#archived-hdrp
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render scene component?
i added the Volume component
now you have to setup settings on it, post effects etc
begin from Visual Environment
and go over each settings that you need for get good gprahics
well, the weird things that you didn't following Unity guides from Youtube.
you have to add:
Exposure , Visual Environment
setup those correctly
i did but it's the first time seing this volume component
ook
this worked
thank you so much
really really much
but i wonder
where did you find the tutorial?
or were the screenshots yours?
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
this got just merged to 9.x.x/release https://github.com/Unity-Technologies/Graphics/pull/571
Ah nice, that means it will be in the package for 2020.1 next week or the week after along with VT
I'm still trying to figure how their SRP specific validation works:
I can't make this be validated and I don't see anything obvious being wrong
stuff like this sucks when you work with internal code
(no docs)
maybe you have to wait for the official release
it doesn't change anything
they don't document internal code - ever
like, for us that is
The Procedural texture thing got added recently
Before it was just using a VT sampler and I only saw the Procedural sampler added a little while back
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?
ah, you meant the VT thing
this thing I've ported is for stochastic texturing
it's there to break the tiling
Or i guess they updated the regular VT sampler and renamed it to this?
nah, this something I ported myself here
don't ask me why that name, it's from the original unity repo
yea, I remember it was introduced a while back but It didnt officially get added to shader graph
I've ported that 6.7.1 version to this SG stack setup
but I can't get it validated ๐
ah, would be nice to get official support for it. I'd want to use it for certain textures
I also don't see any place where they define which SRP the node even belongs to
yeah, it's bummer they didn't merge it
Maybe sometime down the line. Now we have additional procedural nodes (although in the sample packs) they were in a separate GitHub branch before.
would be nice to have it and the surface gradient framework in sample packages as well if not default with Shader Graph
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.
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
is there any way to force a camera to not use certain lights?
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)
is URP deferred rendering coming in 2020.2? I haven't seen any mention of it recently
@valid dock You can use light layers for that
@glad tartan i didn't see anywhere on a Camera where you can specify light layers
Pretty sure light layers are only between lights and mesh renderers
Yup. Strange that light culling masks are hidden in the inspector tho
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 ?
yes
I thought it's just compatible now, just like happens a lot when new version comes but doesn't require c++ api changes
has the bigger changes shifted this now?
like, is 10.x for 2020.2 on final versions or just for the time being?
also wonder if 2020.1 release is near
2019.4 LTS just got out
Logically, it's near yes :)
10.x is indeed for 2020.2
9.x will never leave the preview stage
ah, that makes more sense now, thanks
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 )
@jovial mulch How specific do you need the queue to be?
Like after Opaque/Transparent?
just before opaque
Then you can use a CommandBuffer with a clear command
In the shader ?
No, from script
Thanks, but I don't know where ? Is there a function like OnPrerender ?
@jovial mulch
var cmd = new CommandBuffer();
cmd.ClearRenderTarget(true, false, Color.black);
yourCamera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, cmd);
Oh I knew I should be simple, but I didn't know this commandbuffer ! Thanks very much !
This is only possible in the built-in render pipeline
In LWRP/URP/HDRP, you can't add command buffers to cameras or lights anymore
Thanks for the additional info, as we are working with the built-in render pipeline, this fits perfectly ๐
@broken lichen Another precision, I don't fully understand the render queue, which renderqueue is ForwardOpaque ? Is it the default 2000 ?
@jovial mulch It's a range. I think anything <= 2500 is considered opaque.
After that, it goes into transparent.
So this means the there is no render queue before ForwardOpaque ? ๐ค Cause we try to draw some object before all the other, then clear the depth buffer and then do normal stuff
And I guess as we use render queue 1999 then it is already in ForwardOpaque range
@gilded maple because it's configured it to be lit by that?
you can go to lighting settings and change it
@jovial mulch No, I don't think any render queue value will draw before the BeforeForwardOpaque event.
@broken lichen Thanks, we will have to think of another way of doing what we want ๐
@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.
@broken lichen That was my next try ! Thanks for all your advices !
you can go to lighting settings and change it
@turbid matrix What settings should I set for an interior scene?
I'm trying to create a room like this
brightly lit but not blinding
@gilded maple I'm by no means an expert on lighting side
there must be some tutorials for that kind of thing
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
but again, I don't do room interiors myself
depending on the renderer, there could be examples you could take a look at
like for example on HDRP, there's https://assetstore.unity.com/packages/3d/environments/unityjapanoffice-152800
@gilded maple try baking a reflection probe in your room... it should get used for ambient lighting
@gilded maple use URP for Oculus Quest
oh
its more modern that LWRP and more perfrom
hm arlight
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.
@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
Also if you wanted 9.x preview, it is hidden on default settings
This is now on master too: https://github.com/Unity-Technologies/Graphics/pull/797
@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.
ah, they also sometimes don't flag the release to be visible for whatever reason
but are you sure PM didn't show the option?
I'll check this but I only have 2019.4 installed
it does show 7.4.1 for me as option now
maybe they cleared it for release
or you just had outdated cache on PM (there's that refresh arrow on the bottom of PM)
7.4.1 is marked to require minimum unity version 2019.3.2f1, are you using 2019.3.1 ?
that's a good point as well
How do I use lens flare with URP?
I'm on 2019.3.13 @scarlet hull
It's cool, like I said, I already updated the package config manually so I got the update.
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;
Yet my LUT texture settings seems to be correct
@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?
It looks to me it has to be in the range of 32-65 pixels wide
Or height, actually
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
For 64, it would be 4096x64
does anyone know how to enable/disable renderer features?
I've implement a version of Blit
but want to turn it on and off in code
@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
the joys
thanks ๐
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"
cs I'm not sure how to turn it off like the checkbox in teh editor does...
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.
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.
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?
I do get a message about LDR?
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
ugh this is a really poor design on Unity's part
it's really unclear how _EmissiveIntensity and _EmissiveColor interact
Is there any advantage to upgrading my 2D project to use URP if I'm using a lot of third-party post-processing effects?
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.
You might get some boost from the SRP Batcher, but sprites batch pretty well already if you use atlases
So, if you decide to switch to URP, it would be more for the features
I am using atlases. I'm also using a custom sprite shader that I wrote, not sure how I'd adapt it to URP
As long as it doesn't use any lighting, it should port over easily
Maybe need to add a single tag to say it supports URP
No lighting whatsoever. The game isn't styled like that.
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
There's supposed to be some SRP Batcher debug view, but I had trouble finding it a few months ago
I think it might be a script that you drop into your scene
I have that script I think but it's more of a benchmarker than a debugger
I can't see the number of batches, it just shows me the time in ms on the render thread
You mean this one?
https://github.com/Unity-Technologies/SRPBatcherBenchmark/blob/master/Assets/Scripts/SRPBatcherProfiler.cs
I can see some ApplyShader count
Sounds kinda like a batch count to me
that seems right
but when I disable SRP Batcher, the ApplyShader count only goes up by like 10 with 1000 sphere meshes on screen
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
There's dynamic batching, which kicks in if different meshes are using the same material and are low poly enough
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
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
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
Maybe I'm thinking about this completely wrong
In this video, you'll learn how to create AAA-quality visuals for current and next-gen games. Weโll also show you HDRPโs key rendering features and how to tune settings for anti-aliasing, lights, shadows, exposure, and more.
Speaker:
Pierre Yves Donzallaz (Senior Rendering & ...
@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?
@valid dock unfortunately since the old SRP repo is offline, there's no telling what was on that PR
I have a local clone of that repo but it doesn't have PR's since they are on github side
no idea tbh
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
also current master isn't compatible with even latest 2020.2 alpha
i see
I'm actually running latest HDRP/staging from git atm but it required me to manually revert 5-6 commits
(because the c++ API changes haven't landed on current 2020.2 alpha yet)
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
is there a way to disable that?
well, you shouldn't modify files from library/packagecache
the way to do it is to move the package to some other folder
easiest is to just move the package you modify under packages -folder
same place where you have manifest.json
Unity picks up all packages placed there automatically, no need to edit the json
you can keep it or remove it, it doesn't make any difference
local package in that folder always overrides the manifest
I prefer doing changes like that on git though
so could have a local git fork/clone where you keep the actual changes and link the modified package folder to your project
well i see that i'm actually behind on my HDRP version
so i'm gonna say a little prayer and hope that updating solves all my problems!
if your friend knows the commits or branch used on that PR, I can look up the changes for you
he doesn't... it was a while ago and the changes don't get saved anyway ๐
wonderful
anyone knows any pro tips to set light probes?
my objects are too bright near light source
can i fix it somehow?
Hello!
is there a way to increase URP shadowquality?
the gun shadows seems like pixels
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. ^^
@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
Purpose of this PR
Deferred renderer support.
Testing status
Manual Tests: What did you do?
[ X ] Opened test project + Run graphic tests locally
[ X ] Built a player
Yamato: (Select your branch...
Purpose of this PR
Enable UI menu to create deferred renderer asset.
Testing status
Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics
Comments to reviewe...
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
@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. ^^
looking at the traffic around it on the github repo, it does seem like big prio atm
That's excellent to hear! =)
there's a lot of things happening atm, like the shader graph change, Unity moving URP to configure more like HDRP etc
latter thing along with the volume change is partially reason why URP's SSAO is taking so long
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.
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
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
so there's still plenty of time for these things to evolve
Alright, thanks for the infos! =)
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
Seems both SRP and Shader Graph going through a lot of work right now for both versions 2020.1 and 2020.2
what are the big changes for Shader Graph?
@valid dock stacked master node which allows multiple targets at the same time (URP, HDRP, VFX)
it's in master and 9.x branch already
it will not be backported to 8.x
more about it here: https://github.com/Unity-Technologies/Graphics/pull/571
this is pretty game changing for me
yep
Boy thats weird to see my name pop up lol
oh it was your PR ๐
Whole team did TONS, just my name on the pr is all ๐
yeahhhhh there was much fun with that
it's nice it's merged tho, must have been pain to maintain it separately
oh yeah of course, all the merge conflicts
but its "landed" and in alpha so now we want to fix all the things ๐
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 ๐
oh yeah, thats something I want to clean up/refactor
we want to get there tho
just managing peeps time
this is the things I've touched so far ๐
trying to expose that proceduraltexture2d (which is Unity Labs stochastic texturing)
ported this earlier to 7.4 and 8.1 but they didn't expose the property for some reason
or probably for THIS reason...
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
you mean the productboard?
lemme grab the link
I mean, it is kinda value on targets especially
oh yeah for sure
Product roadmap and feature requests. Welcome to our product portal.
it's weird to see third parties getting tessellation in before official support
another step closer to public API ๐ค
(Amplify added support to ASE for HDRP at least))
yeah, shadergraph just needs some support from HDRP to officially support it is all
but theyve been busy as well
I'd have soo many request on SG but it feels like the plate is pretty full already
yeah we are trying to ramp up the team to get to a lot of the things
custom movecs is one thing I've asked about in past
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
(it was listed on things that could be considered but it was like least voted item)
as a side note, wonder if we'll get some day HDRP on that productboard :p
that I can't speak to lol, not on that team ๐คท
I would like to see one for HDRP as well
i want to see every unity package on productboard or something similar ๐
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?
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
oh wait, you mean the submit idea thing on that board, my bad
these were things I've nagged about for year(s) ๐
Yeah the ones I nag about are not there, despite nagging for years plus using that "Submit" button there many times ๐
what are you missing?
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)
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
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
same as postprocessing stack allows that, I'd like to specify "before variable declarations", "after", "before fragment", ... etc.
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
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
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
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...
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
Yes me too
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
they will be, but we haven't been able to process them in addition to the feature push
it takes a little while
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.
"product board" is just the name of hosting solution /shrug
Yeah of course I know ๐
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 ๐
So guessing this has been asked about a billion times by now any news on deferred rendering in URP?
We're adding the option for deferred rendering to the Universal Render Pipeline, which is currently in development and targeting 2020.2. Deferred rendering allows you to use lots of lights in your scene and maintain a reasonable level of performance.
To learn more about D...
or..just scroll few screen up... https://discordapp.com/channels/489222168727519232/517108768933281843/720570431022563390
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.
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
@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
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.
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
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...
does 2d render pipleline works with opengl 2?
Which render pipline best for mobile devices ?
@sullen iron That would be URP
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
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
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.
Weirdly, this also affected noise textures.
@iron lintel no
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
bruh
Hello, I'm getting an issue with creating a URP game, can anyone help me?
Here's the exact error I'm getting
Can anyone help me out please? I have some errors with URP project ๐ฆ
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
hey all, does anyone know how to access a global Texture from a ShaderGraph sub-graph?
(this might be a question for the #archived-shaders channel)
@silk minnow should be possible with a custom function node
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)
@silk minnow one sec
I've used this on custom function node: https://github.com/0lento/OcclusionProbes/blob/package.hd/Include/OcclusionProbes.cginc
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
ah I getcha, so I'd need to use a custom cginc, and then call that method using the custom function node?
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
oh you are right
sub graphs pass those differently
I'd try that include file then
okay, I can do that. Thanks! I'm a shader noob, is there a way to automatically include the cginc in all shaders?
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
yeah same, that'd be a huge help
to be frank, I haven't tested this recently
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
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
so should I create a cginc and link it in the custom function node?
that would work but you need to have some function there too which is hooked all the way to the master node some way
for the include, I have this:
`texture2D _GLOBAL_AmbientTexture;
void GetGlobalAmbientTexture_texture2D(out texture2D output)
{
output = _GLOBAL_AmbientTexture;
}`
yeah
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
what does the error say
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!)
well, this is more of a #archived-shaders topic tbh ๐
I figured hahaha!
if you want to pop it over to the other channel i can help
yeah there's a couple things wrong with the function
anyway, I'll let the expert handle it from now ๐
cool, lets move this to #archived-shaders then ๐
Just thought I'd link this blog post here as it looks super useful for those of us who haven't looked too much into URP yet (and perhaps those that have) https://cyangamedev.wordpress.com/2020/06/05/urp-shader-code/
describe your issue
pink means incompatible shader or error in shader
@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
@dawn sorrel just of the part that is not getting the material
what happens if you drag the red mat you have on to it
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
If you are intrested ๐
Good news for HDRP lovers. Now quickly achieve photo realism in your render by using free material library provided by Unity.
Material library download link : https://blogs.unity3d.com/2019/02/08/we-have-you-covered-with-the-measured-materials-library/
Car model from https:...
Still looking forward to understand how to create material tho
Anyone have a solution for bad performance with 2D Lights on mobile devices?
that doesn't help if you want/need to deploy on mobile :p
just sayin, mobile pretty much always looks bad :P
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?
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:
Scene Templates will now be used for the HDRP template scenes - https://github.com/Unity-Technologies/Graphics/pull/948
@warm zephyr honestly that reminds me of when some of my past gpus were dying. have you tried it on more than one system?
some playtesters experienced the same thing, i think i got around it though I don't know exactly why
@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.
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
well that wasn't what i wanted to hear lol. ๐ thanks for pointing me in a direction! i'll do some digging
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
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
also if you haven't already, turn the quality down on bone count
default would be 4
you can try 2 or 1
If its a simple animation/model @west rivet , this may be useful https://torchinsky.me/shader-animation-unity/
In this blog-post I will explain how to animate simple creatures using vertex shader. I will use rat as an example, but the same method can be used to animate fishes, birds, bats and other small creatures that are not the main focus of the player.
can finally get rid of the custom config package with DXR ๐
If someone know, how to do similar effect in Unity? Its kinda mix of contact shadows and AO???
Saw similar on Source 2 (Half-Life Alyx)
Could be a lot a things, but looks like AO to me
But how this AO change direction by light hmmm
(Spherical/elipsoid/capsule) AO/Analytical AO
last of us popularize that technique
i've been asking something like that to be added on HDRP ๐
@drifting vault what game is that on your video?
RedMatters VR
@indigo summit last of us 1 has that, or you about last of us part 2 ?
first game
oh didnt saw that
thanks
i think shadow of colossus remastered also have it
yeah usually it tied to directional lightmap since they can store light direction, it can be fetch to compute the shadow/AO direction
hmmmm
even shadowgun have it https://blogs.unity3d.com/2011/09/29/shadowgun-talk-at-unite/ ๐
analytic only though, it doesn't have directionality
i think someone manage to create that in URP and shadergraph
https://twitter.com/zazamorga/status/1243637615263453184 this guy @drifting vault
Directional AO, works kind like a point light, also take into account the lightmap direction to get more accurate soft shadows
#madewithunity #shader https://t.co/RwRKNLFtyn
394
yea, i was his shadowmask support for URP
Blending Shadowmaps, SDF soft shadows and indirect Lightmap in URP
Writing shaders for URP has been way easier than I initially thought, given the lack of documentation
#madewithunity #shaders https://t.co/0OuSoZDZsK
264
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)
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?
@dawn sorrel change the shader to hdrp lit
guys, Is there a way to bake light in HDRP?
everything looks dark when I bake
yes, even HDRP template uses baked lighting
Hmmm I have been trying to bake, but everything is just dark. Using albedo bost slider doesnt seem to work
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?
I fixed it!
@vernal burrow what was the cause of the issue?
I needed to change the directional light mode to mixed
lol, everybody has done it
it was that simple lol
@candid basin Gotcha, just wanted some reassurance that I didn't mess something up ๐
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
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.
Why doesn't the URP version 9.0.0 not appear in my package manager? I have 2020.2
Oh there's an option like that now.. thanks
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
@hazy yoke unfortunately the models are huminoid figures and do several different animations. Great tutorial though!
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
Are they all realtime?
they are mixed
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
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
Have you baked the light?
have you baked culling?
Hello! Would someone help me with this question on the forum: https://forum.unity.com/threads/urp-7-3-1-command-buffers.915734/ ofc we can discuss it here too if you prefer
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
ok so are you saying that the classic camera add command buffer is supposed to work?
and will all the events work too?
I'm saying the opposite
oh sorry
I misread!
all my hopes shattered ๐
so Render Feature is the only way to go?
You can do everything you could with AddCommandBuffer with Renderer Features and more, it's just more boilerplate that comes with it
yes
I think you can also hook into before and after render events to do custom rendering
so you are saying that just to set a render target, I should use Render Features, correct?
yes I have see nthat
But if you want something in between, you need to use Renderer Features
but I need something like Before Opaque Forward
which it seems too specialised for that
ok cool
you are confirming my suspects then
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
A renderer feature can contain many passes, but usually they just add one
ah so I can have multiple events in one render feature?
Yeah
cool
however it's VERY weird that I can do this: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.4/manual/using-begincamerarendering.html
which means I can queue commands
and I cannot choose the event
it really seems a stupid oversight to me
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
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
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.
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
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
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
Can the different render targets use different texture formats?
I can't find any documentation about MRTs for OpenGL
Here's how it's done in DX11
https://docs.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-omsetrendertargets
There you pass an array of render targets, but also a render target specifically for depth&stencil
But also, if you drew the depth-prepass with the opaque, then the opaque wouldn't have access to that data
Which kinda defeats the purpose
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
But like I said, opaque wouldn't have access to the depth-prepass if they are both rendered at the same time
I guess if you're just using the depth for screenspace shadows, that wouldn't matter
Or post processing, yeah
I think URP does shadows in the opaque pass
While built-in forward does it as a post processing pass
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 ๐
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
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?
URP doesn't have a depth pre pass
and I am talking about this:
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)
Looks like it draws things in this order:
Main Light Shadow Pass
Additional Light Shadow Pass
Depth Pre-Pass
Opaque
Skybox
Transparent
Post Processing
ok then the pipeline is defintively changed
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
but what if I don't want the pre-pass?
But that requires MSAA to be disabled
I see
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;
}
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
No problem, I might have learned more than you in this discussion, so it was helpful for me too
Hi! Does anyone know how to disable the eye adaption PP effect that is by default enabled in the HDRP?
you mean auto-exposure?
Hey someone has an alternative for detail/grass shader for HDRP ?
Hey someone has an alternative for detail/grass shader for HDRP ?
@urban jacinth Vegetation Studio Pro?
Why not for next month
But for now i need a free alternative
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
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
profiler window:
ping me please!
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
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
it feels like URP's anti aliasing is not enough, I'm combining the AA x8 and SMAA (high) and still getting edges
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
My shadows are not working in Game View.
Google says: Edit > Project Settings > Quality.Increase the Shadow Distance.
But there's no such thing there.
URP
@obtuse cave The Shadow Distance settings for URP is on the URP asset. Might also want to check the camera has Render Shadows enabled.
@fiery marsh A legend as always! Thanks
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...
how do i increase shadow resolution on urp
ok i found it out
is there a way to increase it more then 4096
How to fix this pink color on models made in blender ?
@devout hedge You can export only diffuse material from Blender also check if the texture was included.
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
@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
Anyone know why entities with hybrid renderer v2 and URP are rendering black?
Oh, emissive makes it change colour, I assume it's a lighting issue? How'd I get it to light correctly?
@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
Where is the ambient occlusion Post processing parameter in 2019.4??
Can't find it
It doesn't show up in URP...
@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
@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.
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 )
I cant get 4096 lightmap res to bake. Anything I need to check?
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
"Generate Lighting" button is disabled in Window/Rendering/Lighting Settings. Checkbox "Auto generate" is disabled too. How to enable it?
Anyone had any luck with changing the URP Light2D freeform shape from script?
Hey is there anybody who can help me with 2D light masking ?
dlich I have no idea about advanced stuff like that but I'm curious, why do you want to change it? :o
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?
When I first open:
Hey is there anybody who can help me with 2D light masking ?
Hi, I need to set a custom render target in URP before the opaque render pass. I managed to do so and it works, but I have problems with the dept render target. I wrote about it here: https://forum.unity.com/threads/understanding-depth-render-targets.917813/
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
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!
@obtuse gorge there is no model inside model or 2 materials in one model?
on some parts of the model, they are indeed multiples materials
but even when there is only one material, the triangles are presents
are triangles moving while you move camera or model?
nope
that really strange. try select all meshes and setup using only 1 single material
how it will look
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
that really strange. how much UV space use hands?
like model have only one single UV channel?
or maybe something was happened when you exporitng models from 3DS Max or Maya to Blender.
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)
well, yes, crazy things
yea, they look not crazy
with the smart UV projection, the result is
that really strange. Im on same Unity and URP version and never saw that problem
"messy"
but if other models look fine, maybe really problem somewhere in model or export settings....
in my experience i had many problems while exporting from maya to blender
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
we can't, that's the point : we don't own a 3dsMax licence ๐ข
so you can work only with obj file?
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
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
alright, we will try that! Thx
ahh, press CNTR+T
ok
it looks like the mesh normal are corrupted
hum
if that problem withs normals, then need reset normals in blender
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
wait using double sided fix the issue? then it's really mesh normal problem
yeah that mesh normal issue. in blender try to use solid shading view mode and enable backface culling
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
great
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?
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
@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?
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.
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).
Are you currently running into performance issues and are optimizing?
@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
Well, the very first step of optimization is to figure out if you're CPU or GPU bound. Have you checked that?
@broken lichen no. How to I do that?
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
Ok I see CPU 1.6ms
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.
@broken lichen so if my CPU main is 1.6ms, and overall is 1.6ms
Then the main thread is the slowest part and you're CPU bound
Ok
So I should do whatever is good for optimizing CPU
@broken lichen and speaking of "static" vs "Instancing" in my case?....
But 1.6 is very low. That would be 625 FPS.
Yeah, but it's on my powerful PC
It could be GPU bound on some other hardware, depending on what GPU and CPU you have
true
It probably is GPU bound on the integrated graphics
So I have to test in on the team mate weaker pc
You won't be able to track your progress very well if you try to optimize 625 FPS to anything higher
@broken lichen ๐
But if you're CPU bound, then it's either gonna be rendering (most likely), physics, scripts or something else (less likely)
@broken lichen but lets say Im GPU bound on that weaker PC. What do I choose - "static" objects or "instancing"?
Is your scene made up of a lot of the same meshes?
@broken lichen Yes
That don't move?
@broken lichen yes, 95%
It's hard to say. I would think that instancing would be better because it allows for more culling opportunities.
Ok. Thanks for the input. I think it's also best to try both
Also important to note that transparency messes with batching, because transparent objects must be drawn in a specific order
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
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?
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
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.
@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
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?
@midnight glacier #โฐ๏ธโterrain-3d or #archived-shaders would probably suit that question better
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
oh sorry, I didn't see the terrain channel
@turbid matrix dont suppose you noticed the surfaceshader branch on the graphics repo?
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
@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
i was wondering if you knew
also... how the f you get commits list on new github ui? ๐
capsule soft shadows also looked interesting(was wondering if it was similar to unreal engine capsule shadow thingy)
I know how to get there by typing the URL but I'm totally not seeing the option through UI
also theres some hybrid renderer stuff under hw as well
i dont know, was using fork to view it ๐
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.
if you didn't want a renderer to pick up reflections from a Planar Reflection Probe, how might you go about preventing it?
Hey, I'm probably beating a dead horse here... But has anyone read about a timeline to expect Point light shadows in the URP?
Damn, I'm using URP but since it's such a major feature I might just consider switching
I haven't used urp a lot, but it seems that volumes are present in urp as well. take a look here: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/Volumes.html
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
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.
Your best bet is using this tutorial : https://blogs.unity3d.com/2019/07/31/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019/
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 )
Thanks Remy, i did try that other option. But it seemed to create lines at any hard angles
I'm new to render pipelines and I'm just wondering what the general benefits are of using LRP/URP for a 2D game
is 2D lights a URP feature only?
Yes
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?
@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
@broken lichen If by any chance possible that it is working without that restriction, no
@slim wolf I don't understand what you mean
@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.
What specific post processing do you plan on doing?
Pretty standard bloom, Vignetten, ..
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
In the old days on post-processing components you could choose which layer to render and have it assigned to the camera
Like the text is in top of the vignette
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
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 Iโll therefore give camera stacking a shot. Thx
@drifting vault oh hey look at this ๐ฌ
i'm really tempted to try that branch now ๐
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
well im installed many kind of Gits and still not get how to copy branches ๐ฆ
hackweek?
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
hmmm, never heard about that before
ah so that's what hw20 mean
thanks for info again!
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.
what is ProbeVolume debug mode for?
you know the experimental probe volume thing? @indigo summit
yep
oh for that thing
hmm yeah still not sure what that mode do though ๐
Oh some people are starting to showcase their hackweek projects on twitter
@indigo summit cant find any of that =/
YT and Google only showing Hackweek 2020 about Roblox haha
yeah they didn't use any tag for that though ๐
post them here might be out of topic since some i've seen are not related to SRP
send to me in DM something interesting 
I'm still trying to figure out how to add shadows to an unlit shader
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)
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 ๐ฐ๐ฃ๐ต
Whoever did this on hackweek please merge it to master ๐ค
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? ๐ It's a tad annoying.
i highly doubt that anyone on #โจโvfx-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?
NEW QUESTION ๐ 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...)
Ok it's just not supported yet -.- LAME. ๐
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
i highly doubt that anyone on #โจโvfx-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 #โจโvfx-and-particles. I frequent that channel more than this one
does anyone have an ideas as to what this "ghosting" is in the scene view, and how i can get rid of it? it happens only for objects with an opaque material. using URP 8.1.0 on Unity 2020.1b13
hey, any reason why Universal RP isn't showing up in the package manager? I'm trying to get shader graph for 2D