#archived-hdrp
1 messages Β· Page 45 of 1
are these correct?
.......
why did i didn't notice there is a #π₯βpost-processing channel?
what a dork i'm....
How to render sprites with 2D lights only?
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.
how to fix overlapping?
diamond in this picture has material with shader graph and it draws over other stuff. how to fix it?
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.....
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.
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
Cool
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
yup
@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)
Ah yeah, sounds familiar
also wonder if the path they take on DXR and skinned meshs is compatible at all with the path DOTS took on animated characters
It would have to have DXR support sometime so maybe it wont be difficult for the DOTS version.
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.
@patent sun deleting library often help fix it
what is library?
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
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
Yep
thanks
yup
hdrp exposure confuses me. what should my exposure settings be?
to match up with the examples in https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Physical-Light-Units.html#EV
following https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@6.7/manual/Upgrading-To-HDRP.html makes a white level
Global Illumination. CSE167: Computer Graphics Instructor: Steve Rotenberg UCSD, Fall 2005. Classic Ray Tracing. The βclassicβ ray tracing algorithm shoots one primary ray per pixel
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.
that's cool
Is scriptable rendering pipeline capable of implementation of unbiased rendering like Cycle renderer ?
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.
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...
When realtime shadows from point lights will be available in URP?
new branch for upcoming 7.2.x releases: https://github.com/Unity-Technologies/ScriptableRenderPipeline/tree/7.2.x/release
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)
I don't get the question
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
Hum, I don't have the roadmap in mind for this. I guess it will come "some day" obviously π
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.
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?
@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
Popular Blender Classroom benchmark scene rendered in Unity and Unreal Engine.
βοΈPlease note that you can achieve much better graphics in both engines. Its just a demo of my skills about both engines.
I have used Standard Render Pipeline to achieve this result.
Indirect...
@turbid matrix what's the deal with the HybridRenderer?
is it an additional pipeline on top of HDRP and URP?
@valid dock It's an "overlay" layer to convert object rendering components to DOTS rendering
An intermediate solution for a future pure DOTS rendering
oh boy... just when you thought this funky extended transitional stage couldn't get any more complicated
you have no idea
the hybrid feels quite hacked together atm, a lot of things break / are not compatible
lol Unity is such a mess lately. the XR team is even worse.
@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
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?
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
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.
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
Can you point me to the pass in question and where it's used?
for HDRP, yes
Yeah, I just want to write specific stencil values on a per-renderer base. That's all I need atm
wait a sec. You need to re-render the whole object to write the desired stencil value?
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
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.
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)
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
very possible, how would you inject your own things there tho?
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.
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
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
URP custom renderers have override for stencil, but I assume this doesn't help you in any way π
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
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
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
@blissful blade my lighting is still not working right
i deleted library and nothing changed
what version of directx does URP support? in particular does it support directx11's cpu mutli-thread enhancements?
in my case it's blocked to directx11 XD:
what do you mean by blocked to directx11?
Hi, im on unity 2019.3 HDRP and sprite masks are not working, how do i fix this
the ambient lighting from the physically based sky is flickering on and off. Anyone else having this problem?
i can't go directx 12 ^^;
since my hardware is too old lol
i should mean blocked at
I have absolutely no idea how to set sorting axis using Render Pipeline
@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
has anyone had any luck using a sprite mask in hdrp?
@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?
just toggle it off, the topmost checkbox that says baked gi etc
should disable all baked lights + baked gi
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.
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.
Just checked the code, the warning is still there.
Does anybody know how to change the exposure parameters in HDRP via a script?
You can access the volumes through the volume manager, to alter the exposure.
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?
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.
that scene id thing is super annoying
I've once got that on HDRP template, but never in any other map
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 thatβs about it. Thanks in advance
@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
but it is actively worked on, for example both these branches got updates today:
https://github.com/Unity-Technologies/ScriptableRenderPipeline/tree/VirtualTexturing
https://github.com/Unity-Technologies/ScriptableRenderPipeline/tree/VirtualTexturing-dev-settings
(and there are bunch other VT branches as well)
@turbid matrix thanks for the prompt answer. I wonβt 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???
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?
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 ^
Perfect π thanks again! You are awesome! π
np
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...
@glass python you sure you actually just add volume to it and not post processing volume?
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
and you've enabled it on the camera?
if everything else fails, make a new project with urp template and compare the settings
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
and you are actually running URP now?
like you have urp asset on your project settings -> graphics?
@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!
if you created new project from URP template, there should be a default volume on the sample level even
some setting on that file then
open both and compare them, you'll see what's wrong
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
@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
Oh, sorry about that
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
Thank ypu, I will look at that. I failed twice already
Wait, you mean Lightweight is new default pipeline?
Oh, just name change
No. I mean that Lightweight RP does not exist as of 2019.3, it has been renamed to Universal RP
Ye
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
URP only has shaded & wireframe scene view modes?
what about others?
using 2019.3
oh well , looks like URP is unusable still.. :/
in URP, how can I change the background type of a camera through script?
@frosty spear yes but more are planned I think https://twitter.com/phi_lira/status/1144893239171977216
My project for #UnityHackweek was to add graphics debug modes for #LWRP. It works across the board in Scene, game and standalone, including mobile devices. https://t.co/CahBywLju0
160
@candid basin Have you tried using Camera.clearFlags?
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 π
I wonder why the clearFlags in URP are set through Camera
but in HDRP they are set through the HDAdditionalCameraData
Does HDRP have any special/different clear flag values?
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
I think that's the only extra one though
I think you're right
The CameraClearFlags is from the normal pipeline / camera component, so I guess since URP didn't need anything extra they just used that
@candid basin HDRP is going away from these additional components too
ahh, make sense that the additional camera data would not be a final solution
ScriptableCamera nice!
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?
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
Where is there a setting for shadow layer?
you probably need to expand to advanced settings
it's that tiny icon on the top bar of the component
thanks... will dig into this!
I want to have these debug views. This guys should directly provide a package π
@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. π
Yup so a while ago
@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.
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
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?
I guess what I want is something like this but with transparency on the material
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.
@low geode They are stored in the UniversalAdditionalCameraData component, attached to the camera
Man, I did not see that little component header at all, thanks!
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
@glossy cobalt is there any chance of you adding a unlit textured mode to that?
@trim bone let's have this conversation in PM as it probably isn't the proper channel π
so, DXR does work now on HDRP's forward-only too
wonder if there's any info on the downsides of it
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
whats the benefit of using hdrp forward over deferred?
in past HDRP used to be way more correctly shaded in forward + you get MSAA
oh ok
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 π
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
@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 π
@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
cool... so i can expect my VFX graph particles to work with the reflections as well?
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)
damn... i don't think i can really switch to 2020.1 right now
IMO one shouldn't invest on DXR much on 2019.3
VFX graph particles are a pretty key component of my project
it's got initial experimental version of it
i haven't even tried out HDRP SSR yet... i'm hoping it looks better than PPSv2's SSR
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
it was same with vfx graph and shuriken with HDRP SG's for particles:
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)
Every time I set my SRP to the HDRPAsset the entire scene turns grey and it shows this
the heck is going on
@hardy oxide more info needed, which Unity version? which HDRP version? did you run HDRP wizard?
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
@ 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
@hardy oxide use 7.1.8
But the package manager says that its up to date at 7.1.0
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
you can find the HDRP wizard on mainmenu->window->renderpipeline or something like that
it's like last entry on that window menu
mainmenu?
make sure you fix all issues with it
you know the main menu
file, edit, assets etc
oh that, okay let me try
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 π
so while it was a cool experiment, I guess it's not really happening
ouch
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
but if you are building something that relies heavily on ray traced reflections, its gonna look pretty funky if your VFX aren't included!
oh
is that not what that screenshot is in reference to?
not sure i understand the context
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
anyway, I dunno if there's any mention if they are going to do the particles, but one would expect them to address it
oh, okay so everything was red at the beginning lol
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
right
now everything says that its okay but this happens
@hardy oxide you don't have HDRP shader on that
you may want to read https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Getting-started-with-HDRP.html because otherwise we'll be going through all those steps here one by one π
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
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
I don't have many gameobjects yet so that wont be needed, but thanks a lot dude, it works now
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
i can get it pretty close with normal fog
but turning on volumetric fog really spoils it
ah ok.... seems like lowering the "Depth Extent" parameter helps with that a lot
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)
hmm... would it be less costly if i only wanted it for some spotlights and i just used those local fog volumes?
Why does this keep happening? I've tried to fix it but to no avail
is there any docs around that explain how to set up a planar reflection probe?
@valid dock official hdrp docs didn't cover it?
I thought 7.1.8 was first official as it was with verified status π
shits in permapreview dont believe them!
I'll use their unreleased stuff anyways so that doesn't really concern me at all π
(latest changes from their github)
@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
SRP repo also has some test scenes which probably have that presetup for their tests
https://github.com/Unity-Technologies/ScriptableRenderPipeline/tree/v7.1.8/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting apprears to have scenes 2203 and 2206 that seem to use these
I sometimes peek into these if I struggle to setup something
hmm yea i just got it working
idk... all my reflections are really glitchy looking
:/
guess i should take a look at those examples
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)
doesnt SSR only work with proper viewing angles too?
i turned off the SSR so that it would be just the plane reflection probe
and it still looks glitchy
@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?
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
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
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!
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 π
yea perhaps
you can fully turn it off by disabling the SSR from HDRP Asset or frame settings
hmm yea ok that removed the glitchyness, but still seeing those doubled up area lights
hmm i think it's some bug
?
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
I don't think the reflection probes would affect it
but you can omit SSR per material too
like if you know you are going to use planar reflection for some surface, justdisable SSR for it
(if you want SSR elsewhere)
yeah, it's on the material (receive ssr)
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?
making it realtime?
there is "clear baked data" option on Generate Lighting's dropdown too
(on lighting tab)
not seeing it
you mean some other lighting tab?
oh my bad all the way at the bottom
scroll to the bottom it should be next to the generate button
yea idk i'm stumped... i don't understand how this baked reflection probe is still getting into these reflections
anyone know if its possible to render a 3d object completely behind another object irrelevant of position?
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 ?
is there any reason why my emissive materials are just creating a bloom effect and no actual light
@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
@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 π
Atm the problem may be about to solve itself, when i make the distances involved as large as they should be.
@hardy oxide is this still the case in a new scene? what are your light settings?
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
@dreamy summit look up custom render passes in URP.
@dawn sorrel i was kinda hoping i could use the depth thingie in th3 shaders
does refraction index input work? π€
@barren kindle is that the hdrp shader graph? or a custom node?
hdrp yes
created hdrp lit graph
clinemachine and pixel perfect not working together, would anyone have the same issues?
cant you just sample the screen ?
Ive got shitty distortion working in urp
scenecolor
wavy goodness
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?
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 π
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?
I'm trying to use the toon outline shader from this page https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/master/README.md
However I'm having trouble applying it to specific objects.
I want to only apply to the characters
Any ideas?
I think there are layers defined in the outline shader settings asset. Try assigning different layers than the characters to your trees?
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.
@lean cypress Can you find the settings in that asset?
@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
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.
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
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
I updated my project to 2019.3 a few days ago as well, couldn't find any issues with the rendering
on macos if you are using the hybrid renderer with URP you'll have all sorts of problems. On pc though it works fine..
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
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
sorry my bad, i applied my pipeline to quality, not graphics
it works just fine now
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
hmmm, I'm surprised to see this https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/13-occlusion-probes-support
Support for Occlusion probes.
they still have occlusion probes support marked to URP's mid term goals (6-12 months)
lol so much for 7.20 today, eh?
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)
anything significant going from 7.18 to 7.20 anyway?
is there a product board for hdrp?
7.1.8 to 7.2.0 is mainly bug fixes and small changes
7.2 HDRP changelog is quite big: https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/7.2.x/release/com.unity.render-pipelines.high-definition/CHANGELOG.md
tons of DXR fixes too
@trim bone not that I'm aware of
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!
camera stacking is coming up for URP
nice to see you again @turbid matrix! is there a link in which i can follow to see the current roadworks for camera stacking?
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
np
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?
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?
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?
@whole fossil afk it works from code in 7.2 already for hdrp. No ui yet
ah, 7.2.0 packages are out now π
for URP @turbid matrix ?
We updated the UniversalRenderExamples to 7.2.0 and added few demos with Camera Stacking. https://t.co/Tzl0AmWNUP
We have added:
- 3D Character menu with custom Post-processing blur
- 3D Cockpit UI with screen and world space UI
- 3D Skybox with stacking depth and stencil htt...
Yep π
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
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?
Does it support everything in the aiStandard material?
This is great news to me as a Maya user
I've seen the PRs but I have no idea how those work as I don't use Autodesk tools
Also what version of FBX should I be using upon exporting out of Maya to support this feature??
You a Blender guy @turbid matrix ??
oh no, I'm not compatible π
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
Oh Modo - thatβs a rare one. I remember using it when it first came out
I like it, it's somewhat logical to me π
and I only need strong modeling tools, I don't do animations, texturing or highpoly sculpting on it
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
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
@whole fossil see this comment about HDRP camera stacking https://discordapp.com/channels/489222168727519232/517108768933281843/674174346767630336
True. Iβve 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
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.
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)
input system isn't still fully released either I think?
I mean, HDRP is now
hmmmm, from SRP core changelog:
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
Yea, I saw a forum thread saying that it was supposed to be fixed with 7.2.0
it shouldn't break the build tho
and I did check that PR was included in actual 7.2.x branch too
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.
Yea, it is nice. Just the ability to easily remap keys worth it. A bit overwhelming to get into it though.
remapping is one thing that in particular is broken for me π
but then again, I need it to work on HID devices that stil have flaky support
I just tried it in the example package. And I assumed remembering mapping itself would be done through the Json
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 π
if I only needed keyboard + mouse and gamepad support, I guess it would be somewhat usable
I was limited testing only on keyboard+mouse devices π
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
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.
do you know how much does it take for a package to be verified in package manager?
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
have anyone else experienced editor crash while upgrading materials in hdrp (transition from 7.1.8 to 7.2.0)?
I get random editor crashes all the time π
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
yeah, I've removed library twice already
not sure about 7.1.8->7.2.0 tho
and still cannot upgrade to 7.2.0
wonder if logs would have some clue
i cannot see anything in the logs π¦
but I am not the only one with this issue: https://forum.unity.com/threads/upgrading-from-hdrp-7-1-8-to-7-2-0-crashes-editor.826335/
also make sure you don't have some mismatching conf on packages/manifest.json
ah
you use DXR too?
nope
because if you had set that up, you'd have hdrp config as local package there and it's not currently autoupgraded
i have never even used DXR π
packages manifest also seems correct
materials auto upgrade is launched every time I open the project & it cannot finish
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
it does. manifest containing 7.2.0 -> library deleted -> open project (library rebuild) -> crash π¦
so you don't have HDRP-config on your manifest at all?
(you shouldn't need it if you don't use DXR)
nope, I do not have
it's weird because others who complain there have DX12/DXR in use
wonder if there's some simple repro for that
yeah, I've noticed. but for me it is not caused by dx12/dxr
I'll test with the HDRP template
well... it'll be difficult to repro without all of our project assets
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
this is why I asked about verified tag in PM
and 7.2.0 does run on my system, I just had it running on that fontaineblau thing
since 7.2.0 doesn't seem to have it yet
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
^^
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 π 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
Just visited the forums. There are couple more post replies that mentions crashes after upgrading
there could be multiple reasons for this tho, just trying to rule things out
Yeah, i know
But something is fishy right here
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
i am also trying to narrow it down - by removing assets that needs to be rebuild
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
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)
but you are still testing dxr stuff, right?
because for me the material autoupgrader has finished successfully - but I've had to remove some of the assets - which is weird
if you wipe library, it opens the editor right?
nope
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
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)
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
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 ===========
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
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
URP 7.2.0 have an artifact on the shadow cascade transition area π¦
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
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.
@indigo summit its very old bug since LWRP
and it still not fixed π¦
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?
Which RP ?
HDRP, I've tried wiping the library for 3 times already
Are you using 2020 alpha ?
nope, latest 2019.3 (2019.3.0f6)
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
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+)
Is there any ETA on those?
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
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
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?
1st one is enough
The ones you set in quality is if you want to use different RP assets per quality level
Thanks
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
Since Shader Graph now supports per pixel normal, will Surface Gradient Normals be added/integrated soon?
https://blogs.unity3d.com/2019/11/20/normal-map-compositing-using-the-surface-gradient-framework-in-shader-graph
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
@glad tartan you can't use the shader graphs from it's repo still?
they just updated them to 7.2
I'm not using it
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!
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
it should be in PM
oh
it's not verified
it wasnt before but lemme check again
so you have to expand the URP package to see the alternatives
you can see it if you hit the arrow on the left of the package
thanks my dude
Yea I get all that before. I'm just asking if they will integrate that feature to the main branch of shader graph.
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 π
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
yes, 3.1 just dropped today
yep, and the Stochastic Texturing as well
time to break my project
a lot of tech just floating around
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.
There is still no way of sorting by y in URP?
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 :" (
we need much more information than that to help -- what editor version? what package version? pc, mac?
Just a heads-up. HumbleBundle is having cool sales on Polygon game dev bundle (Unity/Unreal)
https://www.humblebundle.com/software/best-of-polygon-game-dev?partner=limitedtimeoffer
@frigid cypress oh sorry, Unity 2019.3.0f6 / Lightweights RP 7.1.8 / PC
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
Ok I'll try , thank you
Shouldn't you be using URP instead of LWRP
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?
I can paste my code, however I'm not sure I should be doing it in this chat or in #π»βcode-beginner
This is all the relevant code
7.2.1 spotted
apparently it's just some urp hotfix for few things
no changes on SRP core or HDRP
There's also 7.3.0 and Master bumped to 9.0.0
Was for an API fix though
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.
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 π
wonder how the alpha/beta cycle will go now
Low-quality Unity DXR possible on GTX1660Ti and I5 9300H ?
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
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.
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?
How to reproduce: 1. Open attached project ("Repro-1212234.zip") 2. Open SampleScene scene 3. Enter Play mode 4. Select the Main Cam...
_<
wow this new XR plugin architecture is really going great!
I'm using HDRP and getting weird shadows.
Does actually resolving your broken materials fix your shadows?
there is hdrp wizard on latest unity version, i forgot the exact name
Upgrading the materials don't work so I have to upgrade it manually.
in general you shouldn't tag random users to get answers here π
@sage rose continuing from #π»βunity-talk, URP actually supports camera stacking on 7.2.0 again
it's still not the most efficient way to do it tho
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
I guess you are using some old prerelease of 2019.3
f1, yeah
it is there on actual releases
yes, that's RC1
okay so its on there?
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?
so if i upgrade our project to that version we can work with the new stuff?
any risk of it bricking from the upgrade?
it's not verified package so it doesn't show the update available icon
ill back it up anyway but itd be nice to know
always do backup if you don't use version control
but I'd really recommend using VCS
never heard of vcs
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
oh, we use git
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?
both work on universal
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
In the moment of the spike, DoRenderLoop was taking almost 15ms...
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]
@winged monolith is that in editor?
It is
Always profile on build if you see issues
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.
@turbid matrix Profile the build?? Is that even possible?? How?
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
I'm using HDRP and getting these weird shadows. Why is that?
@winged monolith make a development build, attach profiler to it when you run it
@valid dock Check for volumetric density volume.
You'll be able to assign a 3D density texture with a scroll speed.
@turbid matrix I just saw it. Wow, amazing! Thanks that will be very helpful
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
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
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
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 :|
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
When I use HDRP, it says some effects are in preview, what does that mean?
When can I use it?
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?
What does this mean?
Are you on Windows 1809 or newer with a RTX capable card?
Nvidia GTX 1060 doesn't support Raytracing
1060 6GB is actually first supported one
wha
so I'd go with not having right windows version
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
google says 20 series :p
your google info is outdated
one sec
https://hexus.net/tech/news/graphics/129467-nvidia-driver-42531-enables-dxr-geforce-gtx-1060-better/
also, maybe he has not the latest nvidia drivers
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
that list isn't 100% correct either π
I mean, there's a 1060 3GB model that isn't on the supported list
for rest models it's accurate
its the offical unity page^^
yes, I know
it's wrong π
like, it's otherwise correct, they should have just specified that 1060 needed to be 6GB model
look at the actual driver description: https://www.nvidia.com/download/driverResults.aspx/145872/en-us
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
GTX 1660 is also not on the unity page
exactly
but 1660 is DXR supported
you get things like these when you try to list every possible device
@turbid matrix do you know anything about unity lighting?
I already asked my question there :p
Hi All!
How can i achieve this type of fog on URP
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
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?
you compare using empty scene or with actual content?
using content, cleared lighting, baked occlusion, trying to make sure most things are the same
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
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
have you verified PP is disabled?
besides straight deleting the volume?
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
Ill check
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
@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?
maybe in one of their HDRP sample projects or something?
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?
Source code: https://hastebin.com/iveweqeneh.cs
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?
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
oh thanks!
@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)
mmm ok
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
see the PP Layer script here: https://cdn.discordapp.com/attachments/497873924504420362/671504291130900480/unknown.png
make sure that scripts Volume blendering -> layer is set to same gameobject layer as your gameobject that holds the PP volume script, like this one here is set to custom layer named PostProcessing (which is the default setup Unity recommends):
https://cdn.discordapp.com/attachments/497873924504420362/671504386064777226/unknown.png
@night fractal
is it okay if the volume object is the camera as long as the camera's gameobject layer is Post Processing?
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
are you sure they are not showing?
i mean i think so, i added grain and depth of field just to see if it works
have you actually enabled those effects or have you only added them to the list?
no yeah i enabled them too
and PP volume is global?


