#archived-hdrp

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scarlet hull
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Have you also checked in the quality setting ?

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Each quality level can be assigned a different render pipeline asset

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That override the default one from graphic settings

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This is how we plan to support switching render pipeline assets in the future

dawn sorrel
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Exception: Compute Shader compilation error on platform D3D in file DepthOfFieldKernel.compute:2: failed to open source file: 'DepthOfFieldCommon.hlsl' at kernel KParametricBlurKernel
HDRP will not run until the error is fixed.

.....what on earth is causing this?

vagrant jasper
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@broken lichen Oh thank you โค๏ธ

turbid matrix
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@dawn sorrel do you have matching package set? are you using supported editor version for the installed HDRP?

dawn sorrel
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erm everything is installed by default and Unity is up to date, I am using a custom shader though I dont know if that will affect anything

idle robin
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is it me or does the DXR stuff totally ignore motion vector settings on the meshes.. I need to turn off motion vectors on a few object which doesnt work when viewe through DXR'ed glass panels.. so they blur behind raytraced glass

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If I tweak the shader code to always output 0 (tuse the 0.5 to 0) for camera motion vectors is stop the blurring..

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but this is wrecks everything else that is relaying on those

valid dock
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is there a simple way in a URP VR-enabled project to make a Camera not use VR? Back in Legacy, there was a simple dropdown to make it just use the main display...

turbid matrix
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@idle robin motion vectors are problematic for transparent materials

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afaik there's no ideal solution if you want to use same PP pass for both transparent and opaque materials

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like, you can't have motion vectors work at the same time for both while keeping them accurate

ionic remnant
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hey so for command buffer DrawRenderer, where would I determine the ShaderPass

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I should back up, I've got a custom render feature, and everything draws fine for the most part except the shader draws both a shadow pass and a depth pass, it looks like it's just an index, and 0 is the pass that does color, but I'm a little worried that there are some other edge cases, or am I just overthinking this?

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the documentation makes it seem like int ShaderPass should be well known, but it's unclear is it a bitmask? is it just an index? is it dynamically assigned, or is it just inherent to Unity, or HLSL? or dependent on shader authors matching things up to where they should be by convention

silent mortar
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No option to select custom render type in the new Pipeline Asset, and it seems to create and attach a renderer for you, in this case it isn't making it 2D.

split spire
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Hey, guys! I need help on Custom Renderer Passes on HDRP 7.3.1. I'm trying to draw an InvertColor effect on objects depending on their y position. But my fragInput.color and posInput.positionWS.y are both always zero. I tried different injection points, but none is showing the needed effect. Does someone have an idea?

ionic remnant
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@silent mortar this is a bit more updated: https://www.youtube.com/watch?v=szsWx9IQVDI

Let's learn how to render characters behind other objects using Scriptable Render Passes!

This video is sponsored by Unity

โ— Download Project: https://ole.unity.com/occlusiondemo
โ— More on Lightweight: https://ole.unity.com/lightweight

ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท...

โ–ถ Play video
silent mortar
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@ionic remnant, thank you will check this out.

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Hmm that is even older than the documentation it is still calling it LWRP

split spire
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Sorry if I'm interrupting you ๐Ÿ˜… Just forgot to add some screenshots. The left box has the custom pass applied.

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And this is the code in the shader. I've almost changed nothing. Just the color output. But the color input and positionWS.y is somehow always 0.

silent mortar
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@split spire no worries, lol I don't own this chat, haha

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Will try to help you though.

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whoops HLSL... nope (I am too mortal)... GL!

split spire
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Haha rip me xD

silent mortar
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Why not use URP?

split spire
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That was a very early decision and it's now getting too complicated to change. There were some requirements that URP can't do.

silent mortar
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Ah, gotcha

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Understandable.

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Having some requirement struggles with Unity systems myself the past couple of weeks.

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Real ass kickers.

idle robin
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@turbid matrix yeah I know. But this is more of a bug where it doesn't respect the objects motion vector settings. It works fine with out raytracing, but raytracing seams to always write into the motion vector buffer even if objects (the glass and/or stuff behind it) has motion vectors forced to off.

split spire
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I've just seen the video you linked before btw and went a similar approach. I tried to translate my hlsl to shader graph and it's kinda working. I'm getting the color by grabbing the scene color. The problem here is that I'm losing details such as normals. Maybe you have an idea how to get world space normals via node? In hlsl, it would be the DecodeFromNormalBuffer function

livid flint
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Hi! When using URP we have a problem that unity keeps changing the AA setting in QualitySettings.Asset. This seems to be because we are working on different platforms. The problem however is that you can't control the AA setting from the quality settings when you are using URP. Feels like unity is setting this to some sort of per platform default setting that isnt used. (the "real" AA setting that is actually in use is now in the asset for urp). Anyone else seen this?

empty star
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Is there a known bug with DrawRenderers and RenderStateBlocks in 2019.3 ? No matter what I do with enabling the depthState mask and setting it to CompareFunction.LessEqual (And referencing the renderStateBlock in DrawRenderers) it comes through as GreaterEqual in RenderDoc

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yea the CompareFunction enum is out of sync with c++ side it seems

broken lichen
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@valid dock I'm pretty sure that's still possible on URP

brave turtle
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@scarlet hull oh I wasn't aware the quality settings had overrides! thanks

drifting vault
turbid matrix
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@drifting vault two options:
a) use forward only setting on HDRP asset
b) have a local version of HDRP-config package and set the filtering quality from it's define

drifting vault
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oh its works on forward render only?

turbid matrix
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the dropdown menu only works in forward

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but you can hardcode it to whatever value on deferred

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you just can't toggle it from the asset directly as there can only be one setting at a time on deferred

drifting vault
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thanks @turbid matrix . Im forgot, Deferred mode better that Forward right?

turbid matrix
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not visually

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HDRP gives feature parity between forward and deferred, meaning key features work on both

vagrant jasper
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I switched to urp my project and now my particles has different colors how do I have them back ?

drifting vault
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thanks

turbid matrix
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there are perf differences between the two that will depend on the features you need, but in general the perf is pretty same between the two

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if you scale down to min spec settings on HDRP, I've found forward only being tad faster

drifting vault
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also do you know why vertex based tesselation working weird?

turbid matrix
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no idea, I haven't touched HDRP's tessellation at all

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still waiting for them to implement it for SG's

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@vagrant jasper different post processing settings?

vagrant jasper
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like i want to have the particles like in the left and I in the play mode they are different :/

turbid matrix
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sounds like PP to me

vagrant jasper
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but I have it disable

vagrant jasper
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Okay i found it :D
If someone has the same problem in the settings of the URP asset you need to activate Quality: hdr

drifting vault
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ah and in Forward rendering decals not working right @turbid matrix ?

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or wait, in both modes my decals stop working

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strange

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buts its enabled in HDRP asset

turbid matrix
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decals should work on both

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make sure you have them enabled also on frame settings

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(project settings->hdrp default settings or if you've overridden them on camera, then there)

drifting vault
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its enabled everywhere

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but still not working

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and triplanar UV maping not support pixel displacement ?

scarlet hull
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Should iirc

drifting vault
scarlet hull
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Have you double checked your "primitive length" and "primitive width" settings ?

drifting vault
scarlet hull
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the length and with values should basically match "world length of 1 U and V unit"

drifting vault
scarlet hull
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Well, depth offset should still work, maybe this is a issue here

drifting vault
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its strange

thick pond
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How can i downgrade my HDRP version?

drifting vault
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@thick pond like downgrade from HDRP to URP?

thick pond
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No, I have an asset pack that cant be used with 7.3.1. So i need to downgrade to 7.2

drifting vault
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ohhh, probably you have to contact asset pack creator if he save older versions of this pack

rich spade
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@thick pond you will need to have a Unity version 2019.3.7f at highest, as after that you are restricted I believe to 7.3. You can download earlier unity versions from website rather than via the hub.

turbid matrix
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@thick pond you can just change the version from Packages/manifest.json

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no need to downgrade whole unity

thick pond
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@turbid matrix Is that it? Just change the numbers?

turbid matrix
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@thick pond yes

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of course there has to be a packge on Unity's server with matching number

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7.2.1 and 7.2.0 are valid numbers for HDRP

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I'd recommend 7.2.1 as it contains bugfixes over 7.2.0

turbid matrix
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looking at the code alone, it looks like it basically lets you add cloud layer to the existing sky solutions

turbid matrix
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I wish I could have some direct line to Unity UI/UX designers :/

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this is from 2020.2.0a9

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sorry for offtopic, just frustrated because it always goes through this same way :/

glad tartan
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thats a big change from a8

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a8 looked pretty slick compared to 2020.1 and 2019.3

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Since Show Preview Packages got removed from Unity 2020.2 I guess we're only able to get URP or HDRP from GitHub until a verified package is released then we can get it from the Package Manager. Maybe we will be able to manually add it in the manifest if we find the package on the packages repo?

turbid matrix
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@glad tartan they didn't remove that option, they moved it to different dialog

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it's not set in package manager anymore

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can't remember if they put it into project settings or preferences

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but it's in one of those

glad tartan
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ah alright I'll check aroudn those for it

turbid matrix
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the idea with this all this seems to be to not have preview packages too easily around

glad tartan
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yea

turbid matrix
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which I personally do agree is a good thing

glad tartan
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Roadmap talk made it clear things were going to change a little

turbid matrix
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Unity gets a lot of crap for just having previews and betas around when people - even old engine users - don't want to understand it's not a released thing yet

glad tartan
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yea, I thought they removed it because of that/what was being said in the roadmap talk about focusing on stabilization and limiting preview packages. I remember we were wondering the changes that was gonna happen back then

turbid matrix
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apparently that mainly means that some packages will take now longer to get listed on package manager

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also since bintray is dropped now it's getting harder to snoop for upcoming packages ๐Ÿ˜„

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you'd basically need to know the package name to even be able to poll for it's existance now

drifting vault
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if atm volumetric light render 50% from screen space, then in VR its 1600x1440 = 50% from it its 800x720

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that too much per eye

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so hope render 25% from screen space will perform 50% better FPS and well good looking volumetric lighting.

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cuz atm i get 40 FPS in VR and no matter with PC you are using, GTX1660,GTX1080 or RTX2080. something stuck at 20 ms always

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but my scene is extremely optimized and without VR i get 80-120 FPS

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and 14 ms avg

turbid matrix
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Even your without VR figures would be sketchy for VR use

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Have you disabled all hdrp features you dont use?

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I also would disable bunch more for VR, altho I wouldnt even dream on using volumetrics on VR

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On my recent scalability test, I could get my rtx2070s to go from ~5ms cpu cost to ~2ms just by altering the hdrp asset and frame settings

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The scene was like typical game map but there's a lot of textures missing and no decals atm

drifting vault
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i want volumetric light in VR ๐Ÿ˜ฆ

turbid matrix
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I want it on desktop too but I feel it's too perf heavy

drifting vault
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FPS same with/without AO,contact shadows etc

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only VOlumetric light killing performance in VR

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its stuck on 20 ms at any PC in my case

turbid matrix
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Forward only gave me extra boost on lower tier settings

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Also reducing unitys worker count ๐Ÿ˜…

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That planar reflection could also be costly in your use case

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Might be worth trying to tweak it's settings

drifting vault
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im use only reflection probes in scene

turbid matrix
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Ah

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I hope they are baked

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Realtime probes are super expensive

drifting vault
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well i use baked one

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light baked

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whole scene is 4 materials

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like i know about optimization , this scene was developed for Oculus Quest URP - where are i was able to get 72 FPS on quest

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just later i decide to do HDRP version.
URP - 700 FPS
HDRP - 120 FPS
VR - 40 FPS

turbid matrix
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It is not a fair comparison unless you have similar quality / features

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But URP is and always be faster, especially for simple scenes

drifting vault
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yea its just example

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i was get 700 FPS in URP, and except to get 100-200 FPS in HDRP

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i got 120 FPS in HDRP at FullHD screen that was cool for my GTX1050Ti laptop

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and i was think that my colegges with RTX2070 will get 2-3x more FPS that me

turbid matrix
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200fps and 700fps difference isnt that big in actual cpu cost

drifting vault
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but no, they get same FPS on RTX2080 as me on GTX1050Ti

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and on both PC we got almost same FPS in VR 40-55 FPS

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and after research, im discover that current volumetric lighting expansive for VR

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but im wondering how Vavle did volumeric light in Half-Life ALyx

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i was think that its a fake volumetric beams, but its cast shadows

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so im waiting when we will able to control volumetric light render scale, then i will back to check how much extra FPS will be in VR

turbid matrix
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I dunno what kind of framerate they targeted for that though

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there's been really few talks/blog posts on actually optimizing HDRP for your content

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like, https://www.youtube.com/watch?v=I5lzlGiJW0k was awesome peek on the things they discovered but BOTD is also quite special case with tons of custom tech

Slides: https://www.slideshare.net/unity3d/unite-berlin-2018-book-of-the-dead-optimizing-performance-for-high-end-consoles
In this session, the Unity Demo team provides their best tips and tricks for optimizing detailed, complex environment scenes for modern console performanc...

โ–ถ Play video
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but for example, 16bit shadows are now an option in HDRP because they did it for BOTD

ripe fable
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"On my recent scalability test, I could get my rtx2070s to go from ~5ms cpu cost to ~2ms just by altering the hdrp asset and frame settings"

Any more info on this @turbid matrix ? I wanted to start doing this myself but you might have discovered some important stuff on this subject already. ๐Ÿ˜„

turbid matrix
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well, 2ms was like with everything off, including shadows :D, but I got to 2.5ms with shadows, so 50% of the cost of default setting in that case

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I didn't really check individual settings impact, just dumped everything and moved to lower quality options on buffers etc

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meaning less bits (shadows from 32->16), lower resolutions etc

small rock
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Guys i have a question, is the latest unity version (not the 2019 but the 2020) have AO support in URP ?

turbid matrix
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couldnt go super low res on shadow maps as didnt want to compromize the visuals or draw distance too much on it (altho I did lower the shadow draw distance to ~150 on that low quali hdrp)

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also forward only gave bit extra perf on that test

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@ripe fable ^

drifting vault
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there still no AO on URP @small rock

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its in development

turbid matrix
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@small rock yeah, still wip

small rock
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๐Ÿ˜ฆ

drifting vault
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and probably will released on 2020,2019 too

turbid matrix
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there are two PRs for that on github

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for the ref URP ran the same test ~2ms with shadows enabled (but URP shadows look WAY worse than HDRPs)

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both had minimal settings on PP, just ACES + exposure + sky

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can't remember for sure what I did with AA as there's a tiny gain to be had there

small rock
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Allright i'll check that out

drifting vault
long wagon
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Try resetting the camera component to defaults.

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And if this is coming from the scene camera, reset the layout (top right)

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@drifting vault

glad tartan
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if atm volumetric light render 50% from screen space, then in VR its 1600x1440 = 50% from it its 800x720
@drifting vault

The default is 12.2 or 12.5% I played with the staging branch yesterday because it was finally able to work with 2020.2 a9 and it was one of those two values set for default

drifting vault
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wow really? in debug windwos its show voluemtric light as 50% screen space and then upscaled

glad tartan
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maybe it got lowered for the update

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yea, just checked it again and it's at 12.5%

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I created a new volume and added the fog

drifting vault
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hmmm, but thanks for update

blissful geode
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That's really troublesome because those shadows have nothing to do with my lightning setting

drifting vault
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@blissful geode dont move scene view ๐Ÿ™‚ use only camera view

blissful geode
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Hey Vilaskis, I do appreciate, but it's to show the problem. Even if I don't move it, the shadow are casted no matter what.
I got into the problem it's because I have no directional light so unity is creating one for me no matter what

turbid matrix
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@drifting vault I got those recently as well when using HDRP with new XR management setup

silent mortar
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So very darn close... I can't figure out why the (Palette Tiles)Wall is behaving so differently with the same settings as the sprites? (just where the edge of the grid tiles meets the floor.) With same settings behavior should match in pixel stability during the movement, shouldn't it?

https://forum.unity.com/threads/pixel-perfect-camera-darn-dancing-walls-nearly-solved.872314/

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If just a 0-1 pixel alignment issue shouldn't sprites behave same as walls with same settings on PPU etc?

turbid matrix
empty star
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noticing in 2020.1.0b7 the $Globals CSConstantBuffer-X-XXXX (50 variables, 1824 bytes) gets corrupted data, lots of NaNs, this is when using an include like #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" within a compute shader

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has anyone else encountered similar? first time i've seen this (having just switched to 2020 for a test project)

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if you set any NaN-affected variable via cmd.SetComputeMatrixParam etc it remedies the one variable. The NaN's also seem to stack up, earlier dispatches have a few NaNs later ones get more and more

ripe fable
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Anyone else ever get stuck in this loop?

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It's not related to that specific file, happens at random files during import, usually after upgrading my HDRP version manually.

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I've had these importer issues for a little over a year I think, but today is first time I actually got stuck in it, library wipe doesn't help, bug report isn't really an option due to the project / internet connection.

rich spade
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as it appears to be packages related, perhaps try removing the packages folder / manifest.json it should create a basic one when you load back in. You will have to re-load the packages into project after.
Failing that... hope you have a backup ^^

turbid matrix
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@ripe fable I get those occasionally as well, had one recently, but it usually does continue after restart when I wipe the library. Maybe you are using some hdrp and editor combo that's giving you grief?

ripe fable
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The thing is, I run the same editor + HDRP combo in a smaller project which is working fine.

blissful geode
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Hello there i have this hlsl code I want to translate into shader graph : s1.Albedo = lerp(s1.Albedo, _OverlayColorLipstick* _OverlayLipstick.rgb, _OverlayColorLipstick.a * _OverlayLipstick.a);

Here is what I have so far

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Notice that I dunno how to only pick the R G B from my sample texture node ? How can I do that ?
And notice that i also have to extract somehow only the alpha from my color, which I don't know how to do ?

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Any idea ?

fiery marsh
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@blissful geode This would probably fit better in #archived-shaders, but you can use the Split node to get the alpha component from the colour, and put the R,G,B outputs into the X,Y,Z on a Vector3 or Combine node to achieve the .rgb part.

blissful geode
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@fiery marsh thanks you

solemn horizon
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Hey guys, are there projection matrices for equirectangular projection? Does this even make sense mathematically?

candid basin
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@drifting vault when did you get that 'Screen position out of view frustum' error? I sometimes get that error to. I'd like to know what causes it exactly.

drifting vault
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well at me its happened in one moment from cutscene

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where are just moving camera

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and its happening exactly in same moment/place @candid basin

thorny pilot
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right now, it happens when any part of the player cannot be seen no matter how little

wary plover
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Is this a good channel for asking about post processing

turbid matrix
wary plover
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Ah

turbid matrix
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no update for the project itself (still 2018.2 based)

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they also put Viking Village back

dawn sorrel
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Still getting the same compiler errors with CSharpToHLSL.cs (NRefactory not existing). Using latest alpha + latest green "Unity.Graphics" (HDRP package) from github. Here's one of those errorscom.unity.render-pipelines.core\Editor\ShaderGenerator\CSharpToHLSL.cs(3,19): error CS0234: The type or namespace name 'NRefactory' does not exist in the namespace 'ICSharpCode' (are you missing an assembly reference?)Looks like someone else is having this issue too, but they're using 7.x
https://answers.unity.com/questions/1723384/after-git-pull-i-get-these-error-messages.html

distant garnet
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Hi guys, I'm looking for advices to create a space scene with hdrp. I tried to leverage the volumetric lights to create some god ray / light shafts like effects but I couldn't figure out how to use the height based fog in the hdrp to do that. Any idea about how to create depth in the scene or nice effects are super welcome - doesn't have to be related to volumetrics, even though it is the first thing i was looking for to create depth ๐Ÿ™‚ cheers

uneven jackal
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Hi, maybe someone knows, is there any estimate of URP 9.0 release?

turbid matrix
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@uneven jackal there already is a preview for it

glad tartan
turbid matrix
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I tested that briefly yesterday

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I do love the fact you can just prepare the shaders for all targets at once

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I checked the shader code and it had passes for both SRPs

candid basin
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Damn that sounds nice

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Will that be backported got 7.x?

turbid matrix
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it will not be backported

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so if they can keep their current target at 2020.2, it'll land on SRP 9 at some point

candid basin
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Okay cool

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Right now for an unlit shader I need to make separate versions for HDRP/urp

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This will make it possible to make 1 shader for both?

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Or well I still use scene color, and that's an SRP specific node so I guess I still need to make 2 variants

glad tartan
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this will be for both

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one master node that compiles to all SRPs

turbid matrix
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@candid basin basically how that works is that you set the shader graph to target both URP and HDRP, then you'll get separate dropdown menus for both where you can select the shader graph variant for each. You can even mix and match different type of shaders but the system will gray out nodes that are not compatible

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once you save the shader graph, resulting file will contain both URP and HDRP shader passes

candid basin
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I like that

turbid matrix
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it also only lets you author for SRPs which are installed on package manager

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like, you can still only have HDRP Asset as your SRP asset on project settings but to be able to author for both HDRP and URP, you need both packages installed (both can't even be active at the same time)

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I like it because this is one step closer to easier runtime SRP swapping for me ๐Ÿ˜„

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I doubt it'll be ever completely seamless

candid basin
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lol runtime SRP swapping?

turbid matrix
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yeah, I'd really want to use URP for low end and VR and HDRP for medium + highend on PC

candid basin
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honestly that sounds really cool

turbid matrix
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URP just scales to lower tier hardware

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there are bunch of things to consider but it's technically doable

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I make a proto about this like year+ ago

candid basin
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hmm

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but right now you need to have shader variants for URP/HDRP?

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so everything is double?

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or how

turbid matrix
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right now, you have to swap all materials

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to URP / HDRP counterparts

candid basin
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I'm having a hard time getting my project to even run in HDRP as I want it to, can't imagine doing it in runtime

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headaches

turbid matrix
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but hoping this upcoming change will let me get away from that

candid basin
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yeah that sounds nice

turbid matrix
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of course there's a ton of other things that are SRP specific

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like all PP, lighting settings (HDRP prefers higher intensity lighting but it's not required), different sky setup (altho this can be worked around as well)

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basically with a setup like this, you'd have different subscene for both SRPs where you deal with each counterpart and load and unload accordingly to the settings

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depending on your game and art assets,the swap can be trivial or impossibly hard

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and Unity totally doesn't recommend or support this ๐Ÿ˜„

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(but they don't block you from doing it either)

covert saddle
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Is there a way to do an HDRP CustomPass that renders objects in the world to a custom texture, but only overrides the shader (not the material)? Similar to the legacy way of doing post processing with replacement shaders that could still get material properties from the renderer?

covert saddle
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Oh actually it looks like MaterialPropertyBlock properties are applied from the renderer, so that works in this case.

long wagon
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@grave grove Please don't cross-post. Keep it in a relevant channel.

drifting vault
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@grave grove you have to setup visual environment lighting

drifting vault
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@grave grove on youtube atm you can find few tutorials about that. dont look at tutorials from 2018 years - its a bit outdated.

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On official unity youtube channel you can find those

mellow orbit
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quick question, afaik theres no volumetric fog or atmospheric scattering in URP

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how did they achieve the bottom left pic?

drifting vault
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you can ask creator of that demo

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maybe its a fake, or not released feature for URP ๐Ÿ™‚

mellow orbit
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thanks!

silent sluice
drifting vault
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@silent sluice disable contact shadows on light source or render volume

silent sluice
#

cheers

silent sluice
#

bruh i enabled HDRP + DXR and now my project is crashing whenever i open it

#

my graphics card works with the ray tracing fallback so im not sure why this is happening

turbid matrix
#

what gpu do you have?

#

@silent sluice

#

it shouldn't crash regardless if the gpu is supported or not though

silent sluice
#

i got a 1060 TI

undone thunder
#

is it possible to make custom post processing effects in unity 2019.3?

median raptor
#

Hello,
does anyone know what's going on? In the editor, the game normally works for me via the "play button", but as soon as I create a build, it writes these errors to me.
Unity 2019.2.9f1 HDRP 6.9.2

kindred kiln
#

I am getting weird bake artifacts under my trees

#

I'm using progressive GPU

kindred kiln
#

progressive CPU works fine, just slower

waxen lantern
#

@kindred kiln maybe try updating your GPU drivers to the latest

#

GPU issues are highly dependent on the GPU make / model and driver version. I recommend you submit that in a bug report to Unity.

kindred kiln
#

@waxen lantern thanks. I believe my driver is up to date. I'll wait a bit before submitting a bug report.

waxen lantern
#

@kindred kiln also worth testing the exact same project / scene on another computer with a different GPU

#

that will help isolate the issue

livid jungle
drifting vault
#

@kindred kiln in AAA games mostly nobody bake light from leaves cuz its dynamic in most of games and cast real-time shadows.
Try place sphere that will follow shape of leaves and in render component of mesh make this sphere cast shadows only and make it static.

#

@livid jungle you have to play with shadow resolution/distance in urp assets file (Edit>Project settings >Graphic)

livid jungle
#

oh

#

thanks

#

i can't see any shadow/Resolution

true zealot
#

Go to the URP Renderer

lyric marlin
#

Hi guys, I'm having trouble understanding this error that keeps on popping up as soon as I open up my project and keeps on adding up and in the last week I got 4 crashes by Unity (one time I was testing my car AI when it suddenly disappeared in front of me, it was present in the Hierarchy but couldn't see it anywhere in the scene nor the game view and the editor was Lagging as ffffff...like 5/10 fps). A little bit of Background: 2 weeks ago I was experimenting with URP to see if I could get it working properly for my project, but in the end I backed it up to the default Render Pipeline (the Unity default one so to speak). From that day this Assertion failed ecc... is haunting my project and I think I got it down to something wrong with my camera OR my PostProcessing. If I disable my main camera the errors stop adding up but resumes as soon as I re-enable the camera. I've already re-imported everything and cleared the URP and stuff, but still the error is there. I'll leave the screenshot of the complete Console Log for you to read, hopefully somebody has a fix for this

distant garnet
#

hi guys, it seems like the environment lighting is broken when i use the hybrid renderer and HDRP. I used to have the same issue with the URP which i solved by disabling the SRP batcher, but I can't find the option for the hdrp.

golden adder
#

Changing direction light shadow resolution from 1024 to 2048 or 4096 also helps. but still flickers and hits the performance a lot. I've tried all the anti aliasing modes, playing with the shadow cascades and distance, turning off post processing, enabling high quality volumetrics, LOD Bias, camera clipping etc but still haven't found a solution! โ˜น๏ธ Anyone got any ideas?

sly forge
#

I've installed URP to our 2019.3 project. According to the manual the OnPreCull isn't supported anymore. What could I do instead?

livid jungle
#

messed around with every shadow setting there is

#

the only thing that helped was soft shadows but that only made it less noticable

livid jungle
turbid matrix
#

@livid jungle just tweak your shadow bias values

livid jungle
#

i did

#

it just either makes them worse if they are up high

#

or when its low it impacts the look of the other shadows too much

#

it never dissapears

#

its just a little harder to see

#

and turning on soft shadows hides it for the most part but therefore the casted shadows are messed up:

#

it all feels like using a bandaid to fix a broken leg. not a fix more like a way to make it look a little less jarring

ionic remnant
#

I would try turning down the normal bias with soft shadows to fix the weirdness of the shadow not matching, I would suggest using at least 2 cascades if not 4 to improve your general resolution

#

you might also try a slightly different angle on the directional light at least if you are going to be using many vertical surfaces

livid jungle
#

is 2 low enough?

#

the light is now pointing more towards the side

ionic remnant
#

it's definitely more shadow acne than I would expect but I don't have a clear cause

livid jungle
#

exactly that is my fustration. i had hoped that this would be a known bug that had a relatively easy fix

#

but it is driving me nuts

#

and our git project already exists with commits so it will be a hell of a lot of work to move it over to a older version

#

the absolute worst part is this is for a GameJam and its just taunting me.

mighty plume
#

hey guys, is it possible to change via script Render Scale from Universal RP?

#

welp nvm, solved xd

kindred kiln
#

@drifting vault in AAA games mostly nobody bake light from leaves cuz its dynamic I prefer to bake the lighting for performance reasons.

glad tartan
turbid matrix
#

I for one welcome that

#

it's really easy to spot the mesh density with that view

#

I don't really see much need for the regular wireframe

glad tartan
#

It will also be better for placing probe volumes

#

reflection probes and such

trim bone
#

i would love an unlit mode & unlit with wireframe ๐Ÿ˜ฆ

drifting vault
#

@kindred kiln then bake all by using a invisible static sphere that follow tree shape

kindred kiln
#

@drifting vault will this give me all of the details of the leaves?

drifting vault
#

performance + hi-res lightmap?

#

also bake leaves can give you artifacts on baked lightmap

main notch
#

anyone know which render pipeline I should be using for a commercial 2D project? don't want to use any of the experimental stuff ๐Ÿ˜…

turbid matrix
#

@main notch 2019.3 / upcoming 2019.4 LTS and URP, it has dedicated 2D renderer

#

or if you have to rely on asset store assets, then built-in

#

HDRP isn't really meant for 2D at all

main notch
#

thanks for the answer, but the dedicated 2D renderer is still experimental

#

just read somewhere that it's not advisable to use experimental things as they may change in the future, perhaps I can just use the URP without the 2D renderer?

turbid matrix
#

for 2D?

main notch
#

yep

turbid matrix
#

I mean it has just the things you need for 2D, I'd always evaluate and do test projects to see what works and all

#

is it really experimental still on URP?

#

it was first introduced when URP was still LWRP

main notch
#

I thought it was? the 2D renderer at least is experimental, don't think URP is

turbid matrix
#

yeah I meant the 2D renderer

main notch
#

yeh I think it still is, just from all the videos I've been looking up, all just says experimental, maybe I can just use URP without the 2D renderer.

#

and fall back on the default rendering for 2D just like in unity 2018

trim bone
#

does hdrp have built in exposure adjustment even when theres not an active volume in scene?

turbid matrix
#

it has default volume settings, yes

#

look into project settings

trim bone
#

ive disabled the one in the default resources and the one that gets created in scene but im still getting the adjustment happening

turbid matrix
#

you can disable it?

trim bone
#

i meant just the asset, clearly i am misunderstanding what you were saying though?

turbid matrix
#

look for project settings->default HDRP settings

#

I guess you could try to unassign that default volume there

#

I've just made a new volume and assigned it there

trim bone
#

yeah that was it i think

#

which version of hdrp are you using? 9 or straight from the repo?

turbid matrix
#

mostly straight from hdrp/staging

#

if I test some random other thing I may use 8.1 or 9.0preview from PM

trim bone
#

pure madness ๐Ÿ˜„

turbid matrix
#

@main notch I just don't know if there's any gains to be had from URP if you don't use the 2D functionality of it

#

instead you are locking yourself out of all premade 2D functionality for both built-in and URP

sharp hatch
#

I'm trying to make HDRP work... again, it seems more stable ... but i can't get the map to work properly... no matter what i do the mesh ends up super glossy

ripe fable
#

Are you talking about the mask map?

sharp hatch
#

yes

ripe fable
#

I used andydbc/unity-texture-packer in the past, but there's also a texture packer on reddit which should support easy switching between smoothness/rougness.

sharp hatch
#

I have a correct map

scarlet hull
#

I'm really thinking of doodle a packer dedicated to HDRP for mask map and detail map.
Using custom render textures ๐Ÿค”

elder merlin
#

I have my exports set up in substance designer/painter which makes it pretty seamless :)

lyric ravine
#

Anyone knows how to not render custom post effects in the Scene View in HDRP (without disabling them entirely?)

#

like, you have a profile with a super strong Vignette, right now it makes it impossible to work in scene view with it

light whale
#

@lyric ravine do any of the toggles at the top of the scene view help? There's one for skybox/fog/effects and another for lighting in general

lyric ravine
#

That's what I mean with "without disabling them entirely". I want post fx in the scene view, but some effects are just not meant for that

#

e.g. this custom effect which makes sense for the Game View is ridiculous in scene view

light whale
#

I can only think of toggling it off and possibly have a runtime script enable it if it's that annoying.

lyric ravine
#

in "old pipeline" there was a way to tell each effect whether it should run in sceneview or not

#

Might be yet another thing that was forgotten and we lost with the new SRPs.

light whale
#

most likely... ๐Ÿ˜ž

lyric ravine
#

I stand corrected! Just not documented, but it's an override on CustomPostProcessVolumeComponent

light whale
#

oh, good to know - so is this your own custom pp?

nova flare
#

" 'Texture2D' does not contain a definition for 'EncodeToEXR' and no accessible extension method 'EncodeToEXR' accepting a first argument of type 'Texture2D' could be found (are you missing a using directive or an assembly reference?)"

#

๐Ÿ˜ฉ

glad tartan
blissful geode
turbid matrix
#

Unity finally updated this to 2019.3 ๐Ÿ˜„

#

previous version only worked on Unity 2017

#

even 2018 was broken

hallow belfry
#

I'm trying to make HDRP work... again, it seems more stable ... but i can't get the map to work properly... no matter what i do the mesh ends up super glossy
@sharp hatch isn't this a megascan? If yes use the Bridge exporter with jpg it will pack the Mask Map correct

turbid matrix
#

if it's super glossy, either the smoothness channel is in wrong place, in wrong format (non-PRB) or you've put roughness map there instead of smoothness (which is just inverse of roughness)

drifting vault
#

its looks funny

hazy yoke
#

other than chunky fog that looks dope haha

tulip blaze
#

Hey all, I'm trying to use 2D lights in my project but i need the change the black from sprites being unlit to the same colour as the background, any ideas?

lucid violet
#

Hi there. I've got a few 3D objects and some UI on a custom 'Effect' layer that I want to apply a screen-space post processing effect to (but not any other objects in the scene). The effect is essentially a dither-esque mask, which edits the transparency of the objects as well.

Something like this:

#

The question is: how can I get this kind of an effect in URP? I'm using URP 7.3.1, atop Unity 2019.3.11f1.

#

In the past, before overlay cameras were a thing, I hacked this to work by having two cameras: one to render the main scene, and an effects camera that only rendered the 'Effect' layer out to a transparent texture (for color and depth). Then I fed those textures to a shader to apply the effect, and put the resulting texture on a canvas which rendered it out as a screen-space 'UI' over the whole screen. But at some point after upgrading to the latest version of 2019.3, this technique stopped working. (Sadly, I did not get a screenshot before it stopped working, otherwise I would've used that instead of having to draw it by hand)

I thought I could use an overlay camera to draw the Effect layer instead. However, it looks like you can't use different post-processing effects on the overlay camera from the base camera.

I also thought about creating this effect using a ScriptableRenderFeature, but I'm not sure what exactly to do there; I'd need to be able to get the texture for the effect camera only, but the color texture that we get in the render pass appears to be the complete rendered texture thus far.

Is there anything else I can try for this?

waxen lantern
#

@lucid violet pretty sure you can achieve this with custom render passes

#

great sketch mocking up the effect btw, that beats any description.

lucid violet
#

Yeah, I got as far as being able to apply affects to specific objects via layer and a custom render pass -- but there were two things that I couldn't figure out:

  1. how to create a screen space effect on those objects with the custom render pass, and
  2. how to make part of the object transparent (without creating different custom materials and shaders for every single object with the textures, params, etc. they had before)

Using a custom render pass did solve the UI problem, though.

spare laurel
#

Heya folks, do we have an ETA for camera stacking for the 2D Renderer in URP ?

waxen lantern
spare laurel
#

Thanks for the link, is this the new format for roadmaps in general?

frosty spear
#

productboard has been around for a while. dont think they have ever shared those on their social channels as roadmap tracker

spare laurel
#

Probably the reason I didn't see those before.

drifting vault
#

is URP support DX10/DX9 ?

frail vessel
#

Has anyone integrated the Yebis middleware with Unity?

turbid matrix
#

meaning, it will be at least in the next URP 9.x releases, no idea if they can or will backport that to 8.x or 7.x

#

I dunno if that's still relevant to you @vernal burrow ^

#

compositor has been merged to both hdrp/staging and master now

#

it's going to land on next 9.x as well

spare laurel
#

Ah! Great to hear.

#

Didn't know that 8.X is out and even 9.X is in preview. Package Manager only shows the 7.X versions, even when I show Preview Packages.

turbid matrix
#

@spare laurel PM only shows compatible packages

spare laurel
#

Compatible to what. The Unity version?

turbid matrix
#

8.x is meant for 2020.1, 9.x is for 2020.2 (altho 9.x currently works on 2020.1 still)

#

yes

spare laurel
#

Alrighty!

#

Ugh.

#

Implies that if we want to use Camera Stacking for the 2D Renderer early on, we'd have to use at least 2020.1

turbid matrix
#

it's gone like that always with these releases:
4.x - 2018.3 / 2018.4 LTS
5.x - 2019.1
6.x - 2019.2
7.x - 2019.3 / 2019.4 LTS
8.x - 2020.1

#

well, you could always ask on forums if they will backport that

#

but chances are that it requires engine side changes and then the backporting is not an option (they will not introduce any new functionality on unity engine itself on 2019.3 anymore)

#

if they can do that for packages alone, thats always possible

spare laurel
#

Yeah, I'm aware of that ๐Ÿ™‚

#

Only thing I totally did not notice that the package versions are tied to the Unity versions.

turbid matrix
#

also btw, the compositor is not in the only 9.x package on package manager as it was done before the merge

#

there's currently 9.0-preview.13 which is mainly for testing DOTS hybrid rendering

#

official 9.0 release is still on the way

#

I have it here as I use HDRP from github but that's a whole another deal itself

#

(I mean, I use new enough SRP repo that would have that feat, I don't really use URP myself so can't tell if it works with current 2020 previews )

spare laurel
#

That's fine, I'll check it out in the near future.

sharp hatch
#

Anyone got a clue?

#

unity 2019.3.11, latest hdrp for that version

turbid matrix
#

@sharp hatch you have that if you disable SSAO?

sharp hatch
#

yes

#

i dont have ssao on

turbid matrix
#

it's on by default most likely

#

project settings->HDRP default settings

sharp hatch
#

... its not on

turbid matrix
#

there's default volume for hdrp

sharp hatch
#

i explicitly disabled it

turbid matrix
#

ok ok

#

just mentioned because it's only non-raytraced effect on HDRP I know that can produce noise

#

and even it shouldn't do that as there's noise filtering

#

no idea if volumetric fog could do that

#

I don't use it myself

glad tartan
#

This only happens if you have the scene and game view visible at the same time

turbid matrix
#
  • which is pretty normal for unity devs
#

I keep both open most of the time and don't see that

#

but then again, I haven't used 2019.3 and HDRP 7 in a while

glad tartan
#

I was getting that with 2020.1 and 9.0

turbid matrix
#

should probably file a bug report if there's any way to repro that

glad tartan
#

It wasnt that bad though

turbid matrix
#

like on HD template

sharp hatch
#

@glad tartan still getting it

#

closed scene view

#

i also get it in builds

#

so

#

they are unusable

glad tartan
#

if you get it in builds and with the scene hidden then that's a bigger issue

turbid matrix
#

you get the issue without contact shadows?

sharp hatch
#

@glad tartan is 2020.1 and 9.0 better than 2019.3 / whateverversionitisforit ?

#

@turbid matrix yes, they dont affect it

glad tartan
#

seems to be an issue with the fog

sharp hatch
#

possibly... is 2020.x better?

glad tartan
#

what settings are you usign the the volumetric fog?

#

maybe you reduced the near details

sharp hatch
#

i have tweaked all of them on and off, i cant get it to go away completely

#

tis' a bit exagerated there, because i want to show it in a gif

glad tartan
#

it has to be enabled somewhere. It's still showing in the scene

sharp hatch
#

no i mean i have tweaked the settings

#

for the fog

#

tried every possible value, range of values, etc.

#

the above problem persists no matter what

#

less or more

glad tartan
#

Yea thats the thing. The flickering and noise smooths out in play mode when the temporal filtering kicks in

#

but in the first screenshots it seems you also reduced the near plane details so it was a lot more prominent

sharp hatch
#

the above issue is so bad, even in builds, that it's unusable

#

it doesn't "filter out"

glad tartan
#

Not sure what else you can do. I get the flickering with AO only when I have both scene and game view open, but never had those issues with the fog

sharp hatch
#

in build

#

these two are unrelated tgho

#

or maybe they aren't

#

but one is the light flickering, one is the issue with the rendering overall

#

yes i have just a floating camera in play mode also

#

just trying to get some rendering quality stuff dialed i n

glad tartan
#

try making the light radius bigger and see if it still flickers

#

not the size but the radius property on the point light

sharp hatch
#

yes i know ๐Ÿ˜›

#

im gonna try 2020.1b8 instead

glad tartan
#

alright

#

you will have to manually update to 9.0.0 as it dosent install by default currently

#

for HDRP

sharp hatch
#

is 9.0 much better than 7.x ?

#

isn't 7.x being worked on any more?

glad tartan
#

yes, but probably not (better) how you are thinking
7.0 worked fine for me and others
9.0 has new features and enhancements

sharp hatch
#

is 9.0 compatible with 2019.3 ?

glad tartan
#

no only with 2020.1 through the package manager

sharp hatch
#

okey but... 2020.1 isn't stable?

#

it's a beta

glad tartan
#

the github version is 2020.2 alpha

ripe fable
#

I recommend just staying on stable unity and hdrp versions.. no alphas/betas ofcourse if you're running into problems. Try turning everything off (Bloom, AO, SSR, screen space/contact shadows, fog), even in the HDRP default settings and see where it's coming from.

#

beta is beta

sharp hatch
#

so the latest version HDRP on latest stable unity... is... not worked on any more?

#

i can only get 8.0.1 for 2020.1

glad tartan
#

it works but it seems your issue is unique to you

sharp hatch
#

eh, 8.1.0 sorry

glad tartan
#

you have to enable the preview packages
If that's enabled then you select it from the dropdown arrow next to the package name

sharp hatch
#

they changed around the package manager UI agian

ripe fable
#

@sharp hatch did you check HDRP default settings when turning off features for debugging?

sharp hatch
#

thought i enabled that

ripe fable
sharp hatch
#

@ripe fable yes

ripe fable
#

7.x, 8.x and 9.x are all in development, they still get updated.

sharp hatch
#

so what's the difference? o.O

ripe fable
#

Quote from 0lento:

4.x - 2018.3 / 2018.4 LTS
5.x - 2019.1
6.x - 2019.2
7.x - 2019.3 / 2019.4 LTS
8.x - 2020.1

sharp hatch
#

8.1 on 2020.1 gives me like

#

0.5 fps

#

๐Ÿ˜„

#

๐Ÿ˜ฆ

ripe fable
#

For example, 8.x has some new features that require Unity 2020.1, so these features don't get backported to 7.x

sharp hatch
#

9.0 is on github?

ripe fable
#

If you don't want to run into weird issues I really recommend just staying on stable Unity/HDRP versions..

glad tartan
#

it's best you stick with the package manager

sharp hatch
#

@glad tartan why?

#

@ripe fable the problem is that the stable unity/hdrp version has rendering artifacts everywhere...

ripe fable
#

You could try debugging it by turning everything off and turning them on one by one, and if it seems like a bug, you can submit a bug report.

sharp hatch
#

its the volumetric fog causing the flicker on the lights at least

#

the flicker on other parts i have no clue

turbid matrix
#

I don't even dev for consoles

#

and obviously it can't packages that don't even exist on my end

drifting vault
#

@sharp hatch upscale volumetric light resolution or enable filthering for voluemtric lighting

sharp hatch
#

@drifting vault where?

drifting vault
#

in fog volume component

sharp hatch
#

I cant find the setting

drifting vault
#

show photo

sharp hatch
#

Not there

turbid matrix
#

they moved vol fog to fog component at some point

#

it's basically a checkbox there and then you get the additional settings for it

#

@sharp hatch

#

(I have no idea if it was like that on 7.x already)

sharp hatch
#

Yes but it doesn't have a upscale or filtering option @turbid matrix

glad tartan
#

The Shader Preprocessor never worked for me either. Always a black screen when I reload the project after enabling it

turbid matrix
#

yeah, I got black screen also

#

but didn't know if it was because of the errors

sharp hatch
#

ooh secret options ๐Ÿ˜„

turbid matrix
#

yeah, they hide advanced options on HDRP

sharp hatch
#

nope doesnt help

#

maybve a tiiiny bit better

#

but not like

#

if you wonder what im doing im trying to see how close good of a rendering quality i can get for a project i want to build

sharp hatch
turbid matrix
#

@sharp hatch not that I'm aware of.. I mean you could just try to come up with something on SG if you know the terrain tiling and then use world space mapping for the geo that matches what terrain has but there's like no built-in functionality for that that I'd be aware of

#

for example, doing intersect shader using depth data does give you automatically the place where the seam is, it's just like 5 nodes

sharp hatch
#

i mean i have a basic way of doing it using the depth value of the previous frame

#

yeah that

#

maybe its not the prev frame

turbid matrix
#

it's for current frame, depth pass is first thing done on HDRP frame graph

#

as another thing, 2020.2.0.a10 is now out: https://unity3d.com/alpha/2020.2a and spotted this on the changelog:

* DX12: Added support for GraphicsBuffer constant buffers that can be set using the ComputeShader.SetConstantBuffer and CommandBuffer.SetComputeConstantBufferParam
* DX12: Added support for GraphicsBuffer constant buffers that can be set using the RayTracingShader.SetConstantBuffer and CommandBuffer.SetRayTracingConstantBufferParam```
sharp hatch
#

@turbid matrix do you have the SG graph needed for the depth buffer blend?

#

i know how to do one in unreal, but i have no idea what any node is called in unity...

turbid matrix
#

@sharp hatch I have few shaders that do it for water use, gimme a minute and I'll see how it translates

#

well, few since I need coffee first ๐Ÿ˜„

ripe fable
#

Just tested 2020.2.0a10 with HDRP/staging + the ray tracing constant buffer PR and didn't win any performance (actually went from 63 to 61 fps), maybe something else needs to be enabled or maybe this is just the way it is. ๐Ÿ˜…

turbid matrix
#

maybe it's not all for perf wins ๐Ÿค”

#

like, it could be just to simply allocations etc

sharp hatch
#

Coffee at this hour?

turbid matrix
#

yes

ripe fable
#

Yeah true that, was hoping for it after reading notes from the first constant buffer PR though.

turbid matrix
#

this is taking bit longer than expected, only got assets in and base shaders ๐Ÿ˜„

#

also, I only drink decaf :p

sharp hatch
#

ah

sharp hatch
turbid matrix
#

I think there's something funky going on with my test mesh

#

I just took it from BOTD

#

oh wait, nevermind ๐Ÿ˜„

sharp hatch
#

@turbid matrix did u have it? ๐Ÿ˜„

turbid matrix
#

there's few things

#

I need to have transparent material for this to work

sharp hatch
#

well that's a no-go

turbid matrix
#

also looks ugly on the seam,I dunno if it's because the mesh has object space normals and ground doesnt

#

well, actually it changes to whole visuals, so I think that's an issue

glad tartan
#

HDRP getting some nice improvements to exposure control
Would be nice to get a white balance picker as well (Choose a color from the scene to white balance form)

sharp hatch
#

had some problems getting nice exposure

#

but looks ok now, and handles well when transition from dark/light

turbid matrix
#

but it's far from ideal

#

also normals are f*ckd as I had to force it to use tangent space despite the rock texture being in object space

glad tartan
#

would be nice if the DOTS terrain system has terrain blending for objects

turbid matrix
sharp hatch
#

thanks

turbid matrix
#

I dunno if there's any way to get that working on opaque materials

#

like, you can still render transparent with 1 alpha but it could bite back somewhere else

#

I wonder if some height based blend would help here

#

it's notable better on terrain at least

trim bone
#

there arent any issues with emission in 9 right? guessing its my end but cant be sure

#

nevermind it was me

turbid matrix
#

it still sucks but it's mainly due to the height map itself, it doesn't really give enough detail

trim bone
#

add in the odd grass/pebble doodads around the base and no one will notice

turbid matrix
#

also should bend the normals toward the ground plane

#

well, this is just tech experiment

trim bone
#

looks a lot better than just a default straight line/ hard cut transition anyway

turbid matrix
#

you can see the height blending working better on this angle (but would still benefit from height map authored specifically for this purpose)

trim bone
#

im just saying it looks good to me ๐Ÿ™‚

#

is this via shadergraph?

turbid matrix
#

ye

#

normals suck the most as it looks like sharp angle when the light hits it or if you look at it at the side

#

some normal angle hacking could help there a bit

#

or... calculate the vertex angle and make the effect stronger at shallow angles , it mainly looks wonky on the polys that are more vertical

#

I know some old asset that did this blending in unity just generated a mesh strip around the intersection and computed custom normals for it

#

you can get away without extra mesh but then you can't adjust the normals on the ground plane side

turbid matrix
#

I think it was originally messaged that it would return in archive form but it's been quite long offline already

#

I got tons of bookmarks to specific PRs and commits which I can't translate to the new repo as a) old PRs don't exist there b) commit hashes have changed so finding the old commit on new repo will be super tedious

#

why I need these? they are things that act as "documentation" for certain individual engine feats for me. Basically see what kind of work needed to be done to change thing x or just give idea on the files involved on some new feat when I modify these in the future.

#

there's basically zero documention on SRP internals so have to take every small bit of info one can where ever you find it

thorn lodge
trim bone
#

i think he knows, but the repo change mightve messed up specific links

dawn sorrel
#

just do pom with pdo! you won't have to bother with normals that way

#

what? what performance? I can't hear you...

turbid matrix
#

@thorn lodge yes, I'm aware ๐Ÿ˜„

thorn lodge
#

oh oops

turbid matrix
#

the issue with the Graphics one is that they had to redo the commit history when they moved to git LFS on the Graphics repo, meaning every past old commit now has a different hashcode

#

also new repo doesn't have any of the old PRs

#

it only has new ones + those that have been reopened on the new one (basically ones that didn't get merged yet to the old SRP repo by the time of moving to new one)

#

I can manually track the commits still as I have local clone of both repos here, it's just PITA

#

but I can't access the old PRs anymore

thorn lodge
#

ah bummer

dreamy plover
#

I've been struggling to port everything well to URP from the regular 3d project

#

took me a while

#

and now for some reason my Editor camera stopped working

#

Every time I add my player camera I get this bad boy of an error

#

Just fills up my console

dusk atlas
#

im struggling to add a simple outline effect to my current project which is using 2019.3 with URP. most stuff out there are either incompatible with URP or applied into everything in scene.

waxen lantern
#

@turbid matrix perhaps there is an archived SRP repo it's just not public?

turbid matrix
#

in that case the messaging failed ๐Ÿ˜„

waxen lantern
#

@turbid matrix oh i missed the part where you mentioned that may already be the case, ha

#

it's probably chilling as a low priority task on a backlog somewhere

turbid matrix
#

We will be taking the public ScriptableRenderPipeline repository offline for backup for the next few days to ensure that we do not lose any data. The new public Graphics repository is the only one that will be getting updates from this day and forward.```
#

Next few days turned into weeks

#

Tbh I wouldnt be surprised if they just kept it private from now on

waxen lantern
#

@turbid matrix or this means they lost all the data lmao

#

just kidding, but what are we to believe? ยฏ_(ใƒ„)_/ยฏ

spare laurel
grave mica
#

Little confused what im 'supposed' to use for 2d rendering pipeline in universal rendering pipeline. I know the renderers go into the asset but that's about it ๐Ÿ˜„

#

Could someone nudge me into the right direction with this, also tag me

tawny silo
drifting vault
#

@grave grove do you really examine HDRP documentation ?

#

you have to do custom lighting

dawn sorrel
#

looks like temporal aa ghosting to me

#

haven't used hdrp for a year though, so I'm not sure

#

did they re-add the removed taa options?

tawny silo
#

I guess so, I didn't set it to TAA and have always had this issue with every HDRP project (previous projects were just quick tests/ looking at HDRP)

plucky narwhal
#

Anyone know if Screen Space Reflections will come to URP?

clear harness
#

Hello everyone,
I have stopped using Unity for a while, do you think HDRP is now production ready?

drifting vault
#

yep, very well @clear harness

clear harness
#

thanks!

turbid matrix
#

@tawny silo TAA and/or motion blur and/or AO

#

but TAA is the first candidate

tawny silo
#

Thanks, sorted it earlier, got the answer from a Slack I'm in. Was TAA

turbid matrix
#

I dunno if the TAA rework landed on 7.x but it's in 8.1 already

#

new TAA has bunch of options that let you reduce the ghosting while keeping TAA

tawny silo
#

I've swapped to FAA

#

or FXAA whatever it's called

#

Need to read up on them to find out which is "the best" (or best one to use in this project)

turbid matrix
#

SMAA is best compromize IMO

#

for vehicle based thing

#

FXAA blurs everything

#

SMAA is a bit more expensive and it still has some aliasing but it's not a blurry mess and it doesn't ghost like TAA does

#

new HDRP has extra parameters on TAA though, so if possible, I'd recommend checking those out

#

basically it lets you omit TAA from pixels that move too fast and are bound to ghost

tawny silo
#

is 8.1 preview? Or in 2020.1?

turbid matrix
#

2020.1

#

it's not preview, but 2020.1 is still in beta

#

it should release any day now unless they've moved their release target on 2020 cycle

#

I mean, there's now only two TECH streams, instead of the three we had before

drifting vault
#

i see that problem first time ๐Ÿ˜„

tawny silo
#

Yeah, hopefully that means they come around the same time and LTS is earlier in the year

turbid matrix
#

I don't think the plan is to make LTS earlier

#

but 2019.4 LTS is "late"

#

which is understandable in this situation

robust gazelle
#

How do I prevent HDRP from like, massively overlighting dark scenes? This is a default scene with a few cubes, default lighting, default render settings, etc

#

this behaviour is pretty much the exact opposite of a realistic lighting model ๐Ÿ˜‚

tawny silo
#

What intensity have you got on the light?

robust gazelle
#

looks like it's at 10000 Lux

#

not talking about that light though

tawny silo
#

Lower that

robust gazelle
#

talking about how the rest of the environment is so bright

#

will try that anyway

tawny silo
#

because of the light bounce, no?

robust gazelle
#

if I seal the gap completely it's even brighter ๐Ÿ˜‚

#

lowering the directional light's intensity doesn't make a difference : o

hearty thicket
#

so i created some sprites in illustrator that are 1024x1024 but they still appear kinda jagged in unity
im using the 2D template with the URP package

robust gazelle
#

probably not downsampling the sprites in a clean way

#

kinda like if you downscale a raster graphic in Photoshop with the 'nearest neighbor' resampling method

hearty thicket
#

how do i fix it then

robust gazelle
#

look for a resample setting on the texture asset (only guessing here)

hearty thicket
robust gazelle
#

try different resize algorithms

#

is this really the best HDRP can offer in terms of shadows tho

#

makes no sense

#

how are these cubes being lit when there's no lights

turbid matrix
#

auto-exposure, bad probe config from your part etc

robust gazelle
#

these are all default settings

#

I'm gonna make sure though

#

maybe something happened in the project conversion

#

gonna try a clean HDRP project

turbid matrix
#

doesn't mean defaults are suitable for indoor scene

river ocean
#

Anyone else get a non-MSAA rendertarget when requesting MSAA rendertarget in custom SRP pass?

#
// called each frame before Execute, use it to set up things the pass will need
public override void Configure(CommandBuffer Cmd, RenderTextureDescriptor CameraTextureDescriptor)
{
    RenderTextureDescriptor descriptor = new RenderTextureDescriptor(
        CameraTextureDescriptor.width,
        CameraTextureDescriptor.height,
        RenderTextureFormat.Default,
        24,
        1
    );
    descriptor.bindMS = true;
    descriptor.msaaSamples = 8;

    Cmd.GetTemporaryRT(TempTexture.id, descriptor);

    ConfigureTarget(TempTexture.Identifier());
    ConfigureClear(ClearFlag.All, new Color(0, 0, 0, 0));
}
#

Unity 2019.3.9f1

#

This is what the pass target ends up being (in RenderDoc)

#

Doesn't correspond to my RenderTextureDescriptor ๐Ÿ˜ข

#

The main URP pass has MSAA working without issues

river ocean
#

False alert

#

Was looking at an older RenderDoc capture ๐Ÿคฆโ€โ™‚๏ธ

robust gazelle
#

ah-ha, everything is reflecting the sky...

valid dock
#

@robust gazelle auto-exposure is on by default. that got me as well.

robust gazelle
#

makes sense... right?!?!?

#

that's gotta be the exposure as well...

valid dock
#

yeah

robust gazelle
#

where tf are those settings, still haven't found them

valid dock
#

its in the HDRP default asset thing

#

but to just adjust the exposure, you can override the default with a volume

robust gazelle
#

ahhh right, an override, duh

#

I are a professional!

valid dock
#

go to Project Settings -> HDRP Default Settings and a bit of the way down you'll see Default Volume Profile Asset

#

so the one its using there is gonna automatically be used in any new scene you make

#

i stripped a lot of stuff out of mine.

robust gazelle
#

๐Ÿ‘Œ๐Ÿป

chrome pendant
#

Im struggling to figure out how to make post-processing work on my camera.

I using URP default project. And I just want to figure out how to get any of the post.proc. effects to work but I cant seem to do. I've also googled a bit and havent really been able to figure out how

#

Ive watched vids and follow tuts, clicked all the boxes, etc. Nothing changes

#

okay the third tutorial i watched covered it correctly. it created a global volume object, whereas the other ones attached a Post Processing Volume component to a game object

#

whats the difference here, is the Post Processing Volume used/revelant still, or is it just outdated?

ebon panther
#

guys, how do I use the emission of this texture, only in occlusion?

#

And thaf working in mobile

quaint nova
#

can anyone help me troubleshoot a problem im having using LWRP?

dawn sorrel
#

any way to get _CameraDepthTexture to work in hdrp? I can make a custom pass to blit the depth texture into a uniform sampler of a different name that works fine but creating one that passes into "_CameraDepthTexture" seems to get cleared although it gets cleared to a blank texture rather than the depth texture

dusk atlas
#

@chrome pendant I fought this problem this morning. open your render pipeline asset. change feature set to post processing v2 instead of integrated

turbid matrix
#

@chrome pendant @dusk atlas use volume setup, not pp volume if you use urp or hdrp

#

If you really have to use old postprocessing then sure you can use that ppv2 option, just know that it's going away on 8.x

drifting vault
#

that we see in Graphic HDRP GitHub repository

#

we already have physical based sky in HDRP, but clouds is missing

frosty spear
#

is it possible to have Default pipeline in few scenes like Menu screens and then switch to URP for game scene?

#

read somewhere on forum that the Graphic Settings profile is aimed at this kind of flexible setup...

turbid matrix
#

there's the cloud layer thing, yes

#

@frosty spear mixing different render-pipelines is NOT supported, but it does work

#

Unity strongly recommends against it

#

but they still expose the API so you can do it

#

basically you just assign different SRP asset through some manager class they

#

the mechanism is really designed so that you'd only swap SRP assets made for the same RP (for different quality settings) but you can exploit it for swapping to totally different renderer too

#

I don't really see the point of having menus on built-in renderer

#

you have some asset that only works on built-in?

spiral ginkgo
#

how do you get urp 8 ? is that only in 2020 ?

rich spade
#

affirmative

frosty spear
#

@turbid matrix we have a game that used NGUI extensively but now we need to migrate to URP without having to redo UI. doubt if NGUI works out of the box with URP or if its even a issue at all. this is an early phase evaluation concern before we invest into upgrade.

whole fossil
#

hi guys. I would like to draw your attention on an issue I discovered about instanced rendering and light layers in HDRP: https://forum.unity.com/threads/lightlayers-with-instanced-rendering.885772/

Please back me up on that post, I would like to draw unity team attention to that matter

halcyon carbon
#

I'm not sure where to ask this so here goes. I have a good number of realtime lights in my scene, ~50 at a time or so, peak at 80. I like having realtime lights that move and flicker and give good specular results, but they don't need to be so high of a resolution or quality. Is there a way to reduce the quality, resolution, or attenuation density in such a way that reduces the overall work done to render these lights by the CPU. I'm CPU bound. Rendering deferred lights is the bottleneck at 23ms.
What work is the CPU actually doing anyhow? Culling is 'only' 6ms so I'm not sure what data the CPU is crunching in preparation for the GPU for just the deferred lights. Is there anything I can do to reduce the work on the CPU outside of the usual batching and atlassing?

Unity 2019.3
Deferred rendering
Builtin Renderer (not HDRP or URP)
Gamma color mode
Realtime light mode
No shadows
No GI

P.S. I can get old-school banded light by modifying attenuation in the shader but this happens after the CPU has done it's work it seems. Shader changes, afaik, don't seem to affect CPU work at all from the tests I've done (e.g. floats changed to halfs, commenting out unnecessary code or temporarily commenting out normalmaps, emission, etc.).

drifting vault
#

@halcyon carbon you can do that on HDRP only

grim plank
#

hi just a heads up im very new to URP stuff

I'm trying to set up model outlines as a custom renderer feature and its not working. So far I've isolated the problem (I think) - AddRenderPasses is never being called on my custom features. This is supposed to happen automatically right? If so, I'm assuming something isnt hooked up right in the editor. If not, where should I be calling it?

#

(also the Create functions are being called, so I know the scripts are at least being read properly)

viscid blaze
#

I dont know if this is the right channel, but textures are rendering broken

tall citrus
#

With HDRP how can I achieve the same effect that we used to do with camera stacking? Got a particular layer than I want to render in front of another particular one

grim plank
tall citrus
#

Not an option in HDRP

true zealot
tall citrus
#

I've been giving stuff a look and can't find anything, HDRP is overkill for me anyhow (mostly just like volumetrics) so I'm trying to migrate to URP now... it is not going well

#

Got some serious shadow issues, does anyone know URP lighting well and could give me a hand?

#

My shadows are disappearing at certain camera angles

#

Reckon it's to do with shadow distance and the cascading, but I have tweaked about for a bit and can't find anything that works as expected

tall citrus
#

Got around that issue, but now I can't get Post Processing to work, have a volume set up (similar to how it was in HDRP which was working fine), checked it's on the same layer as the camera, camera has Post Processing enabled, is there anything else I should check?

cursive tulip
#

@tall citrus volume is set to global?

tall citrus
#

Yeah, tried Local with a large collider as well just to check

#

Updated to 2019.3.13f, no luck there either

halcyon carbon
#

@drifting vault huh? Realtime lights were twice as slow in HDRP, 55ms for rendering deferred lights. Care to explain what you mean?

drifting vault
#

Ofc its expansive when you use 50+

#

You really dont want to bake light @halcyon carbon ?

halcyon carbon
#

Baking is broken. Still. Can't bake realtime straight, no bounce, exact, wysiwyg copy of realtime. Plus most lights are blinking and moving, makes the mood.

#

Unless someone knows a way to match it exactly. Plus baking takes 5hrs for my scene and always has artifacts. Realtime takes 23ms and has no artifacts. At the very least, bake should take 23ms plus writing time to save them all.

#

I'm not spending umpteen hrs lighting every level again, meticulously tweaking intensities all over again and waiting 5hrs to see it look way too bright is no fun.

drifting vault
#

maybe you got artifacts cuz of your objects do not have generated UV lightmaps?

halcyon carbon
#

They do. It's checked. I don't understand why the generated lightmaps for bake would be any different than whatever is generated for the realtime lights. Sorry if I sound a little frustrated, been searching for years and mutliple attempts to bake, I've pretty much given up on it.

#

If you know a way, I'm open to it.

#

Maybe theres documentation somewhere for the luxel density of realtime so I can match it baked. Heck I don't care if the lighting is lower resolution after bake...I just want the intensity to match.

drifting vault
#

Well try use max 4-8 real-time light in frame

halcyon carbon
#

That's for forward though, I'm using deferred.

#

Plus, the player can see a lot more blinking lights at once than just 8

drifting vault
#

Well im use in hdrp one sun and 8 real-time light = 8 ms

#

And 120 Fps

#

And each light cast shadows

#

Just hsrp and urp can do shadow cast in one pass

#

Build in do one pass per light

halcyon carbon
#

Last time I tried HDRP the performance was worse, but maybe I was missing something to disable.

drifting vault
#

Well better to read / watch tutorials from unity
Use unity 2019.3 with HDRP 7.3.1

sharp hatch
#

@halcyon carbon tbh the lighting working in all of the render pipelines is horrible in Unity

#

so not confused ur having a lot of problems

halcyon carbon
#

Yeah, I just want the bake to not double the light intensity. ZERO indirect. Can't find a way to disable it yet.

sharp hatch
#

i've given up on using any baked lighting tbh

halcyon carbon
#

Yep. That's why I'm curious how to improve the handling for realtime lights.

dawn sorrel
broken lichen
#

@dawn sorrel This is specifically about asset store publishers. You're not going to have this issue as a game developer unless you're adamant about always updating both your Unity version and the package version as soon as it comes out.

#

But of course, if your project relies on a lot of third party assets, you'll also run into problems of those assets not working on the specific version you happen to be using.

sharp hatch
#

@broken lichen Eh... this is unitys problem tbh, they are releasing breaking changes to core parts (rendering) at such a speed that developers can't keep up.

#

Developer can be asset devs, game devs, etc.

#

It's impossible to keep up, I tried but just gave up, trying to build a game on the whole new stack of dots/ecs/netode/hybrid-renderer/srp is like playing jenga with version numbers of different packages.

broken lichen
#

I'm not saying this isn't an issue. I'm just saying you as a game developer are not going to be as affected by this as an asset store publisher who needs to ensure their asset works on every new version.

sharp hatch
#

I'm just using built-in/legacy/whatever u wanna call it

#

the "old" pbr workflow

dawn sorrel
#

I get the breaking changes between versions, but patch releases? man thats rough...

sharp hatch
#

it might not be the best, but at least it's stable

dawn sorrel
#

You should be able to get the patch release without issues, its a patch release..

broken lichen
#

I've said it before, I think URP and HDRP should still be labeled as preview packages because of how unstable they are.

untold aurora
#

I've been looking at the feature comparison between default and URP, and I have some questions

#

why are flares not supported?

sharp hatch
#

@untold aurora if you want to ship a game within the next year there's not even a point at looking at URP/HDRP

#

They are not ready.

untold aurora
#

yea but there's a lot of stuff that are not "in research"

#

just flat out never going to be supported

sharp hatch
#

i'm not following

untold aurora
sharp hatch
#

Yes... ok?

#

Without the rest of the table

#

I have no idea what to answer u

#

Where are you looking

#

URP will not support all modern rendering features, that's kind of the point of it

#

that it's a universal renderer that works on most/all platforms, produces good visuals but not the best

#

and is fast/efficient, etc

#

HDRP is the other side = high end next-gen AAA insert-buzzword-thing RTX, etc..

untold aurora
#

Halo, lens flare, projector, detail map in particular

sharp hatch
#

those can all be implemented by hand

broken lichen
#

Flares is just a random feature that Unity happened to include a long time ago. URP isn't trying to match functionality with the built-in renderer and flares probably isn't high on the list of priority.

sharp hatch
#

lens flare is just a post fx

#

just write a post fx that does it

#

you can make a URP shader in SG that has detail maps

broken lichen
#

The flares in the built in renderer were probably just quads on screen

sharp hatch
#

yes ๐Ÿ˜„

dawn sorrel
#

is ao coming to urp btw? it was still in research last time I checked

untold aurora
#

I see

sharp hatch
#

tbh URP/HDRP isn't read for full production imho

#

CAN you make stuff with it? ofc you can

#

but are there gaping holes you need to plug? yes. are there bugs you cant fix yourself? yes.

#

etc.

dawn sorrel
#

if you go with that, enlighten was never ready for full production imho

sharp hatch
#

i don't know of anyone that used enlighten in a released game

#

either they baked in another program

#

maya, etc.

#

or just relied on real time lighting

dawn sorrel
#

hmm, I guess nothing has changed then ๐Ÿค”

broken lichen
#

I'm glad URP is available. Even if it was labeled as preview, I would still make use of it. I think it should have just stayed in preview.

sharp hatch
#

i'm not saying that NOBODY use enlighten in a released game, i just >personally< know of none, and a lot of people that tried and failed and gave up

dawn sorrel
#

I hope ecs and dots won't be in the same state as xrp in the future... ๐Ÿ˜…

sharp hatch
#

the core dots tech

#

jobs + burst

#

seems solid

#

the jobs scheduler is kinda... meh, still, after 3 years.

#

but other than that... its solid

#

the "rest" of dots: ecs, ecs-netcode, new animation system, new physics engines, et.c

#

they are all "ugh.."

dawn sorrel
#

hopefully this is just growing pains of switching to the package system.

#

otherwise, its kinda rough... ๐Ÿ˜„

tall citrus
#

Does PPv3 work with URP in 2019.3.13f1?

#

Can't get it to work, had a nice set up with HDRP, migrated to URP as HD is overkill for my project but can't get any PP effects to work

broken lichen
#

@tall citrus PPv3? Isn't v2 the latest?

#

URP has its own post processing stack built-in

tall citrus
#

Sorry, getting my names mixed up then, whatever the new PP stack is, the one that uses the Volume component with Volume Profile containing the PP settings

sharp hatch
#

URP/HDRP have the PP stacks built in

#

they are not packages you install separately afaik

tall citrus
#

Yep

#

Using that PP

sharp hatch
#

the linked post

tall citrus
#

In reference to what I was saying or to another conversation?

ripe fable
#

How is he spot on? Packages/dependencies aren't a problem, I can work on my node / laravel projects just fine.

#

Same should work for Unity, you just need to carefully define your version requirements per dependency and not push any breaking API changes to these versions.

sharp hatch
#

@ripe fable Oh great.. it works for you i guess the miles upon miles of forum posts of various incompatibilities, bugs, etc are just people who are wrong

ripe fable
#

That's not what I said

drifting vault
turbid matrix
#

hmmmm

#

github master for URP actually has dependency to Burst now

#

HDRP doesn't have it

#

I'm guessing its for DOTS hybrid rendering

drifting vault
#

Brust builder?

turbid matrix
#

Burst compiler, as in, the magic compiler for DOTS that makes your c# code SIMD optimized native code

solar ferry
#

just asked in general but its prob better suited for this channel.

what approach would you guys take if you wanted a similar VFX like this for a simple game that does not require too much of its hardware (and can run on mobile) or the fidelity of the visuals?

I want to visualise connections between nodes (transferring data back and forth, illustrated by the light particles).

Would you make some kind of particle emitter or solve it in some other (simpler) way? About to dive into VFX graph tutorials but contemplating if I might be aiming too high (with HDRP) as im working on a game with very basic graphics, and I dont need a really detailed effect with thousands of particles. ๐Ÿค”

halcyon carbon
#

Maybe do just a srolling texture script for the material, coupled with bloom pp effect

#

Alternatively, you could make empties in blender that follow curves in an animation then parent sprites in Unity to the empties. More options that way but way more complicared to setup. @solar ferry

solar ferry
#

ok, sounds interesting. I am clueless about it but it gives me options to look into so thanks! :)

#

and this would be a more performance friendly option compared to Particle effect systems?

#

I am working with a fairly simple map for a strategy game, think like risk or plague inc, and want to display connections between nodes on the map with some lines, but I want these lines to be animated with a similar effect as gif above (although if crude and simple that is fine)

#

started looking into VFX and particle systems now, and saw that th VFX graph was popular. but that requires me to setup HDRP and I dont even know what that really means for me long term

halcyon carbon
#

You could do particles with trail renderers on them, but not sure it'd get the right look and the would have to move along a line.

Or use the line renderer component with a special material

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The line renderer can use an array of points, you could space them evenly and alternate the color at each point to get it to have your marching ants effect

solar ferry
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sounds like something worth investigating, thanks!

upbeat trail
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I updated to last version or URP and calling Camera.Render() is slowing things drastically

tall citrus
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I too am have some frame rate weirdness, most times when I'm working on my project I'm getting ~500fps, but sometimes I'm getting about 70fps, when I tab out of Unity it goes back up to ~500fps but focussing Unity again drops back down to 70fps. This is sometimes fixed by restarting Unity

upbeat trail
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taking ~30ms to do a simple Camera.Render()

tall citrus
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Ouch, mines not quite that bad

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Have just disabled anything running a script in the Hierarchy and still getting this issue, odd thing is Task Manager is reporting my CPU usage as 30%

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Scratch that, not really a Unity thing, appears to be an Nvidia/G-Sync thing, disabled G-Sync and setting my monitor to 144hz almost completely solves the issue

upbeat trail
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Yeah I just realized it wasn't just Camera.Render() that got slower. Anything CPU side of Rendering got slower

fervent gull
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are point lights supposet to work on entities with the hybrid renderer v2 in URP? or is it just a feature they haven't added yet?

upbeat trail
upbeat trail
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Well, going from LWRP to URP proved to be a massive downgrade performance wise, I will try to go back to LWRP jeezz

cursive tulip
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@upbeat trail are you calling camera.render just from update?

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whats going on there

upbeat trail
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Okay after some testing and several mental breakdowns I figured out that the issue is something to do with the RenderPipeline code. Calling Camera.Render() for some reason triggers some stuff of SkinnedMesh BoundingBox Volume calculation or something, and it REALLY DESTROYS my performance.

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A work around this was to disable my SkinnedMeshes auto update transforms checkbox + disable culling or something

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Now performance came back to normal

cursive tulip
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oh ok

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nice

spiral ginkgo
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since the urp point lights don't support shadows, their lighting shows up through walls ? even their reflection in metallic materials shows up through walls? Is there any typical way around this or do urp point lights just have minimal use cases ?

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oh i guess maybe baked would fix that, although im surprised mixed wouldn't, i thought thats suppose to bake static shadows

frigid nova
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hey guys does anyone know when Unity will fix Screen Space Reflections ?

drifting vault
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@frigid nova what happened?