#archived-hdrp

1 messages Β· Page 48 of 1

steady pumice
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I wish 😦 they are

fierce patio
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Does VFX Graph still work with built-in legacy renderer? It seems that some people still run it with Built-in. Anyone tried?

turbid matrix
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@steady pumice you use point lights? they don't cast dynamic shadows on URP atm

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directional lights and spot lights do

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I reported it using that pages report link but I don't have good experience on these, it seems like these doc report links just directly drop into some void πŸ˜„

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that page has years told: Unlike Vector3.up, Transform.up moves the GameObject while also considering its rotation. people who don't quite understand math that well might not understand it's just a direction vector and that Transform.up nor Vector.up don't really move anything on their own, unlike the docs suggest

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and yes, I've seen new users getting confused by that exact wording, it's not just some speculation

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the fault on that doc page is that the description is actually describing what the code snippet below does but the wording is still essentially incorrect

fast pumice
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Hi guys, is there any way to script universal render pipeline's post processing?

turbid matrix
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@fast pumice you mean like tweak the PP values at runtime or to implement custom post processing for it?

fast pumice
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tweak values

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i am stuck after getting volumeprofile

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i try to get components, but they are too abstract, i dont understand how to get <T>

turbid matrix
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that's for HDRP but change the using line for urp equivalent and it should work somewhat the same afaik

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URP has similar volume setup now

fast pumice
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using UnityEngine.Experimental.Rendering.Universal;

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if u mean this one, parameters are not showing up

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like the same DepthOfField

turbid matrix
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it shouldn't be experimental

fast pumice
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oh

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yeah thanks its working now

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thanks for your help

turbid matrix
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np

steep rock
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So it's worth quickly mentioning that the support person got back to me, and apparently the reason for the depth buffer being cleared is that there's a mismatch between the main render settings and the render texture settings, so Unity creates a temporary buffer which loses depth. By setting the render texture format to R16G16B16A16_SFLOAT (ARGBHalf) or R32B32G32A32_SFLOAT (ARGBFloat) the depth buffer is retained, and everything works as expected. Why this isn't documented somewhere is beyond me but whatever, I have a workaround.

turbid matrix
glad tartan
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Tried that branch about a week ago and the shader didnt show up in the editor. Hopefully it does now as I wanna test it agian

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also did anyone noticed for a while during 2020.1 alpha and HDRP 8.x.x that the shaders dropdown only showed HDRP shaders and not the built-in shaders? I thought this was going to stay but everything went back after a little while now with 9.x.x we have the built-in shaders showing again.

barren kindle
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is there an up-to-date article on hdrp exposure and stuff?

turbid matrix
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(can select the HDRP version from the top's dropdown list)

turbid matrix
barren kindle
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the exposure levels in the image examples doesnt work. am i supposed to choose an exposure value myself? πŸ€”

valid dock
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is there currently a way to get lit particles in the VFX graph with URP??

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or have Unity mentioned anything about a timeline for when that will be possible?

glad tartan
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DirectX 12 Ultimate. Wonder if URP will have some improvements from DX12 as well. Or HDRP will mainly focus on DX12 and Vulkan

turbid matrix
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I'l be now watching for DX12 ultimate branches on github πŸ˜„

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gotta wonder why they didn't just name it DX12.1

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I do like that they put VRS as DX12 extension now

ripe fable
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yup

turbid matrix
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@valid dock it's coming, it's on their roadmap

valid dock
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@turbid matrix where is the roadmap located online?

valid dock
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ah thank you

turbid matrix
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I wonder if this means most of unitys DXR code needs to be redone for this

glad tartan
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did they discus geometry culling yet?

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I remember seeing that was a part of DX12 1.1 now

ripe fable
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It's coming up now I think

glad tartan
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yea, just heard that part in the talk

turbid matrix
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@glad tartan current talk covers culling

cloud abyss
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Is this the place to ask about particles?

long wagon
cloud abyss
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Thank you

glad tartan
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Seems all the optimization features are coming to DX12. Wonder what this and Hybrid Rendering V2 will do for performance with HDRP

steady pumice
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@steady pumice you use point lights? they don't cast dynamic shadows on URP atm
@turbid matrix no im using spot lights 😦

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can I remove URP and switch to HDRP? If so, how?

turbid matrix
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there's no conversion scripts for converting your project materials from URP to HDRP so you have to do that manually

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otherwise you can just swap the package and redo the setup

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HDRP has nice HDRP Wizard that presets things for you

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@steady pumice that being said, are you 100% sure you use spot lights?

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they should have shadow casting option

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point lights definitely doesn't

steady pumice
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yes, they are directional or spot lights

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mhm wait I actually see shadows on some elements but not others. in this example, the cube does not cast any shadow, and the props (in the editor) do

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confirmed, I just see the shadows in the editor but not in the game, even for the same object. Any ideas?

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(the camera has renderer shadows active)

glad tartan
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try a new scene and see

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if things work there then maybe it's something with that scene

steady pumice
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I think it was the resolution too low, by bringing it up I start to see something

glad tartan
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also check the cascade count

steady pumice
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ok i will!

ionic remnant
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Hey so in URP when I create a custom forward renderer I can't seem to push my render feature/render objects to after post processing, it works in editor but once I hit play it doesn't display at all, anyone seen this?

turbid matrix
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@steady pumice only one directional light will cast shadows

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so if you have multiple, that can be the reason for it failing

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HDRP has same limitation for directional light btw

modest rune
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hey would anyone have advice on the pros n cons of upgrading from lwrp vs hdrp (version 2019.2.2)? would be aimed for the average pc build. Sorry if this has been asked, I looked through a search and couldn't quite find anything on it.

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thanks for any help!

turbid matrix
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LWRP/URP will scale down to weaker hardware but has less advanced rendering features

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HDRP is pretty nicely featured out of the box

modest rune
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would weaker hardware overlap with average pcs? or would it be for really older/weak computer's that would be considered in that weak zone

turbid matrix
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depends what one considers avg pc

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if you want to support some of the most common PC gpus (integrated intel gpus), then URP would definitely be a win there

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oh wait, intel share has dropped quite much now

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there used to be ton of Intel HD4000 users in past on steams hw survey πŸ˜„

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now intels are 10% of all users

ionic remnant
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I'd say you might as well start in URP porting a URP project to HDRP after the fact is easier than trying to go the other way

turbid matrix
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I'd really think more of what you need graphically for your project

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like, is URP really missing anything you'd really want to use and HDRP has that?

modest rune
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ahh that's a good point on steam hw survey, I should take a look at that in the future when thinking about this sort of thing

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currently this project is in lwrp, upgraded from built in in vers 2019.2.2

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I guess the main things I was interested in was the VFX graph for certain effects and SSR since it's a semi futuristic/modern setting

steady pumice
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@steady pumice only one directional light will cast shadows
@turbid matrix uh thanks I did not know. That's quite a big limitation

turbid matrix
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well, you don't usually have more than one sun πŸ™‚

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it's a perf optimization essentially

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but it's same limit on both URP and HDRP

modest rune
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I guess another thing I was wondering was VFX vs particle effects, from things I looked into the main plus particle effects seemed to have was that it is much easier to have the particles interact with the environment

turbid matrix
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you can have more directional lights, but only one will cast shadows

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@modest rune yeah, there's no SSR or lit visual effect graph particle support on URP atm

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could be worth checking HDRP's SSR before fully committing to it though

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I personally like it but I know people who don't like the implementation at all

modest rune
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they don't think it looks nice? or more performance based dislike?

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thanks btw for all the advice, appreciate it @ionic remnant @turbid matrix

turbid matrix
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there can be nasty artifacts based on the usage

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you can hide them with more rays but it makes it super heavy

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but it totally depends on where you need it

modest rune
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ahh gotcha

glad tartan
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On flat surfaces it's fine but things like cylinders or spheres dont work so well

turbid matrix
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so better test it using the assets and scene you actually need to use with it

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none of the SSR implementations are great though, it's always a compromize

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you can't do miracles with that limited data

modest rune
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kk, that all helps me a lot for figuring out how I wanna go about deciding between the two

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I'll test some stuff out n go from there, thanks for the advice again

turbid matrix
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talking of SSR, would be tempting to try to port that frostbites stochastic SSR to HDRP now that there's custom PP pass option

glad tartan
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That would be cool

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I need to learn graphics programming as theres a lot of things I'd wanna try with URP and HDRP in time

turbid matrix
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I think at some point I also saw some custom SRP that implemented this

sonic wasp
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Hi! I'm using Unity's Universal Render Pipeline, and I came across an issue trying to change the shadow intensity of the shadow midtones highlights override of a Global Volume Profile. Whenever I manually slide the bar left and right, I see a visual effect to the change of intensity. However, whenever I try to edit these values through a script, I see no visual difference. I have a debugging print statement that tells always correctly tells the shadow intensity value, but the discrepancy of whether there is a visual effect or not is quite annoying. Is there a solution to this? Thank you!

keen glen
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Are you setting the value right and reassign it?

sonic wasp
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@keen glen The debugging print statement responds to the manual changes in the inspector (this is the method that creates the intended visual effect), as well as any changes in the script. The problem is that the visual effect doesn't respond to scriptable changes, only manual changes in the inspector

keen glen
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Lets see your code for that

sonic wasp
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public VolumeProfile profile;
private ShadowsMidtonesHighlights shadowmidhigh;
private void Start() 
    
    {
        profile.TryGet<ShadowsMidtonesHighlights>(out shadowmidhigh);
        shadowmidhigh.active = true;
    }
private void FixedUpdate()
    {
        if (Input.GetKeyDown(KeyCode.F5)) shadowmidhigh.shadows = new Vector4Parameter(new Vector4(1.0f, 1.0f, 1.0f, 0f), true);
        if (Input.GetKeyDown(KeyCode.F6)) shadowmidhigh.shadows = new Vector4Parameter(new Vector4(1.0f, 1.0f, 1.0f, 1.0f), true);
        if (profile.TryGet(out shadowmidhigh))
        {
            print(shadowmidhigh.shadows);
        }
    }
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Also

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
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@keen glen

true zealot
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you shouldn't put that in FixedUpdate

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for a start you won't be able to properly detect input there

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which who knows, could be your issue

sonic wasp
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oops

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its actually in Update

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not FixedUpdate()

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I was just trying to isolate the code that deals with my problem, little typo

drifting vault
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also

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URP terrain shader miss render opaque?

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that cause render terrain first and then other objects

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and its killing performance!!!

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cuz if use custom terrain shader that has render queue and if set it to geometry+100 = 2100 then performance become better

sonic wasp
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can anyone help me out? my code looks correct and i have no idea why it's not working

sonic wasp
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I've narrowed my problem down. My code is stating that the shadows are being rendered, and are correctly giving real-time updates as to what value the shadow intensity is at any given moment. The problem is that the VolumeProfile isn't rendering in-game. I do have the correct VolumeProfile set in the inspector, which makes this a more complex problem.

void musk
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Hi every one i have some issue my game normaly runs smooth enough but when i switch to URP i gets a little laggy im developing for mobile normaly URP is made for mobile dont know if tehre is some kind of settings or smth

solar nest
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Before Unity update i have not any problems with decals

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but right now, as you can see, decals are flashing

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anyone knows why?

turbid matrix
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Unity staff about the new virtual texturing: On UDIM, it is not supported currently. It's on our list but with a lower priority. That might change but looking at the current roadmap it is unlikely that it will be natively supported in 2020. Same for raytracing.

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it's kinda bummer that DXR isn't getting much love from other new features

fast pumice
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Hello, anyone tried using post processing with urp? When there is no post processing volume set, in the build the scene is much brighter and duller

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The build is oculus quest

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the post processing effect still works fine and is not making my game lag

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just that when there shouldnt be pp profile active, in the oculus quest build it looks like there is

steady pumice
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is there a way to remove URP and go back to the default pipeline?

turbid matrix
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uninstall URP, remove the URP asset from graphics settings, convert each material to use old standard shader

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plus undo all other changes related to urp

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version control would help :p

solemn robin
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Hey, i just changed from HDRP back to default shader bc hdrp is just to advanced and i have no idea of shaders. When i first used it, it gave an "update all materials to hdrp" option, is there a reverse action available?

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for future reference: its immesnly useful to have your materials organised in a good folder structure. i went over all of them changing their shader to standard.

orchid peak
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Guys, im trying to stack cameras in Unity 2019.3.6f1, but only BASE options is avaliable in the Render Mode... Someone know why?

turbid matrix
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@orchid peak which renderer and version?

orchid peak
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Universal RP

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i update now to the v7.3.1

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but now i got a lot of error in console

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Library\PackageCache\com.unity.render-pipelines.universal@7.3.1\Editor\ShaderGraph\SubShaders\UniversalPBRSubShader.cs(421,31): error CS1061: 'PBRMasterNode' does not contain a definition for 'normalDropOffSpace' and no accessible extension method 'normalDropOffSpace' accepting a first argument of type 'PBRMasterNode' could be found (are you missing a using directive or an assembly reference?)

turbid matrix
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have you manually installed older shader graph on package manager?

orchid peak
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yes.... so i manually uninstalled then

turbid matrix
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can you show a screenshot from package managers installed packages?

orchid peak
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yes

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@turbid matrix did u see something wrong?

glad tartan
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@orchid peak All these packages needs to be the same version for things to work.

  • SRP (HDRP or URP)
  • SRP Core
  • Shader Graph
  • VFX Graph - if you decide to install it for URP

When you are installing a SRP you only need to install the actual Render Pipeline you want (HDRP, or URP) and it will install the other packages and their correct version that it use as well.

turbid matrix
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@orchid peak yeah, exactly what I asked earlier

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you have too old SG installed manually

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basically you should never even install SG yourself unless you are using it from github etc

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URP itself can install the right version UNLESS you've forced install for other version for it

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like seen here (you have SG 7.1.8 mixed with URP 7.3.1)

orchid peak
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its works!!! ty very much!!

whole fossil
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guys, is there any changelog for 7.3.0 & 7.3.1? I cannot find it anywhere

turbid matrix
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for hdrp? sg? urp?

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that's for hdrp

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the online docs usually take a while to get updated

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but you can find most releases on github

whole fossil
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Great, thanks. I couldn't find it - there are couple of branches related to 7.3.1

turbid matrix
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basically you'd want to look at github tags or releases

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I usually just browse the tags as it's faster

foggy hill
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Hi, I just created URP project and there is fog everywhere

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how do i get rid of that fog

vestal basin
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So I don't know if this is a good place to post this. But I'm using the Universal Render Pipeline, and on Win/Mac/Linux everything is hunky dory.

But on Android, I'm getting this crazy looking bug, where various visual effects are streaking straight up from their source location.

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If anyone has any idea why it would do this, I'm stumped. 😦

analog wedge
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is there a way to limit the fps of a camera? I have ml-agents using cameras that i only need redrawing things on certain frames

steep rock
analog wedge
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wonderful, thanks!

sturdy compass
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anyone using URP with virtual reality? Our project currently targets PCVR, but we'd like to keep Quest in mind in the future. Based on this thread and the roadmap, it seems like a ton is lacking, but wondering if anyone is actively using it for a project that has any insight

candid basin
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Jean Philippe's water looks amazing ❀️

drifting vault
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@sturdy compass i atm porting a VR game called Onward to Quest and its works on PC too

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all working good, but blame URP terrain shader is killing performance on quest a lot 😦

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but if you will avoid terrain with urp terrain lit shader- then performance will be amazing

candid basin
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@drifting vault have you made shaders with shader graph for that projecT?

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Do they work by default with VR?

drifting vault
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yes, shaders made in shader graph for urp works fine in VR

candid basin
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Ah neat, thank you

drifting vault
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also, is that water for HDRP? @candid basin

candid basin
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it is!

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Saw stuff about it in the pull requests

drifting vault
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send link to me pls @candid basin

turbid matrix
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I wonder if they'll include white caps in that or if that's left for users

candid basin
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How does the projector component work?

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Does it do like a raycast to find out the projection surface, then spawns a quad there with a certain material?

glad tartan
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I still haven't been able to use the water shader. For some reason it's not showing up in the shader selection

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looking forward to messing with it though

humble furnace
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perhaps it's hidden to be used by any other shader in some pass

sturdy compass
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@drifting vault thanks for the replay!

bronze idol
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(URP) I'm a little confused where Unity renders its post-processing to in the pipeline. I have made a simple scriptable render feature (render pass event: AfterRenderingPostProcessing) that takes _CameraColorTexture and blits it back. For some reason postprocessing is ignored. Is postprocessing not stored on the camera color texture?

desert gale
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Quick question, should new projects use SRP?

turbid matrix
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use whatever works best for your project IMO

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Unity would probably prefer if new projects did use URP

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or HDRP if going for high end visuals

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but there are valid reasons to use any of these alternatives, totally depending what you need from it

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@desert gale

desert gale
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Ok, thanks

bronze idol
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Only if SRP had more documentation πŸ™‚ Sometimes I almost regret having it.

weak anvil
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whats the easiest program to render on

deep aspen
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I currently have a VR project using the LWRP, Unity version 2019.1. Im getting an error in one scene that is causing multiple allocations which is slowing my editor. I tried updating my project to Unity version 2019.3 however the project crashes on any almost every scene. Is there any way I can fix this problem while keeping LWRP. This is the error in question

keen glen
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What script part is shown if you double click it. You might think about updating to urp too

deep aspen
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shows the Ambient occlusion. I tried updating to URP by updating my version to 2019.3 since 2019.1 doesnt have URP, but it basically causes the editor to crash every time a new scene is loaded

keen glen
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Just remove all lwrp stuff through package manager and so on and download urp again. There is an upgrade tutorial on unity from lwrp to urp. I messed with that too and it kept killing my editor for a while

deep aspen
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alright ill see what i can do

keen glen
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There is nothing more important than have a clean setup especially in unitys fragile package mess πŸ˜„

indigo summit
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wait, HDRP on 2020 doesn't support dx11 now?

drifting vault
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@indigo summit should be. i think its related to DXR?

indigo summit
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even if i don't use dxr?

drifting vault
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i think if DXR off - then DX11 on

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but not sure, i still on 2019.3

indigo summit
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hmm even using dx12 HDRP still not render

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i guess 2020 hdrp are bugged

warm coral
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Is it possible to do a layered rendering with URP? like have 2 camera, one that renders the X objects with Y processing effects, and another camera that only render the background?

keen glen
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2020 is like still alpha, I would not use it

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@warm coral thats the layers you can select on a camera, that it should render or not

warm coral
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I did it, but the it doesn't combine both camera

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I saw there is a new feature Camera Stacking in URP but there is problems with it it seems or I setup something wrong

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There should be Render Mode with options other than "Base", but there is only "Base"

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Okay.. as I read, I see it is only from version 7.2.. and I use 7.18

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it seems to be really trivial thing to implement and should have been there in my opnion...

keen glen
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Clear Flags should be there somewhere

warm coral
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There is no clear flags

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Again, I am using URP

keen glen
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Yeah, just reading it, seems like you have to go with the camera stacking when you want to stick to URP

warm coral
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Yeah, I needed to upgrade to 7.2, trying it now

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hope it will not break anything, its not verified yet.

heavy ice
marsh egret
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I'm using URP and lines look jagged, did I miss a setting somewhere?

turbid matrix
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Too bad my requests arent as easy :D

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(msaa and vertex offset shaders with dxr)

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But I totally get the stance on msaa when raytracing benefits so much from TAA in the first place

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@indigo summit dx11 + dx12 both work for me on 2020.1

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DX12 is just suuuper slow

indigo summit
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@turbid matrix beta2?

turbid matrix
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Yeah

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On both 8.0.1 and github master, I've used both

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Need that classic library wipe?

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Also always run hdrp wizard again after editor and hdrp update

indigo summit
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lemme try library wipe

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forgot about that one

turbid matrix
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Huh πŸ˜…

indigo summit
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that's why i confused

turbid matrix
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Never seen that message on hdrp

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Are you using platforms.windows package?

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(You shouldnt)

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That package is meant for project tiny

indigo summit
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nope not using that package

late schooner
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is forward MSAA being broken in HDRP 7.1.8 a known thing or is this someone Doing the Bad Thing with tonemapping after resolve

indigo summit
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@turbid matrix yeah still getting that error after library wipe

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idk

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maybe someone from unity can chime in?

glad tartan
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I think the "DX11 isn't supported bug" happens with upgrading older projects. I only got this error yesterday opening an older project version but the other projects I regularly use are fine with 2020.1 b2 with HDRP 8.0.1 and 9.0.0 from GitHub.

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I downgraded my project 2019.3 but haven't tried to upgrade it again. Maybe it would be solved by doing this since library wipe dosent work.

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--
Also 2 days to the Unity 2020 Roadmap talk and Q&A through the forums

indigo summit
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is that known bug? and there's not solution on that?

turbid matrix
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ah, at least it is not completely isolated case then

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@indigo summit can you show a screenshot from install packages on package manager

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maybe there's something extra that breaks it there

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also you've run HDRP wizard on 2020.1 and it shows green for all parts?

indigo summit
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@turbid matrix oh i forgot hold on

turbid matrix
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@indigo summit I can immediately tell that I don't have cinemachine on any of my projects, nor TMP or searcher

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from those I'd check disabling the cinemachine first, if it's causing trouble

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TMP doesn't even work on HDRP

indigo summit
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i see

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let me try that

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nope, still getting that error

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weird thing is HDRP are using searcher :/

turbid matrix
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ah, maybe I have it then πŸ˜„

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it must be a new dependency

indigo summit
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ah, i found the issue

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in my project i got a naughty attributes package plugins

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removing that HDRP just compiled

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weird

turbid matrix
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ah so some 3rd party thing?

indigo summit
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yeah

frigid cypress
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searcher is a new dependency, but not from HD. HD uses Shader Graph, and Shader Graph uses Seacher. nice little chain c:

glad tartan
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Is the DXR implementation in SRP directly tied to RTX?
Meaning you have to use a supported 10 series card or an RTX card to run it or you could just use the core on any GPU and just the HDRP implementation uses the 10 series and RTX cards?

turbid matrix
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@glad tartan I don't even understand the question

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πŸ˜„

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I dunno about the denoisers as I've seen some nvidia stuff there in past but would expect these to be DXR compliant

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of course this changes nothing until we get more gpu's that support DXR

glad tartan
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In the forums the devs replied to a few users who wanted raytracing in URP saying that the Raytracing code could be used in any SRP. Don't know if you saw it but I think it was in the DXR thread. So I wanted to know if the base code is tied to the raytracing supported GPUs, GTX 1060 6GB and up or if the code isn't reliant on those GPUs to run.

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Since the HDRP implementation will only work on those GPUs

turbid matrix
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you absolutely need DXR support for the gpu drivers for the acceleration to work

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so basically 1060 6GB or better on nvidia atm

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basically the thing they said on the forums means that you can use DXR acceleration structures without HDRP

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but there also isn't out of the box support for DXR on anything but HDRP

glad tartan
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yea, I just wanted to know if it can run without the use of those cards, even without the acceleration structure. Just if it will work in general or the implementation is tied to those GPUs

turbid matrix
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you can't

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there used to be fallback layer for DX12 for testing DXR on nonDXR gpus

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but it was deprecated pretty much when first RTX gpu's arrived

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and it needs developer support, you have to implement a separate api for it

#

so that's why we don't see it anywhere

#

so basically... no the implementation shouldn't be tied to specific GPU models but you do need DXR support from the gpu driver

#

future AMD RDNA2 gpu's are supposed to support DXR 1.1 and DXR 1.0 so I'd assume Unity's current DXR would work on those

#

and if it doesn't, Unity will surely fix the issues to make sure it's compatible

glad tartan
#

ah alright. I say tied because they are the only ones that currently supports it

#

So I guess the raytracing features Crytek made/are working on is a with custom API and Sonic Either with Raytraced Minecraft

turbid matrix
#

yeah, crytek has custom tech afaik

#

kinda sucks for them because once it's actually out, amd has DXR gpu's already

glad tartan
#

Yea, but they will be able to support a wider range of GPUs until theres mass adoption of the new ones

#

Maybe the work is worth the amount of time they will be using it for I guess

turbid matrix
#

if they can make it performant enough...

#

even first gen RTX gpu's struggle

#

and they have dedicated hw to do it

glad tartan
#

yea

#

Since the new consoles support raytracing we should be seeing a lot more games with it and a lot more optimizations for it especially since the new Xbox and PC will share the same API.

#

Wonder how fast PC adoption with be with these new GPUs though

cloud abyss
#

I'm having some trouble with LWRP, I moved my game objects to a different scene so I could use my primary one as a main menu, and a bunch of graphical effects seem to be broken. At first it was the bloom effect which I fixed by fiddling with a shader that had previously worked, and now some objects are becoming translucent even when they shouldn't be. All my post processing volumes are identical to the main scene, and they have the same settings but I have no idea why this is broken.

#

This should not be translucent, it should look like this, which it does in the asset preview but not in the inspector

#

It looks correct when I place it into the main scene, but it looks like the darker image when placed into the other scene.

grave socket
#

essentially it doesn't seem to read the render texture

grave socket
#

nvm

warm coral
#

Can anyone help me with this?

indigo summit
#

Wait, where is the lightprobe setting for SkinnedMeshRenderer in HDRP? i want to use LPPV

fathom slate
#

Hey

#

Can I use different resolution for reflection probs ?

#

Why in hDRP settings only one field, and its same for real-time and baked. Id like to use hd res for baked, and low for real time

scarlet hull
#

@fathom slate No you can not. We store the reflection probes in a texture array, and that allows only for a single size for all the reflection probes cubemaps

#

@indigo summit This is a bug introduced in 7.2.x . The reflection probe setting is useless in HDRP as the probes are applied and interpolated per pixel, and not per object like in the build-in renderer.
The dev kind of overlooked this and did totally hide the whole probes section of the renderer component.
This has been fixed in 7.3.1 πŸ™‚

#

You can blame me for not catching that.

fathom slate
#

thanks answering πŸ™‚

indigo summit
#

@indigo summit This is a bug introduced in 7.2.x . The reflection probe setting is useless in HDRP as the probes are applied and interpolated per pixel, and not per object like in the build-in renderer.
The dev kind of overlooked this and did totally hide the whole probes section of the renderer component.
This has been fixed in 7.3.1 πŸ™‚
@scarlet hull ah no worries, at least it's been fixed, how about light baked angle settings? it seems missing in hdrp

scarlet hull
#

πŸ˜• I don't see what you're talking about

turbid matrix
ripe fable
#

Ahh those video examples look perfect.

fathom slate
#

This is the best TAA, really appriciate Franceso, he did it so good. Already implemented and test it, and additionaly with some customize,
with @turbid matrix help, rewrite stencil, to use it to reduce more history ghosting from character.

dreamy fox
#

Thank you!
Keep in mind that while it should be a significant upgrade over the previous one, it is still TAA after all so it is not perfect πŸ™‚ It still has some downfalls, hopefully less and hopefully more easy to balance out with the new options

indigo summit
#

πŸ˜• I don't see what you're talking about
@scarlet hull the baked shadow angle and baked shadow radius. those also missing

turbid matrix
#

https://docs.unity3d.com/Manual/class-Light.html
Baked Shadow Angle If Mode is set to Baked or Mixed, Type is set to Directional, and Shadow Type is set to Soft Shadows, this property adds some artificial softening to the edges of shadows and gives them a more natural look.

scarlet hull
#

Oh, okay

#

This is replaced in HDRP by more meaningfull parameters:
Angular Diameter ,for directional
Radius for spot and point

#

As those are the real physical settings that affects the penumbra size of the shadow, this is used in HDRP for the lightmapper to affect the baked shadow

#

It does also controll the PCSS filtering

#

Sorry, I'm so used to HDRP and barely work with the built-in renderer that I forgot those settings πŸ˜…

late schooner
#

if there are any Unity folks still around-- is forward MSAA being totally broken a known issue for HDRP?

#

using Vulkan, hitting the toggle will screw up all postprocessing (and geometry does not appear to be filtered). Disabling makes colors/post appear normal, but is also not filtered

turbid matrix
#

@late schooner only thing I know to not work with MSAA is SSR and DXR

#

haven't tested vulkan myself in long time

#

last time I tried vulkan on HDRP it was broken in all directions πŸ˜„

late schooner
#

also on 2019.3, HDRP 7.1.9 (I think)

tough walrus
#

would love to talk to someone to help me identify how i can optimize how i am building my game. πŸ™‚ PM me going to bed though. available all day tomorrow.

turbid matrix
#

that's not a RP topic

#

as another note, I guess people still don't grasp that packages get their own docs?

#

that's from the Unity Roadmap 2020 stream's chat

#

actaul roadmap session starts in 5 hours but the chat is live

dawn sorrel
#

In unity 2019.3.6f1 right now I am using a project which I think I created as a default 3D project back then.
Can I just install shadergraph and make shaders with it or do I have to somehow switch to one of those rendering things (urp) ?

elder merlin
#

shadergraph only works with the scriptable render pipelines

#

Amplify shader editor works with the standard pipeline, though it's not free

dawn sorrel
#

What's the default one then?

#

So I would have to switch convert all materials and shaders to urp/lwrp? UnityChanThink

elder merlin
#

If you want to use the shadergraph, yes

dawn sorrel
#

So I install LWRP, Scriptable Build Pipeline, Shadergraph and Post Processing packages?

#

Any more?

elder merlin
#

I don't think so, it's a while since I've done it though

dawn sorrel
#

o i know i'll just start a new proj with universal template

#

thx

#

huh weird it only has Universal RP installed

#

or not?

#

"In Project"

#

But if I go to All it shows Shadergraph is installed as well. Weird. UnityChanThink

#

Wait what's the difference between URP and LWRP now? UnityChanConfused

elder merlin
#

LWRP changed its name to URP. They are the same

dawn sorrel
#

But there is LWRP and URP package -_-'

elder merlin
#

LWRP is legacy I suppose

dawn sorrel
#

ok I'll instlal URP

turbid matrix
#

LWRP = URP now

#

if you install LWRP on 2019.3, it'll just install URP under the hood, LWRP package is just empty shell with URP dependency

dawn sorrel
#

oh lol weird

#

and it seems if you install any it automatically installs shadergraph and postprocessing too

scarlet hull
#

And SRP core also. They are needed as dependency.

#

The "empty shell" lwrp trick was used for automatic upgrade when coming from unity 2018

patent sun
#

This on the left is baked, on the right realtime. Anyone knows why this on the right is a bit lighter?

elder merlin
#

Probably because the one on the left is influenced by GI

glad tartan
#

Yea

patent sun
#

how can i make them look the same?

glad tartan
#

Without GI things will always be lighter unless they are using Light probes to receive GI as well

#

You can add a Light Probe Proxy Volume to something this large or make sure enough probes are setup around it

elder merlin
#

Yeah you can try to make them more similar with light probes, but you have two options for lighting for a reason. They work in different ways and give different results

turbid matrix
glad tartan
#

Wasn't much new (since most of us already mess with things in preview) in the talk but it was nice to get an overall view on where everything is at.
Will be nice when URP becomes the default Renderer, a lot of things in the editor should be cleaned up after that. More focused on the new Render Pipelines

turbid matrix
#

I'm mainly now alarmed by this: Number of publicly available Preview packages are reduced. We are transitioning to a new definition of Preview. Experimental items will be kept to focus groups.

#

I tried to ask about it on the forum QA but my message has been waiting for moderation for 1+ hours now

#

it really sucks that they are moving backwards on that part

#

I do understand what lead to this but there are other solutions

#

they are now just taking the "easy" approach IMO

#

if it were up to me, all Unity packages development would be open in github

#

but they are moving in opposite direction now, reducing public previews and only giving early versions to select few 😦

#

I do hope SRP github isn't getting closed from regular users

#

if that happens, it's going to make Unity a whole less appealing to me as I love cherry picking stuff and have access to things that are still in concept level

ripe fable
#

Me too.

turbid matrix
#

I'm frankly quite upset by this atm

#

I've always wanted more source access and getting that for rendering has been great so far, wish DOTS did the same etc

ripe fable
#

I understand why they're doing this, I think it's a great decision, as long as it doesn't completely 'vanish' for us as we are constantly checking progress, testing new implementations etc.

turbid matrix
#

why do you think it's great?

#

I mean the obvious reason why they do this is because people get annoyed by seeing so much unfinished stuff and they expect it to work like in production

#

but they could just make people apply for beta program that would make people sign something that they understand it's early and reduce the noise that way

ripe fable
#

A lot of "noobs" are constantly confused about alpha's, beta's, preview and experimental stuff, they don't know what it means (it's their own fault to be honest), they don't know why API's keep changing, why compatibility keeps breaking, they don't understand it's not meant as LTS releases and it's making Unity look bad (again, their own fault for diving into the experimental zone)

turbid matrix
#

well, that's partly on Unity too

#

in past they've promoted their early stuff without putting enough disclaimers

#

will be looking for their response

ripe fable
#

Did you see this a while ago?

turbid matrix
#

nah

#

but I definitely see people nagging about the preview techs a lot

#

wonder if you can still fill it πŸ˜„

#

wonder if this is the same person than earlier

glad tartan
#

Yea, that's a bit concerning. Not sure what they are really planning but I hope we still have access to the preview stuff. Would be best to make a sign up process and people who do can see alpha and beta builds in the Launcher as well as the preview packages in the editor and all that.

turbid matrix
#

yeah, I don't really mind for signing up for things but I also know their focus groups are currently for few and selected, which worries me

#

and even if I would get selected on such group (no idea if I fit their criteria), it would still mean many wouldn't

#

like, I've been on many tools closed betas with NDA's, that's totally fine IMO

glad tartan
#

yea, it's not sounding too good for those of us who understand things and just want to test

#

I'd be fine with that as well

turbid matrix
#

yeah, mainly worried about the access and how many can get it anymore

glad tartan
#

guess now we wait for a reply to your question

turbid matrix
#

yeah, at least they promised to answer each question πŸ˜„

#

(that covers the roadmap topics that is)

#

ah, I did get response

ripe fable
#

Yup, sounds good imho.

turbid matrix
#

I guess

#

at least they are not taking away existing stuff

#

I'd still like more open approach myself

#

I've been wanting git access for DOTS since it's been a thing but that clearly is not happening

#

(unless you get to their DOTS focus group)

glad tartan
#

So this sounds like released versions of Unity wont have much if any preview packages? Alpha and Beta versions will be able to use them?

turbid matrix
#

I dunno, how I took that is that they'll just wait longer till they release new preview packages

#

like, make sure the package dev is at further stage

glad tartan
#

Ye abut isn't it then just, "kinda stable" and people will still do what they are doing now? Une it and then complain after something breaks in the next update or API changes, etc?

#

Might as well only allow them to work in alpha a beta and released versions of Unity only use released/stable packages

delicate lava
#

I am having trouble with LWRP when I add an assembly definition to my project. It gives me this error after adding the assembly definition: error CS0234: The type or namespace name 'LWRP' does not exist in the namespace 'UnityEngine.Experimental.Rendering' (are you missing an assembly reference?) Does anyone know what reference I need to add to my assembly definition to fix this?

glad tartan
#

What version of Unity and LWRP/URP are you using? Unity 2019.3 forward only uses URP which is LWRP but renamed. Unity 2018.1 - 2019.2 uses LWRP
URP dosent use 'UnityEngine.Experimental.Rendering' because LWRP came out of preview in 2018.3 so this name space was dropped for the production version.

So if you are adding an assembly definition that uses that then it wont work and if you are creating an assembly definition to use that namespace it won't work as well, unless you are using those older versions of Unity with their LWRP version.

delicate lava
#

I added the LWRP package before I upgraded today, but had the same issue. I was hoping upgrading would fix it. m_EditorVersion: 2019.2.10f1 m_EditorVersionWithRevision: 2019.2.10f1 (923acd2d43aa) m_EditorVersion: 2019.3.3f1 m_EditorVersionWithRevision: 2019.3.3f1 (7ceaae5f7503)

#

I went from .2 to .3

#

The actual reference in the script is :UnityEngine.Experimental.Rendering.Universal.Light2D

true zealot
#

if you're uising 2019.3 then that's URP and not LWRP

#

You must be referring to LWRP somewhere, as it's referenced in the error you're talking about

delicate lava
#

I may have gotten it to go away now... but I am getting other errors with my custom editor. I added Packages/com.unity.render-pipelines.universal/Runtime/Unity.RenderPipelines.Universal.Runtime.asmdef and it went away

#

Added that as a reference in my assembly definition

#

It had a using from the previous version in there still using UnityEngine.Experimental.Rendering.LWRP; that's gone now. Although adding the reference I stated above cleared both issues. Thanks for your time though πŸ™‚ I have a new problem to chase.

glad tartan
#

This is a nice optimization. Currently this is one of the most expensive tasks for the CPU for HDRP

turbid matrix
#

Yeah, saw that yesterday

#

The single threaded comment made it sound like they might jobify that in future

#

tbh, I still wonder if they could utilize job system on the c# side of the renderer

#

I know most of the expensive operations are on native code but if they used jobs + burst, even if it were only on main thread, they could get boost from burst alone

fair needle
#

Not sure if this is the right place, but I have an HDRP issue. A custom diffusion profile I've made keeps dropping out from the HDRP asset, so I have to add it in after every restart. Anybody recognize this?

whole fossil
#

guys, I need a word of advice. What is the recommended workflow or toolset to handle terrain with performant folliage/billboards rendering in HDRP 7.X / Unity 2019.3 ?

dreamy fox
#

This is a nice optimization. Currently this is one of the most expensive tasks for the CPU for HDRP
More optimizations to that functions (PrepareLights family) are coming πŸ™‚ Note that that optimization pass was mostly for when not many shadows are there, but I am looking at the shadow case now.

turbid matrix
#

@dreamy fox has HDRP team experimented on that burst compiler? I'm kinda curious because it's essentially free perf if it can crunch anything there

dreamy fox
#

Not yet, no. But we probably will at some point.

turbid matrix
#

I did talk with Fabien I think about this on last Unite expo floor

#

he said that most perf heavy things are handled on native side

#

but I'd still assume there are some wins to be gained on c# side

#

that being said, I could imagine such rework could also be postponed till Unity builds full dots renderer

#

tbh, I haven't even checked how much of the SRPs rely on monobehaviours even

#

(not talking about the dots hybrid renderer now which will not even run on pure
DOTS runtime)

#

but yeah, love the optimization work as well, can't wait to see further improvements πŸ™‚

#

I'm kinda out of loop how perf heavy HDRP currently is on weaker hardware. my weakest test computer requires a bit of manual labor every time I want to boot it up so don't do that so much nowadays.

#

I've always had concerns about hdrp scaling down on older computers, but now that time has passed since early days of HDRP, avg hardware on gamers is already way better so this might not be as big of an issue as few years ago

glad tartan
#

Yea, all the optimizations work is really nice. Also interested in the speed ups it can get from burst and jobs.

glad tartan
#

2020.1 b3 is out. Should be able to fully use Hybrid Render V2 now

turbid matrix
#

tbh, I don't see anything different between b2 and b3 on hybrid renderer v2

#

I did see changelogs stated there's some macos crash fix on b2 for it

#

but it worked for me already on b2

#

on b1 it was broken in all directions

#

about v2: DX11 works, DX12 works but is 50% the speed of DX11 in the editor on my simple scene

#

DXR doesn't work at all

#

the dev working on this said they are investigating DXR support which at least is better than nothing

#

not getting my hopes up though as it could still mean no work on it this year

glad tartan
#

Yea, DX12 will start to get a lot more love both on the standard HDRP and Hybrid
Currently I'm not too worried about DXR with it yet.

I'm more interested in how things will progress between standard HDRP and hybrid. Will it always be split since Unity will support both DOTS and Monobehaviour? It's been stated mono wont go anytime soon so both URP and HDRP would have to be working both ways for the foreseeable future so at some point they will both be on par just one will be more performant and handle a lot more objects than the other.

#

supposed that might be the driving force for most people to learn DOTS to be able to take advantage of that if needed for their project since not every game will be massive

barren kindle
turbid matrix
#

@barren kindle you should run the HDRP Wizard if you want to use it

#

there's HDRP + DXR tab there

barren kindle
#

no i want to turn it off lul

turbid matrix
#

ah

#

I dunno what enables that option

#

could be DX12 or some other thing

barren kindle
#

how would one "blur" in shader graph? πŸ€”

#

i like the voronoi generator, but i cant have the sharp edges and center

#

oh smoothstep worked

#

but my problem that "generate normal from height" rebuilds those hard edges πŸ€”

glad tartan
#

To disable raytracing that would be on the HDRP asset itself. There's an option there to enable or disable it

barren kindle
#

but i cant uncheck the checkbox. its grayed out in my picture

#

so i found the option. just cant do anything with it

#

but it seems to be off. i am not sure

#

i was trying to build the game and it was giving me build errors and a ton of raytrace related messages. i fiddled and it built successfully the 2nd time. i dont know what i did

glad tartan
late schooner
#

not an RP question, but since there's no general graphics channel-- Does Mesh.CombineMeshes() correctly deal with skeletal meshes?

indigo summit
#

I'm wondering is there any plan from unity to change the renderpass of gizmos to after post processing? kinda annoying when displaying gizmos and post processing at the same time causing overbright and flicker mostly on game view

turbid matrix
#

both TAA branch and light loop optimizations now merged into hdrp/staging πŸ™‚

glad tartan
#

nice

upbeat badger
#

wanna optimizations part 2 also

turbid matrix
drifting vault
#

more FPS?

turbid matrix
#

if you are bound by the lights and shadows right now, then probably yes

#

not sure if this really affect that much if you only have few light sources atm

dreamy fox
#

You also need to be CPU bound to be more precise πŸ™‚ If you are GPU it won't help you there. Though faster code is always good as you can fill time with more stuff πŸ˜„

candid basin
#

In ScriptableRenderPass class the execute method is called for every frame right?

#

Inside of the Execute method I'm trying to do this

#

So disable a shader keyword before rendering the pass and disabling it after, however this doesn't seem to have an effect on my shadergraph shader

#

For my drawSettings I'm using this

#

with the shader tag Ids being this

weak bluff
#

I'm experiencing a lot of crashes since switching to the Universal Pipeline, mostly while playing with multiple scenes in editor - I've posted to the forums and it seems others have run into this as well. Anyone here have any insight on this?

#

I'd rather not switch to the old pipeline, since 1) that takes effort, and 2) I'm getting better performance with URP, especially on a lower end test machine

candid basin
#

What version you on?

#

I've only had crashes related to shader graph

weak bluff
#

Looking through this channel's history, I've noticed @true zealot mentioned 2018.3 is more stable. I'm on 2019.3.1

#

I do have shader graph, although I was having crashes before installing it. It's possible it's causing it to crash more often

#

Hm, apparently I can't remove shader graph while Universal RP is installed?

elder merlin
#

No, they’re bundled together

weak bluff
#

Ok. It seems like my options are to revert to a previous version of Unity, or to switch to a single scene setup to see if that prevents crashes.

#

As it is, I'm not able to find out what's causing it EDIT: updated to 2019.3.7 with no crashes in the last 30 min, hopefully this'll last

candid basin
#

Is there a way to expose a RenderingLayerMask in these settings?

summer relic
#

Are render pipelines used for 2d games?

#

Or only 3d?

true zealot
#

There are plenty of 2D features in URP, 2D lights being one of them.

#

It has a 2D renderer you can use

summer relic
#

Does hdrp make a big difference, in a pixel 2d game?

true zealot
#

HDRP is not for 2D

summer relic
#

Oh

true zealot
#

no feature it has would benefit a 2D game

summer relic
#

So when creating a 2d project URP already comes "installed"

true zealot
#

I have no idea about the presets when creating projects

summer relic
#

Ok thanks.

drifting vault
#

Hey @scarlet hull , is there a way to downscale volumetric light more?
Like to quadro res 25% ?

#

Volumetric light render volumetric light in 50% resolution from screen that fine for full hd screen

#

but wondering, how performance will up if i will render volumetric lighting in 25% from 4k-8k screen

scarlet hull
#

Well ... You can alter the source code if you want πŸ˜…

#

But we have planned in the roadmap to have more scalable setting for volumetric fog

drifting vault
#

Thanks!

glad tartan
#

Yea, scalable volumetric fog is already being worked on if not finished and waiting to be merged on GitHub. It was a while back when I saw the branch for it
https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/6011

#

Yep, about a month ago since last update on GitHub

candid basin
#

If you read my deleted messages, I fixed the issue. I was using a render texture with 0 depth buffer bits which was giving me depth sorting issues.

dawn sorrel
#

Hi friends, I've got a strange issue where changing to screen space - camera from overlay canvas causes my shaders to lose their color? No idea whats happening here, I'm guessing this is a PP issue? Using LWRP on all default settings

#

The normal sprite shaders all work, but any sprite shaders I've made using the shader graph all have this issue
--Solved:
Screen Space Overlay apparantly doesn't care if you're using lit or unlit shaders, but if you're using Screen Space Camera the lit shaders care about light. TIL.

proper raft
#

Can anyone help me setting up URP? I did as instructions asked but I get multiple warnign sin the console after trying to upgrade existing materials

#

Like that
"TerrainLit material was not upgraded. There's no upgrader to convert Universal Render Pipeline/Terrain/Lit shader to selected pipeline
UnityEditor.Rendering.Universal.UniversalRenderPipelineMaterialUpgrader:UpgradeProjectMaterials() (at Library/PackageCache/com.unity.render-pipelines.universal@7.1.8/Editor/UniversalRenderPipelineMaterialUpgrader.cs:22)
"

#

does this mean it is already using URP?

#

If so how come the 2d lightning doesn't work?

stark elbow
#

Hi guys im changing from HDRP to URP and when I select the post processings layer in the scene view I can't see anything and I get this error:

ArgumentNullException: Value cannot be null.
Parameter name: dest
UnityEditor.EditorUtility.CopySerializedIfDifferent (UnityEngine.Object source, UnityEngine.Object dest) (at <78f1ad0f25c84e3ca853e639f50d95f5>:0)
UnityEditorInternal.ComponentUtility.ReplaceComponentsIfDifferent (UnityEngine.GameObject src, UnityEngine.GameObject dst, UnityEditorInternal.ComponentUtility+IsDesiredComponent componentFilter) (at <78f1ad0f25c84e3ca853e639f50d95f5>:0)
UnityEditor.SceneView.UpdateImageEffects (System.Boolean enable) (at <7

#
  • the error message is bigger but it went over the character limit
spark anchor
#

can anyone here help me set up multiple cameras in my scene with different framerates?

turbid matrix
spark anchor
#

this is basically what i'm doing

#

however nothing happens when the camera is disabled

turbid matrix
#

isn't that what you want to do πŸ€”

prisma halo
#

Hey people. I wondered if anyone could help me with a problem regarding switching to URP/LWRP. I'm making a Doom-clone FPS thing. My weapon seems to clip if I get too close to geometry, which massively breaks the immersion and is problematic considering the wall-sliding and free-running mechanics which drive the gameplay. I used to get around this problem by using a second camera that culls everything except the weapon, but the new pipeline doesn't support this. It's worth mentioning that the weapon is actually a billboard sprite - so if there's a way to layer it above everything, that might be simpler than a solution for a 3D model. Anyway, here's a video of the problem I'm having 😦

dawn sorrel
#

Wow

#

ragequit....

spark anchor
#

@turbid matrix yes but the camera doesn't render at all

indigo summit
prisma halo
#

Thanks @indigo summit - does this shrink the model though, or does it draw the weapon over everything?

#

I wondered if it would handle differently being a billboard sprite

indigo summit
#

last time i check it draw the weapon over everything

prisma halo
#

Thanks dude. Cloned it now. I'll have a look

turbid matrix
#

@prisma halo 7.2 supports camera stacking now

#

I'd avoid stacking if there's any other way to handle it though

#

it'll just add more overhead to everything

prisma halo
#

I'm trying to stay clear of it tbh. Seems a bit hacky πŸ™‚

#

Since it's a flat image, I'd like to see if there's a way to clamp it to the UI

#

That's be more ideal

#

that'd*

glad tartan
#

Is there a better way to have an FPS limiter in URP or HDRP than Application.TargerFramerate? That's using a lot of CPU time and creating garbage, so just checking if that's the only way to do things.

prisma halo
#

That solution doesn't work for on-screen sprites. Is there a way to have a second canvas overlaying the camera?

stark elbow
#

Does anybody know to hijack the procedural sky from the HDRP package to work with URP? I did see a message in my console about it but Unity reloaded my project and wiped it before I could read it and google isn't helping

#

know how to *

rigid tide
#

Can someone help with adding a depth-only render pass to renderer features?

waxen lantern
fervent bluff
#

So I got an issue ,if I import a certain shader to hdrp that shader stands out complete white other functions are working such as the motion and stuff but it's just white

stark elbow
#

does anybody know why my additional shadows on URP would be so pixelated? there are only 3 in the scene I have the distance set high, the lighter per object and the shadow resolution all set high, when I use either pipeline or custom settings and tinker theres no way to get fitting shadows that are crisps without some form of banding effect?

turbid matrix
#

it's basically limited by the shadowmap resolution, if you put really high shadow distance, it means it has to stretch the whole shadowmap over bigger area and that things will look more coarse

#

different shadow filtering could help but I don't think URP has much options for that

#

PCSS could help but I dunno if there's any solution atm that implements that on URP

dawn sorrel
#

Has the particle system been deprecated in URP? Cant seem to get it to render anything

turbid matrix
#

@dawn sorrel you probably need URP compatible shaders for it

#

on HDRP, they had shader graphs specifically for shuriken

dawn sorrel
turbid matrix
#

technically one could just port those to URP

#

I doubt just using Lit shader would work

dawn sorrel
#

The particles>lit aint working either

turbid matrix
#

wonder if there's some extra thing that's still not implements on URP

#

I remember visual effect graph only working on URP's unlit

#

as another note, I've been recently annoyed by HDRP wizard always opening up along with my project, I thought Unity bugged something and didn't respect my saved layout at first

#

but now that I started to investigate this, I finally saw this tiny checkbox AFTER I scrolled down the HDRP wizard:

#

this was SUPER annoying

#

I didn't realize there was even a checkbox as I really had to scroll down to see it

#

I dunno also if that's the stock size of the wizard window if I've made it smaller myself so it wouldn't fit all the options on the screen at once

#

all in all, I'm sure I'll not be the last person to miss that

dawn sorrel
#

@turbid matrix found the deal. Apparently when you add a layer to a project the custom FWDs dont render those by default

stark elbow
#

@turbid matrix you don't by any chance know how to get the procedural sky from the hdrp package to work with urp do you? I had a console log that suggested I could but I haven't been able to get it to work

turbid matrix
#

no idea tbh, I thought these used different sky systems in general

#

I don't really know that much of URP internals in general, mostly using HDRP myself

violet cave
proper raft
#

Since I'm using URP in my 2D project I often get this error message:
Assertion failed on expression: 'task.rasterData.vertexBuffer == NULL'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Anyone know how to fix this?

fathom slate
#

Guys, having white materials in hdrp, is it fixable ? can I change exposure for project preview ?

#

This is after I changed exposure in my scenes to real physical lighting

#

In scene, everything okey

#

Ok, understood the problem. Project preview use current scene configuration, buuuuut, I have Exposure set to Physical Camera, when I changin it to Fixed Exposure, everything okey. So, Physical Camera different from my current scene Camera settings, so exposure for preview is broken

stark elbow
#

does anyone know why anything rendered by additional renderers in the URP render list becomes invisible in the scene view? I'm assuming its the scene view camera only rendering the default, is there a way around this?

stark elbow
#

Is it possible to have an overlay camera still render behind objects it should render behind (when they are rendered using different cams)

#

I have a base cam rendering the majority of in game and then a character cam as an overlay rendering only the characters - basically when they go behind doors etc they can still be seen

proper raft
#

@fathom slate no solution sadly :/

dusk moth
#

So URP has like 4000 shaders and it takes forever to build my simple testing app, any way to exclude them or otherwise speed up my build time?

drifting vault
#

@dusk moth first build everytime take long time, but after that build will be faster

#

for example im build complex game 20 + GB on URP for 40 mins first time

#

but after that next builds take about 2 mins

dusk moth
#

oh sweet

stark elbow
#

im super stumped with the stencil/depth stuff on the render objects, can anyone help?

patent sun
#

is there any way to enable only baked lighting on URP?

turbid matrix
#

hmmm Warning: Probe Volumes is a highly experimental feature. It is disabled by default for this reason. It's functionality is subject to breaking changes and whole sale removal. It is not recommended for use outside of for providing feedback. It should not be used in production.

true zealot
#

I love how overly reiterated it is. Good to see the feature though!

turbid matrix
#

This PR introduces ProbeVolumes, a new type of volume handled in the LightLoop, which encodes regular 3d grids of Light Probes. ProbeVolumes are used to add GI by covering a part of the scene with a volume and baking it. Multiple volumes can be added to a scene, as each volume manages its data individually. Volumes that overlap are blended in special blending regions. On top of that, a blending mode can be selected for each volume.

#

so I guess this is the first step on getting the realtime GI in

true zealot
#

really looking forward to working on a project in HDRP's future with this stuff finalised

turbid matrix
#

they need to supporting probe setup for it

late schooner
#

LPVs when

edgy harbor
#

Does anyone know why GL.Draw methods work in URP but not in HDRP?

tight bloom
#

I'm having a bit of a weird issue getting hdri lighting to work in HDRP - it seams to give off specular light (visible reflections) but the rest of the material remains black. If I add a point light then the object starts being lit properly, same with a directional light but weirdly I have to reduce the exposure of the HDRI Sky to get make the directional light visible, or increase the intensity by a huge amount.

whole fossil
#

guys, is it possible to limit decals to draw only on specified plane? I am trying to remove artifacts when decal is painted on a side of a cube for example

glad tartan
#

@tight bloom Did you set the sky to give off ambient lighting? Also what version of Unity are you using?

#

@whole fossil Decal Layers is being worked on but currently the only way to exclude decals from a surface is to turn off Receive Decals on the material.

tight bloom
#

2019.3.5f1, and I'm not sure, I created a volume object with the HDRI Sky override, in the lighting settings the profile is set to none

glad tartan
#

ok in the lighting settings you need to set it to HDRI Sky

tight bloom
#

Do you mean set the volume profile to the one used in the HDRI volume?

#

It doesn't seam like that does anything

glad tartan
#

Whatever sky/skytype you are using in your scene you would have to set in the Lightning Settings under the Environment tab if the Visual Sky is set to static. If it is set to Dynamic it should light your scene without that additional step.

tight bloom
#

I think the lighting settings in HDRP are completely different from normal Unity, there's no environment tab

glad tartan
#

Yes, HDRP is different from the default renderer in Unity

#

This is where you specify the sky to use for ambient lighting

#

If your Visual Environment is set to Static

tight bloom
#

Huh, I don't seam to have that option

glad tartan
#

Did you open the lighting settings window?

whole fossil
#

@glad tartan Decal Layers is being worked on but currently the only way to exclude decals from a surface is to turn off Receive Decals on the material.
Thanks! I was hoping that something changed since decal layers is a pretty old topic. Do you have any eta, something, anything? is it a weeks, months, years matter?

glad tartan
tight bloom
glad tartan
#

@tight bloom If that's what you see then HDRP might not be enabled.

#

are you upgrading a project to HDRP?

tight bloom
#

No this is just the default HDRP template project

glad tartan
#

ah yea, I didnt take a close look

#

It is using HDRP, but an older version

#

So at the top you see the same setting

tight bloom
#

maybe I'm using a different version? The window menu has different options then what you've got

glad tartan
#

just add your volume profile to it that has your sky then change the dropdown to your sky type

#

where it says Environment (HDRP)

tight bloom
#

Hmm, seams to fixed the cube, but the material I've made is still really dark

#

Seams like it might be a problem with the shader

glad tartan
#

You should be using the Lit Shader be default

#

other than that you just have to make sure the exposure of your scene and sky are setup correctly

#

a good place to start/test things when you are new to HDRP is set the sky and scene exposure to 1

tight bloom
#

The wooden planks material is a custom shader I made with the shader graph, not sure what the issue might be

glad tartan
#

Yea, shader graph shaders should work fine as well

#

maybe upgrade HDRP to the latest version and see. You are using an older version that the template setup for you

tight bloom
#

Ah, ok then

glad tartan
#

You only want to upgrade the High Definition RP package. All the other packages it uses will update as well.

whole fossil
#

@glad tartan No, no time frame on it. Just update I've seen popup on GitHub - https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5502
well, that seems to be stalled since january 😦 so I guess there goes my hopes

hazy yoke
#

@whole fossil it looks like it was green after the last merge. I can poke someone and see if there was a reason it wasnt merged

whole fossil
#

that would be awesome πŸ™‚ thanks!

hazy yoke
#

Time difference means it may take a bit for a response, but poked

hazy yoke
#

@whole fossil seems like things changed so its still on roadmap, but likely going to need rework

#

no eta

glad tartan
#

Good to know, I thought they were waiting to merge it.

turbid matrix
#

huh

#
This package has been deprecated from the Asset Store. This means that new purchases of the package are not allowed and that only users who already purchased or downloaded the package before it was deprecated, are allowed to download it.```
glad tartan
#

It's on github

candid basin
#

In URP, the RenderObjects renderer feature, does it ignore the skybox?

turbid matrix
#

I was going to ask if they plan to move it there πŸ˜„

glad tartan
#

Yea, they've been updating it there

turbid matrix
#

because they just updated SRP branch for it 6 days ago, which would be weird for deprecated asset

#

@glad tartan you have a link?

#

I mean, I know the SRP branch

glad tartan
turbid matrix
#

yeah, that's not the full demo

#

only SRP upgrade

#

basically now that they deprecated it from asset store, new users have zero access to this

glad tartan
#

yea, at some point we will probably get and LFS of it

turbid matrix
#

I dunno

glad tartan
#

It's funny because I downloaded it a few days ago

turbid matrix
#

they've been updating the BOTD's HDRP on github for 2019.1 as well and it never saw the light of day

#

so it's totally possible they just pulled the plug

#

weird though

glad tartan
#

I wanted to see how they implemented the Hierarchy Pivot in the lit shader and see if I could make shader graph nodes for the wind settings.

turbid matrix
#

I'm making a local backup for that 2019.3 branch now, in case it just "vanishes"

glad tartan
#

yea thats a posibility

#

hah nice. Let me know if it works.

#

maybe it can just be plugged into the asset store version if the embedded packages are removed

#

as well as some scripts

#

the asset store version is broken as well. Tried with Unity 2018.4 to 2020.1 beta. All show a lot of errors

warm flax
#

Hello all, I have this Unity error and i'd like to know if any of you could help me to solve it: 'OpenCL error. Falling back to CPU lightmapper. Error callback from context: CL_MEM_OBJECT_ALLOCATION_FAILURE' I have two GPU. GPU0 is Intel integrated and GPU1 is a Geforce GTX 960 ay clue? Thank you so much

#

I have in the GPU1 GTX 960 4GB dedicated memory and this rendering feature 'Progressive GPU' for the lightmapper only needs 2gb I think the problem is that Unity is taking GPU0 as the default GPU and I don't know hoy to change it

barren kindle
#

i am playing with shader graph and i want a transparent material to blend together? like when a river meets the ocean

#

tell me the deep secrets of how to make that happen? πŸ€”

drifting vault
#

seems like Unity do not have time for update Book of Death to latest HDRP version 😦

frigid cypress
ripe fable
#

I've still got both the latest BOTD and the latest BOTD HDRP from github, they don't seem to be compatible though. πŸ€”

#

Atleast, simply swapping the packages to the 2019.3 ones still doesn't allow the project to open in 2019.3

turbid matrix
#

tbh, most of the BOTD could be ported to vanilla HDRP 7

#

like, if you don't mind the missing bark peel shader (this is a tricky one as it has tessellation and SG doesn't support tess so can't do easy replacement) or the light scattering (could just replace it with volumetric fog), you could just apply occlusion probes to it and call it a day

#

I've had occlusion probes running on stock HDRP since 5.7 or something

#

oh right, wind is also missing :/

#

old HDRP still had wind (altho BOTD had it's own version)

#

now would need to make custom SGs for that

glad tartan
#

Yea, I would like to recreate that wind effect in shader graph (The Hierarchy and Single pivot version) the other is just the generic wind people usually make. UE4 has this wind feature for a while now (as nodes in the material editor) as well as tools to do the vertex baking but not many people use it.

Basically it's the cheapest high quality vertex wind animation for trees that we can do right now, as well as use it for other types of vertex animations. I tried opening the lit shader to see how they put it together but couldn't figure it out. I wanted to see if I could create some nodes for each wind version. Also the other part of the workflow which is actually baking the pivots/vertices would need to be figured out. Houdini has tools to do it but it would be nice to have it in engine like they did for the project. Someone else made the baking script a while back and shared it on the forum but it dosent work anymore since the prefab system change.

glad tartan
#

Ok scratch the last part I managed to fix the script to do the baking. Just gotta figure out the code that does the wind animation then try and write an HLSL file to use in shader graph or if I can do it with nodes in a subgraph.

stark elbow
#

any ideas why the browns in the 3rd image would be different? They are set to the same hex value?

turbid matrix
#

BOTD also used HDRP which had separate PP package, so all PP would need to be reconfigured

#

I actually got it running on vanilla HDRP with 2019.3 with all features stripped but it looked awful πŸ˜„

#

had to reset foliage diffusion profiles and stuff but didn't do occlusion probes again, there also was some weird issue with sky not rendering on game view

spiral ginkgo
#

anyone know where the "srp batcher" thing is? doesn't seem to be in the hdrp asset like many examples show ?

candid basin
#

ooh DepthNormals prepass coming to URP

turbid matrix
#

@spiral ginkgo it's supposedly enabled by default now, you want to turn it off?

spiral ginkgo
#

oh ok nah just wanted to know

turbid matrix
#

I think they hid the setting because everyone should just use it

#

if you want to disable it (for testing perf diff or if batcher breaks things etc), afaik you can still set it at runtime like cs GraphicsSettings.useScriptableRenderPipelineBatching = false;

#

there used to be some handy toggle with stats window for srp batcher somewhere too from some unity employee

spiral ginkgo
#

i see thanks for the info

spiral ginkgo
#

do you know the best way to reduce frametimes on the hdrp forward renderer ? i was trying to see if it could run in vr at 120fps with no reprojection but havn't been able to. i disabled alot of the features and whatnot except kept ambient occlusion and volumetric lighting but still wasn't able to get that performance.

verbal furnace
#

Hello all.

I just started experimenting URP and first thing I notice is that built-in UI material doesn't render anymore.

What's the correct way to deal with UI material/shader in URP?

You can also reply the question under this post: https://forum.unity.com/threads/urp-and-ui.859165/

glad tartan
#

@verbal furnace Are you trying to use custom materials? Otherwise UI works fine and by default in URP

verbal furnace
#

No. Not using custom UI materials. I'm having problem with built-in material/shader. I'll create a brand new project and test the UI with URP to make sure. 1 sec.

#

Ok. UI renders fine in a new project with URP. I'll try to find what's different on my project which is upgraded to URP. Interesting...

#

WOW. It was a "pixel per unit" problem. I never set PPU to other than 100 (which is good for built-in sprites) but for some reason, its value was changed to 5 by mistake without me noticing so everything got rendered extremely small, I thought there weren't rendered. LOL.

glad tartan
#

Ah alright, glad you found the problem.

gleaming hull
#

Hi folks, returning to Unity after a long hiatus and I'm excited to try out new tooling. I'm currently working on 2019.3.6f1.

I've been trying to explore 2D, using the new 2D animation and lighting systems. I know these are still in preview, but they look like what I want.

I'm having some issues with Shader Graph in 2D, though. My intention was to implement a basic toon shader. However, I've been completely unable to get any shader working. I followed the initial setup here: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@8.0/manual/ShaderGraph.html

That basic shader works, but when I start adding nodes to the Color input, things break very quickly. While the node previews themselves may appear to show the right behavior, the final preview is always either completely transparent or almost completely transparent. Sometimes if I collapse and expand preview panels they'll change their appearance. Overall it just seems like there's something off. Am I just expecting too much from a preview?

glad tartan
#

That basic shader works, but when I start adding nodes to the Color input, things break very quickly. While the node previews themselves may appear to show the right behavior, the final preview is always either completely transparent or almost completely transparent. Sometimes if I collapse and expand preview panels they'll change their appearance. Overall it just seems like there's something off. Am I just expecting too much from a preview?
@gleaming hull

You want to preview your shaders on a mesh in the scene and not from the Shader Graph Main Preview window. Sometimes it works and sometimes it's broken. So just preview your shader on an actual mesh in a scene

gleaming hull
#

Thanks @glad tartan . My sprite in the scene shows the same transparent behavior. When I'm back at my computer I can provide more screenshots maybe.

toxic grotto
#

Has anyone here used the Vector Graphics (SVG Importer) package with the new 2D Rendering pipeline to get some nice 2d lighting on objects? Having an issue where the sprite-lit-default material washes out my sprite from the SVG Importer:
Left is the SVG imported sprite and the other a plain .png imported assed. Both are using the Sprite-Lit-Default material from the Universal Render Pipeline

gleaming hull
#

Followup on previous post (does Discord not have threading?): Here's an example shader + material which I adapted from a basic toon shadergraph for use with a 2d Sprite Unlit Master. The final node appears more or less correct, or at least it has color. But the Material doesn't render anything, and neither does my scene object.

#

I'm new to ShaderGraph so I won't rule out I've just done it wrong. I can also move this to #archived-shaders if that's preferred, since it may not be the fault of the 2D rendering.

barren marsh
#

Hello

#

I am trying to use unity render streaming but after playing unity crashes

fiery marsh
#

@gleaming hull Your colours have alpha values of 0, shown by the black bars under the colour in the inspector, meaning they are fully transparent. Colours default to (0,0,0,0) so if you forget to change it, it will be invisible in the scene when using a Sprite Master node (as the Color input is a Vector4, so contains alpha, unlike the other Master nodes which use two separate inputs (Vector3/Vector1) for colour/alpha). The previews in shadergraph don't show transparency, hence why they show up.

If you edit the colour there will be a fourth A component. (It likely should be changed both in the shadergraph blackboard and material inspector). And yeah, shadergraph related questions would probably fit better in #archived-shaders in the future.

edgy harbor
#

Does anyone know how to make proper graphics presets in hdrp? in the hdrp asset itself are low/medium/high settings for individual things, I want to achieve the "old style" way to swap everything from low to medium/high/ultra with a simple dropdown.

fathom slate
#

Hey guys, faced big performance issue with real time reflection probe. After turning it on, my 200 fps, going down to 30fps. Any suggestions ? Reflection size 256. Not sure, did I broke something ?

#

Does anyone know how to make proper graphics presets in hdrp? in the hdrp asset itself are low/medium/high settings for individual things, I want to achieve the "old style" way to swap everything from low to medium/high/ultra with a simple dropdown.
@edgy harbor In quality settings, you can set different render pipeline asset for different quality levels

scarlet hull
#

@edgy harbor You can assign a different HDRP asset per quality settings in the project settings

#

@fathom slate Well, that's the magic of rendering 6 times per frame for your probe.
You might be able to optimize this by tweaking the reflection probe frame settings

fathom slate
#

Thanks πŸ™‚

edgy harbor
#

Thanks, I will do that!!

gleaming hull
#

@Cyan - thank you! This same realization came to me when I was trying to sleep last night. 3d shaders largely use vec3 for color values, but the 2d master has the alpha channel. I'm excited to try the fix. I'll post any further questions in #archived-shaders.

turbid matrix
#

@fathom slate realtime reflections are super heavy

#

I tested these on some early HDRP for player car reflections and it was totally unusable for it

#

there used to be a way to like capture one side of the cube per frame but that wouldn't work for a car in motion

#

would be nice if you could render these reflection probes async on some other thread without stalling the main rendering

fathom slate
#

yes, but I just tried to do On Demand, and its freezes

turbid matrix
#

ondemand doesn't really fix the perf issue

#

even if it would work, you'd get perf spikes when you call it

fathom slate
#

guess to do it like 0,5/second xD

#

yeah

turbid matrix
#

basically the frame alternating thing would work if you could just update the result once you have all the sides rendered at one position / not rendering different sides at different position

#

but I'm not sure if that's even possible atm

fathom slate
#

thats a great idea

turbid matrix
#

last time I checked, they had reduced the public api for this on SRPs

#

or at least that was my assumption when looking at it

#

so not sure how much you can do with these

#

what do you need that reflection for?

#

on HDRP, you could use planar reflections too if the surface geometry allows it

#

it's not exactly cheap either but depending on the thing you need it for, it might not be that bad

#

for example UE4 based Robo Recall used planar reflections in VR for puddles and they could still run it 90fps on gtx970 and for both eyes

fathom slate
#

I want to use it for car. SSR pretty good, but still not enough, with real time car looks much brighter

turbid matrix
#

yeah, that's going to be tricky

#

car reflections have been my main grief always

#

if you do delayed probe capture, it's going to be noticeably slower on screen when you move

fathom slate
#

Mostly its baked/custom with ssr not enough in places with shadows, For example in shadow of mountain or near big wall

turbid matrix
#

like if you've played Forza Horizon 3, they do it there for car reflections afaik, reflections update at notably slower rate and doesn't have that much resolution

fathom slate
#

if you do delayed probe capture, it's going to be noticeably slower on screen when you move
@turbid matrix Forza did that xD

#

yeah)

turbid matrix
#

on Forza Horizon 4, they moved to SSR and they just blend with prebaked reflection capture for things that SSR doesn't cover

#

FH4 approach looks way nicer for player IMO

fathom slate
#

looks like I should do like FH4 did

turbid matrix
#

I think Forza Motorsport 7 uses SSR too

#

one thing I'd want to try on HDRP is stochastic SSR (frostbite's SSR tech)

#

but it would take time that I don't have to implement it πŸ˜„

fathom slate
#

intresting how Heat handle there reflaction, looks like they have 256 real time reflaction

turbid matrix
#

there are few implementations for unity's built-in renderer that do that

#

pretty sure most racing games that do realtime cube etc captures has special path in the renderer just for this

#

I mean, they have purpose driven game engines just for that game type

#

my main interest on DXR is also because of the reflections πŸ™‚

#

but obviously not all players can use that

#

also the way Unity does things, DXR is still being developed in isolation of other major engine feats which makes it tricky to use it if you are on bleeding edge like use DOTS and their hybrid rendering

#

(DXR simply fails with DOTS rendering)

#

also virtual texturing isn't in the immediate roadmap for DXR reflections

#

(if ever even)

glad tartan
remote forge
#

Hi Renardo. More information soon - We are doing some cleanup to make the repository more efficient and faster to clone. We'll have a transition guide coming out when the migration is complete.

dawn sorrel
#

hi there, using hybrid renderer 0.3.1 in the DOTS sample. I've created a custom shader graph but entities will only render at 0,0,0. I've tried enabling DOTS instancing in the cog menu as well as enabling "GPU Instanced" on each custom property but that just introduced flickering. is there something else I might be missing?

glad tartan
#

@remote forge Ah alright, sounds good. Looking forward to the new changes and speed

#

@dawn sorrel If you are using the DOTS sample they already have shaders made with shader graph to work properly with hybrid render. You can open those and see how they made them. It's basically one node that does the vertex transformations that's plugged into the vertex position slot on the master material but I forgot the name of the node. Have a look at the shaders they provide in the project

dawn sorrel
#

thanks for the response. I'll see what I can do

silent chasm
#

so i just put LWRP into my game and bloom dosent seem to be working, any help?

silent chasm
#

nvm i fixed it

fringe pilot
#

Sorry to be a bother, but does anyone have experience with " builtinParams.commandBuffer.DrawMesh ", and, more importantly, how I can change the rendering position?

barren marsh
#

Nobody used render streaming feature of unity ???

turbid matrix
#

@remote forge I do hope that doesn't mean there will be a split between actual development and what Unity shares with users

#

I do know SRP repo has TONS of outdated branches that hasn't been touched in years though, so if the cleanup is to purge outdated stuff, that's all good

#

hmmmm, the repo seems to be up

#

I don't immediately spot major changes

#

there's still near 800 branches there

#

PR amount somewhat the same

#

I'd wish people would cleanup the branch names capitalization though

#

git fetch from SRP repo always reports in tons of "new" branches because git can't differentiate HDRP and hdrp on windows, same with other things that mix these :/

fringe pilot
#

To quote OCS above : "nvm i fixed it"

dawn sorrel
#

@glad tartan Alright cloned a fresh sample project, upgraded to 2019.3.6f1, and I'm only using the provided shaders. Unfortunately each entity still only renders at world origin.

glad tartan
dawn sorrel
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yes

glad tartan
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so even their models are rendering at 0?

dawn sorrel
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no, just my own. I'll try a simple cube to see if that works

glad tartan
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if you open the shader that's used for the environment that shoudl be the stup you use

glad tartan
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Just opened up the sample project on my end and it seems there's a bug. Using their shaders on newly created object make them disappear for me (Not go to 0,0,0) so this issue seems to be mainly a dots thing, than shaders or HDRP.

dawn sorrel
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I copied one of the spheres and tried it as well, same result. hm

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thanks for the effort, I really appreciate it

drifting vault
glad tartan
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Depends what you want water for. We dont know fully what the HDRP water will be able to do but it looks nice

remote forge
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@turbid matrix We were doing some back up and maintenance yesterday, some further changes will be coming, but we will still be developing on the public github.

turbid matrix
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thanks for the update, I just got alarmed when Unity announced that less new things will be getting early public previews πŸ™‚

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on the Q&A they did say current github repos will stay as they are but it wouldn't have been first time different things happened in practise than what was said publicly so basically always on my toes

desert yew
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Are realtime sphere and disk area lights in HDRP still planned? I recall hearing something about them, and seeing a PR for them on the repo.

turbid matrix
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the PR must be ancient by now

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like 1-2 years old

late schooner
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plus we have new closed-form ZH solutions to a lot of area lights

white pagoda
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Hello, has anyone used Universal RP 7.2.1 with 2019.3 ? If so, did you decide it was safe to use or unreliable? As a side question, is the current verified version for a package in a Unity release the permanent one, or it may be updated regardless of the Unity version?

spiral ginkgo
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anyone know why in URP when i have 2 spot lights with realtime shadows only one of them seems to show up. if i disable one the other works. Is there some limitation on URP related to the shadows ?

spiral ginkgo
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nevermind figured it out

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seems it was a clipping issue near the source of the light. interesting it only occured if my other completely unrelated spotlight was active though

turbid matrix
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it seems that Unity is currently purging a lot of old things

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they just deprecated Book of the Dead enviroment, both Adam 1 environments, all Blacksmith assets, Viking Village, Unity Labs and Corridor sample from Asset Store

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one can still download them if you have added them to your account in past, but new users have no access whatsoever for these now

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they've also completely purged some older sample content, all access removed

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kinda sucks that BOTD is now gone, considering we don't have any other high end demos for HDRP around

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I guess FPS Sample would come second on the list, which I'm totally backing up now πŸ˜„

dawn sorrel
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silently stares at the ue4 samples from 2014 that still works on the latest version of the engine

turbid matrix
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^

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exactly

midnight skiff
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Hey, i am new here trying something different than the unity forums. So does one just post a question here and hopes to get an answer?

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Literally doing so as i speakπŸ˜…

turbid matrix
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post your issue on right channel and with detailed description and your chances of getting help can be quite good

midnight skiff
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General problem: converting Builtin RP shader code to HDRP shader code (2019.3.5 and above)

More specific: having a working built-in image effect shader and wanting rewrite it as a hdrp custom post processing effect.

Detailed problem: i understood the general way of how hdrp custom post processing fx are set up and shader coded. There are some similarities to the built in shader code, that work in hdrp shader code as well, but some functions or keywords are either not there in hdrp or seemingly implemented in a different way.

Picking a random example but still one of my problems: looking at the LinearEyeDepth(). I found documentation for that function but i dont know if its only built-in, or both hdrp and built-in.
It works fine as it should in built-in, but the hdrp seems to know the function, since it recognises it, but throws me the error, that it takes more than one parameter. But i didn't find any docu on the LinearEyeDepth function with more than one parameter.

This is why i would like to find out what the best way is to find equally working functions for built-in and hdrp.
Maybe i need to understand same basic approach difference between the two RPs first that explains my struggle. I know that the wo RPs are fundamentally differently implemented, but when i search for shader stuff i only find one function and nothing like "use A() for built in and B() for doing the same or similar ind HDRP"

I didn't include any code sample except the LinearEyeDepth function since i am looking for general approach help to get me on the right track. But if you want some i can send some.

Its like i can implement easy effects like color tint, and basic uv manipulation, because they only use float and +-* but fancy function seem to be implemented differently in hdrp.

turbid matrix
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well, that was more detailed that I imagined πŸ™‚

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anyway, I'm now assuming you are trying this on HDRP's custom PP pass?

midnight skiff
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yes

turbid matrix
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as for functions, you can basically check how HDRP does things itself on it's PP code, look for example there... or if you know there's a Shader Graph node for the thing you are looking to use, you can just wire a graph with the nodes connect them to master graph and right click the master graph and view the generated shader code from it

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then you just seach for the variables you've used in the graph to find the right spot and see how they did the shader code there

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usually I find most of my answers just by looking at the HDRP source code myself

midnight skiff
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looking at the shader graph node code, is that actually how one would write it? isnt that like unreadably optimised?

turbid matrix
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and you can use github search to find more specific things but it's more tricky unless you know the exact naming of the thing

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some of the generated code can be doing silly things (which shader compiler will optimize to certain extent anyway) but the key thing you are looking here is the actual function and it's parameters, how you use it there

midnight skiff
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alright

turbid matrix
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it's just faster to find some working example somewhere and go with that

midnight skiff
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yeah, i usually learn the most from working samples as well

turbid matrix
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also you can't find internal implementations on scripting api (which makes it even less useful)

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there was a draft for it on SRP github already but I dunno what's the state of it now, haven't seen any activity on it lately

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it's kinda hard to make educated decisions on these custom shaders today, considering docs usually don't cover the things we are supposed to use there

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I just research existing things and try things until they work πŸ˜„

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I can imagine approach like that can be a bit of a nightmare if one's used to more systematic approach

midnight skiff
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well that is basically how i am doint it and how far i got with that. i got a working builtin image effect shader. The hdrp version for that is custom PP effect.
so i got into custom PP setup and created basic image effects.

turbid matrix
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what type of effect are you after?

midnight skiff
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but now the the vertex and fragment functions not so easily transitioned into hdrp

turbid matrix
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would you even do vertex if it's true PP?

midnight skiff
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i need the world space coordinate of every screen pixel.

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the custom PP shader code looks similar to the vertex/fragment shader setup

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_CameraDepthTexture for example works just like builtin for hdrp, no problem there

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but for the world space calculation i use the LinearEyeDepth() and that doesnt seem to be like in builtin

turbid matrix
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HDRP PP shaders like to use LoadCameraDepth

midnight skiff
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float rawDepth = LOAD_TEXTURE2D_X(_CameraDepthTexture,positionSS).x;

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i use this and it seems to work

turbid matrix
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yes, that's what the LoadCameraDepth does as well

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float LoadCameraDepth(uint2 pixelCoords)
{
    return LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, pixelCoords, 0).r;
}```
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well that uses the lod variant

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but it loads lod 0

midnight skiff
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uhh how do i send formatted code

turbid matrix
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that's three ` on start and end

midnight skiff
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the LOD thing is because i saw a post about the camera depth texture and it is mipmapped.

turbid matrix
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and cs on first row to highlight C# syntax

midnight skiff
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nice

turbid matrix
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can put cpp for c++, json for json, md for markdown etc

midnight skiff
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but the LoadCameraDepth() for example. where did you find that? i did not seem to come across that

turbid matrix
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I've seen it on really many HDRP PP shaders

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but if you use it, you may need to include shader that has that implementation

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worth noting that a lot of HDRP PP is on compute shaders

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so if you need to do thing on pixel shaders, there's not always direct counterpart for the thing you are after

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URP doesn't have compute shaders at all and has it's own PP though but everything on URP doesn't translate on HDRP either

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can still get some ideas there

midnight skiff
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ah yeah, the effect i want in general: a wave that runs over every object the camera sees based on distance

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lice the basic radar or echolocation

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like*

turbid matrix
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I'm not really expert on this but you may be able to do that better on HDRP's custom pass

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there's a repo that has some examples for that, I can look it up

midnight skiff
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pretty much this.

turbid matrix
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ah, that kind of thing you could just do on PP with depth data

midnight skiff
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the reason i want to use PP is that i see this as an image effect

turbid matrix
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shouldn't be overly complicated even if you have some shader code example there already

midnight skiff
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and i thought the same thing for image effects are PP

turbid matrix
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yeah, that can be done as pp

midnight skiff
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is an "image effect" not the same as PP

turbid matrix
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I'd treat them as same but people use all kinds of terminology πŸ˜„

midnight skiff
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that gets me every time

turbid matrix
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unity called their first PP shader library as image effects

midnight skiff
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so hard to know what everyone is actually talking about

turbid matrix
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then cinematic effects, then post processing stack...

midnight skiff
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this alelievr has some really cool effects, i will look into them and see what i can learn

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ah, that kind of thing you could just do on PP with depth data
@turbid matrix
i am trying to get the world space in there as well, so i can decouple the depth from the camera position

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and that is where i need the LinearEyeDepth()

turbid matrix
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I'd still just wire it up on SG and see what it generates

midnight skiff
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linear or eye gets nothing. but depth got something and in the sampling modes we find something

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to look at a shader graphs code, do i hit "compile and show code"?

turbid matrix
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there is eye option on the depth node

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no, just right click on the master node and it should have show generated code option

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or something like that

midnight skiff
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jeesus christ that thing is almos 7k lines long

turbid matrix
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this is why it's easier to just make a property, and copy it's parameter name (or name it to something recognizable) and then just search for it on the generated shader @midnight skiff

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you'll get immediately to the place where it's used

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just make sure the property is just connected to the graph somehow

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SG doesn't generate shader code for unconnected nodes

midnight skiff
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i got the code for just the master and the code for the master with a scene depth node connected to the alpha of the master. The lines are 6707 and 6879. so that difference is 172 lines big

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looking into the code _MyBeacon only pops up in the properties

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oh wait

turbid matrix
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look for the actual shader variable name

midnight skiff
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yeah

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my bad

turbid matrix
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you can see it on property panel too if you expand the option

midnight skiff
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ok. now when i find things like this Unity_SceneDepth_Eye_float, i try to type that in my PP shader code and it doesnt come up. what is the reason for that?

turbid matrix
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that sounds like a function generated by SG

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in other words, it's probably implemented on the generated file

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you often need to backtrack these things, sometimes they are generated, sometimes they are on some shader include

midnight skiff
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i just saw this. looking for the generated code example from the docu seems to help

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´´´cs float´´