#archived-hdrp

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turbid matrix
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You need to understand how the conversion works to be able to pull it off

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It is super far from plug and play kinda thing

snow lake
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AFAIK it's generating ECS components from their GO counterparts based on their pre-built equivalents from Unity and so only some things are convertible and even the things that are don't work the same as their GO counterpart component.

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The entities and the GO are completely separate in Inject mode

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and the data is just copied back and forth (one/two-way sync).

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Am I correct?

turbid matrix
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You are bit oversimplifying it but essentially yes

snow lake
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Any critical oversimplifications or points of note?

vernal burrow
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hello!

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is there a way to make directional lights actually in realtime?

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I mean, shadows works in realtime

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but I have created a surface scattering shader for my clouds, and it works fine when the light stays in one place

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but if I want to make the light spin to simulate the time of day, my clouds doesnt update their color based on light direction

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as you can see, the scattering only works when you change betwen game window, and scene window

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is there a way to fix this?

rain flower
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Is transparency sorting axis already supported in URP, or will it be?

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I found something in 2D Renderer, but does that mean 2D and 3D does not mix?

quaint robin
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does anyone know if there's an easy way to do brightness and contrast sliders using URP? I can't seem to find anything recent on google

vernal burrow
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@quaint robin using postprocessing?

quaint robin
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Forgive me if i'm dumb but I didn't think you could make sliders for that, I thought you just had to switch out the whole pp profile

snow lake
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I can't do it....HDRP looks too pretty. I can't go to URP for significant projects :P.

vernal burrow
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@quaint robin actually you can modify postprocessing volumes via script, instead of changing the profile

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@snow lake I would say that URP is for mobile plattforms or low tier pc's. HDRP has more features than URP, however some important features that are in LWRP and URP are not in HDRP. I guess developers will add those things later

snow lake
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@vernal burrow Yes but HDRP does not work well with ECS and Unity.Physics. HDRP does not apply any indirect light to Entity shadows (pure black).

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And using Convert and Inject is a no-go for Unity.Physics.

vernal burrow
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are you enabling gpu instancing in materials?

snow lake
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I am

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Should I turn it off?

vernal burrow
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I havent implemented ecs on any of my projects, however I heard about the same issue, and they said that the way to fix this is enabling gpu instancing

snow lake
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Here's an example. As you can see there is no indirect lighting of the shadows and it's pitch black:

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Apparently, it's an issue with the Hybrid Renderer.

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For the note, Game Objects render properly. I just need entities for physics.

waxen lantern
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apparently Hybrid Renderer is being completely rewritten (to address several issues like this.) something about it on the 2020 roadmap talk

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Then, my prediction is it will be deprecated in favor of a fully featured DOTS Editor mode, who knows how long that will take but it certainly seems to be one of the end goals

snow lake
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Yeah, that Hybrid Renderer v2, which is in beta for 2020.1

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I am on 2019.3

waxen lantern
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ah, gotcha. well if you are relying such an early preview feature like Hybrid Renderer you're likely better off working with 2020.1 beta anyway @snow lake

snow lake
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Editor 2020.1 is too unstable at the moment.

waxen lantern
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@snow lake well hopefully it hits final soon. Stability aside it's so much faster than 2019.3 i feel like it's saving time even with an occasional crash

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2019.3 at least has the quick enter/exit play mode / no domain reload option which is a big help

snow lake
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I want HDRP and Havok Physics as PhysX makes me cry inside.

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Give me these two and I'm a happy man

waxen lantern
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oh yeah i hear you. RIP to Physx will be a good day

snow lake
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yeah but entities and HDRP cause that shadow bug you saw.

waxen lantern
snow lake
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If I don't use Unity.Physics, then yes but the new physics only works on entities so even the env must be converted to an entity but then you get that rendering bug.

waxen lantern
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ah ok so it's all or nothing

snow lake
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GO + PhysX works fine. I am aiming for HDRP + Unity.Physics .

waxen lantern
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you are either using the Hybrid renderer, or you have to go 100% DOTS / ECS?

snow lake
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As long as you are using the "conversion workflow", you need the Hybrid Renderer.

waxen lantern
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right, no gameobjects or monobehaviour if one was to have pure DOTS / ECS project

snow lake
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I am actually comfortable with 100% ECS but not all things

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are supported in ECS

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screw it

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2020.x time..

turbid matrix
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you def don't need hybrid renderer with dots unless you want to deal with rendering on dots

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even hybrid renderer v2 is too buggy / limited atm for me so I'm just using traditional gameobject setup for rendering but run physics and custom physics code on ecs

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it's not a big deal atm, DOTS rendering for more limited object counts is probably even worse than what we see on GO side

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either way, it wouldn't make a major impact unless you really do some brute force stuff

remote forge
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@turbid matrix What's needed in hybrid v2 in terms of bug fixes / features for you

oblique nova
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Hey. Is there a way to perform custom culling with URP? I'm only casually looking, so I'm wondering if someone could point me in the right direction.

uncut root
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@oblique nova Do you mean frustrum, or layer-based culling?

oblique nova
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Frustrum

uncut root
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You could use the existing API for that, like so

            if(!GeometryUtility.TestPlanesAABB(planes, meshBounds))
                return false; //Skip rendering object```
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There's also the ScriptableCullingParameters API, but I have no experience with it

oblique nova
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Then just use like: Graphics.DrawMesh?

uncut root
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If it passes the culling test, I suppose so!

oblique nova
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I see. Cause I tried using Graphics.DrawMesh before asking the question, and in my profiler it still showed up that the Camera was doing some sorts of culling.(granted very little).

uncut root
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Afaik that's inherent to any sort of rendering with a camera

oblique nova
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I see, so there isn't really a way for me to "own" the whole culling pipeline?

uncut root
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No sure, I would assume the SRP provides more control over that

oblique nova
jagged canyon
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17 fps on android

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with the lowest presets

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this is the power of URP?

true zealot
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what phone is this?

jagged canyon
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lg k30

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Snapdragon 425

drifting vault
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@jagged canyon show us URP settings

jagged canyon
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default stuff

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basically low AF

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trying to get max fps but its like lmao nope

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its the default URP template all I did was add a textmeshpro FPS counter

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theres an apk if you wanna try it yourself

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I dunno how good your phone is

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Β―_(ツ)_/Β―

drifting vault
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i have only Quest VR , and on Quest my ports run at 72 FPS with quite good graphic

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on URP

jagged canyon
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hmmm

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well that makes me want a quest

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but leaves me disappointed with the phone

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I mean this same phone can play my non URP game at 60fps

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so Im sure something isnt right

turbid matrix
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@remote forge well the lighting intensity is already fixed internally but not in the version we got, it is impossible to dial lighting properly when everything changes the moment you hit play. As for the features, my issue is more niche as hybrid rendering v1 nor v2 supports dxr (would want reflections specifically). I know hybridv2 + dxr are being investigated but cant realistically expect it to happen any time soon

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I also have tons of issues with dots subscenes and dots physics so I'm just trying to minimize stuff that breaks atm and only use minimal set of things on ecs side

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I mean it's fine at this point, things evolve and different feats dont yet play ball together. Just have to come up with solution that gives most of all worlds (which means no hybridv2 or dots subscenes for me)

remote forge
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ahh okay. thanks for sharing.

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If you run into anything specific for hybrid v2 in the short term tag me here.

lean crag
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@jagged canyon try renderdoc or even remote frame debug? maybe there's a single offender killing everything πŸ™‚ also the fps counter might be off, not sure what solution your are using.

uncut root
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@jagged canyon Try switching the shaders to Simple Lit, this'll be more suitable for mobile. Much like the Standard shader isn't intended to be used on mobile devices.

hallow belfry
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this is the power of URP?
@jagged canyon Use RenderDocs software to see what you missed to setup correctly

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it shows you how the render works on your device and what you need to change

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RenderDoc has a unity implementation that lets you run the APK directly from your phone

dawn sorrel
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I'm working on following a tutorial but having problem where one of my C# scripts have an error with not finding RenderTextureFormat

south cairn
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Anyone know how to store/access previous rendered frame with HDRP, so that it would have post-processing applied. I'd imagine it would be possible to blit that to a RT, and somehow use it during next frame but haven't been able to figure it out yet.

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@dawn sorrel I'm not sure what you're trying to do but I think RenderTextureFormat enum is UnityEngine namespace.

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so if you got a using UnityEngine in start of your code, it should appear in your IDE.

dawn sorrel
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I found out of it, I had ShadowMap instead of Shadowmap

jagged canyon
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@uncut root so you were right, switching to simple lit shader improves the peformance.... But it still leaves a lot to be desired. Went from 17FPS with the standard shader to a whopping 22FPS using simple lit

@lean crag @hallow belfry I'll try renderdoc but honestly URP performance isn't looking good on android. 😬

lean crag
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yes, but this could be anything

jagged canyon
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again this is the default URP template, minimal settings, simple lit materials, removed postfx

lean crag
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fps is a "holes in a barrel problem"

jagged canyon
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yeah but to have this poor performance out of the box...

lean crag
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whatever the weakest link sets the pace

jagged canyon
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using mobile shader in the old pipeline the same scene is easily 60fps

lean crag
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then it means there's no reason for it to perform worse, with similar computation

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so, something is up πŸ™‚ you need to figure out what

jagged canyon
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nah I just quit using URP

lean crag
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for all you know you could be CPU bound

jagged canyon
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its obviously a rendering issue

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if I was CPU bound switching shaders wouldnt have helped

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but it did, which means the URP shaders are too much for my device

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as the old pipeline shaders perform 5-10x better

lean crag
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fair enough, but 5 fps isn't exactly solid numbers

jagged canyon
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I think its pretty telling TBH.

lean crag
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urp shaders don't really perform anything more than the old render loop

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what happens when everything is just using unlit shaders for example

jagged canyon
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I'll give that a shot next

lean crag
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if you're back at 60 fps then, it is indeed the issue

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but there's granularity there as well

broken lichen
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I still think it's this FinalBlit pass which is wasting a lot of time. Pretty sure that unnecessary blit is still in there.

lean crag
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it does have a cost for sure, but that's were profiling tells you exactly how much

broken lichen
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I saw it in the small test that I showed you @jagged canyon, but it might not be as heavy on my phone

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I think it was like 123 microseconds in RenderDoc

lean crag
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render doc is free, if you have a modern device which connects easily then it's a matter of 20 min to figure it out

jagged canyon
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I'll read the renderdoc readme and get it set up if this unlit test stumps me

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hmmm yeah thats disappointing

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1fps increase πŸ˜‚

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oh boy this renderdoc stuff looks involved

broken lichen
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It's just a lot of UI. Once you figure out which buttons to press, it's pretty easy

lean crag
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yeah it's a bit convoluted for sure πŸ˜…

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I mean no, you actually just need to open the soft since you capture on device sorry πŸ˜„

jagged canyon
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yeah Im surprised theres not a video tut on youtube

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at least nothing recent

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the only thing I can find is 6 years old

lean crag
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build in dev mode, and make sure your device has developper mode and remote debug activated

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accept the connection from your computer

jagged canyon
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that would be these 2 right?

lean crag
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yes afair

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launch render doc : File > Attach to running instance. There you can do the server setup, which installs an app on the phone

jagged canyon
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yeah this is exciting

lean crag
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then once the server is launched, and you see the logo on the green bg on the phone you can switch context is this very concealed menu

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bottom left

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once the context is set to be the phone, launch your app

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there you'll get a list of apps, and your executable should be in there

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(you need to click the "launch" in bottom right of that tab)

jagged canyon
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yeah Im not sure how to read any of this lol

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it looks nice tho

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not sure why duration is 0.00

jagged canyon
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ok got durations working

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LUT process taking all the time?? @lean crag

lean crag
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yeah, that would be the postfx stack

jagged canyon
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disabling the gameobject isnt enough eh?

lean crag
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you can tweak that and maybe turn it off in the urp asset

jagged canyon
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thanks for recommending renderdoc btw this is exactly what I needed

lean crag
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np πŸ™‚ it's a bit opaque, but very good insights

jagged canyon
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ok disabled postfx in the camera (not sure how I missed that one)

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now Im seeing 30fps which is an improvement again

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forgot to set application.targetframerate

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but things are looking better

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Application.targetFrameRate = 60; Im seeing 36fps now....

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Best I can eke out

lean crag
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14ms for the whole frame, you should be at 60fps

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(16ms or so to hit 60)

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so, either your counter is wrong, or you're cpu bound, or there's something I'm missing on the reading of that screenshot

jagged canyon
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I'll keep plugging away at it

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Grab a new fps counter

lean crag
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just use remote profiler

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you'll probably get a better reading, with a worse case scenario

jagged canyon
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Remote 5?

lean crag
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no, you can connect to the android build using the profiler in unity

jagged canyon
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Oh lemme figure that out

lean crag
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if you had renderdoc working this should be straighforward, since usually this uses the same channel afaik

snow lake
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Hey guys, I am getting some weird shadow artifacts in HDRP; the shadow coming off of the house is shading the wall behind it that's fully lit (see Camera Preview):

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It's an inverse Godray (black) coming off of the house.

foggy hill
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neither
GetComponent<Renderer>().material.SetColor("_Color", Color.red);
nor
GetComponent<Renderer>().material.color = Color.red;
work when using URP/Lit shader, it works tho if i chose for example Unlit/Color shader

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how do i change color of a material when using urp

daring lodge
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You gotta set _BaseColor instead

foggy hill
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where are those properties named?

daring lodge
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You can see all the properties listed by using the debug menu with the material selected:

foggy hill
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i couldnt find that in the urp docs

daring lodge
foggy hill
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oh

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now i see

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thanks

daring lodge
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yeah 😊

eager tangle
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(not sure if this is the right channel but I think it might be an HDRP thing)

Trying to build a mac version of my team's school project and it's coming up with error's and... I'm not sure if it's telling me it's the pipeline or a part of the pipeline? I'm really lost at how to fix this error for our game's build (for playtesting)...

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[Nevermind found it! we had OpenGL and didn't know you had to swap to metal!]

iron root
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So, noob here, trying to write my own SRP to get a better understanding of things.

So far I can render geo, shadows, and have a very basic post processor thingy.
I basically render everything to a rt instead of to the screen, which I then blit using a simple shader turning things red back to the screen.

Now, I can get color and depth from the camera this way, but am confused about getting info like normals etc to use in my post shader.

I am now thinking to add another pass which will render all the geo using a shader which shows normals to another rt. This means I am rendering the geo at least twice though, once for color/depth, and once for normals(color).. Is this the right idea?

broken lichen
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@iron root Yes, but normally you would package depth and normals so you can still have alpha in the color texture.

iron root
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Ok great! thanks a lot for the reply

broken lichen
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You can do that with a bit of a hack

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The default material is defined in the SRP Asset class, where for Universal it's just hard coded to the default URP material.

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Yeah, I assume it's using that

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Though, I haven't actually tested overriding this property myself, I inherit UniversalRenderPipelineAsset for a different reason.

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Btw, if you want VFX Graph to work with your custom URP Asset type, you have to name it UniversalRenderPipelineAsset to match the original, because it uses the type name to load resources.

ember breach
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@snow lake looks like contact shadows, probably you have them enabled with wrong settings

iron root
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So, I am trying to remake my own depthnormals shader atm.
I found the Hidden/Internal-DepthNormalsTexture, which uses the COMPUTE_VIEW_NORMAL macro on the vertex normal
to convert it to view space from what I understand.
that macro looks like this #define COMPUTE_VIEW_NORMAL mul((float3x3)UNITY_MATRIX_IT_MV, input.normal).
So, as I understand it, this means it is multiplying the normal with the UNITY_MATRIX_IT_MV matrix.

This matrix is defined in some cginclude file, I don't know where this file is though, and I am using hlsl. Docs say this is supposed to be included automatically? though that seems not to be the case for me, perhaps because I am using HLSL blocks?

So the question, can I include this file or find it somewhere, and could someone tell me what this matrix looks like, how does unity supply it, etc?
How can I remake this myself, or where should I look to grab whatever unity gives me etc?
I am trying to improve my understanding here, so not really looking for just a quick fix on 'do this to get it working'

Thanks!

fiery marsh
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@iron root If you are using HLSL blocks, are you writing for an SRP? (probably a dumb question, just noticed this is the #archived-hdrp chat).
URP defines the matrices in Input.hlsl which you could include assuming you are using URP.
URP seems to be defining them like so : #define UNITY_MATRIX_M unity_ObjectToWorld #define UNITY_MATRIX_I_M unity_WorldToObject #define UNITY_MATRIX_V unity_MatrixV #define UNITY_MATRIX_I_V unity_MatrixInvV ... #define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)) ...

iron root
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I am making an SRP from scratch atm to learn more about them.
I found those yeah. Digging through URP to see where it gets all this stuff from

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SafeNormalize(mul(input.normalOS, (float3x3) GetWorldToViewMatrix()));
Found it, its grabbing stuff from Core, in a hlsl file called, wait for it, SpaceTransforms

blissful geode
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Is someone aware of a vr mirror shader working with HDRP ? The only one I found in asset store doesn't work for HDRP

iron root
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I'm sure it is, but it depends on how the thing is implemented. I suppose a VR mirror is nothing more than a rendertexture sourced from a webcam or something like that?

hallow belfry
blissful geode
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Yeah, saddly none of them would help me for hdrp

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I mean i already have one for built in, but i cannot port my game until there is one for hdrp. It's too much work to make my own only for this game. But thanks you, I appreciate the answer.

spiral ginkgo
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does anyone know how to kind of make the urp lit shader but in shader graph? what settings do you have to use for the texture assets? specular map for example ?

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ive gotten the other maps to look lik ethey work but the specular one isnt working right

scarlet hull
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@blissful geode have you looked at planar reflection probes in HDRP ?

blissful geode
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I didn't. Does it support realtime and vr ?

scarlet hull
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realtime : yes for sure (as it has been made for this)

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vr : huu, maybe ?

blissful geode
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Well i'll dig it, thank you !

scarlet hull
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I mean, it's worth trying

blissful geode
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Yup definitively πŸ˜„

snow lake
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@ember breach Yes, I was able to fix them, thanks for point that out.

wooden breach
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if I am doing dynamic resolution with URP, should i change ScalableBufferManager's size or my pipeline asset.scaleFactor?

dawn sorrel
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i don`t understand how this pipeline works can anyone explain me out , i was watching tutorial he said use light weight RP , i install then when i create a PBR shader it shows an error . i got HDRP

turbid matrix
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@dawn sorrel you don't have proper SRP asset on your project settings->graphics

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PBR Graph works also on HDRP so that's not an issue

dawn sorrel
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So how to do that

turbid matrix
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since you are new to all this, I'd recommend running HDRP wizard through, like open the wizard and hit that "Fix All" button

dawn sorrel
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After fixing what I have to do @0lento#8809

turbid matrix
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if it's all green, just reopen your shader graph

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maybe restart editor

dawn sorrel
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the project is not opening

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@turbid matrix it crashing

turbid matrix
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could try wiping the library and trying again

dawn sorrel
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i create new project now

opaque lagoon
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in the shader editor, inc/dec a vector 1 X(1) value with the mouse -- is there any node to add to make it a finer control over value change?

olive crag
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Is shader graph for creating custom shaders to make textures for when you import characters that you can’t upgrade the asset quality?

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Hopefully that makes sense

dawn sorrel
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do i have to anything now

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i want to make water

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so using hdrp can i make ocean water

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@turbid matrix

dawn sorrel
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i made a water shasder but after i saved it that shader did not apply on my plane

wooden breach
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is there any performance difference between using URP resolution scale and the scalable buffer manager?

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for dynamic resolution

scarlet hull
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@olive crag Shadergraph, is to create shaders. Point.

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@dawn sorrel Yes, you can make ocean water shader with shadergraph and HDRP

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@olive crag But I'm not sure to understand what you want to do πŸ˜„

idle robin
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Is there a reason that tri-planar textures don't show up through raytraced refraction/reflections?

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I moved the glass pane a litte, the green checkmark show the floor directly showing the texture properly, through the glass is goes bad

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non-triplanar it does show up:

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and if I set the material's render pass to 'raytrace' it doesn't show at all anymore:

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So can I conclude that tri-planar is currently not compatible with raytracing?

scarlet hull
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This might indeed probably be missing, thanks for reporting πŸ™‚

lyric ravine
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Hey Unity people, you might want to update descriptions on sites like https://github.com/Unity-Technologies/ShaderGraph to point to the new Graphics repo - these still pop up when googling for e.g. "Unity ShaderGraph", so better avoid leading people into 404s

dawn sorrel
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@scarlet hull do you any good tutorial for making realistic water

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I found some on utube but they use lightweight rp or 3rd party

scarlet hull
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@idle robin What version of Unity + HDRP are you using ?

idle robin
scarlet hull
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Do you mind trying to update to HDRP7.3.1 ?

idle robin
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sure, can I grab that from the package manager?

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backuped and updating..

dawn sorrel
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Hey everyone, my character is lighten up by point lights 2D from the URP package, but I don't want that. I thought about using the layers, but it seems that we can't. Is there anyway to avoid that?

olive crag
rich spade
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@dawn sorrel try an unlit shader

olive crag
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What does lit stand for by the way?

rich spade
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short for lit up as in illuminated, aka receives light

olive crag
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Ah ok thanks Draydak

dawn sorrel
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@rich spade If i do that my character doesn't get any light and is totally black (since he doesn't get the global light)

olive crag
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But I can’t open HDRP anymore for some reason

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I get that failed to resolve template error

dawn sorrel
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My bad, it's working, thanks a lot!

rich spade
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ok πŸ‘

dawn sorrel
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I thought I already tried that for some reason

rich spade
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was going to suggest a custom shader and use a specified light direction which could be fixed or passed to the shader.

dawn sorrel
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I never really used shaders

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(Well it's my first game x)

rich spade
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nice, best of luck! πŸ™‚

olive crag
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Got any ideas on why I’m getting this failed to resolve template error anyone?

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I wasn’t having any problems before

idle robin
scarlet hull
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oh, ouch

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might take long, but try deleting the library folder of the project before re-opening ?

idle robin
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trying agian, now with scene/game view closed.. goes faster as well

dawn sorrel
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@olive crag Do you have enough space on your C: ?

idle robin
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I noticed some crashes when manipulation large amount of objects while on game view, while it works fine on scene view.

dawn sorrel
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Any ways to "raycast URP lights" ?

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Oh i know

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my bad

iron root
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Trying to build a depthnormal shader thingy for my custom SRP to use for post etc.
But I don't really quite know what I am doing here and not sure if I understand what I see from looking at urp and shaders etc ;)

Questions/thoughts I have.
So, position from the vertex is in OS.
Transforming it to HClip space is needed to for the fragment shader to position the fragments properly?
HClip space is the space the view sees, like a box, not yet distorted by perspective etc. so hclip.x is left right, y is top bottom, and z is depth (limited be the camera near and far clip yes?)

so to get depth I just need to grab the hclip.z?

dawn sorrel
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I can't help with shaders and almost didn't understand a thing x) (Im saying that because I don't want you to think that i don't care :p)
I have a question, how could i make an object to have receive no shadow, but to receive light?

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(Im using URP package)

iron root
#

can't you just mark the objects material to not produce shadows? @dawn sorrel
Or on the object properties itself?

idle robin
#

@scarlet hull.. almost done rebuilding the library.. in the editor crashlog I found the material the converter was crashing at so I took that one out.. hope it goes better in the next run..

#

it's quite a heavy project .. 8 episodes worth of TV show home remodeling stuff

dawn sorrel
#

@iron root Sadly i think not

#

That's what creates the shadow

iron root
#

does turning off the 'cast shadows' not do exactly what you need?

dawn sorrel
#

Well no, because it will not cast shadow, however i want it to cast a shadow, but not on every object

rich spade
#

I'm not familiar with the 2D stuff, but isn't that the definition per object? each object will be an instance so it's not global. How do you know which need to cast shadow and which don't?

#

oh it's to do with the sorting order of the shadows... I see the problem

dawn sorrel
rich spade
#

@dawn sorrel you need to have the object's layer set to something other than default, like tree or something relevant. The target sorting-layers then needs to be set to terrain and terrain needs to be assigned a terrain layer. (I think) but it's 2D so I'm bad, just trying to help πŸ˜„

dawn sorrel
#

I could edit the shape, yes, but later in the game that block falls

#

I've got tons of custom layers, but i can't choose anything else than those choices

rich spade
#

oh πŸ€”

dawn sorrel
#

URP doesn't let us choose on wich layer we can add shadows or not

#

same for the light, it"s everything that has a lit material, or nothing, but we can't set like, light one light object 1 without lighting up object two and light two lighting only object 2

#

If you want an object to get receive light, it has to receive every lights, you can't make it affected by just one

rich spade
#

supposedly in "tags and layers" you can add more sorting layers. But that just means you can assign a light to certain sprites. It does not affect actual z priority, so doesn't help

turbid matrix
#

@idle robin @scarlet hull upgrade between different hdrp versions is a bit pain currently if you use dxr because you get easily stuck with older hdrp config package. I dunno what is preferred way to upgrade but I always manually wipe the localpackages folder (where hdrp wizard places that config package copy), update the hdrp version then and then run hdrp wizard again to get the updated hdrp config package again there

#

This is far from ideal workflow IMO

#

Just pointing this out because mismatching config package could be reason it kept crashing on Jonathan here

scarlet hull
#

Yes, indeed, I forgot that.

#

We don't have an elegant way to update that local package for the moment, sorry 😦

turbid matrix
#

It is even bit more complicated when running hdrp from git fork as I need to manually point the config package to git forks folder every time again. Hdrp wizard then moves it pointing back to localpackages after it copies it :D

#

I should just write some script to do it for me..

idle robin
#

@turbid matrix Good to know.. right know I find it's crashing on all materials that have a mono behaviour in them for some reason.. like so --- !u!114 &-2363913958809273500 MonoBehaviour: m_ObjectHideFlags: 11 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: version: 2 --- !u!21 &2100

#

strike that..

#

but every time I delete a material and restart unity after a crash it starts all over again at 0/4000+ materials.. it came 75% last time..

idle robin
#

I think there is a massive memory leak in the material re-importer... it's now using 102 of my 128GB of memory and keeps climbing slowly

idle robin
#

well.. I took out all the scenes and their respective assets and adding them back 1 by 1 and now it looks to be all right.. the crashing was probably due ot the sheer amount of stuff...

idle robin
#

great.. now it's not renering at all

#

@scarlet hull.. any clues?

dawn sorrel
#

is it possible to use URP/SRP Batcher on particle system? [i mean huge amount of particle sprites]

idle robin
#

@scarlet hull anyways.. triplanar/DRX is working in 7.3.1 (blue paint stripes on wall are triplanar mapped) You can see them in the helmet and through the glass

lyric ravine
hazy yoke
#

@lyric ravine I think if you are in debug mode you can get around that but yeah mutual dependency is a thing

lyric ravine
#

Yes I got out of it with Debug mode and replacing the script πŸ™‚ still reported it as a bug, as this is with URP already disabled (and the bottom check is a custom one, not typical component check)

#

Case 1240632 if you're interested, which is actually just the consequence of Case 1240626 (you can't turn a Camera into an XR rig in URP since, well, the converter complains about "UniversalAdditionalCameraData" as "unknown script, can't create XR rig") - at this point it becomes a UX issue and not just an annoyance

lyric wagon
#

Soo.. simple urp mobile project. Performance is decent but the mobile gets pretty hot within a few minutes (Note8 and S10). Done all the typical optimizations. The only thing that really makes a difference is turning off Post-processing (only using Tonemapping, Color lookup/adjustments). Anyone have any experience with URP + PP on mobile?

lavish fjord
#

Every couple of seconds I get these massive spikes in my pretty simple scene. Any ideas on how to fix this?

#

Materials are using the standard shader

ripe fable
#

What version of Unity are you running? And have you tried the incremental GC?

lavish fjord
#

Have hybrid renderer v1 installed

#

2019.3.10f1

#

upgraded hybrid renderer from 0.4.1 to 0.4.2 now it's Unity.Physics.Systems.BuildPhysicsWorld causing spikes (and even bigger ones)

turbid matrix
dawn sorrel
#

how should i handle graphics related assets on the asset store that requires rendering pipeline specific code? Using namespaces for urp and hdrp in projects that dont have those packages will give compilation errors, are there macros for me to check for package installations for this? Then I assume I would create folders specifically for different code for different pipelines? Or is there a way within asset store publishing stuff to specify separate packages?

turbid matrix
#

hmmmm

#

so I'm guessing these RenderFromCamera calls are there so you can basically render individual elements from other camera that people would have used camera stacking for in the past

subtle jacinth
#

I am using the standard renderer but I think my graphics (the lighting) looks very weird, as if its graphics from 2005. I think there is something wrong in my set up. I have the color space on "linear" and quality on "fantastic". What is wrong with my render?

https://i.imgur.com/Jr1Nkve.jpg

sharp hatch
#

Is URP and HDRP actually usable for a real project now? without having massive amounts of missing/broken features?

indigo summit
#

usable or not it's relative to each project. But if you expecting parity with legacy pipeline, then no. There's lot of built in stuff that not supported/available on current SRP

broken lichen
#

That's true, and the same thing can be said the other way around. There are things you can do with SRPs that you can't do with the built-in render pipeline.

light whale
#

As a rough guide, for those with hdrp experience, is it possible to target 120fps with a good looking desktop game, post processing and all? Last time I tried, just rendering the sample scene was quite intensive - unsure if that's a base cost and it scales well?

sharp hatch
#

@indigo summit @broken lichen eh... well... latest 2019.3 => create new hdrp project => opens first time, editor spams errors...

broken lichen
#

@sharp hatch What are the errors?

sharp hatch
#

something in the post processing file throwing a null ref over and over

#

i just gave up and closed it down right away

indigo summit
#

Just test it, 2019.10 creating new project => HDRP template. I'm not getting any error πŸ€”

broken lichen
#

That's one way of handling errors

sharp hatch
#

if it doesn't work in a fresh project, big chance of it working for a real finished project

broken lichen
#

You mean you believe no one has been able to use HDRP for anything because as soon as they create a project, they get an error?

sharp hatch
#

That's... not what I said.

#

Nice strawman.

broken lichen
#

The point I was trying to make is maybe it's not an issue everyone is getting, as @indigo summit showed

#

But I agree, it's not great if a fresh project has errors

sharp hatch
#

Did I say everyone was getting it?

#

...

broken lichen
#

I guess that was my interpretation

sharp hatch
#

I'm just tired of all preview features, half broken packages, etc.

#

Nothing being solid and working.

#

Still stuck on the same tech as engine used in 2016 because nothing they've promised has been fully delivered as working tech in ~4 years

#

But the old tech isn't getting enough bugfixes

#

And the new stuff is broken (should say: not finished... in eternal preview state)

#

Β―_(ツ)_/Β―

broken lichen
#

I definitely think both SRPs should still be in preview

#

They're still very usable even in their preview state and I'm glad that we have the option to use them

summer berry
#

Really? they are usable?

#

Asset developers have given up supporting them

#

making any custom shaders is hell

#

and every update unity just screws it more

#

The option to make your own render pipeline was disabled some time ago due to changes in the system

#

at this point HDRP and URP are basically the only thing available

#

that you have access to the source is very far from opensource

#

the development is not in the open on github, you can't PR or open issues and nothing is happening on them

#

they are a trainwreck and unfinished and broken

#

the legacy renderer that everyone uses in their production games (including mine) is getting 0 updates or fixes

#

and we are stuck in this limbo for 4 years

#

i should be crying.

#

Recently I got a chance to play with Unigine, and how is it that 50 russians in a bunker in Siberia can make a better render engine than a multi-million dollar firm with 1000s of employees.

broken lichen
#

Some of those points I haven't heard about. What was the change that disabled making your own render pipeline?

sharp hatch
#

LOL

summer berry
broken lichen
#

@summer berry I have seen this thread. I agree with this. But what does this have to do with writing your own scriptable render pipeline?

summer berry
#

it was mentioned within if you read it

#

i dont know it was not really my main point

#

the point is that apparently it's still unsusable

#

and the tech that is actually used by customers is abandoned

#

.

broken lichen
#

The state it's in now definitely makes it very difficult for asset store publishers

summer berry
#

and game developers

#

and professional customers

broken lichen
#

Difficult for game developers in the sense that if you upgrade the package, your custom stuff will break?

#

Similar to how if you upgrade Unity, your stuff can break too?

#

For asset store publishers, that point is valid because they have to support all the latest versions of the render pipelines and that's very difficult

#

As a game developer, you shouldn't be constantly upgrading the package unless you have to for a bug fix or something

#

Just like how you shouldn't constantly be upgrading the Unity version you're using

#

I think I get what you mean by the SRPs not being completely open source, since some of the functionality is in the native engine code itself

summer berry
#

EVERY real production game is on an LTS build lol.

#

The point is not upgrading

#

don't you see what is here is not complete and unfinished and unstable?

#

after all these years?

broken lichen
#

I already said, I think the SRPs should still be in preview

#

I don't get why they aren't still

#

I'm currently using URP for a game I'm building. I haven't finished it, I'll undoubtedly run into issues with URP as I have in the past, so far it's been good.

#

If it really is as bad as you make it out to be, I'll find out soon enough and I'll tell you

summer berry
#

no, i don't care about preview or unfinished stuff, they should agree they made a giant misstep, by current predictions even 2020.3 LTS will not have a stable renderer, so they should hold up, and fix that what people actually use right now.

sharp hatch
#

It is as bad as he says, no studio i work with or talk to uses URP or HDRP

broken lichen
#

Sure, I'm not saying they should abandon the built-in renderer. I wasn't aware that they have as you claim.

sharp hatch
#

Because they don't work out of the box, yes you can MAKE them work with CONSIDERABLE effort, for some use cases.

summer berry
#

build-in hasen't had any meaninfull update since end of 2017

#

even bugfixes are rare

#

and bugfixes are even more rare being backported to 2018.4 LTS

#

Every company i know that makes actual production games stay far away from SRP

broken lichen
#

@sharp hatch And it's useful for me so far and I'm glad I have the option to use it. It's far from ready to replace the built-in pipeline

sharp hatch
#

That wouldn't be a problem

#

if legacy pipe

#

wasn't dead since 3 years

#

nothing has been fixed or changed other than CRITICAL stuff

broken lichen
#

I wasn't aware that it was

sharp hatch
#

same with mecanim/playables

#

also abandoned lol

#

for the new (not yet even released afaik?) dots animation API

summer berry
#

Same for networking

#

everything is abandoned actually haha.

indigo summit
#

basically "Unity" then

summer berry
#

Companies like my own mostly roll our own solutions for things because Unity is very lacking as always.

sharp hatch
#

UNET abadoned, new NetCode not ready

#

FWIW we basically use unity as a glorified rendering/audio/ui frontend dont do any gamelogic in it

#

because shit is unfixed, broken, etc.

#

so tired of this

summer berry
#

Physix is also abandoned and new thing is unfinished

#

hahaha.

sharp hatch
#

invested a decade of my career into Unity

summer berry
#

7 years for me

sharp hatch
#

and EVERYTHING is just broken atm

summer berry
#

And no end in sight

#

not even in 2020 timecycle

#

maybe 2021.3 LTS or 2022.3 LTS

#

but doubtfull

#

My company won't wait that long, would move to competition, and I've seen so many other companies move already.

broken lichen
#

Maybe I'm still in denial, because speaking from the perspective of a small indie studio with only Unity experience and VR build requirements, there aren't many other engines available

turbid matrix
#

There's a lot of false info here

#

Built in physics havent been dropped. They just upgraded physx to 4.1 on 2019.3 and implemented articulated joints on 2020.1 for it (new feature)

#

Each year has brought improvements to the "old" built-in physics

#

I can make a list if needed

#

As for hdrp not working out of the box... This happens for few reasons.. It mainly boils down on people not reading docs + hdrp settings being scattered all around

drifting vault
#

well i work in studios where are we already use HDRP and URP , ofc its has few problems in both pipelines, but its not critical as year before

#

and Unity fixing those problems by time

turbid matrix
#

At simplest, you install hdrp package, run hdrp wizard and upgrade materials to hdrp

drifting vault
#

i'm didnt use buil-in pipeline for a year

turbid matrix
#

Everyone does agree that online multiplayer is a mess in unity. It has always been. It is basically why companies like exit games exist

#

(Photon)

#

I wouldnt say that has dramatically gotten to worse in recent years as it always sucked

drifting vault
#

create own networking - 6 month of work and future 12 month of polish netcode

turbid matrix
#

Also having used unitys competitors for years, can tell that grass isnt always greener on the other side. Each engine has their own lackings and painpoints

#

From my experience tho, there isnt any alternative that offers as rapid iteration times on your code as unity does. And this also includes c# engine parts on unity, like srps

#

For that it is not even competition. Unity destroys others on that aspect

#

As for dots.. It is in preview and Unity is only now building better tooling for it. You shouldnt even knowledge it exists if you look for production ready things - or just limit yourself to job system and burst (which both are released techs unlike ecs side of dots)

sour mountain
#

Just getting started with Unity for 3d animated short films. I am assuming that HDRP is the way to go for this. Are you all suggesting that it is a mistake to use HDRP in this context?

turbid matrix
#

hdrp should be what you want

#

it gives you highest quality

sour mountain
#

Awesome. Thx.

turbid matrix
#

it's like spot on all the time now

#

this will help on getting those butter smooth visuals since there's no longer a difference between actual rendering time and what our code sees

sharp hatch
#

to bad that wont be backported to LTS releases

turbid matrix
#

you've followed the thread? πŸ˜„

sharp hatch
#

yes

#

the above has been a huge issue for years

turbid matrix
#

yes

sharp hatch
#

nobody listened

turbid matrix
#

but it's also been way worse on unreal

sharp hatch
#

and now unity wont fix it in the versions people are actually using to launch games

turbid matrix
#

I'm just happy they've finally addressed this

sharp hatch
#

how does that matter?

#

if it's been worse on unreal? who gives a fk about that lol

turbid matrix
#

but like I wrote on the thread, it does make sense they won't roll this immediately on LTS

#

this is new code that could break in many ways, and they only support DX11 on the first iteration

sharp hatch
#

have you seen the source code?

turbid matrix
#

I do get that it would make sense to backport 2019 LTS but the devs response made it sound like it's quite undertaking for them so it's not happening

#

I know how the old code worked

#

but no, I haven't seen it

sharp hatch
#

Then don't speak in such definitive terms πŸ™‚

turbid matrix
#

either way, nobody can tell for sure if this has some negative impacts yet

#

even smallest changes can have weird side effects

#

anyway, I wouldn't lose hope on 2019 LTS backport on this yet. Pretty sure there's been cases in past where they've bent their stance when enough people put pressure to do so

#

but at the same time, it's way too early to even start discussing about the backporting when the feat has landed on one alpha

#

I do love the initial impression tho

#

I also lost faith on this getting addressed after Unity just closed the tracked issue πŸ™‚ I've tested this having been an issue on unity all the way back to Unity 3 days (and I can't test older).

summer berry
#

What about a non vsync case

cursive tulip
#

why when i use both latest preview hdrp and preview hdrp config if i want to use HDRP+DXR it tells me that "there is an issue with DXR shader config" and when i click fix, it resets HDRP Config to an older version and i get my console filled with errors? (edit: i just noticed they have different preview numbers,13 for HDRP and 15 for HDRP Config. why?)

turbid matrix
#

@summer berry I dunno how to even measure that

#

that being said, I'm testing the things here that are trivial to test..

#

so far both exclusive fullscreen and fullscreen window have been solid with vsync on

#

but then when using in windowed, everything is noisy again (I dunno if vsync even works properly on windowed)

#

also the nice rock solid DTs totally broke when using Unity on multi-display mode

#

but it's worth noting latter isn't typical use case at all

#

and I also mixed it with 2x 60Hz and 1x 144Hz monitors

#

I need to check how the windowed and multimonitor worked on a7

#

they are weirdly consistent but values jump above and beyond the right value

#

it's bit hard to see from that but basically fullscreen modes are now both spot on

#

and windowed and multimonitor get same offset above and beyond the actual rate

turbid matrix
#

actually the windowed mode works spot on too unless you run it on mixed update rate monitors

#

if I force my main 144Hz monitor to run at 60Hz, it's all fine again

turbid matrix
#

However, there's an optimization that Windows compositor can do when the window covers the whole screen (windowed fullscreen mode) where it does the compositing separately. The issue tracked above was that Unity was not able to take advantage of this optimization, and we fixed it in 2019.1. However, I don't think it's possible to fix for windowed mode.```
#

so, it's just not trivial to fix this corner case

#

I dunno if many people actually want to play on windowed mode though (or if people who do that in general would have mixed monitor setups as well)

#

by this I mean the actual window with borders and top bar, not the borderless fullscreen window

rare geode
#

I'm pulling my hair out here. I recently switched to URP and after fixing several issues I got things looking pretty good. Then I went to make a build and... black screen. No error logs in the player. Game logic plays fine. Sound works. Scenes change. But all scenes are black in builds in both x86 and 64 bit Windows builds. I have no idea what else to try.

rich spade
#

@rare geode if you are using custom shaders, make sure they are in the included list. I had an issue around GUI of all things which should have been included as default.

rare geode
#

Oh? Hmm... wouldn't that have shown up in the client log?

#

Err, the player log?

rich spade
#

πŸ€” I don't remember it, there was something odd I had to do... perhaps try a build with GUI switched off to see if that is the issue or postprocessing. it was something which affected whole screen area, for me at-least.

rare geode
#

The game is almost completely UI.

rich spade
#

ah πŸ˜„

rare geode
#

But I can try it.

rich spade
#

it's probably something simple, maybe a missed conversion on an object for shader.

rare geode
#

Let me just double check that the shaders the UI is actually using are included first.

#

Wait, do I have to use new materials for the UI for the build to work?

rich spade
#

they need to be urp compatible in their setup. so just make sure the shader selected is either a custom one or using the built in universal shaders.

rare geode
#

Ah, so I need to make sure they aren't usin the old UI default.

rare geode
#

I just checked. It's still a black screen with all objects disabled except the camera.

#

The only thing I can think of is that maybe it's doing something it shouldn't be with regards to lighting.

#

Or shadows.

#

Actually, no. Even that should still show the screen clear color.

ionic remnant
#

Are your quality settings pointing to valid render pipelines?

rare geode
#

Yes, I changed that earlier.

#

All quality settings are pointing to the same pipeline.

#

I'm just not sure what could be causing this.

#

Maybe a camera setting?

rich spade
#

perhaps try making a simple scene and build that, one object. very basic etc.

#

is this pc or mac?

rare geode
#

PC

#

I'll try that.

#

Still seems to be a black screen on build.

#

What could possibly be different between build and editor on an empty scene?

rich spade
#

πŸ€” it's very strange, if was me I would probably create a new URP project and test the demo scene. If that works, compare settings

rare geode
#

I did that a few days ago but I never bothered to actually build it and see if that worked.

#

I'll try that.

#

What boggles my mind is that there's no player errors logged.

rich spade
#

you could try debugging through... renderDoc (think that's the one) it's not an area I've delved into tbh.

rare geode
#

No idea where to begin there, but I'll try this test project first.

rare geode
#

Fresh builds take forever.

rich spade
#

yea it's to do with the shader cache I believe, which I deleted last week from my project to try and resolve something. Took most of day to do first build after that πŸ€” I hope it wasn't to fix the black screen issue.
If the separate project works, maybe shader cache related (wonder if can do a transplant). However my memory is fried (hay-fever) so I will not suggest deleting it until every other option eliminated.
Hopefully someone else will chime in with better idea before then ^^

rare geode
#

Hmm... well I don't want to speculate until seeing if this fresh project works in build.

#

If this doesn't work then the problem is more likely to be some issue with the whole pipeline's default settings and my rig.

#

I did have to make a change to the test project before it worked in editor a few days ago. I had to remove d3d11 from the top of the api list.

#

But that change was done on both projects.

rare geode
#

Well that took forever and a half, but it built and it's not a black screen.

#

I'll come back to it later I guess. Ping me if anyone has ideas.

wary mica
#

Hello. Could you help me please? I want Sorting Group to affect Canvas that is inside that group. I mean, I have a prefab that I want to render as a single solid object, and inside that prefab I have a few sprites and a canvas with some text. Inside that prefab I set render order so that canvas is renders between sprites. But now if I instantiate this prefab few times, canvas elements still renders as if they are in global sorting order.

dawn sorrel
#

renderdoc is really hit or miss, if you use a feature that it doesn't like it will just die horribly and not capture anything

simple vine
#

I feel incredibly stupid

#

I'm currently writing a custom render pipeline and I'm able to use the RenderingLayerMask feature on cameras, lights and renderers to cull objects and such

#

Problem being that for some reason I can't change the property on Lights. No matter what I choose, the mask is always set to Layer1. Renderers don't exhibit such a thing.

#

What am I missing? This feels more like a bug

#

And I don't set it from my scripts, I'm not that oblivious

dawn sorrel
#

I have no idea for your problem sorry :/

indigo summit
#

anyone have a working example using HDRP and DrawMeshInstancedIndirect? πŸ€”

dawn sorrel
#

Any idea why someone?

#

(Im using urp package)

#

Also, does anyone know how to animate a shadow caster shape?

outer valley
#

Can someone help me understand why something like this (~300 cubes scaled and marked as static, with baked directional light) causes this insane amount of drawcalls?

elder merlin
#

Is that... is that a negative number in saved by batching?

blissful kettle
#

Does anyone know how to get a 2D Tilemap to cast shadows ? I cant find a solution online

dawn sorrel
#

I do it by hand

#

but it's my question too

#

no one seems to answer

blissful kettle
#

i found this but it doenst seem optimal either

snow lake
#

Good afternoon,

I am having an issue with trying to use Convert and Inject GO with a SubScene. I need to do so because I can't use the Hybrid Renderer with HDRP + Entities and Unity.Physics requires entities. The editor renders the ground properly but the camera does not:

broken lichen
#

@elder merlin @outer valley Negative batch numbers is probably because of the SRP Batcher. If you have it enabled, the batch numbers in the Stats window are wrong.

#

There's supposed to be some other stats view specifically for SRP Batcher, but I wasn't able to find it.

outer valley
#

I'm still curious as to what is killing my performance tho.

#

It looks alot like the mesh gets combined, but they still have unique material instances?

ionic remnant
#

you could try to look at it in the frame debugger to see what gets drawn together and what doesn't

dawn sorrel
#

Does anyone know why I can't animate the shadow caster?? I'm modifying it and it doesn't change when i play

sharp hatch
#

I played around with some rendering tests for space scenes today

#

I ran into something weird...

#

The game is much "brighter" in builds than it is in editor

#

left is editor, right is build

#

look at the ship, lighting conditions are identical, ship is just rotated slightly differnt

#

it's MUCH brigther, as you can see... wth is this?

dawn sorrel
#

No one knows?????

rare geode
#

Continuing the issue from lastnight... I cleared the shader cache and still a black screen on build.

#

Even on a blank scene.

#

Next step is to look for differences between the working config and the current one.

#

Finally found the issue. The pipeline had depth texture set which borked the whole thing.

valid dock
#

anyone know how i can prevent the directional light in my scene showing up as the sun in specular surfaces in URP?

#

in the lighting panel, the Sun Source slot is left empty

#

not sure why its still showing

ionic remnant
#

Maybe make a light with zero intensity and set it for the Sun?

dawn sorrel
#

Does anyone know why I can't animate the shadow caster?? I'm modifying it and it doesn't change when i play
No one for this ?

#

Is there a forum for the urp package?

turbid matrix
#

@remote forge I'm suspecting that Hybrid Rendering v2 does not scale properly on high core count cpu. It's not just hybrid v2, the same issue applies to DOTS physics too. I started assembling a visualizing tool to make it easier to get perf data on screen by used job system worker count as it'll be handy when using DOTS in general + to actually identify things that don't scale properly to the jobs

#

on my test scene with 250 unique meshes spread to ~18k static instances on scene, hybrid v2 performs the best when using ~4 workers. When using the stock 23 workers on my 24 hw thread machine, hybrid's rendering cost is many times bigger when measured in milliseconds. Just to make this more clear, I'm not talking about diminishing returns with bigger job system worker counts, I'm literally talking about getting worse performance in game overall the more workers I allow (and it's horrible on the default setting)

#

basically more than few workers just get wasted as the overhead is bigger than the benefits they give

#

this is a bigger problem on my current DOTS testing, as DOTS physics is even worse on this part, it works best with 0-1 workers on job system :/ if I have to limit all Unity to run only on 0-4 workers, it's really far from "performance by default"

#

I'll make a proper forum post with repro project link when I get this setup done. I got bit sidetracked on this test project when the DX11 deltatime fix came and started testing it instead

#

for example I need to add options to isolate physics and rendering separately so can draw better conclusions than just using the profiling samplers data on what different parts took when used together

dawn sorrel
#

Thanks vertx !

late schooner
#

@turbid matrix main-thread-only dispatch was a bad technical call, change my mind

#

my gut feeling is that you're spending more time on the main thread to generate work for ~24 threads and stalling out everything else

#

remember that work cannot be generated in parallel so you're probably just hitting the point of death spiral

#

shared resource contention is the enemy of scalability

turbid matrix
#

yeah, it's possible, I haven't really checked behind the reasons why this happens as it's not my job (it takes me a ton of time to even report and make repro cases for these)

frosty spear
#

any clues?

#

created new HDRP asset , reset default resources to no resolve

turbid matrix
#

I do wonder if one could just enable different amount of workers depending on what systems are currently running in the playerloop or if there's more overhead of adjusting the worker amount than what it's worth

#

(probably latter)

frosty spear
turbid matrix
#

@frosty spear are you using hybrid renderer for dots?

#

also that looks like you are using isometric rendering

#

there could be all kinds of odd issues on that mode with HDRP as I doubt they test it extensively (there's quite little use for it on HDRP)

#

anyway, I'd start by testing if it does that when you more to perspective rendering

#

and also try disabling all PP effects and enabling them on by way systematically

frosty spear
#

no not Hybrid

#

not isometric

#

its regular, just camera angle different

#

it was working all fine on 7.1

#

its perspective rendering

turbid matrix
#

I'd still check all PP effects through

#

including the default ones set by HDRP

frosty spear
#

no PP effects. i disabled all

#

still same

#

created new asset

#

new pp profile

#

new diffusion profile

#

all to no resolve

#

even in a blank scene , with just cube it still same

#

broken

turbid matrix
#

you disabled all PP settings from project settings->HDRP default settings?

frosty spear
#

no from camera volume

turbid matrix
#

well, if the new default scene, you can something broken there

#

have you run HDRP wizard through after you upgraded HDRP?

frosty spear
#

yes

#

all green wizard

turbid matrix
#

and you are running a recent 2019.3 version?

#

anyway, running out of ideas

#

it's definitely not broken here

frosty spear
#

2019.3.7

#

what does RP Cofig package do?

turbid matrix
#

it's used so you can change some hardcoded defines without bringing the whole HDRP package as your local modified package

#

you practically only need it as local package if you a) use HDRP with DXR support b) need PCSS or lower tier shadow filtering with HDRP deferred (as it's currently hardcoded to medium setting on deferred)

#

also....

#

make sure all your SRP packages are using matching version

#

you really shouldn't have anything but HDRP package itself installed

#

and let Package Manager install rest automatically through dependencies

frosty spear
turbid matrix
#

you've setup HDRP for DXR?

#

it shouldn't be a local package otherwise

frosty spear
#

no

#

not using DXR

covert saddle
#

Hey everyone, when setting up a standard lit HDRP material, what should you do if you have roughness, metallic, and AO, and no detail map? So far I've tried setting up the RGBA as:

R - Metallic
G - AO
B - All black (no detail map)
A - Inverted Roughness

But when I apply it to my model it looks like it loses all of its diffuse coloring. Is there something I'm doing wrong here?

hallow belfry
#

@frosty spear looks like you reflections have a problem, have you rebaked your reflection probes, volumes etc?

#

it could also be ambient light, looks like you need to setup thing and rebake

frosty spear
#

@hallow belfry thanks. But it was an issue of default volume profile being all over place. My camera's volume mask got reset and default profile got applied which has all kinds of unwanted effects. It's was primarily the skybox setting on default profile making things go nut. Created a custom volume to fix it.

hallow belfry
#

i see glad you could solve it

midnight glacier
#

I made a project using URP but I imported a terrain asset that uses the built-in renderer terrain shader, and it didn't upgrade
is there a way to fix it?

#

but it still has the standard terrain shader

rich spade
#

@midnight glacier have you tried creating a new material and giving it the URP terrain shader, then attaching that to the terrain?

midnight glacier
#

I'll give it a shot

#

Nope

#

it doesn't even allow me to attach it

rich spade
#

@midnight glacier click on the cog, the material is assigned there

midnight glacier
#

Oh

#

It worked

#

thanks a lot

rich spade
#

np πŸ˜‰

hallow belfry
#

@midnight glacier many materials are not correctly updated, but all materials let you change the shader from the drop-down. You can then browse to universal renderpipeline section and choose what shader is the nearest resemble of the one you have on pink.

#

Material>shader drop-down > universal renderpipeline > whatever type of shader

#

In case of the unity terrain I believer you need to make your own material and use lit terrain or something like that.

midnight glacier
#

Got it

tranquil linden
#

hey, how do I learn the basics of the render pipeline? is there any kind of book or documentation, maybe tutorials? i'm really newbie to this topic, so I'm considering on buying Real Time Rendering book by Tomas Moller, still I'm interested in the ways I can get better understanding the Unity render pipeline

shadow dove
#

Hi quick question:

#

I saw some studio which used Unreal Engine 4 get fast performance on PC with integrated graphics using UE4's mobile renderer on PC.

#

I was looking into if one could do something similar to this in Unity, so I saw that the Universal Render Pipeline is what you would use for performant games.

#

My question is, does URP has a separate PC, Console and Mobile Renderer? If so, how can I use the mobile renderer on PC for faster performance? Or is the same renderer that is used on PC is used on mobile as well?

broken lichen
#

@shadow dove URP is just one thing that has many settings that can affect performance

#

So for mobile, you probably wouldn't use post processing as much as on PC

shadow dove
#

The way I saw it on Unity's video about is that HDRP is for high end graphics and URP is for high performance.

#

And I am wondering how good performance one can get with URP.

broken lichen
#

It depends on your scene complexity and what features of URP you use at what quality

rich spade
#

you still need to apply techniques which you currently use when targeting mobile platforms to get best speed. URP is not a magic bullet

shadow dove
#

I heard it as URP used to be called the light weight rendering platform, so if I turn off the majority of these settings and sacrifice good graphics, more low end PC's can play it?

#

Yeah mb, should have specified that

#

I am asking this question assuming one would properly optimize models, textures, code, etc.

broken lichen
#

Sure

#

I'm not sure what kind of answer you're expecting other than that

shadow dove
#

I am just curious exactly how good performance one can get with URP with the majority of the settings turned off with proper optimizations made.

#

And if it can reach low end PC's as well.

broken lichen
#

In what scene? An empty scene? Yeah, I'm sure you could get very good performance with nothing on screen, regardless of what pipeline you use

shadow dove
#

:/ Yeah.. thanks for telling me that

broken lichen
#

The point I'm trying to make is it depends on the scene

shadow dove
#

Got it

rich spade
#

I've been testing on a cellery (Celeron) PC with no dedicated gfx card, I'm re-tweaking each time I do a build. it's doing 20fps with shadows, hoping better if I switch them off and models are not optimized

#

If you make all your assets targetted for lower end, I'm sure it can perform.

shadow dove
#

Thanks! That's good to hear.

rich spade
#

But depends HOW low do you want to go... I mean that's a really bad PC I'm testing on πŸ˜„

shadow dove
#

Yeah lol

#

My goal is to make games that can be played both on low end PCs and high end PCs

#

Probably not that low end, but like to reach integrated graphics.

#

I don't really believe in having the most photo realistic graphics, I think unique art styles can make a difference.

#

Anyway, thanks for the information.

rich spade
#

Then I would go for URP, it can be performant and look stunning

shadow dove
#

Good to know πŸ˜„

rich spade
#

my only words of caution is if you are using store assets that use shaders, make sure they support URP and check to what level. As it's constantly evolving at the moment not all assets are up-to-date or even at the same level.
Hence a lot are choosing to stay on standard renderer with a view to migrate when URP is more stable.

shadow dove
#

Alright.

#

I'll make sure to look into the assets I use before uploading them in.

drifting vault
#

i'm use URP in both proejcts, for lwo-end PC and oculus quest

#

working good

cobalt bramble
#

When I import a package (synty studios package) into URP, all the textures are magenta. I can do the edit >render pipeline >urp >upgrade project materials and it fixes some of them, the ones that don't get fixed have a proprietary shader that can't get upgraded

#

I can manually change the shader on the materials to make them appear right, but once I do that, if i save, it resets all the properties on the newly upgraded material (base color, smoothness, etc)

#

Why does saving reset these values?

frosty spear
#

Once we get Deferred Rendering , SSAO and some manner of Volumetric ( some assets on store are already doing this iirc) , goodbye Built In , goodbye HDRP.

keen tide
#

How can i make sure an asset pack is compatible with a render pipeline?

#

trying to see if this is compatible with URP

#

how do i find that out πŸ€”

frosty spear
#

Reading the reviews helps ! 😁

keen tide
#

right, but idk if that guy is right or not

#

i saw that

#

but i'm kind of butt hurt

#

and would like to make sure

frosty spear
#

the package was last updated on 2015

keen tide
#

cause it's such a nice pack

frosty spear
#

way before SRP were a thing

keen tide
#

oof

frosty spear
#

you can be sure , you would face issues

keen tide
#

is it possible to use VFX graph in the standard pipeline?

frosty spear
#

just check last update date and frequency of updates in general for all assets to evaluate overall support

#

is it possible to use VFX graph in the standard pipeline?
@keen tide sadly no

keen tide
#

oof

frosty spear
#

VFX Graph is single best thing about SRPs

#

good thing its on URP now. was more painful when it was HDRP only

keen tide
#

I'm too much of a noob for HDRP

frosty spear
#

for most projects on unity , where multi platform support and scalability is critical URP is the goto solution. HDRP is exlcusively AAA solution

keen tide
#

how can i filter asset packs to URP compatible then?

#

and is the unity asset store the best place to look for assets, or am i doing something wrong

frosty spear
#

generally good but if you googling your keword with git at end also brings up lots of great repos

keen tide
#

cheers for the advice πŸ™‚

#

but no way to filter URP compatible?

#

just need to second guess based on the release date

frosty spear
#

dont think you can filter. but most if not all authors explicity mention if support for SRP is there

keen tide
#

cool

frosty spear
#

dont count on SRP support from any asset if they dont mention it. if it works , good.

keen tide
#

can't wait to implement some of these bad bois

#

@frosty spear

elder merlin
#

Can vouch for that pack πŸ‘Œ

prime merlin
#

Hi guys

#

I have some questions about the scriptablepipline

#

from what I understand

#

unity's default renderer is rasterization based renderer .

there's sdk and integration for path tracing using Nvidia SDK .

is it possible to use hybrid renderer using third party renderer ( like octane)

#

In other words , Can I use Octane for real time games ( with no path tracing)

#

Unity default renderer has something off with shadows and lighting.

it is possible to archive unbiased lighting however not sure about the accuracy of shadows and materials .

I know the new hdr pipeline is build for highest quality, but

1-the lit shader is good approach but we need the source code + I hope it's as good as blender's ultimate principled shader?

2-there is too many materials types I know this could artists but for me moving from 2018 to the new version of unity 2019+

there's so many things change not only ui , but many aspects changed as well I hope there's only one type of material + one shader to rule them all

frosty spear
#

you have to go with Built In Renderer or the new SRPs ( URP/HDRP )

#

URP is fairly simplified. with minimal graphical settings imo

#

HDRP has tons of settings , sort of convoluted at times

#

but that comes with burden of all it tries to do i guess

#

you get the full source to the shaders as well as pipelines for both SRPs

prime merlin
#

so why unity choose to not open source the default renderer?

And make simple workflows ( only one material type ) + ( only few bsdf shader)

#

like blender

frosty spear
#

the entire point of SRPs is flexibility and customization. hence no 1 shader rules all approach. cant comment on source code licensing

#

Unity is not an Open Source software btw. so comparing source licensing with blender is of little value

#

also Unity is a Realtime Engine and not just a "Realtime Renderer"

prime merlin
#

I know shadergraph help the artist to make thier own shader ,

for us we want only one material type

frosty spear
#

you can stick to whatever defaults comes bundled with each SRP. or cook your own Uber Shader with all features you want and then say goodbye to everything else.

prime merlin
#

I'm not complaining about the source code of unity it's semi open for public ( to see the core code only not modification distribution ) btw

frosty spear
#

if you want to build on top of shipped capabilities of shaders that come bundled with Unity you can use shadergraph. they have master nodes which basically give you the default features as baseline and you can extend it

prime merlin
#

I just wanted better graphic ( /unbasied ,or hybrid workflow) and easier approach ( coming from 2018 to 2019 feels just like learning new engine !

frosty spear
#

because it kind of is new engine

#

SRPs are big change

#

if you havent played around with SRPs yet i would just say try out URP

#

its fairly functional and stable in current form , albeit lacking some core features like Deferred Rendering and In Built SSAO

prime merlin
#

will the new dot system make us doing new c# script ? because I'm new .

from what I understand I shouldn't worry there's easy to use tool to make scripts components hyper threading ready ( conver them to entities) with few clicks

frosty spear
#

you can continue working with old scripting as you know. DOTS is not mandatory to continue programming in "new" Unity.

#

DOTS is not a replacement to existing programming environment in Unity. Its an addition.

prime merlin
#

About the future ?

frosty spear
#

what do you mean? will this continue to be the case with programming? i would say pretty much

#

Unity on many occassions on forums and blogs have reinforced this

prime merlin
#

what I love about c# is other.net tool to use for native development , like xamarin.

I don't want learning new languages

frosty spear
#

there are games worth BNs of dollar running live as of now. and many more being built with same good old unity tech. they cant replace or change the fundamentals of engine in a go like this. its a gradual , very slow and long process. you will get your fair time to ease into it , as things phase out.

#

C# / .Net isnt going anywhere. thats the heart of Unity as of today.

prime merlin
#

thanks for answering my questions πŸ‘

wise hornet
#

Is there any way to get volumetric sun light in URP?

keen tide
#

I accidentally clicked on a random one, how do i make sure I haven't installed the wrong one

drifting moon
#

How much extendable is SRP? Creating a Custom RP is it like creating your own 3D Renderer, and you can apply every possible existing real-time rendering technique found in books and other places, like a custom GI?

Also, how much of an overhead is there, being C# based? Wouldn't make it slower than the same techniques implemented in C++? Or because of IL2CPP that's not a problem?

broken lichen
#

@drifting moon There's a limit to how much control you have. When you actually want to draw a bunch of renderers, you're never managing the renderers yourself. You just define some filtering settings, culling settings, etc and then call DrawRenderers.

#

But technically, you could do that manually by drawing each mesh manually.

#

But DrawRenderers goes into the native rendering pipeline, which I assume will do things faster than you could do in C#.

#

But even with this, you can still do just about everything. Implementing forward or deferred rendering is straight forward.

drifting moon
#

Thanks @broken lichen I'm new to graphics programming, but I want to learn more about it.

#

I'm working on a tennis game and I'm thinking that maybe a custom RP will allow me to do things like realtime lightning and GI for dynamic time of day with good performance.

#

Since I'm only interested in the quality of the court and a few meters around it, I thought that a custom RP might be the way to go.

broken lichen
#

If you're new to graphics programming, then building your own render pipeline is not the best way to start.

#

There's a lot of boilerplate stuff you need to do to get even the most basic rendering working.

drifting moon
#

Well, that was a plan for the latest stages of development and I was planning to read some books before that, like the Real-Time Rendering book

broken lichen
#

I don't think you'll be able to optimize much better than an experienced team at Unity

drifting moon
#

No, but URP doesn't support advanced stuff from what I saw. I was thinking to do a combination of URP and HDRP: disable stuff for low-end devices and mobile, but still have high-quality rendering for PC.

broken lichen
#

They do rendering very differently, so you'll find it difficult to use them both in one project.

#

And because they work so differently, it's not trivial to merge them in some way.

drifting moon
#

Yes, that is why I thought that maybe a custom RP could be a middle ground between the features of URP and HDRP.

#

Isn't that possible?

broken lichen
#

Sure, if you have a team as big as Unity has and the years they spent on those render pipelines.

drifting moon
#

That's true! My thinking was more of a limited RP tailor made for my game, inspired from the source code of both render pipelines.

broken lichen
#

But it sounds like you just want HDRP that runs better on low end hardware

drifting moon
#

Yeah...

broken lichen
#

If you wanted a very custom look, like toon shading, then yeah maybe a custom RP would be a good idea

#

But the reason URP runs better is because it doesn't look like HDRP

drifting moon
#

Yes, I would like a more stylized look, and that is one reason of thinking of a custom RP.

broken lichen
#

So you don't plan on using PBR materials or realistic lighting?

#

Of course something tailor made for your game is going to end up performing better. But if you're going to make that argument, why not make a whole game engine tailor made for your game?

#

Because it would take too long

drifting moon
#

No! I'm all for faking stuff. But I want to have a dynamic time-of-day and I would like real-time shadows, maybe some limited GI too.

#

Real-time shadows for the limited court area... the background can have low-res shadows or not at all

broken lichen
#

It'll take a lot less time modifying URP or HDRP to add the features you need than to make a custom render pipeline from scratch

drifting moon
#

Well I didn't meant exactly by scratch. Modifying the source and making it custom like that is what I was thinking. Starting from scratch and adding from URP or HDRP exactly what I need, with possible modifications.

#

Or you meant modifying URP and HDRP using the extensibility they provide?

#

I'm not familiar how extensible URP and HDRP is (without modifying source), I'll have to do more research on that.

frosty spear
#

You can get lots done just in URP itself

#

and URP is the middle ground between URP (previously LWRP ) and HDRP actually if that makes any sense

#

you can do lots of custom effects with minimal amount of code in URP by means of Custom Render Passes

drifting moon
#

Thanks @frosty spear I will look into URP more deeply.

#

But I'm wondering, the default URP/HDRP will allow to have high-quality shadows inside a certain area with everything outside being low-quality?

frosty spear
#

yes. URP has great fidelity and scalability too

#

it might be convincing enough by virtue of its name (scriptable) to go off around trying to write a custom SRP but they offer 2 very solid SRPs out of the box pretty much because its gigantic undertaking. as MentallyStable said , you would need lots of knowledge and experience to get anywhere close to what you get out of the box and still struggle often to match performance and usability they offer

drifting moon
#

That's true! And I'll look into it.

#

But again, URP needs to satisfy many users with different types of games, and that is hard.

#

But, if we get URP and remove anything that we don't need and add the things we do need, wouldn't that be better for performance and usability?

#

Sure it's hard and it requires knowledge, but we'll never get to learn and be experienced without trying things like this.

frosty spear
#

From what i all i know of renderers , render pipelines and shading in general , URP is already built in modular fashion. i would wonder what you might or can remove from the vanilla state to speed it up. am sure there must be rooms of optimization there , just as everywhere else. But URP is fair and simple deal for me. Prime gain of URP and even HDRP for me is to have access to some great tooling like Shader Graph and VFX Graph out of the box. the SRP Batcher is sweet too

#

DXR aside though , i would go as far as to say that you can achieve Fidelity of HDRP today in Built In Itself.

#

and also in fact get better performance using some top quality extensions already out there

#

they have left out Built In Pipeline for dead in the DOTS Hybrid Renderer though which makes it hard not to use SRP if doing pure ECS Game

drifting moon
#

Graphics programming and writing shaders is something I would like to learn to not look at it as pure magic all my life πŸ˜„ This seemed like a good opportunity to me to learn since my game is kinda static in terms of the camera and where the action happen. Since I also am looking for a more stylized look, things could happen and I might get a nice/unique style by "accident".

#

In fact, I'm porting my game from Unreal mainly because Unity does allow this kind of customization, allowing me to write custom tools with ease, and removing what I do not need.

For example, one reason I chose Unreal was because of the built-in networking, but now I'm building the network replication for my game using Unity's new Transport layer. That not only made me learn new stuff and no longer having to look at networking replication as magic, but I can do custom things for my game that will really benefit from.

#

I'm not gonna match Unreal's networking like I'm not gonna match URP/HDRP using a custom RP, but I don't need to.

frosty spear
#

fair enough. cant learn till you don't try. if learning is one of your key drives , most certainly go bonkers from scratch. i just believe playing around with existing solution will just give you more insight which is obvious statement.

drifting moon
#

Yes, I will definitely play with the existing solutions first to make sure I understand what I can do with them. Maybe I don't need a custom RP after that. Or maybe I'll get a rendering book and get scared from all that math and decide that magic and URP is alright πŸ˜„

frosty spear
#

i have ongoing project , which is started 2 yrs back. its all built in pipeline. i got the visuals i desire. then SRPs popped up in ready to go sort of state. so now every 3 month i just port my setup to URP and HDRP , play around with all bells and whistles and go back to Built-In for regular work on my main branc

drifting moon
#

For now, I just wanted to know what someone experienced can do with SRP, not necessarily me.

#

Thank you @frosty spear for your thoughts and advice.

stark marsh
#

is AO available in the URP yet?

frosty spear
#

nope

stark marsh
#

but does it support WebGL?

frosty spear
#

yep

blissful geode
#

So I played an hdrp scene and my sky is all black

#

Any idea why ?

blissful geode
#

Ok found it. The problem came from the depth of field component in post processing. On manual, the sky is black. If I setup on physical, then it solve the problem. Probably a bug from HDRP.

hallow belfry
#

is AO available in the URP yet?
@stark marsh There is a wonderful fast and not expensive Horizontal Ambient Occlusion in the assets store. i used it to ship game map.
worth every penny, i use it with URP: https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/horizon-based-ambient-occlusion-54780

Add depth to your project with Horizon Based Ambient Occlusion asset from MichaΓ«l Jimenez. Find this & more VFX options on the Unity Asset Store.

elder merlin
#

@hallow belfry Did you use it in VR?

hallow belfry
turbid matrix
#

or just... try the upcoming feat from github

#

does require some experimenting though

#
half heart
#

I've managed to get somewhere but it's still pretty bad: https://streamable.com/eijm3c This is in URP, I've got 3 separate cameras that output to RenderTextures, one 'base' camera that sees everything without lighting, one that sees just the geometry that blocks light, and one that just sees the light sources. Then a shader takes these RT's, figures out the lighting with random direction raycasts to get the final image, which then goes onto a quad, which another camera looks at and outputs to screen 😬

#

The whole set up feels wrong but i'm not sure. Not really expecting anyone to guide me to a full solution but I guess i'm just looking for some pointers /tips, or what to look into to fill gaps in my knowledge.. thanks

#

oh, i posted to this channel Render-Pipelines because i suspect this might benefit from a custom rp, or at least some modification of urp? it might have been better suited for shaders channel

sharp hatch
#

What is the best way of rendering say... 10k-20k quads that changes every frame?

frosty spear
#

procedural geometry or as in material property changes?

hollow elbow
#

@sharp hatch I would think of vertex off set using a changing displacement map.

sharp hatch
#

i havea . bunch of points and directions

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i want to draw quads at

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basically

frosty spear
#

GPU Instancing?

sharp hatch
#

@hollow elbow but then i would have to build the map every time ye?

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the data isn't in a neat linear buffer

hollow elbow
#

@sharp hatch Can you generate those points and directions to a height map

sharp hatch
#

well i mean sure, but that has to be done once per frame then

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this data is constantly changing

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to give some context, it's basically bullet traces/quads from a shit ton of machine gun fire

hollow elbow
#

you want to shot something so it deforms, right?

sharp hatch
#

no

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i want to render a ton of quads at different points

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i have A LOT of bullets flying around

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and i want to draw them basically

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talking about probably 10k-20k

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the bullets are in the format of [location, direction]

frosty spear
#

are you drawing bullet traces?

sharp hatch
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and im just trying to come up with a clever way of drawing them all efficiently in

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@frosty spear well "bullets', whatever you wanna call them, think about the laser that is shot in star wars

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that thing

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and i have a lot of them

hollow elbow
#

I am thinking about particle system, I remember there is API in controlling particle positions, but you are talking about 10k-20k, so no sure if it can handle it.

frosty spear
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i cant think of much other than regular GPU Instancing. IndirectInstance rendering with ComputerBuffer probably for maximum efficiency . submit your geometry data , points , scale etc all in a go and draw

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its a classic use case.

sharp hatch
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yeah that might make sense

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okey yeah its probably the best bet

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makes it easy to have a few variations also

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which will be needed

frosty spear
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pretty much

sharp hatch
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okey thanks

scarlet hull
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Tried VFX graph ?

sharp hatch
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@scarlet hull Wont let me set the data tho?

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maybe it does?

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i mean i have a bunch of points + velocity/directions coming from a simulation

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and need to display the bullets in those locations

scarlet hull
#

Depending on how you store this data, but putting it simply, you could store it as textures (1 pixel = 1 point data) and sample them

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That's how vfx graph reads pcache files

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It would be even easier if you could directly export pcache πŸ™‚

keen tide
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i don't have the option to start my project in URP?

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or is that "Universal project template" ?

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oh

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lol

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yeah it is

hollow elbow
#

using 2020.2 HDRP DXR , HDRP 8.1, it seems whenever I enable raytraced shadow, I got "Assertion failed on expression: 'ValidTRS()'
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)" Anyone know this error?

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Or is it bugged, I have to settle with out RT shadow

turbid matrix
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@hollow elbow it's thrown those errors throughout 2020.1 alphas and betas too

hollow elbow
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@turbid matrix I fixed it. It was due to the HDRP config package not properly installed. I have to download it through manager, close unity, and copy it to the localpackage folder, delete the old one, rename the new one. restart unity and refix it through the wizard. No more errors, everything works fine. And I am on 9.00 HD RP now

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@turbid matrix pay attention to your lower right corner, there might be shader compiling when you update. always wait it finishes. Takes a bit time.

turbid matrix
#

I keep wiping the config package all the time, I don't really think it is that. If I remember right:if you wipe all extra, like library etc, the warnings go away for the first run but the same stuff reappears next time you start your project

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I'm so used to those warnings/errors that I don't really pay much attention to it anymore :p

ionic remnant
#

anyone have good documentation for writing an SRP Render Feature?

vagrant jasper
#

Im quite beginning with render-pipelines but is urp the same as lwrp ? because in internet im somehow lost

broken lichen
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@vagrant jasper LWRP got renamed to URP.

obtuse cave
#

Can someone explain this a bit?
For decorations there will be tons of, like rocks. Isn't it better to having it static?

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At the same time I've seen people get these crazy high framerates with hundreds of meshes rendered using instancing on the shader.

broken lichen
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@obtuse cave That warning is just there in case you had planned on using instancing and didn't realize that you had set the renderer as static.

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It's not saying whether you should use instancing or static batching

obtuse cave
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Yes, but that's kind of what I want advice on.

scarlet hull
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Static batching will merge meshes together, so they won't be candidates to GPU instancing anymore.

obtuse cave
#

Gotcha! Makes sense!

brave turtle
#

I'm guessing this isn't possible, but is there a way to switch render pipelines at runtime? If possible, I'd like to use the legacy pipeline in a certain scene and revert it back to the previous rp when that scene is unloaded. I wrote this script which seems to change the rp correctly.

[ExecuteAlways]
public class OverrideRenderPipeline : MonoBehaviour
{
    [SerializeField] private RenderPipelineAsset asset;
    private RenderPipelineAsset previousAsset;

    private void OnEnable()
    {
        previousAsset = GraphicsSettings.renderPipelineAsset;
        GraphicsSettings.renderPipelineAsset = asset;
    }
    private void OnDisable()
    {
        GraphicsSettings.renderPipelineAsset = previousAsset;
    }
}

however, when in a scene whose objects use URP shaders, if the script sets the render pipeline to null (legacy) everything continues to render normally ie: no pink shaders.

brave turtle
#

I'm printing GraphicsSettings.currentRenderPipeline.name to the console in OverrideRenderPipeline.OnDisable and getting "UniversalRenderPipeline_Configuration" so setting the renderPipelineAsset property doesn't seem to be doing anything

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even though the property in the project settings window is changing accordingly