#archived-hdrp

1 messages · Page 47 of 1

turbid matrix
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I had this weird idea on the speed rejection in past that I'd compensate the deltatime jitter manually by feeding the diff from avg'd dt to the taa shader to scale the movecs in hopes of get rid of the movec jitter

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that probably would have done more damage than good tho

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movec jitter is essentially caused by the stock Unity update having delta times like this:

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it's similar but they also have third group that's quite spot on in the middle for the vsync target

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@dreamy fox for the stronger blur, you'd modify this line, yes? cs Vector4 taaFilterWeights = new Vector4(centerWeight / totalWeight, plusWeights / totalWeight, crossWeights / totalWeight, totalWeight);

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or these two lines(?) ```cs
float crossWeights = Mathf.Exp(-2.29f * 2);
float plusWeights = Mathf.Exp(-2.29f);

dreamy fox
#

so in theory the second two, however, by doing that you'll blur everything overall.
It is a bit more involved than that to blur only rejected pixels, you would need a separately filtered color (can still use the samples in the neighbourhood structure) and use that as central color when the blend factor is above a certain factor (i.e. when history is almost completely rejected)

valid dock
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specular reflection?
@desert yew thank you james... that is what it was! i'm new to real-time area lights... still seems a little weird. i put the area light on a different light layer that my reflective surface doesn't receive light from and it's looking how i want it now!

turbid matrix
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they did revert the commit that implemented this debug mode tho

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I'm more interested on the tile debug view tho

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every unity version I've checked their cginc shader code for it, has had it commented out

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but yeah, should be getting more info on this soon'ish

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also pretty sure the way you use this now is that you just put texture stack node in shader graph and use it with textures set to be used with VT

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at least for the initial versions

whole fossil
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hi guys. do yoy know anything about decals layer/masking? Is it coming to hdrp anytime soon?

turbid matrix
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it's not a new situation, the PR have been stacking up lately

whole fossil
#

whoa, didn't expect to see something like this 🙂

valid dock
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anyone know how i might prevent a Planar Reflection Probe from rendering for multiple cameras in my scene?

glad tartan
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You could disable the planar reflections in the HDRP asset Frame Settings (Globally) and enable it per camera in the scene
or the other way around, disable it for the other cameras in the scene (Locally)

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just enable the Custom Frame Setting on the camera then you can enable of disable what it can render

valid dock
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@glad tartan thanks! gonna manually disable it on my extra cam

drifting vault
valid dock
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seems undesirable!

waxen lantern
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@scarlet hull @waxen lantern
Thanks for you answers. Can I expect it will work with 2019 LTS version?
@noble osprey no idea but there's definitely a chance that will happen since 2019.4 LTS isn't out yet and SRP package compatibility across versions isn't strictly tied to each Unity version.

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even if a newer package isn't "verified" to work on an older Unity version, it might work, and the package source is all there so you can modify it or take a newer feature and move it into an older version as long as it isn't something so major that it needed some super special engine code change to allow for it.

neat hamlet
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Hey all, I'm having an issue with Render Features with URP in Unity 2019.3
I have a custom forward renderer where I render my FPS Object as "Before Rendering Opaques" but then I have an issue where shadows are rending above ontop of the object like so.

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I tried to "Render before Shadows" but then I get some awful flickering with the trees around

neat hamlet
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I thought it was the trees, but its the terrain iteself

neat hamlet
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Wait, this is so bizzare

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I have a blank Terrain, I have no flicker.
I draw Trees, I get flicker.
I remove Trees, Flicker remains

waxen lantern
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Hey all, I'm having an issue with Render Features with URP in Unity 2019.3
I have a custom forward renderer where I render my FPS Object as "Before Rendering Opaques"
@neat hamlet

First off it sounds like you are using a custom render pass just for an in game FPS counter? Seems awfully unnecessary and error prone for something a simple UI element? can take care of instead.

distant garnet
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Hi guys. Is it possible using hdrp to control how lights are blended in with the unlit data? (like doing something to the lighting buffer before its blended with unlit data)

neat hamlet
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@waxen lantern I'm using the custom render pass for the fps fov change. To keep the gun model at a constant 40 FOV so it doesn't warp and stretch

bold canyon
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I tried to capture the render with URP to create blurred panels in my UI but the second I added this render pass and render feature all of my transparents and all of my UI stopped rendering https://hatebin.com/moqpuwvhqq

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I have no clue what's wrong, but the second I add the feature to the ForwardRenderer it stops rendering the UI and my Transparents

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There is nothing using _BlurRT right now, or does that name just clash with something?

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nevermind, neither the scene view or the game view updated for somer eason but the second I turned on frame debug it worked

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Also what properties does Unity UI use to pass in the colour and the sprite? I thought the colour one would be _Color but apparently it isn't

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using shader graph by the way

fiery marsh
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@bold canyon I think it uses vertex colour if I'm not mistaken, and _MainTex for the texture.

bold canyon
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How would I get vertex colour using shader graph?

fiery marsh
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There's a Vertex Color node

bold canyon
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Ah, I'm just blind

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Excellent, thank you

bold canyon
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Out of all of the features to be missing, there's no blur node in shader graph so all of this was for nothing, brilliant

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might as well just write the shader manually

scarlet hull
noble osprey
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@waxen lantern Thanks for your response 🙂 I think I have to abandon SRP for a while. I won't bother with URP pretending to be production-ready when such basic features like realtime shadows for point lights (and God know what else) are not implemented.
Thank you again for your answers. I hope you will finish soon.
Good luck! 🙂

atomic raptor
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@noble osprey yeah I dont understand why they would even give this to the public at this state. what is the point. making these switches takes devs time only to find out things like this are broken? why

frosty galleon
atomic raptor
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I got the same error

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anyone know what it means?

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I hit the report a bug button and it sent me here

frosty galleon
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I was wondering if it was just me!

atomic raptor
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also dont click that link, it the video splash screen will upset you

glad tartan
turbid matrix
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heh, I was just about to post about that

drifting vault
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like non DXR solution for GI?

brave turtle
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Using a URP RenderObjects render feature I'm rendering all objects on a specific layer on top of everything else. I'd like to apply a post-processing-esque effect to those objects only. To do this, I'm writing '1' to the stencil buffer (is that the right way to say it? 😅) in the Render Objects feature. My understanding is that the stencil buffer will have 1's where-ever there's objects on the specific layer. To make use of this stencil value, I created a blit render feature and added it after the render objects feature. I made a color-inverter shader in shader graph. I created a material with the invert shader and assigned it to the blit feature and all the screen colors were inverted. In an attempt to mask the effect with the stencil I copied the generated code into a new text-based shader and added this snippet near the top

Stencil {
  Ref 1
  Comp Equal
}

However, when using this shader with the blit the entire screen is black. When I change the ref value to 0, the entire screen's colors are inverted. This makes me think the stencil is not working haha. Any idea why?

turbid matrix
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current state of that wip ssgi branch is nonfunctional, getting bunch of errors

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(had to test)

glad tartan
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Haha, nice. I didn't try testing so good to know

tall citrus
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Anyone know why Overlay isn't in the CameraRenderType enum?

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I've just upgraded to URP

empty star
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@brave turtle I'd get renderdoc and capture in editor , you'll be able to see exactly what the depth stencil buffer has and what it is doibg

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It's really the only easy way to debug rendering, without it it's just trial and error

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It does sound like you are setting the stencil stuff correctly but it's easy for that stuff to go wrong, if for example the depth buffer isn't targeted for either steps

brave turtle
fiery marsh
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@brave turtle I've been playing around with this for the past hour or so, from what I can understand from docs/other forum posts, I don't think it's possible to use the depth/stencils when blitting a colour texture (although some of those posts might be outdated now).

I have got it working with this instead though : ```// Blit Color to Temporary Texture
cmd.Blit(source, m_TemporaryColorTexture.Identifier());
cmd.SetGlobalTexture(Shader.PropertyToID("_MainTex"), m_TemporaryColorTexture.Identifier());

// Render Fullscreen Mesh with Material
cmd.SetRenderTarget(source, sourceDepth);
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, settings.material);```

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No idea if this is the best way as I'm not too familiar with writing these sort of things. I had to use the first part to send in the _MainTex property which I believe Blit does automatically but the DrawMesh doesn't. (also changed it in the shader, since it's a global texture, not a property). For some reason I couldn't just use "source" though, had to blit it to a temporary texture.

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Oh and source and sourceDepth are assigned as m_ScriptablePass.source = renderer.cameraColorTarget; m_ScriptablePass.sourceDepth = renderer.cameraDepth; in the AddRenderPasses function. Just in case that isn't clear

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(Oh, and this is working in game view but not in scene view... haven't got a clue why)

brave turtle
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Thanks @fiery marsh this seems very promising. I tried implementing your code in my ScriptableRendererFeature/Pass but am getting some weird results. What value are you using for the render pass event?

fiery marsh
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After Rendering Skybox, Seems to work in other events too though.

brave turtle
fiery marsh
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Oh whoops. Sorry, I also have this to reset the projection, forgot to copy it.

cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);```
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@brave turtle

brave turtle
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Picking up my little brother from school but I'm excited to give it a shot when I get back - thanks a million

fiery marsh
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No problem, I wanted to look into this anyway as I have an outline shader that I'd like to remove outlines in certain places, and using stencils would likely be the best method.

turbid matrix
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I still can't understand renderdoc at all 😄

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I've tried to hook it to HDRP but I can't even navigate it properly

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nvidia nsight makes way more sense to me

late schooner
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you can filter Renderdoc event names to locate the command buffers you're interested in

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but the resource previews in nSight are better hands-down

brave turtle
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@fiery marsh I reset the projection matrices after drawing the mesh, so the Execute method looks like this:

CommandBuffer cmd = CommandBufferPool.Get(profilerTag);
cmd.Clear();

cmd.Blit(colorSource, tempColor.Identifier());
cmd.SetGlobalTexture(Shader.PropertyToID("_MainTex"), tempColor.Identifier());

cmd.SetRenderTarget(colorSource, depthSource);
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, material);
Camera camera = renderingData.cameraData.camera;
cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
context.ExecuteCommandBuffer(cmd);

cmd.Clear();
CommandBufferPool.Release(cmd);

I'm still using the invert color shader for the "blit" but it doesn't seem to invert any colors and there's a weird clear-flags-esque effect that resets whenever the screen is resized. Any ideas as to why?

fiery marsh
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@brave turtle Hmm.. I'm not too sure. Is your tempColor RT made using something like cmd.GetTemporaryRT(m_TemporaryColorTexture.id, cameraTextureDescriptor, FilterMode.Bilinear); in the Configure function?

brave turtle
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ya, its made like this

cmd.GetTemporaryRT(tempColor.id, cameraTextureDescriptor);

and released in FrameCleanup

fiery marsh
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Hmm, it looks identical to what I have, (except I don't do cmd.Clear(), is that needed..?)

brave turtle
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probably not. I removed it and nothing appears to have changed

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i'm getting some weird behaviour from unity where shader previews are not correct (see how texture is fed into color, but the color in the preview is the uvs)

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It's using whatever i've set in the material property instead of the camera's textures

fiery marsh
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ohh, maybe try not having the MainTex exposed?

brave turtle
fiery marsh
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Well, it changed colour... that's something at least I guess 😛

brave turtle
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weird how its only at runtime too

fiery marsh
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I'm guessing that's maybe just the white colour from the default value in the blackboard though

brave turtle
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how are you testing to see if the stencil is working on your end? is there something i can do for a sanity check?

fiery marsh
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Oh, you could probably just create a new Unlit Shader (not the graph one), and add a Stencil pass to it

brave turtle
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I created a default unlit shader and added the stencil pass

Stencil {
  Ref 1
  Comp Equal
}

but putting it on a mesh seems to make it invisible (even if its over the "Hello")
I'm guessing its something to do with the render order

I made a new shader graph that inverts an enexposed _MainTex to test if the material is getting sent the main texture and it is, but the texture is missing the "hello-bubble" visuals so it's inverting everything except for the bubble

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but obviously it's not doing anything with the stencil

fiery marsh
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Interesting, so it was the shadergraph that was producing the "unclearing" thing?

brave turtle
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the test shader graph does not have the unclearing artifacting, the shader that does was originally a shader graph, but I copied the generated code into a new text shader and added the stencil pass

fiery marsh
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I see

brave turtle
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Maybe there's an issue with the order of events. the render feature that writes the stencil was happening "After Rendering Transparents" since the target visuals are sprites/text. The "blit" was rendering "After Rendering Sybox" so it's triggering before the bubble is even rendered.

I set the blit material to the simple shader graph invert material and changed the event to "After Rendering." Now the entire screen is getting inverted since the blit is happening at the very end.

I modified the unlit text shader (https://hastebin.com/cuyuqogecu.cs) so it inverts the _MainTex and assigned it's material to the blit. It inverted the whole screen, but had some very strange/recursive/flickery interaction with the skybox (seizure warning btw) https://streamable.com/0dcjr

The stencil pass was commented out in the shader, so I uncommented it to see if it worked. With the stencil pass added back in it was as if the effect was entirely removed. Nothing was inverted.

The weird thing is that if I made a shader graph that inverts an unexposed _MainTex and then I assigned it as a material to the blit feature it works correctly and inverts the whole screen (without the weird skybox bug) but as soon as I try to write a text shader/add a stencil pass weird shit starts happening

edit: the flickering is happening with the shader graph version as well https://streamable.com/sqp6u

Who knew trying give objects on a specific layer a post processing effect would be so hard

fiery marsh
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You haven't like... assigned the material to the skybox by accident.. right?

brave turtle
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oh my god

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i did 🤡

fiery marsh
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😅

brave turtle
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adding the stencil pass still makes it not invert anything but at least we're out of seizure territory

fiery marsh
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You'll want to make sure the stencil is happening before the blit feature in the render queue

brave turtle
fiery marsh
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Mmm I think so

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I wouldn't put the "blit" feature After Rendering though, it doesn't seem to work when I do that - possibly because the post processing is overriding it

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Either After Rendering Transparents, or Before Post Processing might work better

brave turtle
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I set the stencil event to "Before Rendering Transparents" and the blit to "After Rendering Transparents" but there doesn't appear to be any inverting still

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(I also set it to pretty much everything else)

fiery marsh
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Definitely have objects on the Silhouette layer to stencil?
The invert shader definitely has the stencil pass?

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Oh and do the objects in the Silhouette layer have a transparent material on?

brave turtle
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yea. every object is either s sprite renderer or a text mesh pro object

fiery marsh
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Perhaps we should test it with a normal meshrenderer first

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Hmm.. that's also a UI component right?

brave turtle
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I threw a red cube into the scene, put it on the Silhouette layer, changed the render feature to use the opaque queue/draw "After Rendering Opaques" and this is what it looks like (sprite/ui is invisible since i changed the queue to opaque)

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hmmm I tried changing the blit material back to a different material to make sure it's working and no material seems to have an effect

fiery marsh
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How does this look in the game view

brave turtle
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ah nevermind about the blit not working, i had changed another shader to just output maintex which was why there wasnt an apparent effect

game view seems same as scene

fiery marsh
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Instead of using the RenderObjects feature stencil override, try using this to write to the depth buffer.

    Properties {
    [IntRange] _Stencil ("Stencil Ref", Range(0,255)) = 1
    }
    SubShader {
        Tags { "RenderType"="Opaque" "Queue"="Geometry-10" }
        Pass {
            Stencil {
                Ref [_Stencil]
                Comp Always
                Pass Replace
            }
            ColorMask 0
            ZWrite Off```
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The stencil overrides should work, but this might be easier to work with for now.

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It'll be an invisible material that writes the stencil value

brave turtle
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Ok, I put this shader on the red cube. It's invisible now. Is there any changes i need to make to the renderer?

Shader "Unlit/Stencil" {
    Properties {
    [IntRange] _Stencil ("Stencil Ref", Range(0,255)) = 1
    }
    SubShader {
        Tags { "RenderType"="Opaque" "Queue"="Geometry-10" }
        Pass {
            Stencil {
                Ref [_Stencil]
                Comp Always
                Pass Replace
            }
            ColorMask 0
            ZWrite Off
        }
    }
}
fiery marsh
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Maybe change it's layer back to default, then check the game view

brave turtle
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renderer default layer mask or the cubes layer?

fiery marsh
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If it isn't inverting stuff behind it, then there must be something wrong with the blit feature again. Might even be able to check the Frame debugger and see if the pass is there

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I mean the cubes layer, Just wanted to separate it entirely from the RenderObjects feature, to better test if the stencil was working.

brave turtle
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it's sitting pretty close to where the hello text is so it's definitely on screen

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material stencil ref is 1 on the cube and 1 on the blit material

fiery marsh
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So I'm just looking at the frame debugger in your video and comparing it to mine

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Your "Draw Dynamic" under the Blit pass, it says "RenderTarget" and then is just blank, which seems a little strange to me

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Unless the names just sometimes don't load or something, but mine is _TemporaryColorTexture

brave turtle
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interesting. temp render textures not have a name maybe

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ah but yours does

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the only difference in our allocation was that you told it to have bilinear filtering right?

fiery marsh
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I think I have m_TemporaryColorTexture.Init("_TemporaryColorTexture"); in the configure, before creating the texture

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(Not sure if that does anything, or just sets that name though)

brave turtle
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yup that was it, just sets the name tho

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whenever it gets to this point i start worrying that it's a misspelling somewhere

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but _MainTex appears to be spelled correctly everywhere

fiery marsh
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It doesn't really make sense, it looks like it is writing the stencil value and it is doing the blit feature pass as well.

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Could you maybe add like cameraTextureDescriptor.depthBufferBits = 32; to the configure too?

brave turtle
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Added it but I'm not seeing any difference

fiery marsh
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In the game view yeah?

brave turtle
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Yea 😦

fiery marsh
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Hm, even setting it to 0 doesn't make a difference for me so I doubt it is that anyway.

brave turtle
fiery marsh
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Assuming the "Enabled" setting actually works, and that's the correct shader yeah. If you still have that invisible cube that writes depth it should be safe to ignore the silhouette renderobjects pass for now

brave turtle
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gotcha, well I just checked and "Enabled " definitely works

fiery marsh
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What shader are you using for that Text Shader Invert ..?

brave turtle
fiery marsh
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Also I probably should've asked this waaay sooner, but what URP version are you using?

brave turtle
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7.1.8

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2019.3.3f1

fiery marsh
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Hm okay, the shader looks the same as mine. I'm on a slightly outdated 7.1.6 so I'll switch to a new project and (not-so) quickly test it still all works.

brave turtle
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thanks. also you obviously have no obligation to see this through and have helped plenty so don't feel the need to keep working on this if you dont want to 👍

fiery marsh
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Hmm yeah, it looks like it isn't working in 7.1.8

brave turtle
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that's a good find! i'll try and revert to a previous version

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or newer i guess, it's not showing older versions in package manager

fiery marsh
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Well it might still work, just a different method is needed or something.

brave turtle
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gotcha. 7.2.0 didn't work so I'll just stay on 7.1.8 since it's verified

fiery marsh
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okay.. I think I might have tracked the problem down a bit

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It seems like disabling Anti Aliasing & Main Light on the URP asset makes it appear

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So something to do with anti-aliasing and shadows is affecting it

brave turtle
fiery marsh
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That does look relevant yeah

brave turtle
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when I turn on post processing on the main camera it is visible in the game view

fiery marsh
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Are you sure it was related to the post processing option?

brave turtle
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yes

fiery marsh
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And not via disabling MSAA and main light?

brave turtle
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it has to be all three apparently

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if msaa is enabled, main light is not disabled or post processing is disabled it doesnt show

fiery marsh
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Well that's something I guess

brave turtle
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the stencil from the render feature is working when I change it back to transparent objects so that's rad. however not being able to have a light is a lil limiting haha. do you think I should create a bug report?

fiery marsh
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Not too sure if it's a bug or just something wrong in the way I wrote the render feature.

fiery marsh
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@brave turtle It's the shadows that are affecting it, but it does seem odd that it affects it. In the frame debugger there's no listed "clear" of the stencil buffer between the opaque (where it writes the stencil for me) and the render feature pass, so I don't really understand why is seems to clear.

But anyway, I should probably get some sleep, it's past 2am now. If you're going to continue looking into it, let me know if you find any fixes. Might have another look in the morning.

brave turtle
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Damn get those z's haha and thanks a **bunch **for your help! This rendering stuff is pretty far outside my area of experience, but I'm going to keep trying to get to the bottom of it and will update you if I find anything new 👍

empty star
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I suggest doing a draw procedural in place of blit, basically drawing 3 verts for a triangle, there is likely some usage of it in URP, in the shader u would use some functionality from the core render pipeline library

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That way you can reliably target the color and depth buffer

knotty shale
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Hello there! I'm not sure this is the right place to ask but, I just started a new project using URP from unity 2020.1 for the first time

and when I pushed my webgl build to itch.io it just doesn't load.
If i make a dev build, it shows the unity loading bar and freezes at around 80%.

Not even sure how to get the debug logs, honestly.
It works on the Windows/pc build.

Any clues on what I could do?

distant garnet
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i set the master unlit to be surface type = transparent, as mentioned in the doc

simple vine
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Unity's default forward renderer renders an object once per light.

I know that this is not an optimized way of doing things at all, but I'm just curious: is there a way to replicate this behavior? I.E., render the objects once for every light that affects them individually?

turbid matrix
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@distant garnet there really isn't all that much to it

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make sure your layer mask is set to the objects whose materials you want to override

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can you show screenshot of your custom pass volume script?

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also make sure you've actually selected the pass name from the material / shader

fast pumice
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hi guys i am having terrible problems after transferring from lwrp to urp. If i use multipass rendering, one eye works fine, but for the right one there is depth texture glitch on one of my shadergraphs that utilizes screen depth

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now i tried changing some settings, switched to multiview for my android build (using xr management) and now none of my shaders or particles show up, its just weird...

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can anybody help me out?

simple vine
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Alright I'm very confused by one thing

cunning violet
#

E

simple vine
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HDRP has motion vectors support. Objects that moved during a frame are rendered one more time with a motion vector pass.

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That sounds about right

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However...

fiery marsh
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@brave turtle Think I figured it out. Now works in scene & game view and isn't broken by shadows! It still can't have the MSAA Anti-aliasing but I'm not sure there's a way to fix that, (can still have post processing based (FXAA/SMAA) anti-aliasing though). Here's the feature code : https://hastebin.com/qihoquqova.cs 🙂

simple vine
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How does unity even know which objects to render?

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I know that it counts stuff internally, but how do you only schedule those ones to be rendered?

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What makes internal unity stuff only render those particular objects with a criteria that they indeed moved?

fast pumice
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How come my shaders, vfx and textmeshpro are invisible in android build with oculus quest? Is that Universal render pipeline's fault?

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I am using multiview rendering mode

turbid matrix
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Future development for real-time ray tracing includes more support for 

    HDRP materials (StackLit, Hair, etc.)
    Geometry (Terrain, Particles, etc.)
    Virtual Reality
    Better fallback to get improved scalability between configurations 

In Unity 2020.1, skinning, blend shape, and alembic deformation are supported.```
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I thought it worked already in VR

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didn't you try it @ripe fable ?

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of course it doing something is different than it being supported

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I do hope that especially geometry support is going to happen in short term 🙂 would love to get those particles working on DXR

ripe fable
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Yeah VR works, it's just very slow

distant garnet
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@turbid matrix thanks for answering. I figured it out, i was using the wrong master unlit node, there are 2...

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is there a way to get the lighting buffer just before its applied to the albedo ? i'd like to apply some posterization effects to the lights only (and not do a post processing after compositing)

brave turtle
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@fiery marsh Awesome!! Did the temp render texture's filter mode just need to be set to point?

fiery marsh
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@brave turtle Nah, I removed the SetRenderTarget part and used CopyTexture instead of Blit to copy the colour texture over to a temporary RT for the _MainTex, the filter mode probably doesn't matter I may have just changed it while testing stuff.

brave turtle
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Interesting - so blit is just super fragile I guess

fiery marsh
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I think part of the problem was the SetRenderTarget wasn't correct, but I don't know enough about this sort of thing. I believe Blit also changes the active render target, so that would also affect it. By not changing the target at all, I guess it retains the stencil buffer?

#

That's just a guess though, and I don't know if the current solution is the most performant way of achieving this sort of thing

brave turtle
#

Gotcha. I've split the silhouette rendering into two Render Objects, one for where it's not occluded (doesn't write to stencil) and one where it is occluded (does write to stencil) so that the effect only occurs where the object is behind something. It's working great in the scene view but doesn't seem to work in the game view. It will invert in the game view if I set the depth test to Always, but the stencil doesn't appear to change where the fragments should be occluded. Is that just a general issue with stencils?

fiery marsh
#

Well, you probably don't need to actually have two passes, to render it normally you could just specify the layer in the Default Layer Mask

#

I'm not too sure why the stencil isn't working in game when set to Greater though.

heavy ice
#

@ripe fable @turbid matrix Only the multi pass mode works, which will be very slow no matter what. It is the single pass version that is missing (DXR +VR)

fiery marsh
#

I think the "Z Fail" option is for when the stencil passes but depth test fails, so maybe use Less instead, and set that to Replace, see if there's any difference?

brave turtle
#

(I'll try that in a sec) Now I'm confused haha. Render features are unchanged but I'm getting these weird results

fiery marsh
#

Kinda

#

The stencil set to greater appears to work for me

ripe fable
#

It seems to be mainly due to DX12 performance though, it's just very bad compared to DX11.

#

( @heavy ice )

brave turtle
#

can you send me a screenshaot of your render features so I can match it exactly @fiery marsh?

ripe fable
#

Even without ray tracing, I can not get stable 75fps in an empty scene.

#

I'm on a RTX 2070 which should be more than capable.

fiery marsh
heavy ice
#

It is more complex than that. The single pass mode is faster, but it is a dx12 shader compiler bug that prevents us from making it work atm

#

So only multipass works in the current state, which is slower and that is why its so bad

fiery marsh
#

@brave turtle Do you get the same weird result with a different transparent shader/material on the Silhouette layer

ripe fable
#

I understand. Still, DX12 + VR (no DXR) is no option right now, not even in single pass instanced.

#

It doesn't even get half the performance of DX11.

brave turtle
#

Yea @fiery marsh I think your setup works most of the time. From what I can tell the stencil doesn't work when the game camera gets too close to a surface. It's weird because the surface clearly isn't clipping yet, but maybe the fullscreen mesh is not placing nice with the frustum idk

#

that looks like where a quad or triangle could be clipping through the geometry and not stenciling anything on the side closest to the camera

#

yea it's definitely the near clip plane, so I guess the weird part is just that it's not in sync with the camera's actual near clip plane

fiery marsh
#

Ah yeah, I think I'm getting it as well :\

turbid matrix
#

@heavy ice is that DX12 shader compilation issue in general for VR or only when used with DXR?

#

I can't even test VR anymore as there's no OpenVR support anymore until Valve comes up with their own plugin for Unity's new XR system

heavy ice
#

indeed the bug should only affect ray tracing. but it is good to know that DX2 VR Single instanced is that bad

fiery marsh
#

@brave turtle Change the DrawMesh line to this : Matrix4x4 matrix = Matrix4x4.TRS(new Vector3(0, 0, -1), Quaternion.identity, Vector3.one); cmd.DrawMesh(RenderingUtils.fullscreenMesh, matrix, settings.material);

brave turtle
#

brilliant! it works!

#

what a journey! (glad I could tag along haha)

fiery marsh
#

Finally 🙌 🥳

turbid matrix
brave turtle
#

If you ever make a patreon I'll be your first patron haha

ripe fable
#

@turbid matrix did you just submit that one or is that a coincidence? 😛

turbid matrix
#

just a coincidence

#

it's literally the newest public issue report

brave turtle
#

@fiery marsh Would you call this render feature a blit still, or is it more of a fullscreen pass?

fiery marsh
#

More of a FullscreenPass now, it's not doing a Blit anymore

turbid matrix
#

I'm sniffing these issue reports for leaks 😄 Unity Hub 3 confirmed, so is 2020.2.0a2 and 2020.1.0b1 (altho even official site has partial 2020.1 beta page now: https://unity3d.com/beta/2020.1b)

glad tartan
#

Nice, I think Hub 3.0 was the one to have dark theme for the Hub and the new design with project thumbnails and all

fair needle
#

Hey! I'm running the 2D renderer in URP atm, but I want to switch to 3D. But I can't find a 3D rendering asset to replace the 2D asset in the URP asset. How can I switch to a 3D renderer?

fiery marsh
#

@fair needle It's the "Forward Renderer". You can create one by right-clicking somewhere in assets, Create -> Rendering -> URP -> Forward Renderer, if I remember correctly.

fair needle
#

@fiery marsh Thanks!

trim bone
#

@turbid matrix where did you find mention of hub 3?

turbid matrix
#

Occurring on Hub version: 3.0, 2.3, 2.2.2

#

but I think I've seen references to 3.0 elsewhere too

trim bone
#

nice

barren kindle
#

dog damnit 2d shadow casters does not work with urp/webgl D:

glad tartan
simple vine
#

Alright I really can't understand what I am doing wrong and I quite desperately need your help

#

I'm writing a custom pipeline and I'm stuck at making a proper depth copy pass. The whole thing just doesn't work

#

Well, it does work, but it seems like it's copying depth from the previous frame and only if the copied render target is not getting cleared

#

So my whole gig looks like this:
-Get temporary textures (including the actual depth to where the camera renders and the copy render target to where the depth is copied with a blit (fullscreen triangle in my case)
-Render opaques
-Set the target buffer to be the copy render target (because we're going to be copying depth to it)
-Copy depth from the camera depth target to the copy render target
-Minor stuff that doesn't affect the copied depth texture
-Release the temporary render textures

#

That's it. It's very barebones.

#

If I clear the copy render target just before issuing a copy, then it's always stays at 0. No depth is copied. If I do not clear it, then it seems as if the previous frame's depth is written there.

#

I'm completely lost with this one.

#

Here's how I copy it (another SetRenderTarget command executes right after it)

#

Please, I've been bashing my head with this one for whole 4 hours.

#

Anyone?

#

Also to note that debugging this thing with renderdoc or nsight shows that no values are actually written to the copy render target during that copy pass.

#

However, if I disable the clear, the values are there. Yeah sure, they're wrong, but they are not zero.

#

And the only thing that ever writes to the copy target is this copy pass itself

#

I'm 100 % positive that I do not use the copy target as a write target anywhere but the copy pass

fast pumice
#

Guys, I am desperate. Using XR management and Universal render pipeline. 2019.3.2f1 and android build is broken. Invisible shaders, UI, particles

#

has anyone had this problem?

#

using "multiview" rendering mode through xr management

#

In editor, using oculus link, the game works just fine using "single pass instanced" rendering mode

turbid matrix
fast pumice
#

Hi, so i Unity support helped me with this issue

#

if anyone's having this problem

#

the fix is very easy

#

it's urp bug

#

happy sunday everyone

drifting vault
#

@turbid matrix just wondering, SSGI request RTX cards + DXR?

turbid matrix
#

@drifting vault it shouldn't require DXR as it's relying on screenspace data

#

I haven't checked the implementation so far tho

waxen lantern
#

@drifting vault if you want RTGI, it is already available in HDRP 7.2.0 as part of the real-time raytracing / DXR preview.

drifting vault
#

i can use DXR on my GTX1660ti, but wondering - if SSGI will be faster that RTGI???

waxen lantern
#

@drifting vault no way to say for certain since it's still in development. But most likely, yeah SSGI will probably be faster than RTGI on a Nvidia GTX GPU because it doesn't have hardware raytracing acceleration / RTX.

#

@drifting vault Though the inverse may be true for an "RTX" GPU, we'll have to see

rotund quiver
#

How do I know which of my lights is the primary light, and which is an additional light? (Universal RP)

#

It's not "Important" vs. "not Important"

#

It's not transform order, it's not alphabetic order, it's not intensity.

#

I have two lights with different culling masks.

#

I'd very much like them to be independent.

#

(Directional lights)

waxen lantern
#

@drifting vault AMD is also releasing real-time ray tracing GPUs this year that will support DXR out of the box. That will be in the new playstation and xbox as well.

#

AMD / Radeon can't call them RTX but it's the same feature, essentially

waxen lantern
#

@rotund quiver it seems like the "Main light" is set on the URP asset

#

or rather as a sun source on the Lighting Inspector as it says in the docs

rotund quiver
#

Ohhh

#

thank you

#

but wait

#

how can that be, the main light lives in a scene and the URP asset lives in assets

waxen lantern
#

@rotund quiver sorry i mis understood at first. The docs say you assign the light (in the scene) as a sun source in the lighting inspector.

#

just pull up the docs above and go to the area i screenshotted, click on sun source, etc for more info

rotund quiver
#

Ah I see thanks.

steady saffron
#

Shouldn't the channel description change from LWRP to URP? Anybody know of a good admin to contact?

coarse charm
#

I'm new to Unity and I'm making a very tiny low poly game that I'm thinking would be suitable to mobiles. I'm using the 2018.4 version and didn't choose a particular rendering pipeling at the project creation screen, so probably it defaulted to what is called SRP ? Would it be better to recreate the project while choosing a pipeline
now that I'm not too deep into the project , and if yes which ?

waxen lantern
#

@steady saffron I don't know that admins personally but you can see them in the server member list here.

true zealot
#

Please don't ping the admins. I'll make a note of it to be changed

waxen lantern
#

got it @true zealot, thanks

waxen lantern
#

@coarse charm The "3D" or "3D with Extras" presets use the older, original "Built-in" render pipeline. This is not one of the new Scriptable Render Pipelines / SRPs like HDRP and URP are.
You could stick to the built-in render pipeline and be able to take advantage of older assets and tutorials, etc.
Or if you want get on board with the newer features (maybe best if you want to learn more relevant skills for the future and have better forwards compatibility) then i'd say use Unity 2019.3 and choose URP / Universal Render Pipeline.

#

And yeah there are features in Unity to convert your project from Built-in in to URP or HDRP (you can find how in the online documentation.) but like you said you are just starting out. so that's maybe not worth the trouble.

keen glen
#

anyone ever has an error from getting UniversalAdditionalCameraData?

keen glen
#

Okay, now unity is working on android but not rendering sprites inside UI 😄

coarse charm
#

Switched my project from SRP to URP and among other things I had to change(Like making the Unlit/Texture material of the Sheep to Universal/Unlit to work properly) I have this problem

#

Scene view is alright but as I scroll down with my mousewheel while in it everything gets blury. Game view is missing all the materials.

#

I didn't face any of the issues in the SRP build

frigid cypress
#

do you mean the built in renderer? "SRP" = scriptable render pipeline, which is what URP is written on top of.

coarse charm
#

yeah SRP as the one in the 2018.4 version. Now I'm using the 2019.3 Version and I chose the URP when I created the project

#

I imported everything from the beginning. Assets and whatnot.

#

First problem I had was the material of the sheep looking transparent. So I changed its Unlit/Texture -> Universal/Unlit and all went good.

#

but still I'm baffled from the game view

#

Any ideas ?

turbid matrix
#

@coarse charm you used lwrp on 2018.4?

coarse charm
#

nope, I chose 3D when I created the project

#

the blane 3D not with extras

turbid matrix
#

Ok that is not srp

coarse charm
#

Sorry I'm naive.

turbid matrix
#

SRP is basis for lwrp/urp/hdrp

#

No idea on the actual issue tho

coarse charm
#

😦

#

Thank you explaining even that minor detail though ! You are great !

waxen lantern
#

@coarse charm yeah, the "3D" preset you were using is the "Built-in" render pipeline. It can be a bit confusing at first

turbid matrix
#

I mainly mentioned that because it may be hard for people to help if they don't understand what you mean 🙂

coarse charm
#

Yeah yeah you are awesome !

#

Hmm I switched off fog in the scene view and the view cleared obviously a bit but nothing in game view

#

still

coarse charm
#

Fixed it by disabling the fog in the lighting options on bottom right

#

it was fog that was causing this

#

😦

#

I don't know how it got configured by its own actually

#

I just used the URP template

exotic plume
#

heya! Got a question. How can I access/change the Iridescence Layer Thickness remap values of a material (specifically the "Soap Bubble" material sample in HDRP package) via a script?

reef monolith
#

doing arch viz for mobile, several basic question about URP since i havent explored them much
i did some stuff with HDRP, but i dont think everything transferable from HDRP -> URP

  1. is it me or some stuff feel downgraded from standard pipeline? several basic stuff that exist in standard seem like gone
  2. how do you create a lighting effect through glass / semi transparent object? i tried to bake area light to simulate windows but it seem it didnt go through the glass. I tried to remove glass from "contribute GI" but now shadow of windows frame is non existent
  3. what is the general stuff i need to be aware of when creating high fidelity stuff on phone? i know phone will be capped to 30 fps, need to do occlusion culling and be aware of drawcall from material / lighting in the scene.

any tips / suggestion appreciated

unique saddle
#

hey guys, when trying to build my current project

#

when playing the build

#

the screen is incredibly warped

#

anybody know what's up?

#

this happens on a different laptop as well

#

I'm in HDRP btw

prisma creek
#

Looks like your FoV value went through the roof 😉

unique saddle
#

yeah! which is weird, because it looks to be totally fine in the camera settings

fair flame
#

When will URP 8.0.0 come out for 2019.3? I can't find it in package manager

turbid matrix
#

@fair flame it won't

#

8.0.1 is already in Package Manager but it's meant for 2020.1

#

it probably doesnt even run on 2019.3

fair flame
turbid matrix
#

but it definitely isn't planned to work on 2019.3

#

some bugfixes get backported

#

SRP master is at 9.x already

#

so they now backport some changes and fixes to both 8.x and 7.x

#

well, I wouldn't expect many changes for 7.x anymore but they'll definitely backport fixes

fair flame
#

Can I see these issues that get backported somewhere? Yeah, I am mostly curious about trying the bugfixes like the one above

turbid matrix
#

not really convenient but that's where the development happens

#

@fair flame

fair flame
#

Okay, I will check it out. Thank you

topaz dawn
#

Newby question. How do I setup a PreviewRenderUtility camera to use URP 7.1.8?

#

in script?

topaz dawn
#

UPDATE: I have found the issue I was having. My issue was that the URP/Lit material was not rendering .
FYI... when calling the Render method, I was using the default settings. I had to add true to tell it to use the SRP.

bronze idol
#

URP question: I have multiple cameras that are meant to have different postprocessing. In PPv2, I could easily accomplish this with PostProcessingLayers, attaching them to cameras, and specifying which layers you want to filter the volumes. In URP, there doesn't seem to be a concept of a PostProcessingLayer. I've tried adding volumes and also moving cameras to the same layer as that volume, but I'm getting no success. The volumes only seem to work if they're on the default layer.

turbid matrix
#

@bronze idol doesn't the new volumes themselves have layers which they apply to now?

#

so basically you could set cameras to different layers and filter the effects by them

olive patio
#

Has anybody worked with the unity's 2d lights? Is there a way to clamp the resulting lighting's power? As it is now when the sprites are in the area of more than one light they get overexposed, unless I make them too dim to have any use.

bronze idol
fiery marsh
#

@bronze idol The camera has a Volume Mask under the Environment heading which I believe is what you want to use.

bronze idol
#

oh it's on the camera now!

#

Thanks!

#

I dont recall seeing this in their docs. Pretty sure I read over that like 3x 🤔

fiery marsh
#

Yeah I don't think the docs actually mention it, I just know it's there from reading the camera component settings

bronze idol
#

lol that's insane to me

turbid matrix
#

I checked this a bit ago but forgot it was that way around now

#

it's not that different from the old pp layer setup tho

bronze idol
#

yeah; most stuff was similar, but this threw me off for hours.

fiery marsh
#

Yeah, just merged the setting into the camera component rather than a separate one

bronze idol
#

makes sense

tribal cipher
#

does anyone know if there's a way to set per-renderer bounds?

#

I have an issue right now where I want to take advantage of instancing, which I can, except that I need to set bounds for each renderer, because the shader moves the verts (and thus changes the bounds needed for frustum culling)

#

but, changing bounds on the mesh means they no longer use the same mesh and can no longer use instancing

turbid matrix
#

2020.1 beta 1 finally got 8.0 SRPs on it's templates 🙂

#

(no idea on your issue Ace)

ripe fable
#

Cool stuff

turbid matrix
#

now hoping we'll get public 2020.2 alphas soon 🙂

ripe fable
#

I'm hoping the DX12 performance issues become somewhat of a priority

#

So I don't have to switch to DX11 everytime I want to work on the VR aspects of my sim 😅

turbid matrix
#

2020.2.0a3 on issue tracker already

lone elk
#

Hmm, is there any pro-level rendering-coding specialist? (2D)

turbid matrix
ripe fable
#

Awesome. Always love to see anisunity's PRs. 😄

glad tartan
#

Nice, haven't checked GitHub today.
About to go an see whats been happening

candid basin
#

what would a clear coat material be used for?

thorn lodge
#

stuff like car paint

glad tartan
#

Yea, or Carbon Fiber.
It's a specific set of materials that usually use clearcoat but it could be anything, as it's more of a process/treatment in real life.

candid basin
#

cool

empty star
#

@tribal cipher not that I know of, might be able to find a good min max of how much the verts can be moved and use that

#

Other option is drawproceduralIndirect and cull in compute using ur custom perrenderer bounds then have compute modify the indirect args buffer used for the draw procedural command

#

Buuut, unity does not correctly use the Instance start location offset in the arguments which may foil your plans depending on what you're doing

#

(mainly if drawing a variety of different instanced meshes all using one big buffer of per instance data)

#

Though it can still be worked around /ramble

glad tartan
#

Can anyone clarify something with the SRP batcher. It breaks the batches into multiple SRP Batches and the cause for it is always SRP: Node use different shader keywords when they are the same. The only difference I see in the Frame Debugger is the Matrices (_ViewProjMatrix and _ProjMatrix) in the broken batches.
Is the matrices changing supposed to do this or is that a bug?

unborn gorge
#

Any idea why i have two render loops running in my project (2019.3.4 / HDRP 7.18)? HDRP samples only have one.

#

And i wonder how to reduce HDRP render times... tried some settings and saved some ms (shadow resolutions mainly), but it still seems really expensive.

scarlet hull
#

@unborn gorge Do you maybe have a planar reflection probe ?

magic helm
#

how can i enter the server

#

fortnite

scarlet hull
#

I think this question has nothing to do here.

unborn gorge
#

@scarlet hull Indeed there is a reflection probe (from enviro). Though if it is disabled there are still two render loops showing up in profiler timeline.

turbid matrix
#

also

ripe fable
#

Ah sweet, was waiting for that one! 😎

#

I wonder if it works with fog & depth of field, because that's the reason why I can't use recursive rendering on the windows of the cars.

scarlet hull
#

@unborn gorge Do you maybe have scene + game view open ?

unborn gorge
#

@scarlet hull In editor yes. Let me check a build with disabled reflection probe...

scarlet hull
#

Try disabling the scene view in the editor

unborn gorge
#

Closed scene view and disabled reflection probe. Still two render loops in editor and build.

scarlet hull
#

No multiple cameras ?

unborn gorge
#

Nope, just one

#

If i disable main camera there is still one renderloop left

#

Ah! If i disable Vegetation Studio Pro it disappears...

#

Seems to be the TouchReactSystem

#

Will ask the maintainer about this...

#

Thx for pointing me in the right direction @scarlet hull

#

The touch react camera was hidden in editor by default...

olive anchor
#

Hey 🙂 I'm having some weird artifact issues using some ML stuff to generate images on linux. I think its because its being done with Vulkan. (the library doesn't support OpenGL). I was wondering if anybody knew what version of Vulkan Unity (2019.3.4 Linux) uses or if its possible to upgrade this?

late schooner
#

ComputeBuffer writes from job in new code drop, whoop whoop

#

I am excited and I just can't hide it

solemn robin
#

Hello, i want to apply a texture to a cube in unity, i have this UV map:

#

but i dont have any option to tell unity how to apply the texture, it just gets made into a seamless, endlessly repeating material

scarlet hull
solemn robin
#

kk will do

scarlet hull
#

But to do this, you need to modify the 3D mesh : either in an external editing software, or using something linke probuilder

#

And do a UV layout that matches your texture

solemn robin
#

i think im not exporting the UV with the object in 3ds max, thats probably the issue

#

the uv layout is supposed to be part of the fbx right?

scarlet hull
#

Yes

#

I don't even think you have the option to not export it

solemn robin
#

yeah then thats what i do wrong

#

well its saying 0 maps exported 🙂 ill figure it out

heavy ice
#

@ripe fable i'll add the support for the fog (not the volumetric one) in rtr and recursive rendering in the upper area of on my todo list

ripe fable
#

You're the best!

turbid matrix
#

@heavy ice you know any workarounds for particle support with DXR now?

#

like, can we get stuff like mesh particles to show up in DXR reflection or are those no go as well?

#

the blog post made it sound like official particle support is coming eventually but it didn't sound like it was a thing that would appear any time soon

#

I did try visual effect graph + regular shuriken with hdrp shader graphs but forgot to test mesh particle emitters

#

those other two didn't contribute to raytracing at all

heavy ice
#

Basically we need to add the support for renderers one by one to makes them work, currently we only have support for MeshRenderer and SkinnedMeshRenderer when talking about DXR

#

you "can" fake particles by having individual mesh renderers, but that won't scale for sure

#

we do not have yet a timeframe for when vfx and shuriken will work (as they are different renderers)

upbeat badger
#

isn't shuriken officially unsupported in hdrp?

heavy ice
#

I am not sure about the current state of shuriken and hdrp, @scarlet hull maybe would. But i was talking in general with DXR and SRP

turbid matrix
#

yeah, that's what I was kinda afraid of 🙂

#

basically you could do full scale particle sim yourself and DOTS would help there but DXR isn't supported with hybrid renderer which you'd need to get the DOTS rendering gains

#

and I doubt this has changed for now released Hybrid Renderer v2 either (altho can't check it as it doesn't seem to work properly on 2020.1.0b1 I have access to

#

@upbeat badger HDRP ships with optional shuriken shader graphs

#

just look at the package in package manager, it's one of the buttons there when you have HDRP selected

late schooner
#

I would imagine generating acceleration structures for particles to be h e l l a costly

turbid matrix
#

yeah, I dunno how UE4 did it

#

they support DXR on both cpu and gpu particles on their niagara

#

but they also support vertex offset shaders etc 🙂

late schooner
#

DXR on the particles or DXR on things that can hit particles

#

also are you certain it's not SSR trickery

#

I remember that being a serious problem on BF:V

turbid matrix
#

BF:V was one of the first games to get out with RTX support

late schooner
#

I'm aware, and their magic perf fix was to just skip casting a bunch of rays if they thought screen space data was Good Enough™

turbid matrix
#

epic has been forerunner on RTX gpu support, they basically started adding support for it like year before Unity did

late schooner
#

they were also doing SDF traces even before that

turbid matrix
#

so it's not that surprising to see how much far ahead they are in feature support

#

there's one thing that Unity can do but Unreal doesn't though and it's DXR in forward

#

I still don't know how they do it

#

but in UE4's case, it's pretty logical as there their forward renderer is kinda second class citizen, has always been

#

also to be fair, even UE doesn't support cascade particles in DXR

late schooner
#

and I suspect creating the acceleration structure would be a bit much for anything other than trivial workloads

turbid matrix
#

but they did have this on 4.25p1 release notes:


    Niagara Mesh Emitter support for GPU and CPU```
#

and they supported sprites and ribbons on dxr + niagara even before that

#

yeah, I don't expect any of this to be trivial really

late schooner
#

you can presumably re-use the BVHes for trimeshes and all that but sorting and grouping like 100k mesh instances is still touching a lot of data

#

I'd expect it's at least as costly if not more so over the actual conventional dynamic object stuff

#

simply because there are more BVH islands and you pretty much have to brute force it

ripe fable
#

@heavy ice just to clarify, this is what I'm talking about when combining recursive/ssr with fog.

turbid matrix
#

heh, yeah, those lights and windows do pop up

ripe fable
#

Not sure if your fix will solve this (I'm willing to switch fog modes, no worries there)

turbid matrix
#

is that volumetric fog btw?

ripe fable
#

Depth of field + recursive does the same 'thing', but that's harder to solve I imagine.

turbid matrix
#

pretty sure volumetric will be difficult for DXR

ripe fable
#

This scene uses Enviro and wasn't able to find their fog volume, but the type of fog doesn't matter for me, I'm willing to switch if there's a compatible one.

heavy ice
#

@ripe fable yes i got you were refering to that

ripe fable
#

Alright, cool.

turbid matrix
#

I'd love the dof too

#

altho I dunno if it's even an issue today

ripe fable
#

Another thing I kept running into was decals not working on recursive windows, but I'll save that for later.

timber urchin
#

hello, maybe someone would be able to help me, but recently i upgraded my project from normal renderer to URP, i was able to convert everything i need good, but particuallr issue i run into is that i am no longer able to preview models in the asset preview window, it only shows blank 3d space with grid, i know it's related to URP because when i remover the urp asset from project settings > Scriptable render it shows models again in the asset previews

elfin sedge
#

How do I change the opacity of a tilemap using scripts?

Basically, I saw that you can change opacity with the Tilemap component under Grid when you first make a "2D --> Tilemap" object. However, I am not able to access this component using a script.

Help?

heavy ice
#

Decals and ray tracing are currently not supported, its on the list @ripe fable

#

Btw i'd recommend using recursive rendering for the headlights (and putting some light inside or an emissive mesh) and using rtr transparent for the winshield and windows

turbid matrix
#

yeah we saw the transparent reflection branch the other day, cool stuff 🙂

late schooner
#

@timber urchin reimport the asset

#

should stick after that

timber urchin
#

@late schooner reimporting doesn't fix it

late schooner
#

apologies then, different issue to one I've experienced

turbid matrix
#

btw, I did test he Hybrid Renderer v2 with HDRP master

#

it does seem to work on DX11 but not with DX12

scarlet hull
#

This is still in an early-ish stage, we are working on it.

bronze idol
#

Is it possible for one of my Monobehaviours to retrieve a render feature from the current renderer and change settings inside?

#

With PPv2 I used to do this was calling TryGetSettings from a profile, and it was pretty straightforward from there. With URP, I can't seem to find the corresponding way to do this 🤔

turbid matrix
#

anyways, it's not that compilated to setup

#

since URP is now using similar volume workflow, would expect it to work somewhat the same way on URP

#

just swap the using to urp

bronze idol
#

Thanks. Not sure if this would work for my case since I'm using a custom render feature pass and this is a renderer property and not something I can get from the volume?

#

Maybe my whole approach is just wrong

fiery marsh
#

@bronze idol Haven't tested or used this, but you can make a public UnityEngine.Rendering.Universal.ScriptableRendererData rendererData in the MonoBehaviour and drag the ForwardRendererData object into it. It contains a rendererFeatures list.

bronze idol
#

looks like that's about right 😮

fiery marsh
#

If it's a custom feature though, you might be able to set up a settings in a ScriptableObject or something, and just obtain a reference to that in the MonoBehaviour to edit the settings?

bronze idol
#

I'll give that a go. I'm actually thinking that I shouldn't be using this effect since I also need my UI to be affected by it too---and I don't think that makes sense w/ ScriptableRendererFeatures

#

Thanks for the guidance. I also came across your water shader (with underwater distortion) on the interwebs. Thanks for that as well. 👍

turbid matrix
#

oh my bad, I just read the thing about ppv2 and about correctponding way in urp for it 😄

bronze idol
#

No problem. This is definitely going to be helpful for me too down the road!

#

Probably in the next thing I do actually xD So thanks!

turbid matrix
#

As soon as I'm selecting a physically based sky my PC shuts down like it gets unplugged.

#

I've never ever had that happen on Windows, you get bluescreen at least

#

and you'd get kernel panic on linux (and probably mac too)

bronze idol
#

omg

ripe fable
#

what the..

turbid matrix
#

everyone running overpowered gpu's on PSU that doesn't cope and it resets the system? 🤔

#

I can't think of anything else but power failure for hard crashes like that

#

everything else would give you that OS failure screen

fierce patio
#

Does anyone know if decals on HDRP support blending with the material they are projected onto?

#

Because by default they seem to override

fierce patio
#

How can it be that I have 8 ms(100 fps) on the scene with HDPR and NOTHING at all on the scene, only camera and light

#

"Fixed exposure" takes 5ms

#

Dbuffer Normal 1.2 ms more

#

what is it

glad tartan
#

@fierce patio HDRP blends decals with the underlaying surface by default. You can specify on the pipeline asset and material for it to use its own channels/not blend

fierce patio
#

@glad tartan It blends by overriding the color

#

I need multiplying

#

I want it to be a mix of blue and red

#

not plain red

#

Is it achievable?

glad tartan
#

No, that's not what they are made to do

waxen lantern
#

virtually anything is achievable with SRP it's just a matter whether the feature is built in (to HDRP, URP) or you have to add a custom feature or write a custom render pipeline to do it, etc

fierce patio
#

@waxen lantern Well if achieving it takes a year, it's not achievable for me

#

I want to create water like here

#

I created it in one old water asset by applying projection to its surface

#

that's why you see this black paints/inks on the water

#

Maybe I should try lighting with cookies? Or it is better to try to edit shader?

glad tartan
#

you can try making a custom decal shader in Shader graph and see if you can get the same result. Should be possible as I think HDRP has a grab screen color node or something similar

#

so then you can multiply that with your decal color

fierce patio
#

Thank you

waxen lantern
#

@fierce patio Okay yeah, now that I understand what you are actually trying to do, a custom shader / shader graph for the water material (or some material that is layered just above the water) is much better suited for this effect than decals are. especially if you want it to be dynamic but you don't want to use lights for performance or stylistic reasons.

fierce patio
#

@waxen lantern Weird that I achieved it on this previous water asset with decal. Hopefully shader can give me same effect.

waxen lantern
fierce patio
#

I was trying to reconstruct the effect we did

#

It's actually really simple

#

The water without texture is basically just plain colors with reflection and transparency

#

Probably easy to remake it in HDRP?

turbid matrix
#

@fierce patio always profile in actual build

#

whatever you see in editor doesn't even come close to reality, especially with HDRP

#

like I can get 130fps in editor but 1300fps in build for simple scenes

#

there's just a lot of editor overhead there, which is especially noticeable if you try to run something that's supposed to be simple

dawn sorrel
#

what are these for?

fierce patio
#

@turbid matrix I have around 120 fps of this sample scene even in build...

turbid matrix
#

what gpu?

ripe fable
#

Are you on DX12?

fierce patio
#

GTX 970

#

@ripe fable I'm not sure, my card supports it, yes, but I don't know what exactly it uses when I start the game

turbid matrix
#

I have 970 here on one machine but haven't tested it recently

fierce patio
#

970 seems to be pretty god stuff

#

good*

turbid matrix
#

it didn't perform horribly when I still had it on main rig

#

(with HDRP)

fierce patio
#

Yeah, it should give me much more FPS

#

I know that sample scene includes volumetric, all post processing and stuff

turbid matrix
#

ditch the volumetric

fierce patio
#

I will probably use volumetric

#

later

turbid matrix
#

also SSR can get heavy on higher settings

#

I think both are enabled out of the box

#

volumetric used to be quite a resource hog

#

not sure if I'd use it for anything but higher tier graphics setting myself

#

of course profilers will help on this

fierce patio
#

I really need volumetric. There were assets performing quite good on old Built-in shader

turbid matrix
#

old build-in renderer doesn't have volumetrics either

#

so you can't compare

fierce patio
#

Yeah, but there were assets

#

On asset store

#

i used those

turbid matrix
#

basically, you should strip all the fancy HDRP feats off if you even want to do fair comparison

#

and even still, HDRP is likely to perform worse because it has more initial overhead

fierce patio
#

I thought HDPR is meant to be more optimized

turbid matrix
#

nah, URP is

fierce patio
#

When using this high stuff

turbid matrix
#

well, HDRP is optimized for higher end stuff, yes

#

but it doesn't mean it would run as fast as old renderer without these fancy feats

fierce patio
#

URP doesn't even have volumetric

turbid matrix
#

it's not a miracle worker 😄

#

(nor does built-in)

drifting vault
#

but if you will use same graphic assets in stanadrt render pipleine and HDRP, HDRP will run faster

turbid matrix
#

well, I doubt that myself

drifting vault
#

like volumetric ligth on HDRP work better that AURA 2

turbid matrix
#

built-in is super fast on basic scenes

drifting vault
#

and has less conflicts

fierce patio
#

Maybe I just need to downgrade graphics a bit, idk

#

I used to make stuff like this with old built-in shader

#

and I want to add VFX Graph with a lot of particles here, but I"m not sure if it is even feasible now

turbid matrix
#

I'd seriously consider URP for project like that

fierce patio
#

I can't even add Volumetric to URP. Are there assets ported to URP already?

turbid matrix
#

I thought Aura 2 supported URP

#

or was it only going to?

fierce patio
#

Not sure

#

But does URP run faster?

turbid matrix
#

Aura 2 currently does not support SRPs, LWRP, URP or HDRP.

fierce patio
#

Yeah...

drifting vault
#

atm URP do not have any volumetric lighting

#

im asked multiple devs

#

they dont know how to do that cuz URP do not have normal documentation

turbid matrix
#

you could still do fake lightshafts like in that gif

fierce patio
#

And it seems to me...logically, that stuff that Unity will create for HDPR (like volumetric) should be more effective than assets

#

because they know its architecture

#

and stuff

#

They are Unity engine deevelopers after all

#

@turbid matrix That is silly... I wil have enough volumetric stuff, I can't fake it all

turbid matrix
#

well, then optimize 😄

#

default HDRP settings enable a ton of things you probably don't need

fierce patio
#

Well, yeah... Hopefully it's possible though.

#

Are they mostly on scene or in settings?

turbid matrix
#

they are spread around 😄

#

frame settings, hdrp asset, scene volumes, default volume

#

quality settings too

#

(yeah, I don't like that either)

#

but that could realistically take year+ to arrive

fierce patio
#

Yeah, no way I could wait

fierce patio
turbid matrix
#

ah it must have been that then, I thought I saw some asset doing it on URP

#

for some reason I thought it was aura 🙂

fierce patio
#

Then I can use URP I guess

#

yeah, it works so much better

fierce patio
#

Does anyone know if it's possible to pass particle data each frame to external shader in VFX Graph?

whole fossil
#

Hi. Is there any known bug that causes hdrp bloom to render all scene view black in some distance/angles? I am using 7.1.8 with 2019.3.5f1 and it is really annoying

fierce patio
#

is URP ready for production? As I can see so many people have different issues with it

drifting vault
#

@fierce patio well right now im porting a big game on URP, all working good, but URP still have some problems that can kill you

fierce patio
#

@drifting vault For example?

#

Is there any way to fake ambient global light yet?

drifting vault
#

Cascade shadows + sentil buffer can cause artifacts

#

Ambient global light? From lighting settings?

fierce patio
#

Yeah? Or does it just work?

#

I thought it's unavailable with URP

#

@drifting vault Oh are you from Belarus?

#

I'm from Ukraine

#

Is there any way I could discord call with you so you can show me how it turning around? I will probably start porting my project too

turbid matrix
#

I wouldn't say it has issues if it doesn't have feats you want

drifting vault
#

Well im always busy, not able to call.
But you can copy / backup project and convert to urp

whole fossil
#

guys - is there an option to turn on "stop NaN's" on scene view camera in HDRP? I belive I've seen it somewhere but cannot find it anymore

#

found it! it is in Preferences -> HD Render Pipeline

short thorn
#

I'm getting a lighting error in hdrp "Cascade Shadow atlasing has failed, only one directional light can cast shadows at a time" I currently have 2 directional lights in the scene. Do I need to disable shadows on one of the lights or is there a setting in the render pipeline asset I can adjust?

true zealot
short thorn
#

oh so one of the lights will need to be baked? Thanks!

turbid matrix
#

@short thorn I'm curious, why there would be more than one?

#

one for sun, one for moon?

#

also curious if moon reflects enought light to illuminate things

short thorn
#

@turbid matrix we were trying to use one to light the scene and the other for volumetric light shafts

turbid matrix
#

why would they be different?

#

like, there's one sun

#

if they are artificial lights, then you'd have point and spot lights available

#

well and area lights too

drifting vault
#

@short thorn are you on URP?
you did volumetric lightting?

short thorn
#

using hdrp volumetric lighting

idle robin
#

I'm getting no triplanner applied textures in DXR reflection... is that to be expected?

#

(the part on the right side is a mirror )

#

The above is using my own shader set.. this one is default hdrp lit:

glad tartan
#

Yea, the moon can reflect enough light to illuminate the earth at night, but it's not all the time. Mainly when it's full and directly above (in a city thats not too big) you can see the moon light on the ground. If you were in a desert or at sea where theres no light pollution you could always see the moonlight at almost any stage of the moon

valid dock
#

Does anyone know if it's possible to pass particle data each frame to external shader in VFX Graph?
@fierce patio been wondering this as well

#

well i'm more specifically wondering about getting the actual buffer

#

to put through a compute shader

fierce patio
#

@valid dock But you didn't find a solution yet, right?

valid dock
#

nah

reef elbow
#

I tried to turn off vsync but it seems to still be enabled. I turned off vsync in quality settings and set QualitySettings.vSyncCount to 0. Why is the framerate in build (not in editor) still fixed at 60?

fierce patio
#

@reef elbow Are you sure it's fixed? I tried the sample scene and I had 60 fps, but not because of vsync, it was just so performance-eating

reef elbow
#

In editor it runs at 250

fierce patio
#

It's worse the bigger you screen

#

because rendering

#

does it run at 250 on maximize?

reef elbow
#

yes

fierce patio
#

Well weird then

reef elbow
#

hhmm

#

Even on very low quality settings it runs at 60 fps

#

Its also constant at 60 fps which means it is limited by something

#

Should I write a bug report or something?

fierce patio
#

Probably a good idea would be asking on reddit / unity forums

turbid matrix
#

I'd personally never advise asking any gamedev help on reddit 🙂

#

you can get any random answer back

#

@reef elbow I'd guess you have vsync forced on your gpu settings then

fierce patio
#

Yeah, answers sometimes shit but sometimes it's hlepful

turbid matrix
#

like, in nvidia panel

#

or AMD's equivalent

reef elbow
#

other games run on more than 60 fps

turbid matrix
#

also make sure you've disabled vsync on the specific quality setting you use at runtime

#

each tier has their own setting

reef elbow
#

i disabled it in all of them

#

and set it in the Awake function of a script to 0

turbid matrix
#

I haven't tried to set it on runtime myself but setting it on quality settings definitely works for me

reef elbow
#

I mean it works in editor

#

but not in build

turbid matrix
#

if you only set it at runtime, it could be issue on scripting

#

well, vsync doesn't even work properly in the editor, so...

reef elbow
#

I've set Vsync in Project Settings to Don't Sync

#

I have no Render Pipeline Asset specified if that is bad

turbid matrix
#

if you don't assign that, you'll just run the built-in renderer

#

that's fine

#

(unless you actually want to run URP or HDRP)

#

you also just cut the screenshot from the interesting part

#

you cut out the quality levels from it

#

@reef elbow

reef elbow
turbid matrix
#

and you are using that ultra conf on the actual build?

reef elbow
#

yes

turbid matrix
#

well, no idea then

#

I'd double check that still 🙂

reef elbow
#

and you are using that ultra conf on the actual build?
@turbid matrix What excatly do you mean? I set Ultra as default as seen in the screenshot above

turbid matrix
#

your build has own selection for these

#

if you've had the same thing running on other default before, it may still be stored on your OS user files

#

or windows registry, can't remember anymore where Unity stores these

#

you could just delete all but one quality level if you don't need them

#

or force selecte the quality level at runtime

reef elbow
#

but all of them have vsync disabled

turbid matrix
#

well, if you are sure about it...

#

I'm just trying to think what could affect it

reef elbow
#

yeah I know thanks man 🙂

#

Its just really confusing

turbid matrix
#

meanwhile, I just tried this on 2019.3, built-in renderer and I'm getting 1000 fps on build vsync disabled

#

how can you tell vsync is still on?

reef elbow
#

I will try it on another project

#

well because fps is fixed at 60

turbid matrix
#

so it's solid 60?

reef elbow
#

yes

#

never jitters

turbid matrix
#

well, that can't be coincidence 🙂

reef elbow
#

but in editor it runs at 250 with maximed window

turbid matrix
#

I'd also recheck that you don't have any scripts that may enable it at runtime

reef elbow
#

ok so just tried with another project. same stuff

#

but the insteresting thing is that in editor the fps is also limited to 250 and in build its also 60

#

@turbid matrix

turbid matrix
#

check the gpu's own conf

#

also, is this some niche platform or windows?

reef elbow
#

windows lts

#

Nope vsync is set to always off and other games have > 60 fps

#

Even empty scenes have 60 fps

turbid matrix
#

no idea then

civic chasm
reef elbow
#

thanks anywys 🙂

turbid matrix
#

only things I can think that can make that happen:
a) override on GPU's own settings
b) setting enabled on some quality level and have that running on build
c) having framerate capped via script

#

since you see it even on new project, that last case can't be it either

#

unless you always import some 3rd party tool that adjusts these for you

#

and then anything could happen

reef elbow
#

b also not possible checked it on all

#

a) I also checked gpu settings

turbid matrix
#

@civic chasm HDRP only supports HDRP shaders

#

if you see pink, you are most likely trying to use standard or some old custom shaders

#

if they are standard shaders, you can just run the upgrade script from edit etc menu

civic chasm
#

I have

#

They were HDRP lit shaders

reef elbow
#

c) is also unlikely because I also logged vsync settings

turbid matrix
#

@civic chasm can you show the pink object/cube on front and it's shader?

fiery marsh
#

@civic chasm Make sure you have a HDRP render pipeline asset applied under the project settings too. They'll also show pink if you are using HDRP shaders while still using the Built-in pipeline.

civic chasm
#

(dont mind the pink but the walls for now)

civic chasm
#

fixed it

turbid matrix
#

so, what was wrong?

civic chasm
#

if the metallic is set to 0

#

it wont show

#

i dont know why, but thats it

reef elbow
#

Ok so its really weird my game runs on 60 fps while in foreground but on 270 or so when not focused @turbid matrix and on my friends machine it runs on 900 fps. So its no vsync but something really weird

turbid matrix
#

@civic chasm metallic on zero should work just fine

#

in fact, that's the default material

#

it doesn't have any metallic

brave turtle
#

Is there a way to draw a mesh for a single camera similarly to Graphics.DrawMesh in URP without having to create a scriptable render feature?

fierce patio
#

Does anyone know if VFX Graph will support Nintendo Switch?

waxen lantern
#

@fierce patio Visual effect graph works with HDRP and URP, but URP does not currently support Lit particles. URP is supported on Nintendo Switch.

fierce patio
#

@waxen lantern As I know VFX Graph works for URP with target platforms which support compute shader

#

So it's not obvious it works on switch. Does switch support compute shaders?

waxen lantern
#

I don't have a dev kit myself to test, but I know the Nvidia GPU in the Switch supports compute, so it should work

fierce patio
#

@waxen lantern So basically no lit particles means that light doesn't interact with them at all?

waxen lantern
#

@fierce patio That's correct. Lighting a lot of particles is rather performance anyway. Unity devs have stated that VFX graph Lit Particle support will come to URP eventually, though

fierce patio
#

Any idea how far is "Eventually"?

waxen lantern
#

See under "Planned" is "VFX Graph Lit Support"

#

you can also vote for the feature and provide feedback

fierce patio
#

Any chance to fake that feature somehow to make them visible in dark environments? Like maybe change their color or something

#

I mean, I have a player who is able to increase lighting around him

#

I want these particles to be dark when there is no lighting and ivsible when there is lighting

#

@waxen lantern

waxen lantern
#

You could do something like that I suppose. Maybe by sampling some sort of 2D worldmap / lightmap. Either with the nodes you have within VFX graph itself using a shader graph for your particle output.

fierce patio
#

@waxen lantern Oh, btw, do you know how the shader graph/particle integration works? What can I achieve? I desperately need to achieve something like this

#

This is achievable through screen space shader which blends particles, but I can't get to particle buffer now

#

I wonder if shader graph can help

waxen lantern
#

ah yes, screen space fluid rendering. I'm not sure how flexible the VFX shader graphs are, or if you'd need a custom pass or post processing effect for this after the fact. Usually it's a sort of Bilateral Filter that uses depth, normal, color buffers, etc.

brave turtle
#

i don't think shader graph will help much. you likely need to create a custom scriptable render pass

fierce patio
#

Yeah, the problem is just external screen space shaders require particle data(position) to draw it

#

And I'm not sure if it's even possible to access it. It seems not.

#

Even from GPU

waxen lantern
#

well you can set the particle color to its position

fierce patio
#

I'm not sure if custom post processing will even help

waxen lantern
#

but yeah it'd probably be tricky, maybe require some modifications to VFX graph

fierce patio
#

What do you mean setting paticle color to its position?

waxen lantern
#

color and position are just attributes

fierce patio
#

It still sounds interesting enough as I thought it's impossible at this point at all. I can't get the position of particle.

waxen lantern
#

you just get an attribute, and set the other

fierce patio
#

But how do I access that from external shader?

waxen lantern
#

by sampling the screenspace buffer that vfx graph rendered all of the particles to with position set as their color

#

as @vocal sail was saying, that would likely be in shader code within a custom scriptable render pass

fierce patio
#

My head is kind nuts today, I don't get the idea.

#

Got it that you mean changing the shader code

waxen lantern
#

pretty sure these custom render passes are only supported in HDRP currently

#

"HDRP Custom Passes allow you to inject shader and C# at certain points inside the render loop, giving you the ability to draw objects, do fullscreen passes and read some camera buffers like depth, color or normal."

fierce patio
#

I heard about that, but doesn't it allow reading only color/depth/normal?

#

not particle position?

waxen lantern
#

depth is the position, in screenspace. so actually that's all you would need I think.
though if you needed worldspace position data for an effect you could just set the color attributes in vfx graph to the position attributes

fierce patio
#

"Like LWRP, the URP enables developers to extend Unity's graphics pipeline with customized effects using custom render passes. Unlike ordinary shaders and effects, these passes are camera independent and can persist throughout the entire project without the need to set it up for each Scene."

waxen lantern
#

ah okay cool

fierce patio
#

I think I got you

waxen lantern
#

that's right, I forgot I think they were actually available before they were for HDRP

fierce patio
#

If I set color to position in VFX Graph, that maens that later when I access color I will actually access particle position

waxen lantern
#

yeah exactly, it's a classic trick, to just pack other data in color buffers. you just have to make sure it's high enough precision and/or normalised depending on your rendering color format, 8-bit usually isn't enough, you want 10-bit or 16-bit per channel.

#

but I think just the depth buffer is fine for this effect, and that's at 24-bit by default i want to say? so it's enough

fierce patio
#

Probably yeah. It's just the actual asset I found for this effect requires particle positions

#

But it also requires radius

#

so it's probably pretty much does the same thing with depth but just on lower level

#

if I just change it to pass death it will probably be same

waxen lantern
#

what's the asset can you send the link? I'm just curious

fierce patio
#

I plan to use it, because too hard for me to make this effect from null

#

Maybe I can somehow edit it to use depth

#

What do you think?

waxen lantern
#

okay, well it looks like there are two injection points with this Particle2Fluid shader asset:
SSF_particle[] particlesData -(1)-> SSF_TextureGenerator -(2)-> Fluid Surface.shader

#

you can either provide the raw particle data in a compute buffer to the texture generator to output the screenspace/viewspace textures/buffers, or you provide the viewspace textures/buffers directly to the final shader

analog wedge
#

not sure if this is an appropriate channel, but: I have a use case where i need as many cameras deployed at the same time as possible (trouble is each camera seems to have some non-trivial overhead cost). How can i best achieve this? What are the main settings (if that would help) that i can reduce in the camera object to help?

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(eg: is using "physical camera" mode worse?)

fierce patio
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@waxen lantern So I can skip the first part and generate the texture based on depth?

waxen lantern
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@fierce patio yeah, you could take either approach. I'm not sure which would be the most straightforward. I would ask the author or the asset if VFX graph integration is planned or which way they might recommend

fierce patio
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But if I code the position in color, it means that it will be more performance heavy than just passing particles?

waxen lantern
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@analog wedge I'm not sure how difficult this would be in Unity, to use Single Pass Instanced rendering for multiple cameras instead of left/right eye in XR, but i figure it's possible as I've done with with OpenGL frameworks and we have Scriptable Render Pipelines, etc https://docs.unity3d.com/Manual/SinglePassInstancing.html

analog wedge
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that's fascinating

fierce patio
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Yeah I see texture description

waxen lantern
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It greatly decreases the CPU overhead for this sort of thing, I've used it to render 40+ cameras simultaneously on one machine with one CPU, GPU (again, not with Unity but technically feasible)

fierce patio
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I will ask the developer for sure but I would better understand it myself so if the developer doesn't respond I'll able to do it myslef

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Well if I generate texture myself how do I get all the other textuers? Thickness, noise etc

analog wedge
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thanks landon! im gonna investigate this thoroughly

waxen lantern
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@fierce patio I've been interested in doing something like this as well myself (ScreenSpace Fluid rendering for VFX graphi) so If i decide to take it on, I will let you know

fierce patio
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@waxen lantern Sadly I have 1-2 months to do this thing

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And it's very possible that my project fate depends on it

waxen lantern
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you are shipping a game soon?

fierce patio
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We have financial problems because of all these coronavirus and stuff and our investor is very possibly dropping, we have to get financing from the other sources

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And I just figured out that the main thing in the game(based on our vertical slice) is the water magic

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but that Avatar-style water magic is not really finished, it's not obvious what its potential is

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and to actually show it I need that fluid rendering stuff

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So I can pitch publsihers the game for additional financing

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I asked some professionals from the industry and I'm sure that if I show publsihers the game without proper water magic with fluid I have much lower chance to pitch the game.

And we can't stay without finances for too long. We're already without them for 3 months

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So I think that I have only 1-2 months to do this shit and pitch the game.

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To make team stay with me

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And not ruin the project

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@waxen lantern Not sure if that's understandable but that's what situation is

waxen lantern
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got it, well it's an interesting looking game anyway. I'll PM you maybe we can discuss some more

fierce patio
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Okay, thank you.

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And thanks for the dialogue and interest Landon!

somber seal
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Hello, I am facing a small issue. I have Universal render pipeline in a scene with object's materials set to URP/Lit. When I add the same objects to a new scene, the materials are all black. What is the issue?

brave turtle
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I'm trying to make a metaball renderer using a forward renderer with custom passes in URP.

The raw metaball data is rendering correctly with a Render Objects pass (https://imgur.com/a/ocefLOD), but when I try to blit it back to the screen with the shader that "renders" it into a metaball it's completely black. I even tried blitting it with the shader modified to just reoutput the _MainTex and that resulted in a grey screen (which is the default _MainTex color) so it seems I'm using the blit incorrectly. I'm using the one from the URP rendering examples repo https://shorturl.at/gwzXZ

Any ideas as to what I could be doing wrong?

fiery marsh
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@brave turtle What's the shader that you are using? Is the _MainTex property exposed?

brave turtle
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@fiery marsh

fiery marsh
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What happens if you expose it

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Also I'm looking at the blit feature, and I'm not too sure you want the Texture Id set to _MainTex. I think that might be the output destination, when it's not set to Color?

brave turtle
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exposing it seems to make some progress, but i get some funky results (this is with camera background type set to black)

fiery marsh
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Looks like the shader is working now, but it's like it is not clearing

brave turtle
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hmm maybe converting the "heightmap" into the metaball in the renderer isn't the right idea. the end result will need to be the camera's texture getting drawn somewhere in 3d space which means the camera will need to have a target render texture. if that texture needs to store the final render it will need 4 channels. earlier I was just rendering the heightmap from the camera which only required an RFloat render texure which was sent to a quad that had the "metaball render" material on it. Even though that feels hacky, would that not be the more performant solution?

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maybe best of both worlds would be for the renderer to just render the heightmap to an RFloat render texture. the script that handles creating and releasing the render texture could draw a quad on the fly with the metaball render material which would alleviate the hackiness of requiring a quad gameobject in the scene

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only issue with that is the Graphics class doesnt work in URP and I've been unable to find a way to draw a mesh without making a custom scriptable render feature

turbid matrix
vital nova
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Anyone knows how I can select which game object in the hierarchy is doing a draw call from the frame debugger?

open dagger
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Hello ! I don't know if this goes here, but I guess you could have some experience with this... It's about batching.
My game is divided into "segments" all of which contain different objects, a quad for the ground, some meshes for the enemies and a handful of sprites. This objects repeat between these segments, (the ground is the same for all segments). But, the game is 2D, so to sort which segment comes first I change their sorting order. Unfortunately, sorting meshes / sprites by their renderer sorting order breaks dynamic batching, since it "packs" by looking at the group of objects in that sorting order (as far as I have figured out). I know it's kind of a broad question, but I need some help in what to look for, is there any way to sort these objects without Z or the sorting order ? Or a way to tell the batcher what to actually batch, independent from the sort order ?

steady pumice
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hi all! I switched to the URP but no shadow is being drawn.. has anyone run into the same issue?

bronze idol
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Not sure if my situations applied but when I upgraded, my transparent sprites didn't cast shadows w/ the URP lit shader. I had to switch to opaque and use alpha clipping.

whole fossil
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I cannot find any info anywhere - how to approach replacement shaders with hdrp?

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is custompass the only way?

scarlet hull
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Yes

whole fossil
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diggind deeper - are there any examples how to access depth & normals buffers in custom pass? The documentation only mentions DecodeFromNormalBuffer but I don't know where to go further from there

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basically I want to draw the viewspace normals of selected objects (those on specific layer) after opague depth and normal. If I am correct that those should be then affected by volumetric lighting and the rest

scarlet hull
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You could just make an unlit shader that outputs viewspace normal, and render the objects you want in a custom color buffer for this ?

whole fossil
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the normals are only base for further work 🙂 so I need those in custom pass (for example for outline with edge detection)

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besides - I want to learn something new. Documentation lacks a bit, so I try to search answers the other way

scarlet hull
whole fossil
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whoa, nope - I missed that! Thanks a lot, I'll start digging in it!

glad tartan
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@turbid matrix It's here

turbid matrix
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ah, cool 😄

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I was expecting them to target this week for first preview as it's the GDC week

turbid matrix
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it's mainly about where dx12 is evolving, including dxr and mesh shaders

glad tartan
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yea, both new consoles support mesh shading so we will probably see that in HDRP at some point

turbid matrix
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pretty excited about AMD + DXR 1.1

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I hope that translates to consumer gpu's too, and not just next gen consoles

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I'd wish they'd just expose the jitter params for all as it would make it more trivial to make your own temproal AA on custom PP pass

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right now the jitter and related projection matrix are handled internally on HDRP, it wouldn't need much changes to even expose some parameter to say force it enabled and expose the jitter amount etc

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I got TAA running on custom pass without much issues but getting the jitter done was totally another story

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IMO it would be better if Unity would just expose everything possible they needed to implement their own internal HDRP PP

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@whole fossil official docs have starter guide for hdrp custom passes btw

whole fossil
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@turbid matrix - yeah I know, but it is pretty limited. alelievr repo contains a lot more useful info ;)

turbid matrix
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yeah, it's a great set of samples for sure

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all of the samples weren't all functional when I looked at it though

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I think I had issues with the water metaball shader there

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but I tested it a long time ago, could be fixed now

whole fossil
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I'll test the sh*t out of them samples tomorrow ;)

whole fossil
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Well. Since 2020.1 entered the beta it is probably the best time to move to alpha of 2020.2 ;)

turbid matrix
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been hoping for public alphas to start 🙂

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they are already at alpha 4

steep rock
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Does this channel only apply the SRP or can I discuss the built-in renderer here?

true zealot
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The intention has been it's for SRPs only, but if you have a complex question that doesn't suit #archived-shaders, #archived-lighting, etc I'm sure it won't matter if you post here as you're unlikely to get technical eyes on it if posted in #💻┃unity-talk
If it's a relatively small scope problem I wouldn't post it here

steep rock
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Well... it's specifically about how Unity force clears the depth buffer when doing Camera.Render() even when I set it to Don't Clear

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Even though it works correctly with automatic rendering

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It's clearly a bug but I was told "won't fix" and now I'm stuck with broken Unity and no workaround 😢 Very frustrated and upset

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I'm feeling a bit like no one will listen at the moment, so apologies if my tone is a bit harsh.

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The problem is I've wasted a LOT of hours trying to figure this out only to discover it's a Unity bug and then to be told "nah mate we're not going to fix it or even offer a solution" is very depressing

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But honestly the fact that it only happens when manually rendering the camera makes me think whoever marked the issue as "won't fix" didn't even fully understand the problem, because I can't see how a difference in depth buffer clearing between automatic rendering and manual rendering can be anything other than a bug that should be fixed

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And actually I'm certain they didn't understand the problem. Check out the reason given:
https://issuetracker.unity3d.com/issues/cameras-depth-is-ignored-when-calling-camera-dot-render-for-render-texture-with-skybox-and-dont-clear-cameras

This is part of the built in renderer camera stacking. We can not change this behaviour now at risk of regressing many users projects.

This cannot be correct. How many projects would even be using Camera.Render() into the same render texture as a previous camera, and what subset of those would have the clear flags set to "Don't Clear" when they actually want "Depth Only"? But more to the point, why would camera stacking specifically rely on ignoring the "Don't Clear" flag but only for manually rendering? And if it does, why?? That's a hack if ever I saw one.

steep rock
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Also @true zealot I think I just understood what you meant by "If it's a relatively small scope problem I wouldn't post it here", and I think I did the exact opposite of what you said 😦

steady pumice
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hi all! I just upgraded my project to URP but the shadows are not showing up 😦 I could not find any mistake in my upgrade process nor anything on the forums. Any idea?

glad tartan
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Maybe shadows aren't enabled on the Render Pipeline Asset