them

#

when you got full source access, you can find the changes that broke it and just revert them to get things going again

turbid matrix
#

also wonder if Unity is aware of these already or if they'd want repro projects

#

the DXR one is super simple to repro, just make a new HD template with 7.1.8 HDRP, set it use DXR using HDRP wizard and then update HDRP package to 7.2.0

indigo summit
#

URP 7.2.0 have an artifact on the shadow cascade transition area 😦

empty star
#

anyone get this error with HDRP 7.2.0 ? Library\PackageCache\com.unity.render-pipelines.high-definition@7.2.0\Runtime\RenderPipeline\Camera\HDAdditionalCameraData.cs(350,18): error CS0246: The type or namespace name 'ProfilingSampler' could not be found (are you missing a using directive or an assembly reference?)

#

(there's several regarding ProfilingSampler)

#

manually updating Core RP to 7.2.0 fixed it, the package manager didn't update it, though it is listed as a dependency of HDRP

remote forge
#

You should not have the core dependency explicity listed in your manifest / pack man window

#

it should be pulled in automagically

#

by having an explicit manifest entry it will override the dependency mechanism and include the one you list in the manifest

#

so you can and up in situations like the one you describe.

drifting vault
#

@indigo summit its very old bug since LWRP

indigo summit
#

and it still not fixed 😦

whole fossil
#

guys.. after upgrading to 7.2.0 I am receiving tons and tons of

Allocation of 4461 bytes at 0000026800004160
TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 4461

errors. even on a new empty scene. this freaks me out. do you know some sort of a way to narrow the cause?

scarlet hull
#

Which RP ?

whole fossil
#

HDRP, I've tried wiping the library for 3 times already

scarlet hull
#

Are you using 2020 alpha ?

whole fossil
#

nope, latest 2019.3 (2019.3.0f6)

whole fossil
#

Not using DXR/DX12 if that matters. Also the editor crashes much more than before. Im not asking for antyhing that a way how to narrow the issue. I am working on an upgraded, pretty large project

#

Hdrp config is all green

#

I see on the github that 7.2.1 is inthe candidate state already. Maybe this will bring some luck

scarlet hull
#

Also, we had some issues and crashes that happens with 7.2.0 on current editor versions but that will be fixed with updates (2019.3.1+ and 2020.1.0a24+)

whole fossil
#

Is there any ETA on those?

scarlet hull
#

not that I'm aware of

#

but the issues a kind of nasty, so I hope it will be fast

#

I just tried (again) updating the template project from 7.1.8 to 7.2.0 using unity 2019.3.0f6, and I don't have your issue :/

#

But we know this happens on current public 2020.1

whole fossil
#

Yeah, I belive that it may be something related to my project so this is why I am asking about a way of narrowing the issue

#

But before it was all ok, and the project is 1 year old (constantly upgrading)

#

But what bothers me the most that it does happen on an empty scene with default items in it

candid basin
#

Do you need to assign the Render Pipeline Asset in both the Project>Graphics and Project>Quality settings for it to be the active renderer?

#

Or is 1 of them enough?

#

And if both are needed, why is this not simplified into 1 slot?

scarlet hull
#

1st one is enough

#

The ones you set in quality is if you want to use different RP assets per quality level

candid basin
#

Thanks

turbid matrix
#

RE: DX12 crashes on 7.2.0, apparently it's requires editor changes and there will be a fix on 2019.3.1f2 next week

glad tartan
hardy oxide
#

any way to fix the fallback to cpu from gpu? It says something with out of memory but the docs say that 2gb is the minimum and i have a 3gb card

turbid matrix
#

@glad tartan you can't use the shader graphs from it's repo still?

#

they just updated them to 7.2

glad tartan
#

I'm not using it

turbid matrix
#

As of package 7.2 we can now deliver the final normal directly in world space which saves us two redundant transformations at the end. Yay!

glad tartan
#

the reason it had a custom shader graph was because Shader graph didnt support per pixel normals before 7.2.0 so now that it does they updated it to use shader graph 7.2.0. I'm wondering if this will be officially implemented into shader graph rather than staying in that repo

jagged canyon
#

do you have to add the git to get 7.2 urp?

#

when is it coming official package?

turbid matrix
#

it should be in PM

jagged canyon
#

oh

turbid matrix
#

it's not verified

jagged canyon
#

it wasnt before but lemme check again

turbid matrix
#

so you have to expand the URP package to see the alternatives

jagged canyon
#

maybe I didnt see it because unverified

#

probably

turbid matrix
#

you can see it if you hit the arrow on the left of the package

jagged canyon
#

thanks my dude

glad tartan
#

Yea I get all that before. I'm just asking if they will integrate that feature to the main branch of shader graph.

turbid matrix
#

and the update button could still be live on the right side

#

just not on the package list

#

yeah, I guess it could be cool

#

I wonder the same for occlusion probes πŸ˜„

#

as it's technically possible to use them without custom HDRP already

#

for occlusion probes, it really seems to be a priority issue

#

it's super low prio

jagged canyon
#

aw shit im out of date already

turbid matrix
#

yes, 3.1 just dropped today

glad tartan
#

yep, and the Stochastic Texturing as well

jagged canyon
#

time to break my project

glad tartan
#

a lot of tech just floating around

rose root
#

Hey I am using URP and I try to use a camera with a render texture for the UI. However, I am not able to set the background of the camera transparent. Setting the alpha to 0 does nothing.

rain flower
#

There is still no way of sorting by y in URP?

hearty vessel
#

Guys I need help : (
I'm having exactly as this problem with 2D shader graph
https://answers.unity.com/questions/1686284/2d-shader-sprite-lit-graph-not-showing-color.html

I've already installed lightweight RP and adjust Graphic and Quality with it's rendering file :" (

frigid cypress
#

we need much more information than that to help -- what editor version? what package version? pc, mac?

near pumice
hearty vessel
#

@frigid cypress oh sorry, Unity 2019.3.0f6 / Lightweights RP 7.1.8 / PC

frigid cypress
#

i'm not familiar with anyone filing a bug for that. I would try to upgrade to 7.2 first and then file a bug if it's still happening

hearty vessel
#

Ok I'll try , thank you

glad tartan
#

Shouldn't you be using URP instead of LWRP

covert heath
#

Hello! I have a splitscreen 3D game with textbubbles. The textbubbles need to face towards both cameras independently before each frame is rendered on the camera's.

I've found (online) that that should be possible using Camera.OnPreRender, however I'm using the HDRP right now. That's why I'm using the HDRP counterpart RenderpipelineManager.BeginCameraRendering.

Once a bubble is enabled, every time beginCameraRendering is called it will set the textbubble rotation to the rotation of the current camera. However it only seems to be setting the rotation to player 2's camera and I'm out of ideas. When I debug log both camera's get called.

I'm not sure if it doesn't work because BeginCameraRendering and OnPreRender are inherently different, or I'm just a big dummy. Anybody have any advice?

#

This is all the relevant code

turbid matrix
#

7.2.1 spotted

#

apparently it's just some urp hotfix for few things

#

no changes on SRP core or HDRP

glad tartan
#

There's also 7.3.0 and Master bumped to 9.0.0
Was for an API fix though

simple vine
#

Are there any hidden performance caveats to using Umbra's Occlusion Culling (aka the Occlusion Culling tab)?

#

Like, performance being dependent on the tweakable parameters, renderer settings, etc.

turbid matrix
#

I can understand 7.3.0 as wip branch atm but why bump master to 9?

#

oh, they are working toward 2020.2 already

#

well, that's going to be a long wait since 2020.2 is scheduled to get out on fall πŸ˜„

#

wonder how the alpha/beta cycle will go now

drifting vault
#

Low-quality Unity DXR possible on GTX1660Ti and I5 9300H ?

turbid matrix
#

you could probably run some DXR effects on it

#

it doesn't have dedicated RT hardware like RTX series does

#

but could probably try running raytraced shadows etc on it

glad tartan
#

Yea it will run them. Probably at 10fps or so.
I have a GTX 1080 and I use DXR quite a bit with all effects on at Tier 2. It runs at 5 FPS in editor with them all on but I only use it for testing/visualization.

valid dock
#

So I had to switch to a WMR headset for the project I'm working on. I got everything working with the Windows XR plugin (new XR plugin architecture), but was encountering one really irritating problem... the Camera on my XR rig would not respect the near/far clip plane settings on the Camera component. Seemed like near plane was locked to around .3 no matter what i changed it to in the inspector. Not a good near clip plane value for VR!!!

#

Anyways, I just tried the same plugin in Unity's XR Interaction Toolkit sample project, which uses the legacy renderer and i didn't see any problems like this. So is it possible that something in HDRP is doing this?

valid dock
#

_<

#

wow this new XR plugin architecture is really going great!

dawn sorrel
true zealot
#

Does actually resolving your broken materials fix your shadows?

reef monolith
#

there is hdrp wizard on latest unity version, i forgot the exact name

dawn sorrel
#

Upgrading the materials don't work so I have to upgrade it manually.

dawn sorrel
#

They keep generating.

turbid matrix
#

in general you shouldn't tag random users to get answers here πŸ™‚

turbid matrix
#

it's still not the most efficient way to do it tho

sage rose
#

ill mess around with method used in the vid

#

then try camera stacking

#

also @turbid matrix 7.2.0 is not available in my package manager

#

i only see 7.1.6 and 7.1.5

turbid matrix
#

I guess you are using some old prerelease of 2019.3

sage rose
#

f1, yeah

turbid matrix
#

it is there on actual releases

sage rose
turbid matrix
#

yes, that's RC1

sage rose
#

okay so its on there?

turbid matrix
#

oh

#

3.1f1 is a release

#

I thought you had 2019.3.0f1

#

my bad

#

how do you even see 7.1.6 on it?

sage rose
#

i do

#

were on 3.0f1

turbid matrix
#

ah

#

anyway, 7.2.1 should show up on PM just fine

sage rose
#

so if i upgrade our project to that version we can work with the new stuff?

#

any risk of it bricking from the upgrade?

turbid matrix
#

it's not verified package so it doesn't show the update available icon

sage rose
#

ill back it up anyway but itd be nice to know

turbid matrix
#

always do backup if you don't use version control

#

but I'd really recommend using VCS

sage rose
#

never heard of vcs

turbid matrix
#

that's just short of version control system

#

git, perforce, svn etc

#

you don't usually want to backup all small steps, with version control it's easier to just submit the done changes, no need for time consuming backups and you get safety of not losing any of your work if some future step screws up your project (as you can always roll back inidivdual changes with your version control

sage rose
#

oh, we use git

stray mauve
#

I forgot if it was VFX graph or the Shader graph, but it used to be only on the HDRP

#

Is it finally in Universal yet?

true zealot
#

both work on universal

winged monolith
#

Hi everyone. I have a doubt. Is this performance spike something that looks normal?

#

Im having performance troubles and im not sure if this is something I should be concerned with

dawn sorrel
#

hello,
i made FPS Zombie Shooter game with URP that runs at 30fps on mid-PC in worst case - 10M of vertices - about 15K drawcalls ... [for 1000 zombies + big environment]

but how can i optimize rendering for Android? [i mean Camera.Render()]
does exists special methods or alternatives [not mean static or dynamic batching or culling or mesh optimizing! i'm using this methods + mesh animation instancing + DOTS/JOBS for optimizing scripts]

turbid matrix
#

@winged monolith is that in editor?

#

It is

#

Always profile on build if you see issues

dawn sorrel
#

I'm not sure if this is an error (me using HDRP wrong), or is a bug.. But This is getting quite frustrating... I Get these 3 errors at the bottom (the first error is unrelated) as the 3 errors happen when going in and out of playmode. (sometimes).

But the skybox, etc goes black permanently unless I shut off Unity and open it back...

But not sure if this is a bug or I'm using HDRP wrong to make it cause these errors.

#

This has happened on multiple Unity versions only when using HDRP.

winged monolith
#

@turbid matrix Profile the build?? Is that even possible?? How?

valid dock
#

is there a way to get like an animated noise in the volumetrics

#

?

#

i've always used the Volumetric Light Beam from the asset store on the legacy pipeline but it feels a bit static in HDRP

#

wanna make it feel like some dust is moving around in the beam

dawn sorrel
turbid matrix
#

@winged monolith make a development build, attach profiler to it when you run it

scarlet hull
#

@valid dock Check for volumetric density volume.
You'll be able to assign a 3D density texture with a scroll speed.

winged monolith
#

@turbid matrix I just saw it. Wow, amazing! Thanks that will be very helpful

weak bluff
#

With Universal Render Pipeline, I'm getting an issue with mismatched textures for all materials using the Default Lit shader - the textures also seem to change depending on view angle.

#

As in, Default Lit materials incorrectly sample textures that had been assigned to another material using the same shader

#

After looking into it more, it seems disabling the 'SRP Batcher' in the pipeline settings fixed the issue

#

(I only started having the issue after upgrading to 2019.3.1f1)

#

@dawn sorrel try playing around with shadow settings on your pipeline settings asset

lusty egret
#

Hi, not sure if I should post this here or in shaders, but I'm trying to send a ComputeBuffer to my ComputeShader from a ScriptableRenderPass with URP and the buffer remains empty on shader side. Setting a regular float3 works without issue but the buffer's dimension stays at 0.

#

I already sent the question on Unity Answers, but I wanted to ask real quick if someone had experience with compute shaders in SRP and if there was something particular to pay attention to.
https://answers.unity.com/questions/1700156/computebuffer-stays-empty-in-compute-shader-in-urp.html

lusty egret
#

For context, I managed to draw a sphere by ray marching, and I want to send the position and radius of the gameobjects. It works if I send a float3 and float manually, but I'd like to put them in a struct and send multiple spheres

lusty egret
#

Finally found something! If I store the buffer in the render feature, and set it there I can finally send something, though I don't know how to release it so this happens :|

lusty egret
#

Alright, I've isolated the issue down to the way I dispose of the buffer, so if I only get rid of it before recreating it, rather than with FrameCleanup, it works :D

dawn sorrel
#

When I use HDRP, it says some effects are in preview, what does that mean?

#

When can I use it?

empty peak
#

I'm attempting to enable a Fog override in HDRP via a script. I can't seem to figure out the right approach.

public class VolumesManager : MonoBehaviour
{

    public Volume skyAndFogVolume;
    public Fog fogOverride;

    // Start is called before the first frame update
    void Start()
    {
        if (!skyAndFogVolume)
            skyAndFogVolume = GetComponent<Volume>();

        Fog tmpFog;
        if (skyAndFogVolume.profile.TryGet<Fog>(out tmpFog))
        {
            fogOverride = tmpFog;
        }
    }

    public void ToggleFog()
    {
        fogOverride.enabled.value = true;
    }
    private void OnEnable()
    {
        MissionMapManager.MapEnabledEvent += ToggleFog;
        MissionMapManager.MapDisabledEvent += ToggleFog;
    }

    private void OnDisable()
    {
        MissionMapManager.MapEnabledEvent -= ToggleFog;
        MissionMapManager.MapDisabledEvent -= ToggleFog;
    }
}
#

The Fog property is populated with (Clone) (Fog) value but that doesn't seem to point to the actual fog volume in the scene. Am I missing something here?

dawn sorrel
ripe fable
#

Are you on Windows 1809 or newer with a RTX capable card?

dawn sorrel
empty peak
#

Nvidia GTX 1060 doesn't support Raytracing

turbid matrix
#

1060 6GB is actually first supported one

kindred plover
#

wha

turbid matrix
#

so I'd go with not having right windows version

kindred plover
#

1060 is not an rtx card

turbid matrix
#

yeah, that's not actually 100% correct

#

nvidia added RTX support for some older cards

#

they don't run DXR well tho

#

but 1060 6GB is the lowest tier card that supports DXR via nvidia drivers

kindred plover
#

google says 20 series :p

turbid matrix
#

your google info is outdated

#

one sec

kindred plover
#

also, maybe he has not the latest nvidia drivers

turbid matrix
#

yeah, possible

#

but in that case not being on latest Win10 platform update is also very likely

#

that 425.31 is almost one year old driver by now tho

#

and anything newer has support

kindred plover
#

you are right though

turbid matrix
#

that list isn't 100% correct either πŸ™‚

#

I mean, there's a 1060 3GB model that isn't on the supported list

#

for rest models it's accurate

kindred plover
#

its the offical unity page^^

turbid matrix
#

yes, I know

turbid matrix
#

it's wrong πŸ˜„

#

like, it's otherwise correct, they should have just specified that 1060 needed to be 6GB model

#

Includes support for DirectX Raytracing (DXR) on GeForce GTX 1060 6GB (and higher) and GeForce GTX 1660 (and higher) GPUs

#

anyway, it's pretty easy mistake to make when writing the docs

kindred plover
#

GTX 1660 is also not on the unity page

turbid matrix
#

exactly

#

but 1660 is DXR supported

#

you get things like these when you try to list every possible device

kindred plover
#

@turbid matrix do you know anything about unity lighting?

turbid matrix
#

not much

kindred plover
#

I already asked my question there :p

turbid matrix
#

yeah, no idea

#

well have one

rocky mist
glad tartan
#

Anyone tried using the updated Fog in HDRP (after the physical sky integration 2019.3 forward) to create dust particles or to simulate sun shafts yet? Ever since the fog was updated to be one component and to support the physical sky it's been impossible to create sun shafts or to have like a dust mote effect in a room. The fog is just a even thickness everywhere and you slightly see the sun shafts in it, compared to the earlier versions (2019.2 and before) where instantly enabling it you get nice light shafts and can easily control how they looked. I've noticed this since 2019.3 beta and GitHub versions of the new integration

jagged canyon
#

So Im doing some testing with URP on android

#

and the performance is fucking terrible?

#

I went ahead and used the Low preset that came with the URP template, disabled everything I could think of

#

and the performance is nowhere near comparable with just the regular old renderpipe?

turbid matrix
#

you compare using empty scene or with actual content?

jagged canyon
#

using content, cleared lighting, baked occlusion, trying to make sure most things are the same

turbid matrix
#

if it's real scenario, then there's either a) user error b) perf regression in which case you should file a bug report for it because Unity treats URP perf regressions as bugs

jagged canyon
#

Im setting up a cleaner testbed now

#

but things dont look promising

turbid matrix
#

also make sure it's not URPs default PP that's tanking the perf

#

like, make sure you have matching PP set

#

or better yet, test with and without PP

jagged canyon
#

I disable PP

#

android cant handle that shit lol

turbid matrix
#

have you verified PP is disabled?

jagged canyon
#

besides straight deleting the volume?

turbid matrix
#

I haven't tested URP but on HDRP they have default PP effects on settings which get always enabled regardless if you put any volumes to the scene

jagged canyon
#

Ill check

turbid matrix
#

I just checked the URP templete, it at least doesn't have the same default nonsense that HDRP has (I really dislike it myself)

#

there's exp fog enabled but that's set on lighting settings on URP

jagged canyon
#

I'll let you know in 3 hours πŸ˜‚

valid dock
#

@valid dock Check for volumetric density volume.
You'll be able to assign a 3D density texture with a scroll speed.
@scarlet hull ah thanks... does Unity have any included 3D density textures that are well-suited for this use?

valid dock
#

maybe in one of their HDRP sample projects or something?

zenith knoll
#

I'm trying to implement custom renderer with ScriptableRenderPass(URP). But for some reason my mesh doesn't receive shadows and lights although it uses URP/Lit shader. What did I missed?

indigo summit
#

i'm getting this error on 2019.3.1, HDRP 7.2.1

' at kernel Deferred_Indirect_Fptl_Variant10
HDRP will not run until the error is fixed.```
#

should i nuke my lib folder?

night fractal
#

im so confused on why my Post processing is not working. im using LWRP, version 2019.2.0f6 have PP layer and PP volume on my main camera but

#

none of the effects i add to the volume do anything

#

i have PP turned on in the viewport

night fractal
#

oh thanks!

turbid matrix
#

@night fractal do note that volume thing isnt a thing on 2019.2 yet for LWRP

#

it only applies to URP and 2019.3 (or HDRP since 2019.1)

night fractal
#

mmm ok

turbid matrix
#

if you have PP layer on camera and PP volume, make sure you've also set the rendering layer from that PP layer script to same gameobject layer as your PP volume has

#

that probably sounded way more complicated than it really is

night fractal
#

uhhh

#

one sec im trying to decipher all of this lol

turbid matrix
#

@night fractal

night fractal
#

is it okay if the volume object is the camera as long as the camera's gameobject layer is Post Processing?

turbid matrix
#

volume can exist in any object you want

#

it can be on the same camera GO as the layer script

#

usually people like to keep it separate tho

night fractal
#

im not sure why my effects arent showing up then

#

πŸ€”

turbid matrix
#

are you sure they are not showing?

night fractal
#

i mean i think so, i added grain and depth of field just to see if it works

turbid matrix
#

have you actually enabled those effects or have you only added them to the list?

night fractal
#

no yeah i enabled them too

turbid matrix
#

and PP volume is global?