#archived-hdrp

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drifting vault
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try setup your lighting

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via render scene component / volume component

zenith vortex
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render scene component?

drifting vault
zenith vortex
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wait wait wait

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i dont think i see any render_scene_volume

drifting vault
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you have to create empty gameobject

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and added Volume component

zenith vortex
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i added the Volume component

drifting vault
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now you have to setup settings on it, post effects etc

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begin from Visual Environment

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and go over each settings that you need for get good gprahics

zenith vortex
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the weird thing is

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it added the fog but materials did not change

drifting vault
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well, the weird things that you didn't following Unity guides from Youtube.

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you have to add:
Exposure , Visual Environment

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setup those correctly

zenith vortex
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i did but it's the first time seing this volume component

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ook

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this worked

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thank you so much

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really really much

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but i wonder

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where did you find the tutorial?

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or were the screenshots yours?

drifting vault
zenith vortex
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thanks

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i really appreciate the time you took to help me out

drifting vault
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no problem, but if you will go over all unity tutorials and blogs about HDRP, you will learn a lot of stuff and avoid that questions/wasting time next time

zenith vortex
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i will do

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thank you again

turbid matrix
glad tartan
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Ah nice, that means it will be in the package for 2020.1 next week or the week after along with VT

turbid matrix
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I can't make this be validated and I don't see anything obvious being wrong

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stuff like this sucks when you work with internal code

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(no docs)

glad tartan
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maybe you have to wait for the official release

turbid matrix
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it doesn't change anything

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they don't document internal code - ever

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like, for us that is

glad tartan
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The Procedural texture thing got added recently

turbid matrix
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they have internal docs within the teams ๐Ÿ˜„

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?

glad tartan
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Before it was just using a VT sampler and I only saw the Procedural sampler added a little while back

valid dock
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I've got a scene where a constantly updated render texture is being used as the light cookie for a bunch of area lights and I've noticed that there is a pretty significant performance cost. anyone have any tips for cutting performance cost? is it the setting of the light cookie (every frame) that is costly? or is just rendering anything using a light cookie costly? or might decreasing the resolution of the render texture help?

turbid matrix
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ah, you meant the VT thing

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this thing I've ported is for stochastic texturing

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it's there to break the tiling

glad tartan
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Or i guess they updated the regular VT sampler and renamed it to this?

turbid matrix
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nah, this something I ported myself here

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don't ask me why that name, it's from the original unity repo

glad tartan
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yea, I remember it was introduced a while back but It didnt officially get added to shader graph

turbid matrix
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I've ported that 6.7.1 version to this SG stack setup

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but I can't get it validated ๐Ÿ˜„

glad tartan
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ah, would be nice to get official support for it. I'd want to use it for certain textures

turbid matrix
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I also don't see any place where they define which SRP the node even belongs to

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yeah, it's bummer they didn't merge it

glad tartan
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Maybe sometime down the line. Now we have additional procedural nodes (although in the sample packs) they were in a separate GitHub branch before.

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would be nice to have it and the surface gradient framework in sample packages as well if not default with Shader Graph

valid dock
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Hmm... so digging into the frame debugger, i can see that my area light cookies are costing me big time under "PrepareLightsForGPU". the scene has a few cameras and it seems like whether or not this happens for the camera has to do with the distance the camera is from the area light.

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one of these cameras doesn't render the layer where objects effected by these area lights are on! so it'd be great to be able to disable the area lights for that camera, but as far as i can tell, cameras do not have any light layer mask, just culling mask, volume layer mask and probe layer mask

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is there any way to force a camera to not use certain lights?

valid dock
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Cool well the answer is that lights have a culling mask and that's what you use to make sure a camera doesn't use them. but for some reason, HDRP hides the culling mask property in the inspector so you have to switch it to debug mode to set it (unless you do it with a script of course)

amber gate
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is URP deferred rendering coming in 2020.2? I haven't seen any mention of it recently

glad tartan
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@valid dock You can use light layers for that

valid dock
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@glad tartan i didn't see anywhere on a Camera where you can specify light layers

turbid matrix
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Pretty sure light layers are only between lights and mesh renderers

valid dock
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Yup. Strange that light culling masks are hidden in the inspector tho

whole fossil
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I've asked it before but didn't get an answer. The hdrp 9.X.X is showing in the package manager in 2020.1 as a preview. does it mean that 2020.1 won't be bound only to 8.X.X ?

scarlet hull
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yes

turbid matrix
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I thought it's just compatible now, just like happens a lot when new version comes but doesn't require c++ api changes

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has the bigger changes shifted this now?

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like, is 10.x for 2020.2 on final versions or just for the time being?

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also wonder if 2020.1 release is near

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2019.4 LTS just got out

scarlet hull
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Logically, it's near yes :)
10.x is indeed for 2020.2
9.x will never leave the preview stage

turbid matrix
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ah, that makes more sense now, thanks

jovial mulch
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Hi,
I was wondering if there was a way to clear unity z-buffer after a certain queue ? Or in a shader pass ? In the stadard pipeline (not URP /HDRP )

broken lichen
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@jovial mulch How specific do you need the queue to be?

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Like after Opaque/Transparent?

jovial mulch
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just before opaque

broken lichen
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Then you can use a CommandBuffer with a clear command

jovial mulch
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In the shader ?

broken lichen
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No, from script

jovial mulch
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Thanks, but I don't know where ? Is there a function like OnPrerender ?

broken lichen
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@jovial mulch

var cmd = new CommandBuffer();
cmd.ClearRenderTarget(true, false, Color.black);

yourCamera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, cmd);
jovial mulch
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Oh I knew I should be simple, but I didn't know this commandbuffer ! Thanks very much !

broken lichen
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This is only possible in the built-in render pipeline

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In LWRP/URP/HDRP, you can't add command buffers to cameras or lights anymore

jovial mulch
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Thanks for the additional info, as we are working with the built-in render pipeline, this fits perfectly ๐Ÿ™‚

gilded maple
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I'm using LWRP but my interior scene is being lit by the skybox, why's that?

jovial mulch
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@broken lichen Another precision, I don't fully understand the render queue, which renderqueue is ForwardOpaque ? Is it the default 2000 ?

broken lichen
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@jovial mulch It's a range. I think anything <= 2500 is considered opaque.

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After that, it goes into transparent.

jovial mulch
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So this means the there is no render queue before ForwardOpaque ? ๐Ÿค” Cause we try to draw some object before all the other, then clear the depth buffer and then do normal stuff

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And I guess as we use render queue 1999 then it is already in ForwardOpaque range

turbid matrix
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@gilded maple because it's configured it to be lit by that?

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you can go to lighting settings and change it

gilded maple
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This is what i've got

turbid matrix
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yes

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environment lighting

broken lichen
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@jovial mulch No, I don't think any render queue value will draw before the BeforeForwardOpaque event.

jovial mulch
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@broken lichen Thanks, we will have to think of another way of doing what we want ๐Ÿ™ƒ

broken lichen
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@jovial mulch The other option is to place a quad in front of the camera with a render queue between the early objects and the regular opaque with a custom shader that clears the depth.

jovial mulch
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@broken lichen That was my next try ! Thanks for all your advices !

gilded maple
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you can go to lighting settings and change it
@turbid matrix What settings should I set for an interior scene?

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I'm trying to create a room like this

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brightly lit but not blinding

turbid matrix
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@gilded maple I'm by no means an expert on lighting side

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there must be some tutorials for that kind of thing

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I'd assume you'd want to omit the skybox environment lighting and add a lot of probes to the interior which you'd then bake

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but again, I don't do room interiors myself

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depending on the renderer, there could be examples you could take a look at

gilded maple
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I'm doing LWRP unfortunately

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it's for the oculus quest so mobile hardware

valid dock
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@gilded maple try baking a reflection probe in your room... it should get used for ambient lighting

drifting vault
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@gilded maple use URP for Oculus Quest

gilded maple
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oh

drifting vault
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its more modern that LWRP and more perfrom

gilded maple
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hm arlight

dawn sorrel
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Is it just me or is version dropdown completely gone in the package manager? I had to edit the package config manually to update HDRP.

turbid matrix
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@dawn sorrel depends on the version. It only shows compatible packages by default: if there is only one then there is nothing else to show

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Also if you wanted 9.x preview, it is hidden on default settings

turbid matrix
dawn sorrel
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@turbid matrix that's the thing, 7.4.1 is supported on 2019.3 and it even says an update is available in HDRP wizard.

turbid matrix
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ah, they also sometimes don't flag the release to be visible for whatever reason

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but are you sure PM didn't show the option?

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I'll check this but I only have 2019.4 installed

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it does show 7.4.1 for me as option now

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maybe they cleared it for release

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or you just had outdated cache on PM (there's that refresh arrow on the bottom of PM)

scarlet hull
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7.4.1 is marked to require minimum unity version 2019.3.2f1, are you using 2019.3.1 ?

turbid matrix
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that's a good point as well

gritty briar
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How do I use lens flare with URP?

dawn sorrel
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I'm on 2019.3.13 @scarlet hull

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It's cool, like I said, I already updated the package config manually so I got the update.

carmine orbit
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Was unable to get help with this in lighting so trying here, I'm trying to make a LUT. I've done it in older versions of Unity fine but with URP it seems different and documentation/videos are not helping. I get this issue;

broken lichen
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@carmine orbit I see you have the max size of the texture set to 256. Does this match what you've set in the URP asset?

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It looks to me it has to be in the range of 32-65 pixels wide

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Or height, actually

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And the width appears to need to be the lutSize squared, so if you've decided on a lut size of 32, you need a texture that is exactly 1024x32

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For 64, it would be 4096x64

nova jacinth
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does anyone know how to enable/disable renderer features?

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I've implement a version of Blit

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but want to turn it on and off in code

broken lichen
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@nova jacinth Renderer features are just scriptable objects, so you should be able to reference them in your script. It doesn't appear that the base ScriptableRendererFeature type has any enabled property, so you'd have to implement it yourself

nova jacinth
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the joys

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thanks ๐Ÿ™‚

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you think if I just put a feature into my Blit script that takes a variable and just disable all the code in it on that bool it would"work"

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cs I'm not sure how to turn it off like the checkbox in teh editor does...

broken lichen
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I wasn't aware there was a checkbox

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Then there must be some property for it

nova jacinth
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if you click the checkbox on each rednere feature it disables the pass etc

carmine orbit
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It looks to me it has to be in the range of 32-65 pixels wide
@broken lichen Oh interesting. Well all I know is that my photoshopped LUT is 256 x 16 pixels, in my URP LUT size is set to 32. I'm working for mobile so wanting to keep my LUT as 256x16.

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ah, I changed it to 16 and no longer get the error. Doesn't look like the changes I made in photoshop but one step at a time.

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Hmm, I disabled the adjustment layer so that it's the original LUT and it looks less weird but still weird. I was expecting there to be no change at all to the original look with a default LUT?

valid dock
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has anyone adjusted the Emission Intensity of the HDRP/Lit shader with a Material Property Block before? simply setting "_EmissiveIntensity" doesn't appear to work and it seems like it has something to do with the intermingling of Emission parameters

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ugh this is a really poor design on Unity's part

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it's really unclear how _EmissiveIntensity and _EmissiveColor interact

royal willow
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Is there any advantage to upgrading my 2D project to use URP if I'm using a lot of third-party post-processing effects?

broken lichen
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I don't think you'll get much of a performance gain switching to URP on a 2D project since you wouldn't be using any of the improved lighting system.

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You might get some boost from the SRP Batcher, but sprites batch pretty well already if you use atlases

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So, if you decide to switch to URP, it would be more for the features

royal willow
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I am using atlases. I'm also using a custom sprite shader that I wrote, not sure how I'd adapt it to URP

broken lichen
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As long as it doesn't use any lighting, it should port over easily

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Maybe need to add a single tag to say it supports URP

royal willow
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No lighting whatsoever. The game isn't styled like that.

weary fog
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Speaking of SRP batcher, where the hell do you see how many batches you have? The stats menu shows the wrong amount and I can't find the batches in the frame debugger unless I'm blind

broken lichen
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There's supposed to be some SRP Batcher debug view, but I had trouble finding it a few months ago

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I think it might be a script that you drop into your scene

weary fog
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I have that script I think but it's more of a benchmarker than a debugger

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I can't see the number of batches, it just shows me the time in ms on the render thread

broken lichen
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I can see some ApplyShader count

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Sounds kinda like a batch count to me

weary fog
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that seems right

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but when I disable SRP Batcher, the ApplyShader count only goes up by like 10 with 1000 sphere meshes on screen

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is there some sort of automatic batching going on when SRP Batcher is disabled that I don't know about? GPU Instancing is disabled on the material, so that wouldn't be it

broken lichen
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There's dynamic batching, which kicks in if different meshes are using the same material and are low poly enough

weary fog
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Just googled it, Unity automatically does dynamic batching on meshes with low vertex counts. So in my case, it's batching the spheres since they're so low poly

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So ApplyShader isn't the number of batches at all, with SRP Batcher disabled it says 40 ApplyShaders and the stats menu says 5000 batches

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but it also looks like batching is barely affecting my frame times at all, with SRP Batcher on I'm at about 0.8ms and with it off at 5000 batches I'm at about 1.25ms

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Maybe I'm thinking about this completely wrong

broken lichen
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That's a 36% improvement though

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And it's not a very big frame time to begin with

weary fog
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Yeah I'm stupid

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I'm running on very little sleep here, sorry for wasting your time

magic pulsar
turbid matrix
valid dock
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@turbid matrix i know you have a lot of knowledge of the SRP github repos, wondering if you can help me with something. I'm running into the problem discussed on this thread: https://forum.unity.com/threads/hdrp-vr-rendertexture-not-working.829275/ and someone from Unity posts a pull request that solves it. unfortunately its a broken link... I guess Unity changed the name of the repo? anyway, is it safe to assume that it made it into the master? is it difficult to switch a project from using the package manager version to a version from this repo?

turbid matrix
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@valid dock unfortunately since the old SRP repo is offline, there's no telling what was on that PR

valid dock
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geez

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but what about if i just used the latest master?

turbid matrix
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I have a local clone of that repo but it doesn't have PR's since they are on github side

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no idea tbh

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there's been tons of fixes for XR stuff since that forum thread but I don't know if any o them apply to this issue

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also current master isn't compatible with even latest 2020.2 alpha

valid dock
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i see

turbid matrix
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I'm actually running latest HDRP/staging from git atm but it required me to manually revert 5-6 commits

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(because the c++ API changes haven't landed on current 2020.2 alpha yet)

valid dock
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a friend of mine who was on that thread said that it worked when he modified the code, but every time you re-open unity, the package gets reset

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is there a way to disable that?

turbid matrix
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well, you shouldn't modify files from library/packagecache

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the way to do it is to move the package to some other folder

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easiest is to just move the package you modify under packages -folder

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same place where you have manifest.json

valid dock
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ah

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and then remove it from the manifest?

turbid matrix
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Unity picks up all packages placed there automatically, no need to edit the json

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you can keep it or remove it, it doesn't make any difference

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local package in that folder always overrides the manifest

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I prefer doing changes like that on git though

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so could have a local git fork/clone where you keep the actual changes and link the modified package folder to your project

valid dock
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well i see that i'm actually behind on my HDRP version

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so i'm gonna say a little prayer and hope that updating solves all my problems!

turbid matrix
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if your friend knows the commits or branch used on that PR, I can look up the changes for you

valid dock
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he doesn't... it was a while ago and the changes don't get saved anyway ๐Ÿ˜›

patent sun
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anyone knows any pro tips to set light probes?

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my objects are too bright near light source

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can i fix it somehow?

vernal burrow
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Hello!

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is there a way to increase URP shadowquality?

rugged thicket
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is URP deferred rendering coming in 2020.2? I haven't seen any mention of it recently
@amber gate I'd like to join in on this question - sorry if I missed the answer somewhere.

Is there at least a rough schedule for the URP deferred renderer? It's very hard to find anything official on it. ^^

turbid matrix
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@rugged thicket @amber gate initial PR was merged a month ago: https://github.com/Unity-Technologies/Graphics/pull/71 but afaik they are still tweaking things and it's not exposed yet. For example this PR that lets you actually create deferred renderer asset hasn't been merged yet: https://github.com/Unity-Technologies/Graphics/pull/716

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as for ETA, Unity did target 2020.1 originally (this was the ETA at Unite Copenhagen last fall) but 2020.2 seems to be their current target

rugged thicket
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@turbid matrix thanks for the info! Yes I had the 2020.1 in mind but couldn't find anything in there so I was wondering.
It seems like it's not very important for them, what I really don't understand tbh. ^^

turbid matrix
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looking at the traffic around it on the github repo, it does seem like big prio atm

rugged thicket
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That's excellent to hear! =)

turbid matrix
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there's a lot of things happening atm, like the shader graph change, Unity moving URP to configure more like HDRP etc

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latter thing along with the volume change is partially reason why URP's SSAO is taking so long

rugged thicket
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I switched to URP because of shader graph because it really improved my workflow a lot & I think it's an excellent tool but the missing deferred rendering is slowing down my project's visuals quite a lot haha.
Seems reasonable, I mean, it's a huge change behind the scenes of Unity for them I guess.

turbid matrix
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that being said, a lot of deferred support is already "in" at least on URP 10.x which will be the official release for 2020.2 so I'd be really surprised if they didn't expose it fully there

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final 2020.2 is probably getting released only at Q4 this year, considering how long it takes for them to even get 2020.1 released on current situation

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so there's still plenty of time for these things to evolve

rugged thicket
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Alright, thanks for the infos! =)

glad tartan
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We still have a couple more weeks for 2020.1 to be released in the timeframe. 6 months each release or it might go a little over and we basically just started on 6

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Seems both SRP and Shader Graph going through a lot of work right now for both versions 2020.1 and 2020.2

valid dock
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what are the big changes for Shader Graph?

turbid matrix
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@valid dock stacked master node which allows multiple targets at the same time (URP, HDRP, VFX)

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it's in master and 9.x branch already

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it will not be backported to 8.x

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this is pretty game changing for me

glad tartan
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yep

hazy yoke
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Boy thats weird to see my name pop up lol

turbid matrix
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oh it was your PR ๐Ÿ˜„

hazy yoke
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Whole team did TONS, just my name on the pr is all ๐Ÿ˜›

turbid matrix
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yeah I know ๐Ÿ™‚

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that repo is now busy for all the fixes since the merge

hazy yoke
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yeahhhhh there was much fun with that

turbid matrix
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it's nice it's merged tho, must have been pain to maintain it separately

hazy yoke
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oh yeah of course, all the merge conflicts

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but its "landed" and in alpha so now we want to fix all the things ๐Ÿ˜„

turbid matrix
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I've spent few hours today trying to simply expose a new property type for SG, I keep wondering if this has to be this complicated ๐Ÿ˜„

hazy yoke
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oh yeah, thats something I want to clean up/refactor

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we want to get there tho

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just managing peeps time

turbid matrix
hazy yoke
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yeahhhhhhh

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lol

turbid matrix
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trying to expose that proceduraltexture2d (which is Unity Labs stochastic texturing)

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ported this earlier to 7.4 and 8.1 but they didn't expose the property for some reason

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or probably for THIS reason...

hazy yoke
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roadmap is by far the best way yall can tell us what to work on, and is something we pay a lot of attention to

turbid matrix
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you mean the productboard?

hazy yoke
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lemme grab the link

turbid matrix
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I mean, it is kinda value on targets especially

hazy yoke
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oh yeah for sure

turbid matrix
hazy yoke
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yup that one

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this targets landing is a huge refactor internally

turbid matrix
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it's weird to see third parties getting tessellation in before official support

hazy yoke
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another step closer to public API ๐Ÿคž

turbid matrix
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(Amplify added support to ASE for HDRP at least))

hazy yoke
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yeah, shadergraph just needs some support from HDRP to officially support it is all

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but theyve been busy as well

turbid matrix
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I'd have soo many request on SG but it feels like the plate is pretty full already

hazy yoke
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yeah we are trying to ramp up the team to get to a lot of the things

turbid matrix
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custom movecs is one thing I've asked about in past

hazy yoke
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cause (so far) there has not been a single thing mentioned on the board that we didn;t already know we want to get to

turbid matrix
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(it was listed on things that could be considered but it was like least voted item)

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as a side note, wonder if we'll get some day HDRP on that productboard :p

hazy yoke
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that I can't speak to lol, not on that team ๐Ÿคท

glad tartan
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I would like to see one for HDRP as well

trim bone
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i want to see every unity package on productboard or something similar ๐Ÿ™ƒ

lyric ravine
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I don't know @hazy yoke , none of the things I ever submitted to that product board thing is there, is any of the ideas on there from an external customer?

turbid matrix
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I've requested those custom movecs in past, also better perf countless time (this is an item on the roadmap), also asked for redirect node for ages, same with Tessellation support

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oh wait, you mean the submit idea thing on that board, my bad

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these were things I've nagged about for year(s) ๐Ÿ˜„

lyric ravine
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Yeah the ones I nag about are not there, despite nagging for years plus using that "Submit" button there many times ๐Ÿ™‚

turbid matrix
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what are you missing?

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terrain graphs are totally missing from the list and I think they should totally be there (I don't have use for terrain shaders myself but I know it's a huge issue for many)

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also while the tessellation is listed, its been at the end of backlog for ages now, I have actually very little hope they ever do it for SG

lyric ravine
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For example, injection points in Shader Graph ... that alone would open up so many advanced usecases. For any non-trivial shader I have to copy-paste the master node into a new shader and manually edit from there

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same as postprocessing stack allows that, I'd like to specify "before variable declarations", "after", "before fragment", ... etc.

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There's some way to do that without modifying core but it's super dark magic and of course the single existing injection point of custom functions is in different places for HDRP and URP

frigid cypress
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a lot of the things currently listed on the product board are things that external people have asked for before the board was available, on places like the forums or here in the discord server. the product board has only been available for so long, and it does take some time to manually process all of the requests being submitted

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i can assure you that even if you don't immediately see the public card for your submission doesn't mean it's being ignored, an actual human in the graphics dept is looking at it and bringing it to the team, but we can only do so much at a time c: now that primary push for feature development is ramping down for the cycle we can start to consider new tasks while we stabilize the features we just added

lyric ravine
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Hey, I've been around here for a while. I'm submitting bugs and feature requests since the first release of LWRP. This is not about "immediately seeing it" :D
I understand there's a lot of work to do but some requests just never show up, mostly it seems if the team feels current design/architecture decisions make it hard...

frigid cypress
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i'm talking specifically about the product board site and the ideas submitted through it, which has only been public for a couple of months now

lyric ravine
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Yes me too

frigid cypress
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to my knowledge none of the ideas submitted by external users specifically via the product board site have been made public because the team has not been able to process them ourselves, just the product managers who manage the site have

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they will be, but we haven't been able to process them in addition to the feature push

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it takes a little while

lyric ravine
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I think it's just a thing with the wording "Product Board".
If I submit an idea or request, my understanding is that it will not show up until internally there's agreement on how to implement it; it's more of a "upcoming feature board" to the point that the things showing up there are already agreed-upon changes and not actual feature requests up for voting.

frigid cypress
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"product board" is just the name of hosting solution /shrug

lyric ravine
#

Yeah of course I know ๐Ÿ™‚
And to some extent what I described above is ok, like a million different "submit an idea" things might culminate in the block "Master Stack" appearing there as a proposed solution. It's just that the board is a black hole with zero feedback for ideas, even compared to the forums ๐Ÿ™‚

atomic jolt
#

So guessing this has been asked about a billion times by now any news on deferred rendering in URP?

turbid matrix
atomic jolt
#

Thanks. Yeah I saw that someplace else. but when I looked at the 2020.2 read me for the beta no mention of it at all.

analog wedge
#

I managed to make the unlit vertex color (polybrush compatible) shader that I was after

#

now i am looking for a way to do edge detection or to create outlines

#

wondering if it would be more performant to do it as a post-processing buffer style edge detection, or to actually have an outline system in the shader

#

?

#

I know next to knowing about shaidng and rendering, so any advice would be much appreciated

turbid matrix
#

@analog rock you'll have WAY better chance on getting any kind of help here if you actually describe your issue instead of assuming people can guess it from a screenshot

#

we don't know what you want to show there

#

I mean I can tell that image looks off, but I don't know what you expect to be there

fast halo
#

Is it bad to use a 3D renderer on a 2D project in URP? Or what are the consequences when doing this.
I was wondering if this is possible because I want to use the scene color node in shadergraph. Which doenst seem to be supported in the 2D renderer as it just returns grey.

amber gate
#

well the big consequences I can think of is that Unity's built in pixel perfect camera probably won't work, and 2D lights also won't if you're not using the 2D renderer as far as I know

#

but on the flipside, VFX graph would work :o it doesn't work with the 2D renderer

night light
#

It just comes down to which features you need.

#

I think their splitting up of renderers is gonna get worse if they keep this up...

blissful fable
#

does 2d render pipleline works with opengl 2?

sullen iron
#

Which render pipline best for mobile devices ?

glad tartan
#

@sullen iron That would be URP

amber gate
#

someone recently reported some weird performance issues with URP on mobile so probably URP, unless it doesn't run well then legacy until URP is done

turbid matrix
#

I'd consider first what you need from the renderer

#

URP has pretty nice 2D renderer out of the box

#

as for perf, there are reports for both urp and built-in winning other in some cases so you can't really draw any conclusion from that, better make your own tests and see it yourself

#

you can use these things in so many ways that taking someone elses perf figures doesn't mean it would even remotely apply to your project

sour vault
#

I have two projects one with URP and another that was migrated to URP.

#

I have an emissive shader that was made in the URP project. After importing it the shader from that project, I encountered some problems:

#

Emissive stuff is too bright on the other project but looked fine in the old one.

#

In the scene view, If I have an object with the emissive material attatched in the view, it causes the whole sceneview to flicker.

#

The flicker color depends on the emission color too. Blue ones cause a Blueish tint.

#

The game view is unaffected.

#

The originaly URP project I imported stuff from had no such issues at all.

#

It might be related to bloom as it is less frequent when I increase the threshold for bloom. But it was originally using the same values as my originally URP project so this doesn't make sense.

#

Okay, light space was set to gamma... mystery solved. I should've just opened a new URP project instead of migrating my old one.

sour vault
#

Weirdly, this also affected noise textures.

iron lintel
#

will it affect my other projects if i continue

dapper fractal
#

@iron lintel no

iron lintel
#

o ok

#

so whattly happen

burnt grail
#

Hey guys I changed my render settings to URP and everything is now black! The fog is overpowering the whole lighting! Anyone know what happened?

#

Ps I deleted the project due to freaking out, so no screenshots :(

#

If I change the fog, the whole lighting changes

#

And I wanted fog

iron lintel
#

bruh

blissful aurora
#

Hello, I'm getting an issue with creating a URP game, can anyone help me?

#

Here's the exact error I'm getting

gleaming crest
#

Can anyone help me out please? I have some errors with URP project ๐Ÿ˜ฆ

#

I want to export a package with some models and i receive a bunch of errors like Dependency asset Packages/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs is in package Core RP Library.

#

Dependency asset Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader is in package Universal RP.

#

and on import i get this,
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Rendering.Universal.MaterialPostprocessor.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at Library/PackageCache/com.unity.render-pipelines.universal@7.4.1/Editor/AssetPostProcessors/MaterialPostprocessor.cs:134)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
UnityEditor.AssetPostprocessingInternal.InvokeMethod (System.Reflection.MethodInfo method, System.Object[] args) (at <af78ad00a40d4f61b82afc6cafb0a416>:0)
UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets) (at <af78ad00a40d4f61b82afc6cafb0a416>:0)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

#

but the scene objects and materials looks good and not broken

turbid matrix
#

HDRP roadmap coming up (some day) ๐Ÿ™‚

silk minnow
#

hey all, does anyone know how to access a global Texture from a ShaderGraph sub-graph?

hazy yoke
#

@silk minnow should be possible with a custom function node

silk minnow
#

that's what I was thinking too, but I haven't been able to get it working. I was assuming I'd be able to use OutputTexture = _GLOBAL_Texture but it looks like the global texture property still needs to be declared in the shader properties? (I don't even know if what I'm saying is making sense hahaha)

turbid matrix
#

@silk minnow one sec

#

that is literally the include file for it

#

oh wait, I used samplers there

#

well, texture should still work the same way

#

you DO need a include file for this to work tho

#

you can't use the textbox

#

textbox approach just generates the function so you can't declare the variables

#

that being said

silk minnow
#

ah I getcha, so I'd need to use a custom cginc, and then call that method using the custom function node?

turbid matrix
#

I think you can just use regular shader properties for this too

#

just put the actual variable name there manually

#

instead of the generated one

#

like, if you have Vector1, it has that Vector1_32423 thing

#

just swap that to _YourVariable

silk minnow
#

yeah that works in graphs, but not in SubGraphs, I believe?

#

lemme test

turbid matrix
#

oh you are right

#

sub graphs pass those differently

#

I'd try that include file then

silk minnow
#

okay, I can do that. Thanks! I'm a shader noob, is there a way to automatically include the cginc in all shaders?

turbid matrix
#

not automatically

#

unless you actually modify the template code from SG/SRP

#

we did discuss the property passing with SG devs like what, year ago here

#

I wished you could expose the properties from sub graphs too

#

it would make it easier to make more reusable subgraphs

silk minnow
#

yeah same, that'd be a huge help

turbid matrix
#

to be frank, I haven't tested this recently

silk minnow
#

yep. when using other shader graph tools (like amplify) I use sub-graphs to wrap default values (like Global textures and colors) - Shader Graph not supporting this is unfortunate

turbid matrix
#

but it sure didn't used to work as the subgraph properties go different path

#

yeah, same

#

I think that custom function node approach should still work

#

basically if you need it a lot, you could just put the custom function node into it's own separate sub graph so you can just quickly drag and drop it in

#

I don't know what you need it for but it needs to be "connected" in some way to be taken into account

silk minnow
#

so should I create a cginc and link it in the custom function node?

turbid matrix
#

that would work but you need to have some function there too which is hooked all the way to the master node some way

silk minnow
#

for the include, I have this:

`texture2D _GLOBAL_AmbientTexture;

void GetGlobalAmbientTexture_texture2D(out texture2D output)
{
output = _GLOBAL_AmbientTexture;
}`

turbid matrix
#

yeah

silk minnow
#

and then in the graph..

#

I'm still getting errors. I'll admit, I don't know much about shader programming, so this is all guesswork

turbid matrix
#

what does the error say

silk minnow
#

Shader error in 'hidden/preview/CustomFunction_870C36B1': cannot convert from 'int' to 'struct SurfaceDescription' at line 42 (on d3d11)

Compiling Fragment program
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

#

and this in the graph:

#

(thanks for the help here, sorry if I'm annoying anyone!)

turbid matrix
silk minnow
#

I figured hahaha!

frigid cypress
#

if you want to pop it over to the other channel i can help

turbid matrix
#

I think you should have _float there

#

instead of _texture2d

frigid cypress
#

yeah there's a couple things wrong with the function

turbid matrix
#

anyway, I'll let the expert handle it from now ๐Ÿ˜„

silk minnow
light whale
dawn sorrel
#

can you guys help me?

turbid matrix
#

describe your issue

#

pink means incompatible shader or error in shader

#

@dawn sorrel

dawn sorrel
#

I just went from a basic project to an hdrp project all the materials went wierd all less the blue and now when I try to create a material it gets that gray

#

it only gets the brightness of the mat no color if that makes sense

#

@light gulch

#

this is the object inspector

light gulch
#

@dawn sorrel just of the part that is not getting the material

dawn sorrel
#

all of it

#

nothing is getting the mat

light gulch
#

what happens if you drag the red mat you have on to it

dawn sorrel
#

this is with the red mat

#

it gets a bit more metalic but no color

#

I'm stuck

#

Does anyone has a folder with hdrp materials

#

Still looking forward to understand how to create material tho

wheat geyser
#

Anyone have a solution for bad performance with 2D Lights on mobile devices?

dawn sorrel
#

Mobile is shitty and bad

#

PC/console only for me bruh

turbid matrix
#

that doesn't help if you want/need to deploy on mobile :p

dawn sorrel
#

just sayin, mobile pretty much always looks bad :P

west rivet
#

Question - i bought an asset off the asset store (cubits low poly people pack), my goal is to have many different(500+) variations on the screen at the same time, but maintain high fps. Any recommendations? Looks like I'm getting 60 fps with 500, but would like that fps for 1000. Am I just trying to achieve the impossible?

valid dock
#

probably the SkinnedMeshRenderer is the bottleneck

#

maybe look into GPU skinning

warm zephyr
#

i baked all the lighting and it looks great in the editor when i play but when I build it out it glitches like crazy, any idea what would cause something like this? it almost looks like its another location on the map blocking the view:

glad tartan
trim bone
#

@warm zephyr honestly that reminds me of when some of my past gpus were dying. have you tried it on more than one system?

warm zephyr
#

some playtesters experienced the same thing, i think i got around it though I don't know exactly why

west rivet
#

@valid dock Hate to ask, but do you know of any good tutorials on GPU skinning? can't find anything with reliable information and I'm kind of running blind.

valid dock
#

you're not gonna find a tutorial on that

#

more likely looking for a github repo where someone published code to do it

#

i can't help tho, sorry

west rivet
#

well that wasn't what i wanted to hear lol. ๐Ÿ˜„ thanks for pointing me in a direction! i'll do some digging

valid dock
#

the SkinnedMeshRenderer calculates the skinning stuff on the CPU, so if that work was offloaded to the GPU, it could save you, but yea... you'll have to find a nicely documented example somewhere or figure it all out yourself, which would not be super straightforward

west rivet
#

yup, i agree... i understand the concept, and there are a few youtube vids on it but was hoping for a more straightforward approach

#

i am pulling 40 fps with 1k of my lil dudes... with some lod reductions

#

wonder what 2k lil dudes would do

#

still getting 22 fps! LOL

valid dock
#

also if you haven't already, turn the quality down on bone count

#

default would be 4

#

you can try 2 or 1

hazy yoke
turbid matrix
#

can finally get rid of the custom config package with DXR ๐Ÿ™‚

drifting vault
#

Saw similar on Source 2 (Half-Life Alyx)

scarlet hull
#

Could be a lot a things, but looks like AO to me

drifting vault
#

But how this AO change direction by light hmmm

indigo summit
#

(Spherical/elipsoid/capsule) AO/Analytical AO

#

last of us popularize that technique

#

i've been asking something like that to be added on HDRP ๐Ÿ˜…

#

@drifting vault what game is that on your video?

drifting vault
#

RedMatters VR

#

@indigo summit last of us 1 has that, or you about last of us part 2 ?

indigo summit
#

first game

drifting vault
#

oh didnt saw that

indigo summit
#

ND been using that since last of us 1

drifting vault
#

thanks

indigo summit
#

i think shadow of colossus remastered also have it

drifting vault
#

those shadows/ao react to other light aswell

indigo summit
#

yeah usually it tied to directional lightmap since they can store light direction, it can be fetch to compute the shadow/AO direction

drifting vault
indigo summit
#

analytic only though, it doesn't have directionality

#

i think someone manage to create that in URP and shadergraph

drifting vault
#

yea, i was his shadowmask support for URP

dawn sorrel
#

when I import a material to hdrp look like this:
All I did was, create a project and import some hdrp materials

#

also this error appears on my material

#

(and now I realized that maybe I should try to solve this on the #archived-shaders chat but not sure)

candid basin
#

In the frame debugger

#

I swear there used to be a depth pass where you could see the depth buffer

#

is it not there anymore (in URP)

#

ah nvm I see the depth prepass

#

hmm the depth buffer is just black?

vernal burrow
#

@dawn sorrel change the shader to hdrp lit

#

guys, Is there a way to bake light in HDRP?

#

everything looks dark when I bake

turbid matrix
#

yes, even HDRP template uses baked lighting

vernal burrow
#

Hmmm I have been trying to bake, but everything is just dark. Using albedo bost slider doesnt seem to work

vernal burrow
#

I fixed it!

red crystal
#

I swapped my project from HDRP to URP. Now, when I go to Graphics and try to select a URP asset, it lists nothing. I have to manually find the asset in my Project panel and drag it to the slot. However, creating a fresh URP asset will list it in the selector. Any ideas?

whole fossil
#

I fixed it!
@vernal burrow what was the cause of the issue?

vernal burrow
#

I needed to change the directional light mode to mixed

whole fossil
#

lol, everybody has done it

vernal burrow
#

it was that simple lol

candid basin
#

@red crystal I've had that issue as well

#

it's just a bug I think

#

not sure

red crystal
#

@candid basin Gotcha, just wanted some reassurance that I didn't mess something up ๐Ÿ˜…

candid basin
#

I have to say, I haven't really experienced in the later versions of Unity/SRP?

#

not sure to be honest, but it's been a while since I experienced it I think

#

well 'a while', maybe has been 1.5 months

red crystal
#

Well it only seems to be a UI issue. Dragging the asset in works fine, and it's not as if it gets reset between sessions or anything.

#

I wonder if it can be affected by what version the asset was made in. For instance, the URP asset from Gaia 2 doesn't show up, but if I drag it in it works perfectly.

split folio
#

Why doesn't the URP version 9.0.0 not appear in my package manager? I have 2020.2

trim bone
#

enable show preview packages in project settings

#

@split folio

split folio
#

Oh there's an option like that now.. thanks

turbid matrix
#

Option always was there to show preview packages. It just got moved to another place

#

Well, not always but previews has been hidden by default for a long time now

#

And 9.x being preview is also reason why it is different

west rivet
#

@hazy yoke unfortunately the models are huminoid figures and do several different animations. Great tutorial though!

zenith vortex
#

hello

#

i'm in a bit of a problem rn

#

and i just started using hdrp, i don't really know much about it

#

but i get this error

#
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)```
#

well it's not really an error

#

it has the yellow tag

#

but it's really laggy

#

even in scene

#

i have around 20 point lights in the whole scene

#

and i can't even move if i look to the room where are like 5 or 6 lights

elder merlin
#

Are they all realtime?

zenith vortex
#

they are mixed

elder merlin
#

If you have multiple point lights it's very important to set their range as low as you can

#

Every light that overlaps another with incur additional rendering cost

zenith vortex
#

ok so i had range 10 to all of them

#

and changed to 3

#

and it is better

#

still a bit laggy

#

but way better

#

thanks

#

oh and also

#

after playing the scene

#

i have like a weird framerate

#

like it doesnt go any higher than 25 or 30 fps

elder merlin
#

Have you baked the light?

rich spade
#

have you baked culling?

trail flower
broken lichen
#

Yes, you can't add command buffers to cameras and lights in URP like you can in the built-in RP

#

And yes, a renderer feature is a lot more boilerplate code to get even simple effects

trail flower
#

ok so are you saying that the classic camera add command buffer is supposed to work?

#

and will all the events work too?

broken lichen
#

I'm saying the opposite

trail flower
#

oh sorry

#

I misread!

#

all my hopes shattered ๐Ÿ™‚

#

so Render Feature is the only way to go?

broken lichen
#

You can do everything you could with AddCommandBuffer with Renderer Features and more, it's just more boilerplate that comes with it

trail flower
#

yes

broken lichen
#

I think you can also hook into before and after render events to do custom rendering

trail flower
#

so you are saying that just to set a render target, I should use Render Features, correct?

#

yes I have see nthat

broken lichen
#

But if you want something in between, you need to use Renderer Features

trail flower
#

but I need something like Before Opaque Forward

#

which it seems too specialised for that

#

ok cool

#

you are confirming my suspects then

broken lichen
#

Actually, you could probably just make one generic pass that keeps a list of command buffers and runs them at their given events, to mimic the AddCommandBuffer functionality

trail flower
#

like handling that in one render feature?

#

no

#

generic pass?

broken lichen
#

A renderer feature can contain many passes, but usually they just add one

trail flower
#

ah so I can have multiple events in one render feature?

broken lichen
#

Yeah

trail flower
#

cool

#

which means I can queue commands

#

and I cannot choose the event

#

it really seems a stupid oversight to me

broken lichen
#

Yeah, I'm not entirely sure of the reasoning

#

I think renderer features can be better optimized

#

Because it's not calling your custom code the moment it needs to. It queues commands and runs them later in the native engine

#

But I'm sure they could have implemented an API similar to AddCommandBuffer if they wanted to

trail flower
#

well if the render features have the same events, yes of course

#

they could have done it

#

but my impression was even that render features themselves are built upon commands

#

so they are actually using the same underlying system

broken lichen
#

Much of it is, yes. But there are some specific things, like I think setting render targets and blitting where they want you to use their custom method. Doing it in the command buffer works, but isn't as optimized.

trail flower
#

ok since you are so knowledgeable, do you know why they don't use MRT for the extra render targets like the depth camera?

#

at least it was like this last time I checked

broken lichen
#

I don't know much about MRTs. Is it an arbitrary amount of render targets that you get to choose?

#

I think the depth buffer rendering is somehow hardware accelerated, especially on mobile

trail flower
#

hmm maybe not on PC tho

#

for PC the only way is MRT, so I think the problem is platform compatibiltiy

#

but I am not sure why they didn't implement it differently according the platform

broken lichen
#

Can the different render targets use different texture formats?

trail flower
#

now yes

#

10+ years ago probably not ๐Ÿ˜„

broken lichen
#

I can't find any documentation about MRTs for OpenGL

trail flower
#

yeah maybe it's not implemented by old OGL

#

checking it too

broken lichen
#

There you pass an array of render targets, but also a render target specifically for depth&stencil

trail flower
#

now it's very old

#

introduced by dx 9 and ogl 2

broken lichen
#

But also, if you drew the depth-prepass with the opaque, then the opaque wouldn't have access to that data

trail flower
#

I think I can do MRT in unity with abstraction

#

I don't need to know the API

broken lichen
#

Which kinda defeats the purpose

trail flower
#

I mean HLSL supports it

#

I mean sorry Unity shaders

#

whatever it's called

#

yeah it's explained here

#

so in reality unity has full support for it, yet they decide to not use it for the camera depth buffer

broken lichen
#

But like I said, opaque wouldn't have access to the depth-prepass if they are both rendered at the same time

trail flower
#

ah true

#

but depth pass is used for post processing mainly

broken lichen
#

I guess if you're just using the depth for screenspace shadows, that wouldn't matter

#

Or post processing, yeah

trail flower
#

ah yeah shadows

#

ofc

#

I didn't think about it

broken lichen
#

I think URP does shadows in the opaque pass

#

While built-in forward does it as a post processing pass

trail flower
#

yes but wait now that I think about it, URP doesn't use the depth texture for shadowing

#

it's even another pass

#

so that was my problem, 3 draw calls instead of 2

#

now I remember

#

with shadows and depth texture on it was 3 draw calls per object

#

depth texture is really just for post processing

#

and that makes sense too as for the varialbe shadows the depth pass is not really the same thing

#

wait also it's from the light POV not c amer aPOV ๐Ÿ˜„

#

yeah

#

in fact the depth buffer is actually computed AFTER the opaque pass if I remember correctly

#

yes if I remember correctly it could have been definitively done with MRT

broken lichen
#

The depth pre-pass is before everything for sure

#

The nice thing about URP is that most of it is open source and easily edited, so you could probably implement that yourself

#

Does MRT mess with MSAA?

trail flower
#

URP doesn't have a depth pre pass

#

last time I tried, which was last year, URP didn't have a depth pre pass for sure

#

as I actually wanted it

#

but then I realised t hat prepass wasn't even useful, as the only real solution is to reduce the res t o help fill rate

#

when I checked URP did shadow pass, opaque pass, pass for depth texture

#

3 passes

#

with mrt would have been 2

#

soon I will probably end up debugging the pipeline again

#

since I am doing this

#

so I will confirm it

#

(I would expect MSAA be applied per RT, but I have no clue tbh)

broken lichen
#

Looks like it draws things in this order:
Main Light Shadow Pass
Additional Light Shadow Pass
Depth Pre-Pass
Opaque
Skybox
Transparent
Post Processing

trail flower
#

ok then the pipeline is defintively changed

broken lichen
#

But there's also a case where it skips the Depth Pre-pass, only if it can copy the depth texture from the Opaque pass

trail flower
#

but what if I don't want the pre-pass?

broken lichen
#

But that requires MSAA to be disabled

trail flower
#

I see

broken lichen
#
bool CanCopyDepth(ref CameraData cameraData)
{
    bool msaaEnabledForCamera = cameraData.cameraTargetDescriptor.msaaSamples > 1;
    bool supportsTextureCopy = SystemInfo.copyTextureSupport != CopyTextureSupport.None;
    bool supportsDepthTarget = RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.Depth);
    bool supportsDepthCopy = !msaaEnabledForCamera && (supportsDepthTarget || supportsTextureCopy);

    // TODO:  We don't have support to highp Texture2DMS currently and this breaks depth precision.
    // currently disabling it until shader changes kick in.
    //bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0;
    bool msaaDepthResolve = false;
    return supportsDepthCopy || msaaDepthResolve;
}
trail flower
#

well I will need to profile/debug again on my min specs (intel 4400) when It will be the time

#

very likely next week

#

thanks a lot for the help

broken lichen
#

No problem, I might have learned more than you in this discussion, so it was helpful for me too

tidal river
#

Hi! Does anyone know how to disable the eye adaption PP effect that is by default enabled in the HDRP?

valid dock
#

you mean auto-exposure?

urban jacinth
#

Hey someone has an alternative for detail/grass shader for HDRP ?

whole fossil
#

Hey someone has an alternative for detail/grass shader for HDRP ?
@urban jacinth Vegetation Studio Pro?

urban jacinth
#

Why not for next month
But for now i need a free alternative

thorny epoch
#

Hi, I have a question... I'm using URP and i set it up so that Red and Blue Players are visible behind a wall.. But the issue is each player can see one another through the wall when it should just be themselves. What's the best way to make it that Red player can only see Red player when behind a wall and only Blue can see Blue... i am using a custom Forward Renderer.. i am completely stuck

jagged vapor
#

Im using URP, and as soon as I enable it, theres loads of lag. the only thing i can do to reduce it is reducing the render scale

#

my PC can handle it, ive played lots of unity games which use HDRP and URP

#

***its not lag, its frame drops

#

ping me please!

crude willow
#

Hy all im learning how to use urp 2d renderer so i can cast shadow easiliy on enemies but somehow irealize/think its not working on canvas.... So idid try use both camera and overlay all the same, i cant see my canvas in screen

barren kindle
#

how far are the render pipelines from grass/vegetation and terrain tessellation? has there been any hints or did they give up when "X RP is out of preview"? i cant find any of these in the roadmap

nova raft
#

it feels like URP's anti aliasing is not enough, I'm combining the AA x8 and SMAA (high) and still getting edges

whole fossil
#

do you think that upgrading hdrp from 8.1 to 9.0.0-preview13 is relatively safe? Im tempted a little bit, but 8.1 seems rather stable

obtuse cave
#

Google says: Edit > Project Settings > Quality.Increase the Shadow Distance.
But there's no such thing there.

URP

fiery marsh
#

@obtuse cave The Shadow Distance settings for URP is on the URP asset. Might also want to check the camera has Render Shadows enabled.

obtuse cave
#

@fiery marsh A legend as always! Thanks

devout hedge
#

Hi guys, need a quick help
I used Blender in order to crate simple Grass model, and exported as '.FBX'.
After that I imported into Unity. At first I could not use shader graph. In order to use it, I ended up to install URP and added into Project Settings / Graphics.
After that I went into Edit and Upgrade Project Materials to UniversalRP Materials...
I was able to fix pink color in my Sceen / Game window but when I created GrassShader and want to add CustomMesh in preview, I got pink model even after I changed material...
Please advice on how to fix this...

full trail
#

how do i increase shadow resolution on urp

#

ok i found it out

#

is there a way to increase it more then 4096

devout hedge
long wagon
#

@devout hedge You can export only diffuse material from Blender also check if the texture was included.

lethal pagoda
#

Is it possible to disable PostProcessing only for some objects in PPv3 (URP build-in)? I have a problem where specular highlights give a really bad flickering when bloom is applied and I would like to turn bloom off for those objects

devout hedge
#

@long wagon I added material with diffuse BSDF in blender, exported into unity and same pink color. also tried with custom material in unity and added to same model... Here is the img in blender. I am new to blender so advice if it's correct way to add diffuse...

#

Blender v2.83.0
Unity v2019.3.0f5

late moth
#

Oh, emissive makes it change colour, I assume it's a lighting issue? How'd I get it to light correctly?

glad tartan
#

@devout hedge You should use the Principled BSDF default material/shader, that's the one that works. Never had a problem with it.

#

Most of it's settings also carry over to Unity as well since they are both PBR shaders/materials

warm eagle
#

Where is the ambient occlusion Post processing parameter in 2019.4??

#

Can't find it

#

It doesn't show up in URP...

drifting vault
#

@warm eagle URP do not have build-in-box AO support, it will come later

#

or you can buy solutions of AO for URP from Asset Store

warm eagle
#

Oh, ok

#

Thank you โค๏ธ

devout hedge
#

@glad tartan Thx, it helps. After i changed to Principle and exported into unity, in shader graph I can now see models with default color.

whole swift
#

Do I have to create a custom shader to make unity bake the lightmap properly on one sided faces, or is there a setting that I can toggle to do so? ( URP )

kindred kiln
#

I cant get 4096 lightmap res to bake. Anything I need to check?

frigid kelp
#

I just started a new project with HDRP, and none of the lights I add do anything. What might be causing this?

#

Nevermind, found out that it was related to my light's range/intensity

toxic dirge
#

"Generate Lighting" button is disabled in Window/Rendering/Lighting Settings. Checkbox "Auto generate" is disabled too. How to enable it?

wild oasis
#

Anyone had any luck with changing the URP Light2D freeform shape from script?

wicked snow
#

Hey is there anybody who can help me with 2D light masking ?

amber gate
#

dlich I have no idea about advanced stuff like that but I'm curious, why do you want to change it? :o

whole swift
#

I switched manually my project to URP, had to manually convert my materials to URP ,upgrading all project materials didnt work for some reason, but every time I reopen my project,I have to convert the player mesh materials to URP again

#

is that a bug or is there something that Im missing here?

wicked snow
#

Hey is there anybody who can help me with 2D light masking ?

trail flower
#

basically if you need to set custom RT, you can't set just the color ones, you need to specify the depth one too. Whatever combination I tried, it ends up with the copy depth pass not copying the right values

obtuse gorge
#

Hi, we just hit this weird issue close to a deadline: we're using URP v7.3.1 with Unity 2019.4.1f1 LTS and some models using the URP Lit shader show those weird triangles. I can code a bit, but shaders and rendering is still a bit black magic to me. If anyone got a clue on how to fix or workaround this, or if this is known, that would be very much appreciated. Cheers!

drifting vault
#

@obtuse gorge there is no model inside model or 2 materials in one model?

obtuse gorge
#

on some parts of the model, they are indeed multiples materials

#

but even when there is only one material, the triangles are presents

drifting vault
#

are triangles moving while you move camera or model?

obtuse gorge
#

nope

drifting vault
#

that really strange. try select all meshes and setup using only 1 single material

#

how it will look

obtuse gorge
#

the problem remain the same :/ More context maybe ? The model was made using 3DS Max (not by us). Then exported as an .obj, we worked from it using blender (simplifiying some part of it, doing quite simple texturing) then exporting it as .fbx, to unity. The models that aren't affected by the "triangles thing" are the ones we added for "size comparaison" (from internet, .fbx format)

#

Hands are affected, not the character

drifting vault
#

that really strange. how much UV space use hands?

#

like model have only one single UV channel?

obtuse gorge
#

the hands are made of multiple elements

#

same goes for the head

drifting vault
#

or maybe something was happened when you exporitng models from 3DS Max or Maya to Blender.

obtuse gorge
#

It was our initial guess ... problem is, we haven't done the export by ourself

#

(and we don't have a licence for any autodesk soft)

drifting vault
#

check how much UV channels have single mesh

#

you can check that in blender

obtuse gorge
#

only one for the biggest part of the head

#

and same goes for the others

drifting vault
#

no crazy things

obtuse gorge
drifting vault
#

yea, they look not crazy

obtuse gorge
drifting vault
#

that really strange. Im on same Unity and URP version and never saw that problem

obtuse gorge
#

"messy"

drifting vault
#

but if other models look fine, maybe really problem somewhere in model or export settings....

obtuse gorge
#

the main issue being the fact that we haven't work on the original model

#

yeah

drifting vault
#

in my experience i had many problems while exporting from maya to blender

obtuse gorge
#

f**k

#

the workflow is chaotic anyway : 3DS to .obj to blender file to .fbx to unity. Problem being that we started working on the .obj and not the .3ds file Anyway thx, we will look around and try to maybe rework the U.V or whatever ? Idk, I am not that much into 3D modeling so I will have to rely on my coworker. Thx again

drifting vault
#

try 3DS to FBX

#

then FBX to Blender

#

and from Blender to Unity

obtuse gorge
#

we can't, that's the point : we don't own a 3dsMax licence ๐Ÿ˜ข

drifting vault
#

so you can work only with obj file?

obtuse gorge
#

as a starting point, yeah even tho we have the .3DS file T-T

#

and the deadline being very, very close, even if we could somehow open the .3DS file, export to .fbx and then open it inside blender, we would have to redo what we did on the .obj file

drifting vault
#

seems like you have to try hire somebody who can work in 3DS and Blender for take a look that file and fix that =/
But what we see its in blender its have poligons, but in Unity those polygons split to triangles with broken UV or something like that

#

YOu can try convert quads to tris in blender and export to unity

#

and see what happened

#

i know only ALT+J combination for convert from triangles to quads, but dont know reverse combination

obtuse gorge
#

alright, we will try that! Thx

drifting vault
#

ahh, press CNTR+T

obtuse gorge
#

ok

drifting vault
indigo summit
#

it looks like the mesh normal are corrupted

obtuse gorge
#

hum

drifting vault
#

if that problem withs normals, then need reset normals in blender

obtuse gorge
#

ok, by looking on internet, I have found that post https://blender.stackexchange.com/questions/24031/mesh-repair-torn-mesh-with-holes-shrinkwrap-modifier which was our initial problem inside unity until we changed the "render face" to "both" on each materials

indigo summit
#

wait using double sided fix the issue? then it's really mesh normal problem

obtuse gorge
indigo summit
#

yeah that mesh normal issue. in blender try to use solid shading view mode and enable backface culling

obtuse gorge
#

aha the triangles thing happend in blender when we checked the "backface culling"

#

we are going to try to repair the normals

#

@indigo summit @drifting vault Oh men, repairing the normals seem to be working

drifting vault
#

great

fickle ocean
#

Hello! When I set my objects to "static", I got this message

#

So turns out I can use one or another batching technique. Can somebody with exp. on this explain when it's better to use "Instancing" on the material and when to use "static" objects?

broken lichen
#

Instancing is a feature where if you need to draw the same mesh with the same material multiple times, instead of giving the GPU a separate draw command for every instance of the mesh, you give it one draw instanced call where you tell it how many times you want to draw it.

#

So it only saves CPU time and only if you have multiple of the same mesh and material

#

Static batching combines static objects into one or a few meshes and draws them all at the same time as if they were one object

#

This takes some CPU time to first combine them, but after that you save CPU time by reducing draw calls

#

Which is better depends on the scene

fickle ocean
#

@broken lichen 2 moving object, all other 95% static

#

So it only saves CPU time and only if you have multiple of the same mesh and material
@broken lichen I tough that less Draw calls is good for performance GPU side!? Isn't it?

broken lichen
#

Well, if you end up with fewer triangles on screen, sure

#

But batching doesn't necessarily mean reducing triangles, just draw calls. The GPU will still have to compute as many vertices, triangles and pixels.

#

It might even need to compute more with static batching, because if you combine your whole static scene into one mesh, frustum culling won't be able to cull out meshes out of view.

fickle ocean
#

But GPU's like less and bigger drawcalls as I heard

#

@broken lichen so what would u advice i my case? Stage is 95% static stuff, 2 moving objects, camera fallows the player, so only some part is visible (so yeah culling would be and advantage).

broken lichen
#

Are you currently running into performance issues and are optimizing?

fickle ocean
#

@broken lichen I try to optimize it to max. And yes it runs poorly on my teammate integrated graphics card. The game is aimed for mobile, but haven't tested it here yet

broken lichen
#

Well, the very first step of optimization is to figure out if you're CPU or GPU bound. Have you checked that?

fickle ocean
#

@broken lichen no. How to I do that?

broken lichen
#

The quickest way is to check the Stats window in the game view if you're in the editor

#

It will tell you how many milliseconds each frame is taking and also specifically how many milliseconds it took the CPU to finish the frame.

#

It doesn't tell you the time it took the GPU, but you can infer which one is taking longer by checking if the CPU main thread or render thread frame time is close to equal to the whole app frame time

fickle ocean
#

Ok I see CPU 1.6ms

broken lichen
#

The whole app time will be equal to whichever component takes longer, the CPU or the GPU

#

Because they run separately at the same time

#

It should show a milliseconds value next to the FPS

#

If that matches or is very close to the CPU main or render thread frame time, then you're CPU bound

#

If the CPU time is lower than the app time, then it's the GPU that is taking all that time and you're GPU bound.

fickle ocean
#

@broken lichen so if my CPU main is 1.6ms, and overall is 1.6ms

broken lichen
#

Then the main thread is the slowest part and you're CPU bound

fickle ocean
#

Ok

#

So I should do whatever is good for optimizing CPU

#

@broken lichen and speaking of "static" vs "Instancing" in my case?....

broken lichen
#

But 1.6 is very low. That would be 625 FPS.

fickle ocean
#

Yeah, but it's on my powerful PC

broken lichen
#

It could be GPU bound on some other hardware, depending on what GPU and CPU you have

fickle ocean
#

true

broken lichen
#

It probably is GPU bound on the integrated graphics

fickle ocean
#

So I have to test in on the team mate weaker pc

broken lichen
#

You won't be able to track your progress very well if you try to optimize 625 FPS to anything higher

fickle ocean
#

@broken lichen ๐Ÿ˜„

broken lichen
#

But if you're CPU bound, then it's either gonna be rendering (most likely), physics, scripts or something else (less likely)

fickle ocean
#

@broken lichen but lets say Im GPU bound on that weaker PC. What do I choose - "static" objects or "instancing"?

broken lichen
#

Is your scene made up of a lot of the same meshes?

fickle ocean
#

@broken lichen Yes

broken lichen
#

That don't move?

fickle ocean
#

@broken lichen yes, 95%

broken lichen
#

It's hard to say. I would think that instancing would be better because it allows for more culling opportunities.

fickle ocean
#

Ok. Thanks for the input. I think it's also best to try both

broken lichen
#

Also important to note that transparency messes with batching, because transparent objects must be drawn in a specific order

fickle ocean
#

Ok, thanks @broken lichen

#

๐Ÿ‘

turbid matrix
#

Yeah, but it's on my powerful PC
@fickle ocean you can't do low end perf testing on that

#

like, you get totally different results on what is bound on what when you do that

#

I have separate test rigs here for that reason as it's impossible to get any meaningful data from my dev rig

#

like, I can make URP and HDRP run almost as fast on lowest settings I dial in on my dev rig but once I run the same thing on low end computer, there can be like 300% difference in perf between the two

whole fossil
#

is it just me or we are going to have 2020.1 out of beta really soon? It's been over 2 weeks since last update. Or do you think that we will get b13?

turbid matrix
#

there's usually RC's still

#

but it should release soon, yes

glad current
#

trying to learn about the HDRP, created a new scene in the template, whenever I look away from an object at the sky or look at certain angles theres an incredibly bright glare, what is this effect called? I'm looking around trying to see how I can change the intensity of this

#

may have figured it out, I think under the project settings the HDRP defaulted to using automatic Exposure which did not play well with having a scene with no objects and a perfectly black sky

lost minnow
#

hey i uploaded a character from fuse-mixamo and he looks different in unity(id assume it has something todo with rendering or shaders) but he looks compressed instead of detailed if that makes sense. also i exported the game to test it and he looks bad. you can see though his back...his face is cut off and such.

turbid matrix
#

@lost minnow there are settings for texture resolution when you export. For the other thing, there must be some tutorials out there for proper settings on both fuse export and for unity materials. It can def be fixed but it required some tweaking

#

Dont ask me for more specific things on that, I've done this but it has been several years since so what I wrote is pretty much what I remember now :D

midnight glacier
#

Is it possible to make the terrain texture more reflective in any way? I know you can only select textures and not materials but is there another way to do it?

turbid matrix
#

that being said, I know HDRP supports PBR textures for terrain by default

#

I'd assume URP does too but haven't tried terrain on it

midnight glacier
#

oh sorry, I didn't see the terrain channel

whole fossil
#

crap, b13 it is ;]

trail flower
#

Hello, does any of you use enable_d3d11_debug_symbols ?

#

with URP

trim bone
#

@turbid matrix dont suppose you noticed the surfaceshader branch on the graphics repo?

midnight glacier
#

Is it possible to have different lighting in one area of the same scene than the other without any additional scripts?

#

Like for example, when the player enters a cave the ambient lighting and fog are different

turbid matrix
#

@trim bone I see it now but what is this hw prefix?

#

hw/surface shader but also HDRP/hw20-new-material-variant and hw20/capsule-soft-shadows

trim bone
#

i was wondering if you knew

turbid matrix
#

also... how the f you get commits list on new github ui? ๐Ÿ˜„

trim bone
#

capsule soft shadows also looked interesting(was wondering if it was similar to unreal engine capsule shadow thingy)

turbid matrix
#

I know how to get there by typing the URL but I'm totally not seeing the option through UI

trim bone
#

also theres some hybrid renderer stuff under hw as well

#

i dont know, was using fork to view it ๐Ÿ™‚

turbid matrix
#

oh, I found it

#

it's just in different place

whole fossil
#

Is it possible to have different lighting in one area of the same scene than the other without any additional scripts?
@midnight glacier if you are using hdrp you can achieve this by using local volumes. You can override a lot there.

valid dock
#

if you didn't want a renderer to pick up reflections from a Planar Reflection Probe, how might you go about preventing it?

tidal swift
#

Hey, I'm probably beating a dead horse here... But has anyone read about a timeline to expect Point light shadows in the URP?

midnight glacier
#

Damn, I'm using URP but since it's such a major feature I might just consider switching

whole fossil
#

but i don't know what you are able to override with those in urp

#

ah crap, scratch that. it seems to be only post processing related in urp

bold salmon
#

I'm trying to create a shader in shader graph. It should behave like an unlit shader but accept shadows.

#

Where do I go from here? Not a lot online.

scarlet hull
#

You can't do an until, but you could use a lit master, with black color, and output the wanted unlit color in emission.
Implement only the shadowing part of the custum lighting ( shadowing needs a list paster node )

bold salmon
#

Thanks Remy, i did try that other option. But it seemed to create lines at any hard angles

sand ridge
#

I'm new to render pipelines and I'm just wondering what the general benefits are of using LRP/URP for a 2D game

bold salmon
#

is 2D lights a URP feature only?

elder merlin
#

Yes

sand ridge
#

right, right

#

forgot about those

slim wolf
#

Hi. in URP, I'd like to render some layers without post-processing (e.g. TextMeshPros). How would I do that in URP? Add additional Post-Process-Data and a second Renderer to the List? How would I assign the Layers to render?

broken lichen
#

@slim wolf Are these layers always on top of whatever is affected by post processing?

#

Like on-screen UI?

#

If so, you can use the camera stacking feature in URP. Use an Overlay camera to draw the UI

slim wolf
#

@broken lichen If by any chance possible that it is working without that restriction, no

broken lichen
#

@slim wolf I don't understand what you mean

slim wolf
#

@broken lichen I meant, no. But if there is only a solution where it is important to have it always on top, would also love to hear about it

#

But you already answered for this situation thanks.

broken lichen
#

What specific post processing do you plan on doing?

slim wolf
#

Pretty standard bloom, Vignetten, ..

broken lichen
#

You'd want 3D text that potentially intersects and can be behind game geometry to not be affected by vignette?

#

That would look pretty weird I think

slim wolf
#

In the old days on post-processing components you could choose which layer to render and have it assigned to the camera

broken lichen
#

Like the text is in top of the vignette

slim wolf
#

That is a point.

#

I was thinking of render the name of an npc on the ground. But when NPC is behind an object, e.g. a bush, that name is not visible. Otherwise it looks not natural

#

But post-Processing kills text rendering

slim wolf
#

Actually the thing that is killing text is antialiasing. So I would be able to keep/reuse PP if I can have a second camera w/o AA

#

@broken lichen Iโ€˜ll therefore give camera stacking a shot. Thx

indigo summit
drifting vault
#

YES YES YES

#

thanks for inform!

indigo summit
#

i'm really tempted to try that branch now ๐Ÿ˜…

glad tartan
#

It's an hackweek project so there's no guarantee it will be in HDRP anytime soon. Most of last years hackweek projects aren't even in the render pipelines or engine yet

drifting vault
#

well im installed many kind of Gits and still not get how to copy branches ๐Ÿ˜ฆ

#

hackweek?

glad tartan
#

yea, it's basically a week where the Unity devs make prototype features, games, etc with/for the engine

#

kinda like a game jam but for the engine/tools

drifting vault
#

hmmm, never heard about that before

indigo summit
#

ah so that's what hw20 mean

drifting vault
#

thanks for info again!

glad tartan
#

yea, Hackweek 2020. At the end of the week theres usually videos posted on some of the hw projects, usually on the devs personal social media/youtube.

There's a lot of cool projects from last years hackweek both on the engine side and render pipelines. A dev added Atmospheric Scattering and physical sky to URP.

indigo summit
turbid matrix
#

you know the experimental probe volume thing? @indigo summit

indigo summit
#

yep

#

oh for that thing

#

hmm yeah still not sure what that mode do though ๐Ÿ˜„

#

Oh some people are starting to showcase their hackweek projects on twitter

drifting vault
#

@indigo summit cant find any of that =/
YT and Google only showing Hackweek 2020 about Roblox haha

indigo summit
#

yeah they didn't use any tag for that though ๐Ÿ˜„

#

post them here might be out of topic since some i've seen are not related to SRP

drifting vault
#

send to me in DM something interesting rollingeyees

bold salmon
#

I'm still trying to figure out how to add shadows to an unlit shader

turbid matrix
#

if you need help on that, you need to be more specific

#

we have 3 wildly different renderers and different confs for each

#

(or 4 if you count URP's 2D renderer)

prime merlin
#

Does anyone know why the octane path tracer doesn't render the materials?

#

some unity materials and unity's default pipeline works fine,

#

even this scene has some material like body work but the head us washed out/ either by ocer brightness or missing something

#

the body material renderable through views port, but the quality is too low accuracy, ( not because low sampling)

#

I know octane has it's own material node

#

But some scenes work with unity's default mats

#

why ๐Ÿ˜ฐ๐Ÿ˜ฃ๐Ÿ˜ต

indigo summit
rotund quiver
#

A Hybrid Renderer V2 batch is using a pass from the shader "Hidden/Internal-Loading", which is not SRP batcher compatible. Only SRP batcher compatible passes are supported with the Hybrid Renderer.

This occasionally crops up. How can I make it not? ๐Ÿ˜„ It's a tad annoying.

whole fossil
#

i highly doubt that anyone on #โœจโ”ƒvfx-and-particles will answer question like this so I am asking here. How the hell am I suppose to reference VFXRenderer in my code if it is inaccessible due its protection level?

rotund quiver
#

NEW QUESTION ๐Ÿ˜„ In Hybrid Renderer V2, on Universal Render Pipeline, how can I add a second directional light (can be a vertex light) without manually writing my own Lit shader? (sorry for crosspost but this really overlaps...)

rotund quiver
#

Ok it's just not supported yet -.- LAME. ๐Ÿ˜„

boreal trail
#

Hey Tyring to convert to HDRP and i get this

boreal trail
#

im so confused,

#

it seems to convert stuff but,

#

welp guess no HDRP atm then

calm anvil
#

Hi everyone. I need help. I have an asset imported to existing project that I created from Unity "FPS Microgame". Setup everything and the planet become like in the image. can anyone point me what the issue are? sorry if im in wrong channel

#

it become flickering or something

waxen lantern
#

i highly doubt that anyone on #โœจโ”ƒvfx-and-particles will answer question like this so I am asking here. How the hell am I suppose to reference VFXRenderer in my code if it is inaccessible due its protection level?
@whole fossil
You're not supposed to. It's meant to be inaccessible. VFXRenderer is not in the Unity Scripting API https://docs.unity3d.com/2019.4/Documentation/ScriptReference/index.html
And you can ask these sort of questions in #โœจโ”ƒvfx-and-particles. I frequent that channel more than this one

last cipher
lost fern
#

hey, any reason why Universal RP isn't showing up in the package manager? I'm trying to get shader graph for 2D