#archived-hdrp
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ah I should read it all "only urp has some gloss bumped up" which would account for the glint
good work though ๐
Thanks ๐ I wanted to make a simple deformation shader tutorial, sadly SG doesn't have tessellation and some other functions to make things top of the line but overall it looks usable in production.
Hey, I'm using camera stackin in URP and it seems like my stacked cameras are slightly offset for some reason, I have 3 or 4 additional cameras stacked, all set to the same position and camera settings FOV etc but when I turn one off (any additional cam) my image is changing slightly as if there was an offset, any ideas what this could be?
@sharp hatch dont suppose this helps you at all? https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba its what ive been using as the template for my own shaders
@trim bone i found that also
but that template has already broken 3 or 4 times due to unity changing things
and i wouldnt consider it 'documentation'
its someone that basically took the effort to reverse engineer
How do I share lightmaps between scenes?
Hi,
I'm using URP with Unity 2019.3 and have a strange behavior. When I change an object layer to a custom layer (10 here), it suddenly doesn't render anymore, even with my Forward Renderer rendering all layer. Any Idea why this is occuring ?
@jovial mulch check the camera settings as they can override pipeline settings
Is it possible to make a render texture with a transparent background and using post processing? (URP)
because since I turned on post processing on the camera the background is a solid color
even when it's set to uninitialized
I believe I have this, my minimap uses transparent render texture. think pp too
oh no your right, seems I cheated around the problem ๐
@midnight glacier what are you trying to do, as might be able to offer some work arounds
simply render this model onto the UI and later animate it
is this the URP PP or V2 PP or have you tried both?
I don't know, how can I check?
Maybe look into the URP camera stacking rather than rendering it to a render texture. I've never actually used it, but I'm sure it's for stuff like this. https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.2/manual/camera-stacking.html
alright, I'll try it out
you could probably use a custom shader on the GUI element which has the final render texture, using a color mask type thing. playing around now, seems doable
If the stacking doesn't work out I'll look into it
@rich spade You were right, I culled them on the camera when playing with custom render pass xD thanks !
I did try out the stacking
it isn't really what I'm looking for
it doesn't scale with the UI
I'll need to limit to no post processing
Hi everyone! Would anyone happen to know why does blitting to a temporary render texture not work here?
Blitting from source to destination directly works fine but I'm trying to stack two post-effects
it seems like it should work @pseudo aspen
but I don't release the RT until FrameCleanup
are you releasing it in Execute?
yes, but I also tried releasing it in cleanup and it didn't change anything
as well as just not releasing it at all
which is probably a bad idea, but I tried it anyway
not yet, so far just trying stuff in code
i know it's not the materials
because just a single source/destination works
i suspected it may be something with cmd.Blit changing the destination
but thenm again setting cmd.SetRenderTarget didn't change anything either
wait, is virtual texture already merged to HDRP?
in their latest UniteNow Video they mention Virtual Texture for HDRP are available
afaik vt is available as a package in 2020.1
It's supposed to be fully integrated in 2020.2 from a post one of the dev made
but it was mentioned it was merged into Master for HDRP (which I'm guessing it's the GitHub branch being mentioned)
Wait, what is that suppose to mean? "No asset bundle support in 2020"
I believe Unity has this 4gb scene limit issue and only way to get through it is to use asset bundles.
How would it someone ship a title with hdrp via VT if there is no assetbundle support?
Im getting weirdness in 2019.3.14f1 URP
my color pickers alpha keeps getting nuked to 0
even if I edit the value outside unity
it looks great if I set it to 0.5a
but as soon as the inspector sees the material, either by selecting the material, or even selecting a prefab with the material applied
it nukes the color's alpha value
it behaves weird in opaque mode, but I need opaque + alpha clip
the value doesnt even seem to update
the material works exactly as expected if I edit the value outside unity
but as soon as the inspector sees that color picker, it wipes the value
just use the threshold value?
yeah that only works if I can set the basemap alpha
like a 0.5 threshold makes sense, but it straight up doesnt work if the base alpha is 0
as you can see it looks perfect at 0.5 but as soon as unity gets 'focus' it wipes it to 0
@true zealot
looks like a bug to me
could be, but I still don't understand why you can't just modify the threshold value
it doesnt change anything
if your base alpha is 0
as you see in my video I did modify the threshold
0 threshold
0.001
with 0 base alpha it kinda fucks things
I submitted a bug report but IDK if I worded things well enough
I can fix it via shadergraph but ew
I believe Unity has this 4gb scene limit issue and only way to get through it is to use asset bundles.
@ashen laurel this is why they said they are focusing on it now + VT itself is experimental
Hey people! I was having a hard time with memory usage in my 2D webGL game. After some struggles I've realized my import compression methods are not working due to the spritesheetsizes not being multiples of 4. So I've enlarged the sheets canvas by 1 to 3 transparent Pixel rows and switched compression to rgba crunched dxt5, which reduced the memory usage by 98.5% from 45 MB to 600KB
I'm baffled. I am by no means an artist but my eye can't see quality differences. Can someone explain to me (or hint to an explanation) why this compression method is so powerful? And especially why it needs multiples of 4 in canvas size? That would be great!
game engines generally handle textures in the power of 2 better, I think anything that isn't 64, 128, 256, 512, 1024, 2048, 4096 etc causes extra work
Correct, I believe if your texture is not a power of two then it will not be compressed at all
@true zealot so apparently the issue only affects the URP simple lit shader. The regular lit shader doesnt have the issue of setting the alpha to 0 so Im using that now. But in the future I want more optimized stuff - so hopefully they'll fix the basic shader?
This seems to be more of an editor script issue. Probably a bug in the custom editor for that shader
In HDRP, Is it possible to have volumetric fog inside a sphere while outside, there is also a volumetric fog with different settings? I'm trying to have darkness inside a cave and currently I'm just blending between two profiles when I go in. But when I stay outside and see through the cave entrance, I can clearly see the inside of the cave.
Or is there a better way?
@split spire try use volume density box
Yep, that helps. Thanks @drifting vault
@fair coral do you want the short version or the long version
mostly it comes down to humans really sucking when it comes to picking up on color changes
the rest is implementation details
@late schooner Thanks! I would actually be interested in a longer version as well ๐ I mostly ignore graphic stuff since optimization normally isn't important in my field of work. But I kind of want to understand why a 1.6MB PNG spritesheet needs 45 MB of memory if not compressed, and only 600kb if compressed. is there any easy to understand article I could read? Doesn't really need to focus the specific algorithm ๐ just want to undertsand whats going on there, haha.
complicating the matter is that you're actually mixing disk formats and game-optimal stuff
PNG is actually a compressed format based pretty closely on the mechanics of ZIP files
it's smaller because redundancy is removed (if you know what Huffman encoding is it's easier to figure out, just looking for copies of the same data in a rolling chunk of the image)
DXT-based things work differently and are designed specifically for images. The format itself works in 4x4 blocks, which is why your canvas sizes need to be multiples of 4
each 4x4 block is kept together and has a 'biggest color' and 'smallest color'. Then, for each of the pixels in that block, you get what is loosely a 'lerp value' with 16 increments
Crunch works on top of that and combines some PNG-like compression on top of what DXT already does
PNG/Crunch are lying slightly about their memory consumption, though, since your graphics hardware/Unity low-level stuff needs to be able to grab any arbitrary chunk of pixels
Huffman encoding works on the whole image and because of that it's effectively impossible to say "tell me what lives at pixel (4, 4)" without first decompressing everything up to that point
Thank you! That's some incredible valuable information ๐
Does urp support the stencil buffer?
@sharp hatch Yep
not in similar way as on HDRP
I dunno if custom passes are coming but custom pp passes for sure will
URP lets you do custom render passes
but I don't know if they've documented it
there are some tutorials around on how to use it
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
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is it possible to turn off a custom pipeline feature for just one camera?
I ended up using a hack based on whether post processing was enabled in the cameradata
Is there compute shader or at least geometry shader support in URP?
okey so i found this: https://github.com/Dener1111/LowRes
this is a custom... "Pass" for URP?
Is this different from Render Object ?
I assume that... "Pass" is some sort of full screen effect thing
and that Render Object stuff is to select a sub-section of objects to render with a custom material?
I mean... there's no fkn docs
hi there! i'm trying to figure out how i could edit the Volume Layer Mask and Probe Layer Mask for the camera via script.
since it's not a part of the normal camera class, i can't really find where it is
and i can't find the documentation about it for HDRP anywhere
ah i see
You can change the package version in the top left of the page
alrighty, thank you so much!
god... i want URP to be good
but it's just an endless drudgery
of missing features, broken post processing
worse performance on mobile
and unkept promises
=/
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, AtomicSafetyHandle)```
any ideas what this means?
the only thing im touching in renderpipeline manager is this: RenderPipelineManager.endCameraRendering += RenderPipelineManager_endCameraRendering; and its associated RenderPipelineManager.endCameraRendering -= RenderPipelineManager_endCameraRendering;
where private void RenderPipelineManager_endCameraRendering(ScriptableRenderContext context, Camera camera) { OnPostRender(); }
@sharp hatch pp is fine, perfromance is fine even on phones
at least on URP 7.3.1
I'm developing few projects for mobiles / low-end PC and mobile VR (Quest) and on both i get better performance that on build-in render
that's good for you, but it's clearly not the case for everyone
and pp is not fine, right now they have V2 'temp' thing which isn't gonna be supported in X months?
and no documentation for the shader API to make your own shaders, and shader graph missing advanced features
it's just..
ยฏ_(ใ)_/ยฏ
any idea why my camera preview is not displaying the same thing as the render texture its writing to?
the preview shows the correct thing, the render texture is missing an object
is HDRP 9x not supported for 2020.1b?
Might be that rendertexture handles missing/bugged shaders differently than the camera itself @plain finch
i converted to "Default" shader, and its the same problem
along with moving out of runtime
@sharp hatch ppv2 support is not going to go away from urp 7
It's just not going to be added to urp 8+ (so for 2020 cycle you need to use the urp's own pp)
I guess this could still change if they cant get custom pp in urp 8+ any time soon
@turbid matrix the problem is just how unreliable all of it feels when it comes to the PP stack
i dont wan tot have to port all my code to urp7, then not be able to upgrade a year down the line when there's some critical bugfix i need form urp 8
without re-implementing all my shit again
etc.
You could then just modify urp package directly and inject your own pp there amomg the other built-in effects
Could then port that to custom pp api once unity comes up with such
I did this for hdrp in past. Altho I have no idea how urp pp code sttucture is. On hdrp it was really straight forward so wouldnt expect urp to be harder
Some things kinda still require modified hdrp still, like if you want to make custom TAA implementation then the custom pp api doesnt expose the camera projection jitter and my attempts to force it myself failed just by using their public api
yeah i mean this is possible
what i want to do
is to make a custom RP
its basically what i did on top of the old pipeline
idk man
im just.. /shrug
any ideas on the rendertexture not working?
hmm anybody have an issue with Shader Caching Preprocessor causing HDRP to freak out and all shader broken?
@indigo summit on with HDRP and UNity version are you seating?
its kinda light group volumes, but that box place those in auto-mode and you able to control density of that
ah i see a light probe volume
i thought it was a different probe volume since there's LPPV already
i'm on 2020.1 b10 on HDRP 9.00 preview 13
hmmm im on 2020.2 alpha and there nothing like that ๐
seems like i have to downgrade to 2020.1
i'm tired with the alpha version. might try again on later version. Everything keep broken (and yes i know it's alpha)
the only issue i found with the latest beta and HDRP are shader caching causing hdrp to fail compiling shaders
not sure why
maybe because i have hybrid rendering installed
@indigo summit how you can download preview package on new package manager window?
oh no, i unistalled and isntalled again 2020.2A ๐
as additional note, you enable preview packages differently now
like, it does list them if you have one on your manifest already but it doesn't show any noninstalled preview packages by default
oh what changed?
that being said, HDRP is out of preview and there's only one 9.0 preview package, 8.0.1 and 8.1.0 are "normal" releases
@indigo summit they moved the "show preview packages" from package manager drop down to project settings
oh i see
it's their way of making it less trivial as people tend to get into trouble by just casually using preview packages
and then ranting how unstable unity is
as another thing:
I know this error
but I actually do have HDRP asset assigned in this case ๐
hmm i'm starting a new project but preview packaged are enabled by default
I'm using HDRP from github so it could be a bug on bleeding edge version
or that just 10.x not being 100% compatible with 2020.2.0a12
@indigo summit they definitely are not
like, they've not been enabled by default even on the older Unity versions for a long time now
hmm maybe because i used HDRP template?
could be, it shouldn't work like that tho
you sure it's enabled or that you just have some preview packages preinstalled by the template?
I'm also getting the HDRP asset error, probably something temporary on the latest version yeah
HDRP template itself installs preview versions of TextMeshPro and Timeline but if you go to all packages list, it doesn't list anything in preview other than those packages the template installed for you
it's enabled as i can see preview packages in PacMan
even ones that are not installed?
yep
weird
it doesn't do that for me
(and I always have to go toggle that on for new projects)
2020.1 beta right?
works here
which is why i'm confused ๐
just don't try to use the 7.x it installs by default if you use HD template
like all HDRP shader give me errors
8.1.0 works out of the box just fine
also make sure you run HDRP wizard if you get weird errors
I basically run it always myself as first step when doing new HDRP project as I don't want to use the hd template (all that bloat)
basically I just make new 3D project, make sure there's right HDRP version installed and then run the HDRP wizard and let it conf everything
i see, i guess i should stop using the template ๐
I mainly use template for some issue reports but even there I prefer more empty scenes
they are faster to work with
hmm good point
i merely like the template due they have some model to work with
i should've made my own template ๐
So, anyone know or have any clue as to why my render texture isnt picking up non-UI elements
alright, apparently its because my render texture had no depth buffer
How do i get rid of this fog effect?
Never mind. Window > Rendering > Lighting Settings
Is there a way to toggle sky reflection on runtime? Unity 2019.3.9f HDRP 7.3.1
@split spire you about apply sky refelctions form HDRI?
@drifting vault sorry? I don't get you
Ok my problem is that the whole world is reflecting the sky. That makes all my objects shiny eventhough the room is completely dark. I've figured that the shinyness is caused by sky relfection from the HDRP settings in the project settings. But when I turn it off, I can't see the skybox on my water reflection. I tried using Reflection Probes but I have some problems with this (will still try this approach tho). My current approach is to enable sky reflections when I need it (like close the water) and turn it off when I'm in dark rooms. My question is, can I toggle the sky reflection that is in the HDRP settings in the project settings on runtime?
you tried to control HDRI sky exposure parameter ?
No. You mean from the Volume profile?
You can disable the sky reflections per camera in the "lighting" part of the custom frame settings
But properly set up reflections probes should be what you need here.
But the custom frame settings is still not editable on runtime or is it? But yeah, I think I have to fight with reflection probes again...
it is
Well, maybe not totally for the moment apparenlty :/
But still, reflections probes should be the way to go
Okay thanks
@indigo summit strange, even on 2020.1b i cant see HDRP 9.0
Preview packaged might be disabled
and probably are
@drifting vault enable them from project settings (they moved the setting there)
to project settings?
@indigo summit i cant find a button for enable preview packages on new package manager windows ๐
it was there on 2019.3
but not i cant find that
open project settings, type "preview" to the search box
you'll see it
again, it's not in package manager anymore
found it, thanks! ๐
wow that's confusing
it's meant to not be super trivial so people who shouldn't play with previews can't casually just enable them ๐
oh, now need to fight with crahses again. its works fine until unity wants to do something with GUI
which a good point, but apparently it will be enabled if creating a project using template
or i might found a bug then
could be some issue on the older templates I suppose
im just wondering if that bug happening in 2020.1 with HDRP9
cuz on left Volumetric light high quality. On right - low quality volumetrics
that spikes happened only when i'm use game view
@indigo summit make density lower and bake light
and why do i keep getting this popup everytime i click something on editor ๐ค
that happenign again after that imprting?
yeah ยฏ_(ใ)_/ยฏ
@indigo summit where are you find those box?
alright
ok funny
seems like i cant find that cuz of it worn compile on HDRP 9.0 asset
for me yea, that probe volumes no visible in HD pipeline settings and cause errors ๐ฆ
did you enabled it on the ShaderConfig.cs ?
i have to enable that on shaders configs? 0_o
Oooh i see, it's like ambient light clip volume in cryengine?
notice the sphere ambient light are clipped outside on the volume
yeah that popup also showed almost everytime you "change" stuff in editor
popup is there just to show you the editor is doing something
it's not something that takes more time now vs before
you just notice it now since there's the popup
what should be happened when i'm clicking that?
yeah i know, thing is.
Open Project setting, popup
Open Lighting Settings, popup
Not always happened though, kinda annoying
@drifting vault honestly i'm not quite sure, somehow sometimes it randomly reset the shaderconfig
i'm just cant find shaderconfig.cs on projects to enable Volu,eLoghtProbe
yeah, well this probevolume are experimental and disabled by default for reason
don't search on project, change it to packages
I'm enabled that
but seems like its asking me to do extra steps to enable that fully
ohhhhh
in first one file i got what i need to do
but idk what to do with second one
but yea it kinda works now, thanks!
for the second one
change that part
or else the probe are not gonna be applied to any renderer
feel like improved lightprobe/LPPV
but there's voxel artifact when the density are >2
guys do you remember about the rewrite of TAA in HDRP? in which version should it land? I am on 2020.1 with 8.1.0 and it still ghosting a lot
thanks!
Hmm, I wonder what they've changed.
Hello there, not sure if it's the good place to ask but I'll go for it : I'm creating a voxel based terrain generator, so I created meshes and need to apply textures to them. I've created an atlas packer for all my block's textures and the blocks get the correct UV on it, all is good, but with this created texture, it turns to black when the camera renders it after some distance. It doesn't happen when I use a basic texture from the assets.
^ With generated texture
^ With asset texture
I'm using URP, the created texture is just a Texture2D and I'm using PackTexture with my blocks textures to create it
The created texture is point filtered. When I set its filter mode to Bi/Tri linear, the problems doesn't occur.
I'm trying to do automatic screen-space dithering for every object that gets too close to the camera's near plane, I'm trying to approach it from a post-processing angle, but I realized that maybe I can leverage SRPs
basically, I want to avoid 2 things:
- Putting two materials on top of each other
- Having to write an alternative material for each object I want to automatically dither
Does this sound like a use-case for SRP?
@topaz quartz perhaps a mipmap issue?
anyone here familiar with URP and doing custom render features / passes?
I'm trying to find a way to do a pass that renders a subset of objects (that are on a specific layermask for instance), with an override shader, but keep the material parameters from that object's original material.
for example. each object has a material with a color set on it called _MainColor. i want to render these objects with an override shader that also respects _MainColor. but when I use the RenderObjects feature in URP I can only specify an override material, and it ignores and properties from the original object's material, and just uses the entire override material as-is.
poking around looking for documentation or hints, but nothing leading me in the right direction
@icy ferry Seems so. The generated texture have mipmaps (Mipmapcount property tells it has 6), but it seems it default to a blank mipmap once it gets too far. It should stay on the last one, as it seems to do when filtering.
Don't know if this is the correct place to ask but, is there any faster way to modify an index buffer in Unity than Mesh.SetIndexBufferData? Alternatively, some way to modify the index buffer of a mesh in a separate thread (without having to copy the whole mesh)?
Hello, I'm making a terrain system. If i wanted to take advantage of the SRP batcher, which Graphics.Draw() function should i use to draw my terrains? I know the mesh each terrain tile will have to use as well as the bounds, position, MaterialPropertyBlock(), rotation, size. Is it DrawMeshNow()? There are DrawMeshInstanced() functions as well, but as far as i understand it, the SRP batcher replaces GPU instancing, making me think those functions are redundant.
where do i enable srp batcher? i cant find the option anywhere 
on HDRP, it's under HDRenderPipelineAsset, just enter debug mode and there's the toggle "Enable SRP Batcher"
whats a good reading material for hdrp geometry shader
hey i'm trying to bake in URP, i only have one spotlight in my scene (set to realtime) but i get this error when i bake :
any idea ?
update to 2019.3.15f1, now it crashes with no error
Why are shadows so inaccurate here?
Eh it was the normal bias
Setting it lower reduces these artifacts but creates shadow grids on everything else
guys, are we still using the convention of the srp meaning that 9.X.X will be available only for 2020.2? Or will it be possible to use it on 2020.1?
@smoky orchid have you tried updating URP as well? Afaik 7.1.8 is pretty old nowadays
URP package was updated to 7.3.1 (latest), which did not work as well. I did "clear baked data" and everything worked, for a reason which i ignore since i never baked before but anyway
well now sometimes it works sometimes it crashes, lowering baking settings does not help
@smoky orchid you installed UPR via GitHub???
no i started the project with it
Hi there
What are the performance difference between srp batching and say texture Atlasing? Say I have an identical scene and the only difference is in one scene some textures are not atlased, but SRP batching is enabled so those objects still batch together despite having different materials. In the other scene they all use the same material and the main tex is atlased, so they can batch together without srp batching.
Is one as performant as the other ?
Thats a interesting question, might be worth a setup and profiling it, keep in mind that the "non SRP" batching has quite some limitation wehn it can be applied, Static batching comes with its limitations and dynamic batching is quit limited too so there is not garatee that the objects with the atlased texture will be batched.
I do not know what the overhead on the SRP batcher is but it whas worked for me nicely so far.
Has anyone used Polybrush with URP ? If so: How do I get Vertex painting to work? The example shaders from the package window seem really outdated
Nvm LWRP shader seems to work for now
is there no way in URP to add custom volume overrides?
hello!, how can I acces to pipeline settings from script?
that line gives me an error in the console of Object reference not set
@vernal burrow do you want to edit pipeline settings in runtime???
yeah
anyone used the Custom Render Texture in hdrp before?
Im trying to get it to work with a shader Graph shader
nope, I havent used it, sorry
hi,
i have problem with mipmaps on billboard terrain details (grasses) ...
if grass textures doesn't have any mipmaps the texture details are good , but ** too noisy** ...
if grass textures have mipmaps (Box or Kaiser) the noises are gone ... but doesn't deliver any good details!!
so, howto fix that?
no Mipmaps:
with Mipmaps:
Mipmaps settings:
Mipmaps are specifically designed to eliminate texture aliasing with small texels by using downsampled versions of a texture (so it's smoother, but has less detail). If you don't wish to dvelve into shaders, you can use kaiser filtering with trilinear filtering (trilinear blends two mip levels together). Alternatively, you can also sample your textures with a mip bias to restore some detail. @dawn sorrel
you can also sample your textures with a mip bias to restore some detail.
@simple vine
and where is this option?
You code it in your shaders
HLSL and CG have a tex2dbias function, SRPs have a SAMPLE_TEXTURE2D_BIAS wrapping macro defined in the API libraries
Hey guys, I have just started into developing a VR game for a college project and wondered which pipeline yous guys would suggest using? I will be developing for the Oculus Quest and have seen some posts online talking about the URP being a good choice but im not sure?
Yeah, URP is pretty much the way to go. Works fast, has enough features for VR.
Do note that it still lacks some sophisticated features, like SSAO, SSR, 3D texture based light probes, etc.
But I believe you shouldn't use them in VR in the first place
@simple vine I cant see myself using those sophisticated features within my game so ill go with URP, thanks for that ๐
Hello guys, i have an image publisher (ROS Sharp for Unity) in which i want to replace the Camera.onPostRender with the Async Rendering Method here: https://github.com/keijiro/AsyncCaptureTest
This is the publisher:
This is the Async Capture Method
i have troubles integrating the Async Queue - Rendering into the image publisher
anyone used the Custom Render Texture in hdrp before?
Im trying to get it to work with a shader Graph shader
@scenic jay I have
Unfortunately there are no hdrp sg out of the box that supports CRT
URP's unlit works but hdrp variant doesnt
One thing to note is that to render shader to CRT, you only need traditional crt shader (same kind of shader as with built-in renderer). Therefore if you want node graph CRT shader and you have ASE (amplify shader editor), it has template for it (and it works with all renderers)
@turbid matrix thanks for confirming that i did not miss it somhow.
I take a look if i can fabricate my own master node for it
well, you can but I warn you it's waste of time if you update to newer SG soon
first of all, they changed the SG structure even on 2020 cycle already
and they will add the SG stacks thing soon as well
@scenic jay this LG repo used to have CRT master node for HDRP 5.1: https://discordapp.com/channels/489222168727519232/497874081329184799/671556714520379412
that link doesn't work anymore since they upgraded HDRP to 7.2 and I don't see the CRT graph anymore there
it could still be somewhere else (or they just didn't need it anymore and didn't port it)
I've ported that myself to 8.x I think but it only worked for main SG, as soon as I used subgraphs it broke
it's clearly something wrong on my side of things but SG codebase is horrible for individual to figure out
I often wish they'd just let people do trivial templates that were self-explanotary like ASE does
I also wonder if this overly complicated structure is reason why SG is so bugged
anyway, I kinda gave up on CRT graph for the time being myself... basically once the sg stack PR lands, one can build Unlit shader that has both URP and HDRP variants and then use the URP's pass for CRT.. main downside of this is that you actually have to have URP package installed even if you only use that one SG from it ๐
also for the time being, ASE works fine for me for building CRT shaders
like, that shader API isn't going to change any time soon, it's been same since Unity 5.6 or whenever they introduced it
so, there's practically no work needed to maintain ASE to support CRT
on SG side, if you make a custom CRT graph, you are stuck on porting it forever for future SG updates
i currently dont use ASE , and this would be in my own spare time so im not super tempted to buy it just for this one thing
ah
well, you can also write the shaderlab code yourself if you are not too afraid of that approach
basically all this applies even if you use it with HDRP: https://docs.unity3d.com/Manual/class-CustomRenderTexture.html
i could prototype code in SG and then bring it over in shaderlab
not sure what problems will apper but thats a option to think about
technically you could like, make the thing on URP and save the generated shader to use in HDRP, but it still would require URP shader includes...
like mentioned before URP Unlit does work with CRT for some reason
same shader graph opens with HDRP but once you save it for HDRP, it doesn't work anymore, it needs URP's passes
afaik, CRT graph is on Unity's backlog
but no idea if it'll ever actually find it's way to a release
for my last work project we did a workaround so we did not have to use custome render texture but it would be nice to have the option instad of redering stuff to a camera -> Rendertexture and unsing it then
i can get that i do not have access to the CRT specific variabels like localTexcoord but that there is no output at all is just wired
can anyone run me through upgrading my current project to HDRP as I've tried it and it just produces a bunch of errors. I installed the pipeline and went to upgrade my projects existing materials but everything just goes to shit
i have some custom materials and all i want the HDRP for is to use the shader graph to make cool looking waves.
Is there a general way to tell which Render Pipeline you should use?
HDRP/URP/LWRP, i cant really find any sort of guide to help me choose, im not looking for photo-realistic, my game is in more of a chibi art style, a sort of rounded look to everything
idk if i should be asking this here or #๐ปโunity-talk
lwrp was renamed to urp
so dont use lwrp if you are starting now
hdrp is if you want aaa graphics fidelity, so sounds like you might want urp
then again, urp is really cut down in features compared to hdrp but urp is easier to modify and faster(esp if you are considering mobile) compared to hdrp
@plain finch
Built-in: Jack of all trades -> A lot of features and a robust support, easy to extend, but the top-end features are asset paid packages.
HDRP -> High end graphics on high end devices (Computers and consoles), hard to extend
URP -> Limited Functions to work in all devices, easy to extend
Remember URP has major limitations when achieving high end graphics, like no shadows from points lights.
If I were you I would start with the Built-in is the one with the lower learning curve (Except for shaders, but only the basic ones) and will provide insightful perspective
Here is the detailed list:
Built-in vs URP
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.3/manual/universalrp-builtin-feature-comparison.html
Built-in vs HDRP
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.3/manual/Feature-Comparison.html
im going for a cartoon look, so a lot of flat shading, so i feel like i would want URP, but URP feature list says it doesnt support heightmaps or normalmaps for shaders, and the built in doesnt support Shader Graphs, so, then i guess id have to go with HDRP?
like, other than the height/normal thing, URP seems perfect, is there a way around that?
I think you may have read the table slightly wrong, as URP does support normals maps. The Lit shader it provides just doesn't support the secondary detail maps like the built-in pipeline's Standard shader has. Heightmaps (as in the ones that provide an illusion of depth to a material https://docs.unity3d.com/Manual/StandardShaderMaterialParameterHeightMap.html) aren't supported by the URP Lit shader, but you could technically still write a shader yourself to handle it.
If you're doing cartoon / flat shading, you probably don't even need normal or height mapping anyway though.
not highly detailed heightmaps, but for stuff like small rocks and stuff, or stone pavers, i would still like them there
I would recommend the built-in so you get a clear point of view and a solid base for your game, the SRP is fancy but also is a headache. If you don't need anything specific from the SRP them my tip is "avoid it".
(The thing that is missing is the shadergraph, but If you are serious about it, I would recommend amplify shader is not cheap but time to time is at 50% and is exactly the same as the shadergraph)
Unity is marketing the SRP because they need to sell the "last thing", but for developers sometimes it means pain and not working things. Also porting from built-in to one or another SRP (URP or HDRP) is possible and easy in the future, but in the opposite direction (feasible, but a pain)
I know I'm not saying what you want to hear, but seriously I truly wish I listened to the people warning me some months ago... SRP is a late 2020 or 2021 Product.
SRP i assume includes URP?
Yes is the general term for both, U-RP and HD-RP
the main thing that made me want to switch to one of them was shader graphs, i switched between all three RPs, and settled on HDRP, once i updated to 2019.3, i moved back to the default, because several things broke, and it was a similar amount to fix it within HDRP, or just go back to the default, but, i really miss shadergraphs
i dont do much texturework, im a programmer, not an artist, so i dont really do much materials/shaders so in that respect, i could make materials elsewhere, so, i guess Default it is
Is a bit clunky
but there is a free visual-shader editor on the market
with MIT license, so you are free to use it, but as I said it doesn't have the "easy of use" of the shadergraph or the paid shader editors.
Currently I am using the built in pipeline for my oculus quest game
Usually there are about 300k tris
The worlds will get even more complicated than that so I am not aiming for impressive graphics right now just basic lighting with one directional light for shadows
Will I get better performance by switching to URP?
If so how much longer will it make the export times (I have to export everytime I want to test)
When I loaded up a basic scene I noticed the graphics are much nicer and complicated. I also didn't have access to the old shaders I used for performance
It seems like by default it won't give me better performance but can I customize it to be more like the old graphics with better performance?
Any help is greatly appreciated, @ me if you answer
Hey guys, has anyone had any problems with the edges of objects flickering when using the URP, I have tried messing with antialiasing but once I build to the Oculus Quest and enter the scene it continues to act strange?
weird question, my '0' shadow cascade is worse than my higher ones
from far away, there's a nice cutout of light and the rest is shadowed
but you can see that as i get closer, the unshadowed bit disappears
ah i think it was a shadow bias issue
Hi all, anyone know if there's a way to set a material to ignore reflection probes and use a custom environment for reflection in HDRP?
I've tried using custom reflection probes with a HDR but it would be way easier to set it up via material.
My guess is a custom shader will be needed but I'm happy to be corrected if this isn't necessary!
@upbeat copper In HDRP, you can use the lightlayers to filter which reflections probes affect which objects
Aah that would solve a few problems if we have to go with reflection probes
cheers
(sorry if this doesn't belong here)
so i have a particle system for my torch, but the thing is some of the deco hides it. I've tried changing the z value and the layer it's in, and none of them worked- what should i do to make the deco not obstruct it?
(ping 2 reply thx)
Universal Render Pipeline : I've finally been able to set a custom post-process to a camera via script WITHOUT having to add a new renderer feature, in the renderer, which is in the render pipeline, which is in the graphics settings ๐ https://t.co/LQ2ZeGllyM
custom post processing in URP ๐ฎ
I think maybe he just adds a script that adds a renderer feature by code
but not sure
Hey guys i am trying to work on creating sectors in 3d world space. I want it to look similar to stellaris sectors just not 100% sure how i can render it in unity. Is there a way to draw circles from a point and merge them when they overlap ?
Look for signed distance fields ?
how many beta versions are typically released? It is 11 already for 2020.1. I am wondering how many more to come before official release
it's pretty difficult to tell since the covid-19 + Unity moving to two TECH streams on 2020 cycle
normally we would have gotten 20xx.1 by now already
Anyone know how to make objects glow in IOS? I'm banging my head over here with these emissions not rendering
Is hdr enabled?
I think so. Works in my editor, just not seeing it in my app
can someone tell me what version of unity i need to install to use URP 7.4.0? https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.3/manual/upgrade-guides.html theres no information here
lol so the built in way of setting up PP in URP is so shitty that you have to hack it in?
And then the programmers working on URP ask on twitter how he did it...
like shouldn't they know
lol
@drowsy shard 7.4.0 is used with 2019.3 or if 2019.4 is released then with that as well.
@glad tartan it dont show up in the package manager , how can i download it?
@drowsy shard because it is not released for package manager yet
It might not even be ever
These things go through qa first and if there are issues it will be skipped for proper release
And we get 7.4.1 etc instead
@turbid matrix https://issuetracker.unity3d.com/issues/urp-no-shadows-on-terrain-when-cascades-is-set-to-no-cascades-in-render-pipeline-asset-settings so im f*****?
Reproduction steps: 1. Create a new project 2. In the Hierarchy window create a Terrain 3. Create a Cube GameObject 4. Position it o...
wait where did the SRP Batcher setting moved to in HDRP?
You can grab it from github if you are in a hurry @drowsy shard
@indigo summit debug settings or just toggle it via script
Toggle has been hidden for a good while now
Docs have link to a script that gives stats and lets you toggle it runtime
(Google for srp batcher docs)
not sure if i should ask here or on dots channel, but where can i find HybridRenderer Sample for HDRP?
You wont
It is not released
I think people working on hybrid think it is as docs imply it is
I'd expect those to be on ecs sample repo but it hasnt been updated in months for ecs
hmm i'm trying to understand how to use HybridRendering, since i never touch it
๐
There's not much to it
You install package and then just convert your go's with meshes
For hybridv2 you need the define on player settings
ConvertToEntity
If there is hybrid renderer installed it moves the mesh renderers from go's to entities rendermeshes
There is also additional conponent that lets you optimize the entity to be static. It should be used with static meshes (and static dots physics objects)
should i also add ConvertToEntity component?
@indigo summit yes
There needs to be conversion somewhere on the GO hierarchy
to all MeshRenderer or static renderer only?
It converts all child go's too
To everything you wish to convert..
Hybrid only renders converted
Which unity and hybrid version?
Hybrid v2 is bit more robust but it requires 2020.1+
2020.1b10 HybridV2
You use the 9.0-preview package?
yep
No idea then. It should work :)
I dunno if the 9.0 preview is somehow outdated for current betas
I have used it in past from github directly so cant tell from the preview package much
Hybrid does have tons of issues otherwise tho
I would only use it on a ecs heavy project
It doesnt help on perf for traditional projects for example
So only reasons to use it are:
- simpler mesh rendering on dots projects
- need brute force massive scale rendering on dots
For typical scenes I've measured nonhybrid being tad faster at least on hdrp
@indigo summit there used to be still issues with lighting, like on urp ambient lighting wasnt taken into account. On hdrp things looked way brighter on play mode etc
I know they were supposed to fix the latter but no idea if it has landed
Hmm it seems ProbeVolume was the solution for latter issue
it was pitch black without it
but yeah there's lot of issue with it currently
yup. I tested that the other day ๐
that's way more useful than the wireframe mode itself
hey. would love to make "hot air in distance effect". are there any ready for use shaders ?
In general is it a bad idea to use the HDRP if you are not a big studio? I have stepped out of unity for a while, getting back in now. I have been watching some videos on HDRP and URP and they seems cool, but wondering if they are too complex for one guy
@sudden terrace Most of it's pretty plug and play.
Would you recommend HDRP or URP for most people
Are you asking which out of those two I would recommend or would I recommend HDRP/URP over the built-in render pipeline?
I guess both lol. Do you recommend either of those over the built-in and then which of those 2 specifically
It really depends on what you're making.
Pirate themed game, run around, islands water, etc. Low poly models but hoping to make it look okay through post processing, lighting etc
What are your target platforms?
But it sounds like something URP should be able to handle well while also keeping it open to lower end hardware
Its gonna be almost certainly PC only, controls are active ragdoll (like human fall flat or gangbeasts). Maaaybe xbox or ps5 but pretty much pc / mac
I've never used HDRP extensively, so it's hard for me to make that recommendation
From what I gathered they are pretty similar. Do you enjoy URP over the built in render? I am leaning toward URP but don't want too many hurdles given its low poly nature I want to make sure its worth it haha
If you're not planning on doing anything custom in it, like custom shaders or custom rendering features, you shouldn't notice many differences except for a few features that URP is still missing. No realtime point light shadows in URP yet is probably the main one.
URP inherently has better batching than built-in
Using HDRP is not really different from using Built-in or URP it just depends on the graphical features you want to add to your game. If you want to achieve the best graphics possible then you would go for HDRP or Built-in with graphics plugins. URP is getting some plugins as well to help with graphical fidelity so you could also use that if you see what you would need on the asset store
URP should give you better performance than Built-in
does HDRP already runs on that "BETTER AND FASTER RENDER GRAPH THING" or it's still being in development?
It's slowly comming : https://github.com/Unity-Technologies/Graphics/pull/725
oh nice. There will be an option for enabling render graph once it's shipped or it will replace previous behaviour?
Considering moving from legacy to HDRP, but I use a lot of point lights, is it possible / easy to alter the light attenuation?
@chilly rune Yes, HDRP has a lot more controls for light than Built-in or URP
@glad tartan great good to here
you should make a test project and get used to HDRP then after you are comfortable and know how things are you can upgrade your project
@glad tartan any hints as to where to look? I've set up the unity template
just so you can compare what you might be missing switching to HDRP
for light attenuation?
yeah
increased it in my current set up so I didn't need massive radius, and without whiting out up close
used a texture to override the unity default
well you can switch the default falloff to the one used in Built-in by just disabling it. This will be under the advanced options. The gear Icon to the right
ah yea you could use a light cookie other than that it will always blow out the surface it's closest to
where do I find the advanced options?
The gear Icon to the right - for the light dropdown
Dropdown/foldout label on the lights called Light
@upbeat badger I've thought you could have enabled rendergraph for like half a year now (I could be mistaken)
it's just, it's not fully done
there's been updates to it for a long period of time, I do wonder what kinds of gains we'll have from it (from users perspective)
i didn't know. Is it enabling by scripting define?
i havent seen any options in hdrp asset related to render graph
having a really weird problem with a scene... i have a reflective floor (using a planar reflection probe) that has been working fine for ages. haven't revisited this scene for a while and now that i'm back in it, it's screwed up. the reflection only shows up in a rectangular region of the game view
when i highlight the camera, the little preview that shows in the Scene view looks correct and when i highlight the planar reflection probe, the preview of that also looks correct. scene view camera also has reflections that look totally normal... just the game view that is having this problem (and its in builds too).
anyone have any idea what could be causing this?
it's gotta be something dumb because at the last stage of the frame debugger, it also looks correct.
hey guys i am having trouble getting good performance in my game and i dont see why my fps is this low on a high end system,any suggestions? (Also using HDRP)
ok so it seems as if something is changing the camera once play mode is entered and I think that is having some effect on the reflection stuff in my other scene. I just created an extremely basic scene, just a box room with a point light. looks like this before play mode:
once i enter play mode, it looks like this:
but the camera preview still displays as it should:
camera settings are totally unchanged though
hmm same scene does not do this on my other system :/ i wonder if its these latest nvidia drivers.
Anyone have issues with fog rendering/depth issues on hdrp + unlit shaders? Not hdrp unlit, just normal unlit
Nvm just added depth semantic to frag output
Would you recommend HDRP or URP for most people
@sudden terrace depends of what you want to do. Use URP if you want a game that can run in most plattforms including low end ones with decent graphics. Use HDRP if you want really good graphics for high end plattforms such as pc and consoles.
hey guys i am having trouble getting good performance in my game and i dont see why my fps is this low on a high end system,any suggestions? (Also using HDRP)
@wraith blaze what are your device specs?
i5 8600,gtx 1070 and 16 gb of ram
are you using more than one camera in the game?
only one
Hmmmm
weird
I got a gtx 1650 and my game runs at more than 200 fps
if you add another camera, your fps could drop to 100
i literally tried every optimization i found online and the fps doesent really change
and have you enabled high quality volumetrics in HDRP settings?
nope
i did a quick test to see how it ran with URP and only 30 fps difference
really?
yes
with urp mine runs at 500
o_O
what unity version are you using?
latest
same
idk how to help you in this case, sorry
My advices to prevent having low fps in the future are: Not using more than one camera, not using too much UI elements, not enabling High quallity volumetrics in HDRP settings asset
thx,its weird everything looks fine of my end,i wonder if it could be bolt
thats slowing it down
np!
LMAO i just tried using the beta version of unity 2020 and jumped to 200 fps
Is there a way to use normal maps to cast a shadow on a 2d sprite in LWRP?
Is it possible to bake 2D lighting (or something) that are dynamically placed (i.e. the user can place them down) with the URP to reduce the effect on performance they have?
@wraith blaze lol
terrain textures aren't showing up after switching to HDRP anyone know how to fix it maybe?
@next terrace make a new material, assing it HDRP Terrain Lit shader, put this to the terrains settings (last tab with cog symbol etc)
we already did that
idk what we did, but eventually when running the game the textures appeared
@turbid matrix i managed to get the textures to show now just my grass isnt showing
terrain grass isn't supported by hdrp
how would i go about adding it then? with prefabs? @turbid matrix
I'm still pretty new to Unity and I've been using the standard 3d template so far. Are there any downsides to switching to URP? Is it possible to use Shader Graph without URP or HDRP?
Downside : URP is not at feature parity with the built-in pipeline for the moment
SG is only compatible with the new pipelines
Alternatively Shader Forge (visual scripting for the built-in pipeline) has been updated by the author (Freya Holmer) recently to support Unity 2019.
Ah ok. Considering I'm just getting started and probably won't have a project ready for release for a while, I think it's probably better I get used to making shaders with shader graph on URP, right?
Since Unity is working on making that the main render pipeline in the future?
I'd say yes
Alright, thanks ๐
its mean that if real-time pint light with shadows stay at one place - they will rendered one time until it will be moving or dynamic objects will enter to shadow caster area????
which thread is that?
@indigo summit https://forum.unity.com/threads/using-shadows-ondemand-does-not-seem-to-have-any-effect.905288/
hmm interesting
is that only for point light though? ๐ค all light type could use them
Anyone know of a way to make the 2D lights work as a gradient?
There is the falloff setting, but that works from the middle-out. I'd want it coming from the top and down
Could you not use a sprite light where the sprite is just a gradient?
@zinc tangle
Maybe. Does the light strength work with transparency?
It might be black/white instead of transparent/opaque
Hmm I see. I'll give it a try, thanks!
Does anyone know why with the URP I am seeing Bloom on materials with an Emissive texture in my scene view, but not in the Game view?
Ah, I see. HDR was disabled by default in the UniversalRenderPipelineAsset
@drifting vault No, it means that it will be real time when the atlas is full and cannot store the cached shadow map as is.
hmmm, thanks for info!
Anyone know if there is a way for sprites to block 2D light? Like here where it passes the sprite
Oh seems there is a "Shadow Caster 2D" component, but I am not sure if I can use that with tilemaps
Hey, trying to upgrade a project to URP, and I have a problem with upgrading the shaders. None of the default shaders appears to have been upgraded, and the command does not seem to apply. Anyone got any advice for upgrading?
hello! I'm disabling game objects while looking at the Statistics window to see how many draw calls that game object is producing, however when I enable the object again, the amount of draw calls does not match the number before I disabled it. It mysteriously produced less draw calls after I disable/enable it... is there a reason for this? (URP 2019.3)
Heyyy, 7.4.1 is released
Is it normal when adding a single 2d global light using the 2d renderer for URP to have the scene render in .7 ms to like 1.1 ms (never works with lighting before, not sure if a single light is normal to add that much overhead)?
"that much overhead" you do know what ms stands for right?
Theres 1000ms in a second
that means your lights could render 900+ times every second, at worst, and like 1300-1500+ at best.
meanwhile the most refreshes a proper gaming monitor does per second is 120
let that sink in.
For 60 FPS, you get 16.7 ms per frame. The 0.4 ms is not very significant on its own, but it can add up. I would have expected a global light to sort of always be active, similar to how a directional light is always calculated for 3D lit objects, regardless of whether there is one or not.
hi guys i want make a cube glow something like this. Is there any simple method to achieve this if I am not using LWRP/HDRP?
It's the same for every pipeline.
Add an emissive material to the cube, make it contribute to the GI and bake the scene. As for the edges being dark that's from a mask or emissive texture either technique will work the mask is more flexible.
guys are opacity in decals working in hdrp 8.1? I am getting strange results
scratch that. i am a dumbass xD
@whole fossil you know that you have to rotate decal right? ๐
they were already rotated when created back in the day! ๐ ๐
Trying to run my game on osx
In editor just opened project
wtf is this
renderer isnt doing shit either
legit 100% unusable on osx, for no known reason
its not doing shit, not just idling for 80-100ms at a time
first of all - check if automatic graphics switching is turned off in macos energy saver settings - I was struggling with something really off and it turned out for me that macos was switching to the integrated intel graphics
and if editor runs on metal
i only have one GPU
the integrated one
but its not a heavy scene
the renderer isnt doing anything
theren o gpu load
it runs even worse on opengl @dapper fractal
actually no sorry, i read it wrong
it runs fine on opengl
but none of my shaders work
lol
and now the editor hard crashes
jesus, sigh
i give up
if it's not graphics heavy game it should definitely run on integrated card; and metal should be better than opengl too
is it somewhat old machine ?
@dapper fractal 2019 MacBook Pro 13", i7 CPU, 16GB RAM
scene is not heavy at all
the openglcore editor hard crashes the hardware and resets the computer lol
like it just SHUTS OFF
nice !
but that machine should handle normal unity project without problems
can you run some unity game on it ?
are there gamers that play on mac? ๐ค
I guess it could pay off if you could somehow target the game to that niche audience
@sharp hatch do you use hing quality volumetric lighting?
@dapper fractal i will try a few other projects
@drifting vault no, im using the standard render pipeline
@turbid matrix how is that relevant to my question?
@turbid matrix tons of older games work on mac and with apple arcade there's lots of new content too
it's but not the gaming platform that's for sure ๐
new triple A-ish stuff a.k.a. the steam survey results is not worth it on mac for gaming
I'm trying to support old hw myself (hency doing my own expriments with URP + HDRP runtime swapping), it's just hard to justify additional mac or linux support with those numbers
yea; some studios even while making stuff in unity don't bother with other platforms
it feels more like good will effort unless you hit that niche audience there that are actually willing to buy your game only because it's on those platforms
I mean, there's also less competition there, so that kinda tilts the numbers too
windows/xbox/playstation/switch are obv the main platforms
yea - with other platforms in the above i meant desktop platforms - mainly teh linux gam0rz ]
@sharp hatch to your issue, can you run the same shaders on older/newer unity?
to see if it's regression/fixed in future version
For some reason when I switched to hdrp all my ssr was way too sharp even though my smoothness on my materials was low...
just checking i suppose you're on latest macOS @sharp hatch ?
yes correct
sad to see macs in this limbo - and it's long lasting situation now - but it's just reality on desktops
unreal editor runs fine fwiw
I see a lot of mac related issues on rendering all the time
I don't even want to touch that land
Which version of Unity / RP ?
guys are color knobs (those in post processing, for example shadows, midtones, highlights) are now broken? I can't set other color than orange'ish. I am using 2020.1.0b10
@sharp hatch I had the same problem on 2017 MacBook pro when I switched build platform to iOS. With a lot of testing I was able to get rid of it by switching all big textures compression method to ASTC. Still have no idea why PVRTC slowed down the editor to a stop ยฏ_(ใ)_/ยฏ
hm i will check
@sharp hatch I was just adding some more models and I am able to repro the issue just by disabling/enabling one small detail using new material. It even looks the same as your issue in the profiler
wonder how big of a task it would be for unity to actually support instanced geometry for triple-screen gaming through their new XR management setup
what sucks about this API is that it's not open
Unity only provides XR SDK when you apply for the access for it
so you'd have to jump through some hoops even to be able to look at it
one would think it wouldn't be that hard considering:
- they support more than 2 XR views by design
- they already have Mock plugin that does two views without actual VR hardware
rendering with 3 monitors at once works already, I've got a prototype for this, it's just more expensive to render everything trice
hdrp?
@turbid matrix yeah, hdrp. they worked just fine up until 2020.1 for me
I also wonder how far they'll go with HDRP parity on config
I read the Will's tweet earlier where he mentioned they do go for similar conf for URP
with the SG Stack change (not yet merged in github) and both using volumes, runtime swapping between the two is a lot easier
that being said, I've done a proto of this new SG stack and runtime swap earlier this week (last time I did this was when it was still LWRP and HDRP, around 2018.3 or 2019.1 I think)
what's glorious right now is that to swap between these SRPs, you don't have to touch materials at all as long as you author your shaders only using shader graph and conf all your SG's to have both URP and HDRP targets
what's painful now though are the following:
- EXPOSURE (somehow I can't make this to NOT leak between HDRP and URP)
- different data components for camera, lighting
- even Volume seems to be special but I've worked around this
so shader graphs just are able to swap between URP/HDRP? that's amazing
@candid basin basically once the sg stack change lands, you can make SGs that have shader passes for all these three: HDRP, URP, VFX
technically for more if they add them
since the passes will be generated to the same SG file, you don't have to reconf the materials if you use them with different SRP
this part already works and is functional on the wip branch on github
I find the runtime swapping between URP and HDRP would be SUPER feasible if Unity only changed few minor things
right now my workaround is to keep HDRP and URP lighting + camera + volume stuff on additive scene and when I runtime toggle between the two, I unload the other additive scene, swap SRP asset and then load the other SRPs additive scene
I can already write tooling to make this swap trivial at editor too, but currently wondering what would be the best route to go with this
for example swapping SRP specific cameras is silly and I could just make URP and HDRP data components NOT hide the data which is relevant to the other SRP
right now these are kinda destructive and I can't have both on the camera at the same time
same goes with lighting
with volumes there's some other oddity, basically both use same volume system but it somehow wants to get to some mode where it only works with HDRP if I create it on this project. I've worked around this by bringing the URP volume as a prefab from URP only project. After that I can safely add and remove URP supported PP components to it and it keeps working ๐
and lastly, there's the sky system difference but this is somewhat trivial to work around
@candid basin one things to note about the sg stack thing.. to be able to author to both HDRP and URP at once, you have to have both SRP packages installed at the same time
that means, just having packages there in package manager
I guess this is because the SG templates come with the HDRP and URP packages
@candid basin hey, can you post link to this forum thread pls ๐
@drifting vault https://forum.unity.com/threads/urp-post-processing-ambient-occlusion-availability.740726/page-2#post-5948045
Volume System Support - its about PP volumes or volumetric lighting? ๐
it just means the volume framework in general
it doesn't mean all effects will work on both URP and HDRP
right now there are some that use the same config setup tho
how I see it, it's part of the thing mentioned here: https://twitter.com/willgoldstone/status/1268133950930780167
@HarryAlisavakis @RaphErnaelsten For now - we are heading for feature parity and that includes workflows, we know theyโre not quite there though and working hard to improve the situation and workflow parity with hdrp too to make it less confusing. Love these effects Raph!
basically they want URP and HDRP to be similar to use for the user - to avoid confusion
first step toward this was bringing the Volume setup to URP on 2019.3
(integrated URP PP)
cool
guys, do you recall something official from unity to draw custom node editors like the SG uses? I know that this isn't a proper channel for a message like this but it will go straight to the abyss in the #๐ปโunity-talk or something
nevermind, I found it. it is called GraphView in case anyone's interested
Why do reflection probes line up in Unreal - but not in Unity? Am I setting them up incorrectly?
lineup?
For example, you create a basic scene in Unreal, drop in a baked reflection probe and all the reflections look very close to correct. Do the sane in Unity and the reflections do not look even close.
show us your reflection probe settings?
Do you tried enable box projection?
Yes.
This is a very simple test
a quad with smooth and metal set to 1, a reflection probe, and a few cubes
Try the same setup in Unreal, the reflection is very close to perfect
my first try with URP, and simple plane made using ProBuilder is lit in scene view like this:
any idea why it is lit like this?
I am not using URP
It looks like I need to use some hacked together user project to get a simple planar reflection?
Just render the scene twice, flip the camera upside down, install thes 5 c# scripts, come on Unity...
Sorry guys ๐
hmm... is it possible to extend default Lit shader somehow?
I would like to add vertex color functionality to it
ok, figured out both problems
using PBR as base was a good idea, and adding vertex color to it was matter of constructing shader like this:
also had to disable fog in lightning settings (which for some reason is on by default?)
Anyone here ever programatically set a color's emission in LWRP?
@turbid matrix i wonder if this also includes the distant possibility of switching between them at runtime(officially)
I go into create > rendering and it shows universal rendering pipeline
how do I get the lw one?
Lightweight became Universal
they are the same thing, except Universal is the renamed version
oh
it's there only to help people who had LWRP installed in past to upgrade
for new projects you should just install URP directly
@trim bone if they really unify all those settings, it'll be easier regardless
I get that at this point Unity will not make a statement if they plan to support that as it's still so far off
but all the work they do to make these conf same way will help on that thing too
but yeah, I'm kinda hoping Unity would properly support it for sure
URP just runs so much better on weak hardware (and probably on VR too)
I got my "crapputer" fixed so I can test low end gear easier now
even on HDRP vs URP template the diff is huge despite me running scaled down HDRP asset
had like 22fps (stripped HDRP) vs 107fps (somewhat stock URP, shadows on lower tier) on dualcore celeron + nvidia gt640
I can squeeze a bit extra from HDRP but it's pretty obvious it'll never be anywhere as fast on weak hardware
yeah hdrp to me just doesnt seem like it scales down well at all, id be happy to have super cruddy looking graphics if it equated to performance, and many older and newer games are able to scale like this, but currently it doesnt seem to be the case for hdrp
I am trying to create a series of reflection probes over a large terrain. How can I update the editor camera to make use of probe blending? At the moment there is no blending taking place in editor.
Is there any way to achieve something like SetReplacementShader with command buffers?
or making the buffers interact with replacement shaders properly
@kindred kiln move down the center probe to the floor
oh sorry i was answering your question about lining up reflection probe
I'm having problems building my HDRP game to Xbox, can anyone help?
How can I set up lens flare for URP? Nothing I do works
Can someone please explain how multiple reflection probes can be sampled along a road?
I want the buildings to reflect into the side of the road.
I have set up a string of probes using box Box Projection.
Any object moving between the probes is reflected correctly.
The road object is not.
@kindred kiln you might want to check out planar reflections, boat attack has example for URP. There's probably a few others around net too, reflection probes do not do glass / mirrors imo very well at all.
While these will not be out of the box solutions they should give you some ideas how to setup something which works and does not require endless probes placing.
Thats not what I want to hear. I need a baked solution.
I am also committed to SRP
It kinda works if I split the road up into a bunch of smaller chunks and reset the origin of each bit. The problem is that on the edge of each chunk the reflection is not blended smoothly. Has no one ver used reflection probes on anything other than a character or small bit of mesh before?
Why am I getting weird black noise? It stays even when shadows are turned off.
Hold up, HDRP secretly enables AO when you remove it completely from the settings.
You also have to disable it in the default settings profile
Yeah. I fixed it and disabled it there as well. Bought HBAO asset, seems to be actually working. Typical Unity amirite guys ๐
HDRP Background UI blur. How do?
how can i make an outline shader in HDRP? I'm not very familiar with ShaderGraph, only with ShaderLab and HLSL
HDRP Background UI blur. How do?
@strong iron https://discordapp.com/channels/489222168727519232/497874081329184799/718010579419398144
Hey everyone, I'm getting a The name 'CommandBufferPool' does not exist in the current context error, but I can't figure out what's going on. I've imported a Blitpass renderpass/feature from the UniversalRenderingExamples (URP 8.10 and 2020.1.b11)
you need to be more specific
Figured it out ๐คฃ so I wasn't including the core renderpipelines in an ASMDEF
ah, if you use asmdef, that's definitely needed
@ruby sleet this has some outline effect as hdrp custom pass: https://github.com/alelievr/HDRP-Custom-Passes/
could modify it to just do outline
@dawn sorrel there's a HBAO asset for HDRP?
also, which HDRP version?
(I'm going to continue discussion from #๐ฅโpost-processing here as the visual screenshot is here)
@turbid matrix yeah. https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/horizon-based-ambient-occlusion-54780
ah, nice to see more people supporting HDRP now
I'm not huge fan of the HBAO algo looks myself (edit: my experience is mainly from HBAO+)
but it's always good to have options
anyway, I'm trying to ask now third time, which HDRP version? ๐
@dawn sorrel
I'm in a shower so it'll take me some time to open Unity ๐
ah, no worries, I just thought you'd know ๐
the reason I ask this because there's been updates to the HDRP AO
could track the release notes if they were before or after your version
it's been a while but people can use really ancient versions..
the changes were on the old SRP repo so can't quickly search for the PRs even
@turbid matrix HDRP 7.3.1.
that should have the fixes alright
the area where you have the noise is basically where there's lack of screenspace data tho, so that issue could just be from the poor sampling there
Shouldn't it be covered up by blurring.
there's some temporal pass to clean that stuff out yes
one thing that I've been meaning to do for a long time was to port the old HDRP AO as custom PP pass
the commit that removed it is this: https://github.com/Unity-Technologies/graphics/commit/92dc9d99b5e67e211ad60373727a30dde28ad41a
just mainly to have more options
it should be somewhat trivial to port that to current HDRP custom PP, like should take a day or two
altho I do wonder if you can run your custom PP in async compute
its not required to run this but original one did have that option
Hi, guys. We have "submarine" with spotlight and the submarine can freely move around. We had issue with ghost trails (because of the dynamic lights), but I found out that is necessary to turn of Reprojection settings (as it is written in documentation). But now the visual of shafts is ugly. Any chance I missed some setting? We are using HDRP, volumetric dynamic lights and global fog. I was playing with lot of settings, but I wasn't able to figure it out. Thanks for the help.
@coarse schooner you have to enable fog filtering
@drifting vault Oh god, it was in the "more options" settings... Thank you very much. I can't get used to this "hidden" option. It works fine now! Only thing that bothers me now, is the static look of the noise in the light shaft...
@coarse schooner Keep in mind that the volumetric fog smooths out while the game is playing. If you are just looking at the scene view or the game view and not in play mode you will see the noise stand out a lot more. Also the smoothing filter takes up performance so if you didnt see how it looks before applying it you should maybe it's fine and you dont need it.
any tricks for getting transparent objects in urp? I've got a texture with a low alpha, I'm generating transparency from the alpha, I've got the material set to be transparent, but the object always renders opaque... just switched to urp, and quite confused ๐ฆ
@desert wharf post a screenshot of the material settings, might be something simple.
@desert wharf Id doesn't check the texture
like, make sure it really has the alpha
Ill try that. Like, the texture looks transparent: shows me the checkerboard
also you should see it being transparent if you just tweak the alpha from color like you've done there
I thought so. That's def how it worked before I installed urp
that's actually from material you're assigned to the mesh renderer?
or did you tweak the material from project files?
that's definitely the material i'm assigning tot he mesh
this is the test texture I've been trying this with
there's gotta be something wrong with the material, as the thumbnail's not transparent at all
i've made... some progress? Though, now I'm more confused than ever
if the transparent object is really close to the camera, it is indeed transparent
but unless it's reaaally close, it's opaque
it's not shading the objects behind it at all, when it is transparent
i'm gonna switch to hdrp, and see if I get better behavior
(I've got the hybrid renderer v2 running, btw)
I probably should've mentioned that earlier
this issue doesn't seem to be present in hdrp
sorry to have bothered everyone ๐
Hybrid Renderer v2 is more advanced for HDRP than URP so things will work with it before working with URP
hi guys so i guess this is where i should ask
i have this problem
with hdrp materials
i upgraded them from pink and now they are gray
and i cant find any fix
what should i do
@zenith vortex can you show me materials properties before upgrading?
uh that might be a problem because i dont think i can make a printscreen to their properties before upgrading
it was standard yes
your check your exposure settings