#archived-hdrp

1 messages ยท Page 53 of 1

ashen laurel
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With URP?

rich spade
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ah I should read it all "only urp has some gloss bumped up" which would account for the glint

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good work though ๐Ÿ˜‰

ashen laurel
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Thanks ๐Ÿ™‚ 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.

stark elbow
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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?

trim bone
sharp hatch
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@trim bone i found that also

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but that template has already broken 3 or 4 times due to unity changing things

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and i wouldnt consider it 'documentation'

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its someone that basically took the effort to reverse engineer

idle robin
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anyway to get mipmaps to be used thought raytraced glass?

kindred kiln
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How do I share lightmaps between scenes?

jovial mulch
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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 ?

rich spade
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@jovial mulch check the camera settings as they can override pipeline settings

midnight glacier
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Is it possible to make a render texture with a transparent background and using post processing? (URP)

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because since I turned on post processing on the camera the background is a solid color

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even when it's set to uninitialized

rich spade
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I believe I have this, my minimap uses transparent render texture. think pp too

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oh no your right, seems I cheated around the problem ๐Ÿ˜†

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@midnight glacier what are you trying to do, as might be able to offer some work arounds

midnight glacier
rich spade
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is this the URP PP or V2 PP or have you tried both?

midnight glacier
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I don't know, how can I check?

fiery marsh
midnight glacier
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alright, I'll try it out

rich spade
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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

midnight glacier
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If the stacking doesn't work out I'll look into it

jovial mulch
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@rich spade You were right, I culled them on the camera when playing with custom render pass xD thanks !

midnight glacier
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I did try out the stacking

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it isn't really what I'm looking for

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it doesn't scale with the UI

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I'll need to limit to no post processing

pseudo aspen
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Hi everyone! Would anyone happen to know why does blitting to a temporary render texture not work here?

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Blitting from source to destination directly works fine but I'm trying to stack two post-effects

fast shard
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it seems like it should work @pseudo aspen

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but I don't release the RT until FrameCleanup

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are you releasing it in Execute?

pseudo aspen
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yes, but I also tried releasing it in cleanup and it didn't change anything

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as well as just not releasing it at all

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which is probably a bad idea, but I tried it anyway

fast shard
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how do you know which piece isn't working?

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have you given frame debugging a shot?

pseudo aspen
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not yet, so far just trying stuff in code

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i know it's not the materials

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because just a single source/destination works

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i suspected it may be something with cmd.Blit changing the destination

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but thenm again setting cmd.SetRenderTarget didn't change anything either

indigo summit
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wait, is virtual texture already merged to HDRP?

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in their latest UniteNow Video they mention Virtual Texture for HDRP are available

whole fossil
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afaik vt is available as a package in 2020.1

glad tartan
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It's supposed to be fully integrated in 2020.2 from a post one of the dev made

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but it was mentioned it was merged into Master for HDRP (which I'm guessing it's the GitHub branch being mentioned)

ashen laurel
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Wait, what is that suppose to mean? "No asset bundle support in 2020"

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I believe Unity has this 4gb scene limit issue and only way to get through it is to use asset bundles.

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How would it someone ship a title with hdrp via VT if there is no assetbundle support?

jagged canyon
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Im getting weirdness in 2019.3.14f1 URP

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my color pickers alpha keeps getting nuked to 0

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even if I edit the value outside unity

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it looks great if I set it to 0.5a

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but as soon as the inspector sees the material, either by selecting the material, or even selecting a prefab with the material applied

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it nukes the color's alpha value

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it behaves weird in opaque mode, but I need opaque + alpha clip

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the value doesnt even seem to update

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the material works exactly as expected if I edit the value outside unity

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but as soon as the inspector sees that color picker, it wipes the value

true zealot
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just use the threshold value?

jagged canyon
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yeah that only works if I can set the basemap alpha

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like a 0.5 threshold makes sense, but it straight up doesnt work if the base alpha is 0

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as you can see it looks perfect at 0.5 but as soon as unity gets 'focus' it wipes it to 0

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@true zealot

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looks like a bug to me

true zealot
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could be, but I still don't understand why you can't just modify the threshold value

jagged canyon
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it doesnt change anything

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if your base alpha is 0

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as you see in my video I did modify the threshold

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0.001

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with 0 base alpha it kinda fucks things

true zealot
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Oh right that makes sense

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I see what you mean now

jagged canyon
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I submitted a bug report but IDK if I worded things well enough

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I can fix it via shadergraph but ew

turbid matrix
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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

fair coral
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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!

amber gate
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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

elder merlin
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Correct, I believe if your texture is not a power of two then it will not be compressed at all

jagged canyon
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@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?

broken lichen
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This seems to be more of an editor script issue. Probably a bug in the custom editor for that shader

split spire
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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.

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Or is there a better way?

drifting vault
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@split spire try use volume density box

split spire
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Yep, that helps. Thanks @drifting vault

late schooner
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@fair coral do you want the short version or the long version

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mostly it comes down to humans really sucking when it comes to picking up on color changes

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the rest is implementation details

fair coral
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@late schooner Thanks! I would actually be interested in a longer version as well ๐Ÿ˜„ 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 ๐Ÿ™‚ just want to undertsand whats going on there, haha.

late schooner
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complicating the matter is that you're actually mixing disk formats and game-optimal stuff

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PNG is actually a compressed format based pretty closely on the mechanics of ZIP files

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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)

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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

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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

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Crunch works on top of that and combines some PNG-like compression on top of what DXT already does

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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

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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

fair coral
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Thank you! That's some incredible valuable information ๐Ÿ™‚

sharp hatch
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Does urp support the stencil buffer?

broken lichen
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@sharp hatch Yep

sharp hatch
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additional question

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is custom passes implemented for URP?

turbid matrix
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not in similar way as on HDRP

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I dunno if custom passes are coming but custom pp passes for sure will

sharp hatch
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Well that sucks

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So I cant port my stencil shadow setup to urp

turbid matrix
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URP lets you do custom render passes

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but I don't know if they've documented it

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there are some tutorials around on how to use it

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

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fast shard
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is it possible to turn off a custom pipeline feature for just one camera?

fast shard
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I ended up using a hack based on whether post processing was enabled in the cameradata

sharp hatch
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Is there compute shader or at least geometry shader support in URP?

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this is a custom... "Pass" for URP?

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Is this different from Render Object ?

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I assume that... "Pass" is some sort of full screen effect thing

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and that Render Object stuff is to select a sub-section of objects to render with a custom material?

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I mean... there's no fkn docs

dawn sorrel
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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.

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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

dawn sorrel
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ah i see

dawn sorrel
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i did find that earlier, however all of my searches were showing out of date things

scarlet hull
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You can change the package version in the top left of the page

dawn sorrel
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alrighty, thank you so much!

sharp hatch
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god... i want URP to be good

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but it's just an endless drudgery

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of missing features, broken post processing

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worse performance on mobile

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and unkept promises

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=/

plain finch
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UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, AtomicSafetyHandle)```
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any ideas what this means?

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the only thing im touching in renderpipeline manager is this: RenderPipelineManager.endCameraRendering += RenderPipelineManager_endCameraRendering; and its associated RenderPipelineManager.endCameraRendering -= RenderPipelineManager_endCameraRendering;

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where private void RenderPipelineManager_endCameraRendering(ScriptableRenderContext context, Camera camera) { OnPostRender(); }

drifting vault
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@sharp hatch pp is fine, perfromance is fine even on phones

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at least on URP 7.3.1

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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

sharp hatch
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that's good for you, but it's clearly not the case for everyone

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and pp is not fine, right now they have V2 'temp' thing which isn't gonna be supported in X months?

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and no documentation for the shader API to make your own shaders, and shader graph missing advanced features

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it's just..

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ยฏ_(ใƒ„)_/ยฏ

plain finch
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any idea why my camera preview is not displaying the same thing as the render texture its writing to?

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the preview shows the correct thing, the render texture is missing an object

plain finch
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why is my sphere not appearing in the render texture?

indigo summit
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is HDRP 9x not supported for 2020.1b?

elder merlin
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Might be that rendertexture handles missing/bugged shaders differently than the camera itself @plain finch

plain finch
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i converted to "Default" shader, and its the same problem

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along with moving out of runtime

turbid matrix
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@sharp hatch ppv2 support is not going to go away from urp 7

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It's just not going to be added to urp 8+ (so for 2020 cycle you need to use the urp's own pp)

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I guess this could still change if they cant get custom pp in urp 8+ any time soon

sharp hatch
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@turbid matrix the problem is just how unreliable all of it feels when it comes to the PP stack

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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

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without re-implementing all my shit again

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etc.

turbid matrix
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You could then just modify urp package directly and inject your own pp there amomg the other built-in effects

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Could then port that to custom pp api once unity comes up with such

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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

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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

sharp hatch
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yeah i mean this is possible

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what i want to do

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is to make a custom RP

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its basically what i did on top of the old pipeline

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idk man

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im just.. /shrug

plain finch
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any ideas on the rendertexture not working?

indigo summit
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hmm anybody have an issue with Shader Caching Preprocessor causing HDRP to freak out and all shader broken?

indigo summit
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i just notice that there's a probe volumes on HDRP

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what is that?

drifting vault
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@indigo summit on with HDRP and UNity version are you seating?

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its kinda light group volumes, but that box place those in auto-mode and you able to control density of that

indigo summit
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ah i see a light probe volume

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i thought it was a different probe volume since there's LPPV already

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i'm on 2020.1 b10 on HDRP 9.00 preview 13

drifting vault
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hmmm im on 2020.2 alpha and there nothing like that ๐Ÿ˜„

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seems like i have to downgrade to 2020.1

indigo summit
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i'm tired with the alpha version. might try again on later version. Everything keep broken (and yes i know it's alpha)

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the only issue i found with the latest beta and HDRP are shader caching causing hdrp to fail compiling shaders

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not sure why

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maybe because i have hybrid rendering installed

drifting vault
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oh no, i unistalled and isntalled again 2020.2A ๐Ÿ˜„

indigo summit
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on that "See other version"

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@drifting vault

turbid matrix
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as additional note, you enable preview packages differently now

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like, it does list them if you have one on your manifest already but it doesn't show any noninstalled preview packages by default

indigo summit
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oh what changed?

turbid matrix
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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

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@indigo summit they moved the "show preview packages" from package manager drop down to project settings

indigo summit
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oh i see

turbid matrix
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it's their way of making it less trivial as people tend to get into trouble by just casually using preview packages

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and then ranting how unstable unity is

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I know this error

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but I actually do have HDRP asset assigned in this case ๐Ÿ˜„

indigo summit
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hmm i'm starting a new project but preview packaged are enabled by default

turbid matrix
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I'm using HDRP from github so it could be a bug on bleeding edge version

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or that just 10.x not being 100% compatible with 2020.2.0a12

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@indigo summit they definitely are not

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like, they've not been enabled by default even on the older Unity versions for a long time now

indigo summit
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hmm maybe because i used HDRP template?

turbid matrix
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could be, it shouldn't work like that tho

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you sure it's enabled or that you just have some preview packages preinstalled by the template?

ripe fable
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I'm also getting the HDRP asset error, probably something temporary on the latest version yeah

turbid matrix
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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

indigo summit
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it's enabled as i can see preview packages in PacMan

turbid matrix
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even ones that are not installed?

indigo summit
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yep

turbid matrix
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weird

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it doesn't do that for me

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(and I always have to go toggle that on for new projects)

indigo summit
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2020.1 beta right?

turbid matrix
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I'm on latest 2020.2 atm

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but I've used 2020.1 betas in past

indigo summit
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ah somehow i can't use that version

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for some reason HDRP not running on alpha

turbid matrix
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works here

indigo summit
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which is why i'm confused ๐Ÿ˜„

turbid matrix
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just don't try to use the 7.x it installs by default if you use HD template

indigo summit
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like all HDRP shader give me errors

turbid matrix
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8.1.0 works out of the box just fine

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also make sure you run HDRP wizard if you get weird errors

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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)

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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

indigo summit
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i see, i guess i should stop using the template ๐Ÿ˜„

turbid matrix
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I mainly use template for some issue reports but even there I prefer more empty scenes

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they are faster to work with

indigo summit
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hmm good point

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i merely like the template due they have some model to work with

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i should've made my own template ๐Ÿ˜„

lilac lagoon
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Anyone know what's going on here?

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i'm on hdrp

plain finch
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So, anyone know or have any clue as to why my render texture isnt picking up non-UI elements

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alright, apparently its because my render texture had no depth buffer

elder flare
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How do i get rid of this fog effect?

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Never mind. Window > Rendering > Lighting Settings

split spire
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Is there a way to toggle sky reflection on runtime? Unity 2019.3.9f HDRP 7.3.1

drifting vault
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@split spire you about apply sky refelctions form HDRI?

split spire
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@drifting vault sorry? I don't get you

drifting vault
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me too

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your problems is world not reflecting a sky?

split spire
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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?

drifting vault
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you tried to control HDRI sky exposure parameter ?

split spire
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No. You mean from the Volume profile?

scarlet hull
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You can disable the sky reflections per camera in the "lighting" part of the custom frame settings

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But properly set up reflections probes should be what you need here.

split spire
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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...

split spire
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Okay thanks

drifting vault
indigo summit
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Preview packaged might be disabled

turbid matrix
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and probably are

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@drifting vault enable them from project settings (they moved the setting there)

drifting vault
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to project settings?

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@indigo summit i cant find a button for enable preview packages on new package manager windows ๐Ÿ˜„

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but not i cant find that

turbid matrix
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open project settings, type "preview" to the search box

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you'll see it

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again, it's not in package manager anymore

indigo summit
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it's on Package Manager Setting on project settings

drifting vault
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found it, thanks! ๐Ÿ˜„

indigo summit
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wow that's confusing

turbid matrix
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it's meant to not be super trivial so people who shouldn't play with previews can't casually just enable them ๐Ÿ˜„

drifting vault
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oh, now need to fight with crahses again. its works fine until unity wants to do something with GUI

indigo summit
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which a good point, but apparently it will be enabled if creating a project using template

turbid matrix
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I still wonder about that

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because it doesn't do it for me for templates

indigo summit
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or i might found a bug then

turbid matrix
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could be some issue on the older templates I suppose

indigo summit
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what it's do

drifting vault
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im just wondering if that bug happening in 2020.1 with HDRP9

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cuz on left Volumetric light high quality. On right - low quality volumetrics

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that spikes happened only when i'm use game view

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@indigo summit make density lower and bake light

indigo summit
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and why do i keep getting this popup everytime i click something on editor ๐Ÿค”

drifting vault
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that happenign again after that imprting?

indigo summit
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yeah ยฏ_(ใƒ„)_/ยฏ

drifting vault
indigo summit
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you need to enable it

drifting vault
indigo summit
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huh

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weird ? ๐Ÿค”

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@drifting vault is the entire HDRP 9x broken ?

drifting vault
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for me yea, that probe volumes no visible in HD pipeline settings and cause errors ๐Ÿ˜ฆ

indigo summit
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did you enabled it on the ShaderConfig.cs ?

drifting vault
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i have to enable that on shaders configs? 0_o

indigo summit
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Oooh i see, it's like ambient light clip volume in cryengine?

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notice the sphere ambient light are clipped outside on the volume

drifting vault
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eh, for me Unity crashing at this moment ๐Ÿ˜ฆ

indigo summit
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yeah that popup also showed almost everytime you "change" stuff in editor

turbid matrix
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popup is there just to show you the editor is doing something

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it's not something that takes more time now vs before

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you just notice it now since there's the popup

drifting vault
indigo summit
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yeah i know, thing is.
Open Project setting, popup
Open Lighting Settings, popup
Not always happened though, kinda annoying

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@drifting vault honestly i'm not quite sure, somehow sometimes it randomly reset the shaderconfig

drifting vault
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i'm just cant find shaderconfig.cs on projects to enable Volu,eLoghtProbe

indigo summit
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yeah, well this probevolume are experimental and disabled by default for reason

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don't search on project, change it to packages

drifting vault
indigo summit
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those two need to be changed

drifting vault
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ohhhhh

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but idk what to do with second one

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but yea it kinda works now, thanks!

indigo summit
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change that part

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or else the probe are not gonna be applied to any renderer

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feel like improved lightprobe/LPPV

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but there's voxel artifact when the density are >2

whole fossil
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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

drifting vault
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thanks!

turbid matrix
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@whole fossil it hasnt landed on any official release yet

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it will be on next 9.x

ripe fable
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Hmm, I wonder what they've changed.

topaz quartz
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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.

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^ With generated texture

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^ With asset texture

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I'm using URP, the created texture is just a Texture2D and I'm using PackTexture with my blocks textures to create it

topaz quartz
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The created texture is point filtered. When I set its filter mode to Bi/Tri linear, the problems doesn't occur.

wind fox
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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

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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
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Does this sound like a use-case for SRP?

icy ferry
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@topaz quartz perhaps a mipmap issue?

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anyone here familiar with URP and doing custom render features / passes?

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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.

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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.

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poking around looking for documentation or hints, but nothing leading me in the right direction

topaz quartz
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@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.

oblique nova
#

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)?

warm wagon
#

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.

barren kindle
#

where do i enable srp batcher? i cant find the option anywhere LUL

warm wagon
#

on HDRP, it's under HDRenderPipelineAsset, just enter debug mode and there's the toggle "Enable SRP Batcher"

sleek quartz
#

whats a good reading material for hdrp geometry shader

smoky orchid
#

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 ?

smoky orchid
#

update to 2019.3.15f1, now it crashes with no error

cursive oracle
#

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

whole fossil
#

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

smoky orchid
#

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

smoky orchid
#

well now sometimes it works sometimes it crashes, lowering baking settings does not help

drifting vault
#

@smoky orchid you installed UPR via GitHub???

smoky orchid
#

no i started the project with it

daring ember
#

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 ?

scenic jay
#

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.

proper raft
#

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

candid basin
#

is there no way in URP to add custom volume overrides?

vernal burrow
#

hello!, how can I acces to pipeline settings from script?

#

that line gives me an error in the console of Object reference not set

drifting vault
#

@vernal burrow do you want to edit pipeline settings in runtime???

vernal burrow
#

yeah

drifting vault
#

you probably not able to do that

#

only switch between pipeline assets

vernal burrow
#

Ohhh I see

#

Okay, thanks you

scenic jay
#

anyone used the Custom Render Texture in hdrp before?
Im trying to get it to work with a shader Graph shader

vernal burrow
#

nope, I havent used it, sorry

dawn sorrel
#

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:

simple vine
#

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

dawn sorrel
#

you can also sample your textures with a mip bias to restore some detail.
@simple vine

and where is this option?

simple vine
#

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

lyric burrow
#

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?

simple vine
#

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

lyric burrow
#

@simple vine I cant see myself using those sophisticated features within my game so ill go with URP, thanks for that ๐Ÿ‘

civic stump
#

i have troubles integrating the Async Queue - Rendering into the image publisher

turbid matrix
#

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)

scenic jay
#

@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

turbid matrix
#

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

#

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 ๐Ÿ˜„

#

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

scenic jay
#

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

turbid matrix
#

ah

#

well, you can also write the shaderlab code yourself if you are not too afraid of that approach

scenic jay
#

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

turbid matrix
#

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

scenic jay
#

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

turbid matrix
#

CRT does similar thing

#

it's basically a camera rendering to a quad

scenic jay
#

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

lean field
#

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.

plain finch
#

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

trim bone
#

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

frigid ibex
#

@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

plain finch
#

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?

fiery marsh
#

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.

plain finch
#

not highly detailed heightmaps, but for stuff like small rocks and stuff, or stone pavers, i would still like them there

frigid ibex
#

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.

plain finch
#

SRP i assume includes URP?

frigid ibex
#

Yes is the general term for both, U-RP and HD-RP

plain finch
#

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

frigid ibex
#

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.

bronze kiln
#

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

lyric burrow
#

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?

cosmic crag
#

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

upbeat copper
#

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!

scarlet hull
#

@upbeat copper In HDRP, you can use the lightlayers to filter which reflections probes affect which objects

upbeat copper
#

Aah that would solve a few problems if we have to go with reflection probes

#

cheers

ebon skiff
#

(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)

candid basin
#

custom post processing in URP ๐Ÿ˜ฎ

#

I think maybe he just adds a script that adds a renderer feature by code

#

but not sure

heady osprey
#

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 ?

scarlet hull
#

Look for signed distance fields ?

whole fossil
#

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

turbid matrix
#

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

viscid trout
#

Anyone know how to make objects glow in IOS? I'm banging my head over here with these emissions not rendering

trim bone
#

Is hdr enabled?

viscid trout
#

I think so. Works in my editor, just not seeing it in my app

drowsy shard
sharp hatch
#

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

glad tartan
#

@drowsy shard 7.4.0 is used with 2019.3 or if 2019.4 is released then with that as well.

drowsy shard
#

@glad tartan it dont show up in the package manager , how can i download it?

turbid matrix
#

@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

drowsy shard
indigo summit
#

wait where did the SRP Batcher setting moved to in HDRP?

turbid matrix
#

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

indigo summit
#

ooh it's hidden

#

i see

turbid matrix
#

Docs have link to a script that gives stats and lets you toggle it runtime

#

(Google for srp batcher docs)

indigo summit
#

not sure if i should ask here or on dots channel, but where can i find HybridRenderer Sample for HDRP?

turbid matrix
#

You wont

#

It is not released

#

I think people working on hybrid think it is as docs imply it is

indigo summit
#

huh, i see

#

yeah because in the docs they mention about it

turbid matrix
#

I'd expect those to be on ecs sample repo but it hasnt been updated in months for ecs

indigo summit
#

hmm i'm trying to understand how to use HybridRendering, since i never touch it

#

๐Ÿ˜…

turbid matrix
#

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

indigo summit
#

convert?

#

did that already

turbid matrix
#

ConvertToEntity

#

If there is hybrid renderer installed it moves the mesh renderers from go's to entities rendermeshes

indigo summit
#

yeah it changed to Mesh Renderer

#

should i also add ConvertToEntity component?

turbid matrix
#

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

indigo summit
#

to all MeshRenderer or static renderer only?

turbid matrix
#

It converts all child go's too

#

To everything you wish to convert..

#

Hybrid only renders converted

indigo summit
turbid matrix
#

Which unity and hybrid version?

#

Hybrid v2 is bit more robust but it requires 2020.1+

indigo summit
#

2020.1b10 HybridV2

turbid matrix
#

You use the 9.0-preview package?

indigo summit
#

yep

turbid matrix
#

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
#

i see

#

ah got them working, static batching was causing them to not showed up

turbid matrix
#

@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

indigo summit
#

it was pitch black without it

#

but yeah there's lot of issue with it currently

candid basin
#

Neat, shaded wireframe mode is now available

turbid matrix
#

yup. I tested that the other day ๐Ÿ™‚

#

that's way more useful than the wireframe mode itself

fathom slate
#

hey. would love to make "hot air in distance effect". are there any ready for use shaders ?

sudden terrace
#

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

broken lichen
#

@sudden terrace Most of it's pretty plug and play.

sudden terrace
#

Would you recommend HDRP or URP for most people

broken lichen
#

Are you asking which out of those two I would recommend or would I recommend HDRP/URP over the built-in render pipeline?

sudden terrace
#

I guess both lol. Do you recommend either of those over the built-in and then which of those 2 specifically

broken lichen
#

It really depends on what you're making.

sudden terrace
#

Pirate themed game, run around, islands water, etc. Low poly models but hoping to make it look okay through post processing, lighting etc

broken lichen
#

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

sudden terrace
#

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

broken lichen
#

I've never used HDRP extensively, so it's hard for me to make that recommendation

sudden terrace
#

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

broken lichen
#

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

glad tartan
#

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

upbeat badger
#

does HDRP already runs on that "BETTER AND FASTER RENDER GRAPH THING" or it's still being in development?

scarlet hull
upbeat badger
#

oh nice. There will be an option for enabling render graph once it's shipped or it will replace previous behaviour?

chilly rune
#

Considering moving from legacy to HDRP, but I use a lot of point lights, is it possible / easy to alter the light attenuation?

glad tartan
#

@chilly rune Yes, HDRP has a lot more controls for light than Built-in or URP

chilly rune
#

@glad tartan great good to here

glad tartan
#

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

chilly rune
#

@glad tartan any hints as to where to look? I've set up the unity template

glad tartan
#

just so you can compare what you might be missing switching to HDRP

#

for light attenuation?

chilly rune
#

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

glad tartan
#

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

chilly rune
#

where do I find the advanced options?

glad tartan
#

The gear Icon to the right - for the light dropdown

#

Dropdown/foldout label on the lights called Light

chilly rune
#

ah thanks

#

brilliant thanks, hadn't found that

turbid matrix
#

@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)

upbeat badger
#

i didn't know. Is it enabling by scripting define?

#

i havent seen any options in hdrp asset related to render graph

turbid matrix
#

there used to be a checkbox somewhere I swear

#

maybe its hidden on purpose now

valid dock
#

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.

wraith blaze
#

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)

valid dock
#

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:

#

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.

honest siren
#

Anyone have issues with fog rendering/depth issues on hdrp + unlit shaders? Not hdrp unlit, just normal unlit

honest siren
#

Nvm just added depth semantic to frag output

vernal burrow
#

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?

wraith blaze
#

i5 8600,gtx 1070 and 16 gb of ram

vernal burrow
#

are you using more than one camera in the game?

wraith blaze
#

only one

vernal burrow
#

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

wraith blaze
#

i literally tried every optimization i found online and the fps doesent really change

vernal burrow
#

and have you enabled high quality volumetrics in HDRP settings?

wraith blaze
#

nope

vernal burrow
#

Ahh okay

#

Hmmm idk what would be the problem

wraith blaze
#

i did a quick test to see how it ran with URP and only 30 fps difference

vernal burrow
#

really?

wraith blaze
#

yes

vernal burrow
#

with urp mine runs at 500

wraith blaze
#

o_O

vernal burrow
#

what unity version are you using?

wraith blaze
#

latest

vernal burrow
#

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

wraith blaze
#

thx,its weird everything looks fine of my end,i wonder if it could be bolt

#

thats slowing it down

vernal burrow
#

np!

wraith blaze
#

LMAO i just tried using the beta version of unity 2020 and jumped to 200 fps

zinc tangle
#

Is there a way to use normal maps to cast a shadow on a 2d sprite in LWRP?

wind sand
#

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?

vernal burrow
#

@wraith blaze lol

next terrace
#

terrain textures aren't showing up after switching to HDRP anyone know how to fix it maybe?

turbid matrix
#

@next terrace make a new material, assing it HDRP Terrain Lit shader, put this to the terrains settings (last tab with cog symbol etc)

sturdy sparrow
#

we already did that

#

idk what we did, but eventually when running the game the textures appeared

next terrace
#

@turbid matrix i managed to get the textures to show now just my grass isnt showing

turbid matrix
#

terrain grass isn't supported by hdrp

next terrace
#

how would i go about adding it then? with prefabs? @turbid matrix

drowsy prawn
#

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?

scarlet hull
#

Downside : URP is not at feature parity with the built-in pipeline for the moment
SG is only compatible with the new pipelines

long wagon
#

Alternatively Shader Forge (visual scripting for the built-in pipeline) has been updated by the author (Freya Holmer) recently to support Unity 2019.

drowsy prawn
#

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?

scarlet hull
#

I'd say yes

drowsy prawn
#

Alright, thanks ๐Ÿ‘

drifting vault
#

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????

indigo summit
#

which thread is that?

drifting vault
indigo summit
#

hmm interesting

#

is that only for point light though? ๐Ÿค” all light type could use them

zinc tangle
#

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

broken lichen
#

Could you not use a sprite light where the sprite is just a gradient?

#

@zinc tangle

zinc tangle
#

Maybe. Does the light strength work with transparency?

broken lichen
#

It might be black/white instead of transparent/opaque

zinc tangle
#

Hmm I see. I'll give it a try, thanks!

crisp girder
#

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?

crisp girder
#

Ah, I see. HDR was disabled by default in the UniversalRenderPipelineAsset

dreamy fox
#

@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.

drifting vault
#

hmmm, thanks for info!

zinc tangle
#

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

tidal wigeon
#

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?

devout junco
#

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)

lyric ravine
#

Heyyy, 7.4.1 is released

wind sand
#

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)?

sturdy sparrow
#

"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.

broken lichen
#

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.

torpid flower
#

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?

glad tartan
#

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.

whole fossil
#

scratch that. i am a dumbass xD

drifting vault
#

@whole fossil you know that you have to rotate decal right? ๐Ÿ˜„

whole fossil
#

they were already rotated when created back in the day! ๐Ÿ˜„ ๐Ÿ˜„

sharp hatch
#

Trying to run my game on osx

#

In editor just opened project

#

legit 100% unusable on osx, for no known reason

#

its not doing shit, not just idling for 80-100ms at a time

whole fossil
#

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

dapper fractal
#

and if editor runs on metal

sharp hatch
#

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

dapper fractal
#

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 ?

sharp hatch
#

@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

dapper fractal
#

nice !

#

but that machine should handle normal unity project without problems

#

can you run some unity game on it ?

turbid matrix
#

are there gamers that play on mac? ๐Ÿค”

#

I guess it could pay off if you could somehow target the game to that niche audience

drifting vault
#

@sharp hatch do you use hing quality volumetric lighting?

sharp hatch
#

@dapper fractal i will try a few other projects

#

@drifting vault no, im using the standard render pipeline

turbid matrix
#

steam hw survey says 4.04% of steam users use mac

#

0.91% linux

sharp hatch
#

@turbid matrix how is that relevant to my question?

turbid matrix
#

man that 1% is really loud

#

mainly curious about it

dapper fractal
#

@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 ๐Ÿ™‚

#

new triple A-ish stuff a.k.a. the steam survey results is not worth it on mac for gaming

turbid matrix
#

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

dapper fractal
#

yea; some studios even while making stuff in unity don't bother with other platforms

turbid matrix
#

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

sharp hatch
#

windows/xbox/playstation/switch are obv the main platforms

dapper fractal
#

yea - with other platforms in the above i meant desktop platforms - mainly teh linux gam0rz ]

turbid matrix
#

@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

sharp hatch
#

cba to try

#

just gave up

#

tired of all broken shit

cinder bramble
#

For some reason when I switched to hdrp all my ssr was way too sharp even though my smoothness on my materials was low...

dapper fractal
#

just checking i suppose you're on latest macOS @sharp hatch ?

sharp hatch
#

yes correct

turbid matrix
#

considering it's a 2019 mac, it can't be on very old version

#

two alternatives

dapper fractal
#

sad to see macs in this limbo - and it's long lasting situation now - but it's just reality on desktops

sharp hatch
#

unreal editor runs fine fwiw

turbid matrix
#

I see a lot of mac related issues on rendering all the time

sharp hatch
#

i will try to build the game later

#

and see if thebuild works

turbid matrix
#

I don't even want to touch that land

ripe fable
#

Which version of Unity / RP ?

whole fossil
#

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

turbid matrix
#

hdrp?

#

tbh, I've never even touched those

lethal pagoda
#

@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_(ใƒ„)_/ยฏ

sharp hatch
#

hm i will check

lethal pagoda
#

@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

sharp hatch
#

idk whats going on tbh

#

=/

turbid matrix
#

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

whole fossil
#

hdrp?
@turbid matrix yeah, hdrp. they worked just fine up until 2020.1 for me

candid basin
#

Some news on AO for URP

turbid matrix
#

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
candid basin
#

so shader graphs just are able to swap between URP/HDRP? that's amazing

turbid matrix
#

@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 ๐Ÿ˜„

#

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

drifting vault
#

@candid basin hey, can you post link to this forum thread pls ๐Ÿ™‚

turbid matrix
drifting vault
#

Volume System Support - its about PP volumes or volumetric lighting? ๐Ÿ˜„

turbid matrix
#

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

#

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)

drifting vault
#

cool

whole fossil
#

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 #๐Ÿ’ปโ”ƒunity-talk or something

#

nevermind, I found it. it is called GraphView in case anyone's interested

kindred kiln
#

Why do reflection probes line up in Unreal - but not in Unity? Am I setting them up incorrectly?

drifting vault
#

lineup?

kindred kiln
#

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.

drifting vault
#

show us your reflection probe settings?

kindred kiln
drifting vault
#

Do you tried enable box projection?

kindred kiln
#

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

drifting vault
#

Are you on URP?

#

if yes, then URP atm not support box projection

short sapphire
#

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?

kindred kiln
#

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 ๐Ÿ™‚

short sapphire
#

hmm... is it possible to extend default Lit shader somehow?

#

I would like to add vertex color functionality to it

short sapphire
#

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?)

turbid matrix
#

so there's a new team at Unity working on making URP and HDRP work more alike

flat breach
#

Anyone here ever programatically set a color's emission in LWRP?

dawn sorrel
#

How do I create a light weight pipeline?

#

I have the package installed

trim bone
#

@turbid matrix i wonder if this also includes the distant possibility of switching between them at runtime(officially)

dawn sorrel
#

I go into create > rendering and it shows universal rendering pipeline

#

how do I get the lw one?

true zealot
#

Lightweight became Universal

#

they are the same thing, except Universal is the renamed version

turbid matrix
#

@dawn sorrel LWRP package just installs URP package on 2019.3

#

it's an empty shell

dawn sorrel
#

oh

turbid matrix
#

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

trim bone
#

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

kindred kiln
#

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.

sharp hatch
#

Is there any way to achieve something like SetReplacementShader with command buffers?

#

or making the buffers interact with replacement shaders properly

indigo summit
#

@kindred kiln move down the center probe to the floor

#

oh sorry i was answering your question about lining up reflection probe

cinder bramble
#

I'm having problems building my HDRP game to Xbox, can anyone help?

gritty briar
#

How can I set up lens flare for URP? Nothing I do works

kindred kiln
#

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.

rich spade
#

@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.

kindred kiln
#

Thats not what I want to hear. I need a baked solution.

kindred kiln
#

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?

dawn sorrel
#

Hold up, HDRP secretly enables AO when you remove it completely from the settings.

glad tartan
#

You also have to disable it in the default settings profile

dawn sorrel
#

Yeah. I fixed it and disabled it there as well. Bought HBAO asset, seems to be actually working. Typical Unity amirite guys ๐Ÿ˜„

strong iron
#

HDRP Background UI blur. How do?

ruby sleet
#

how can i make an outline shader in HDRP? I'm not very familiar with ShaderGraph, only with ShaderLab and HLSL

turbid matrix
turbid oriole
#

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)

turbid matrix
#

you need to be more specific

turbid oriole
#

Figured it out ๐Ÿคฃ so I wasn't including the core renderpipelines in an ASMDEF

turbid matrix
#

ah, if you use asmdef, that's definitely needed

turbid oriole
#

Yeah, christ, so many moving parts sometimes

#

Thank you for trying to help ๐Ÿ™‚

turbid matrix
#

could modify it to just do outline

turbid matrix
#

@dawn sorrel there's a HBAO asset for HDRP?

#

also, which HDRP version?

dawn sorrel
turbid matrix
#

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? ๐Ÿ˜„

#

@dawn sorrel

dawn sorrel
#

I'm in a shower so it'll take me some time to open Unity ๐Ÿ˜„

turbid matrix
#

ah, no worries, I just thought you'd know ๐Ÿ˜„

#

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

dawn sorrel
#

@turbid matrix HDRP 7.3.1.

turbid matrix
#

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

dawn sorrel
#

Shouldn't it be covered up by blurring.

turbid matrix
#

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

#

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

coarse schooner
#

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.

drifting vault
#

@coarse schooner you have to enable fog filtering

coarse schooner
#

@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...

glad tartan
#

@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.

desert wharf
#

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 ๐Ÿ˜ฆ

rich spade
#

@desert wharf post a screenshot of the material settings, might be something simple.

desert wharf
turbid matrix
#

@desert wharf Id doesn't check the texture

#

like, make sure it really has the alpha

desert wharf
#

Ill try that. Like, the texture looks transparent: shows me the checkerboard

turbid matrix
#

also you should see it being transparent if you just tweak the alpha from color like you've done there

desert wharf
#

I thought so. That's def how it worked before I installed urp

turbid matrix
#

this is from URP template

#

so, no idea why it's not working for you

desert wharf
#

k, I just installed urp

#

imma go over the settings?

turbid matrix
#

that's actually from material you're assigned to the mesh renderer?

#

or did you tweak the material from project files?

desert wharf
#

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

desert wharf
#

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

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sorry to have bothered everyone ๐Ÿ˜„

glad tartan
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Hybrid Renderer v2 is more advanced for HDRP than URP so things will work with it before working with URP

drifting vault
zenith vortex
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hi guys so i guess this is where i should ask

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i have this problem

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with hdrp materials

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i upgraded them from pink and now they are gray

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and i cant find any fix

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what should i do

drifting vault
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@zenith vortex can you show me materials properties before upgrading?

zenith vortex
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uh that might be a problem because i dont think i can make a printscreen to their properties before upgrading

drifting vault
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well it was standard or other?

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mobile/diffuse etc?

zenith vortex
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it was standard yes

drifting vault
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your check your exposure settings