#archived-hdrp

1 messages Β· Page 55 of 1

dawn sorrel
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I've got an unusual sort of question..
The thing I'm working on at present requires A LOT of sorting layers. (possibly as many as 100 million.) Is there an easier way to add these quickly? Version is 2018.4.20f1

grave totem
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Hi, I've got a quick question. I'm working on a space exploration game in Unity which is going to be low poly. When I was tinkering with rendering, I decided I'd try HDRP, but thought it was overkill for a low poly project, however now I'm seeing the volumetric skies feature, which would allow me to render atmospheric skies correctly. For a low poly game, is this use case still overkill? I'd love an opinion, thanks!

turbid matrix
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@lost fern URP requires Unity 2019.3 or later

lost fern
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ofc I am using 2019.2.17

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bruh

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this is so sad

dawn sorrel
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I think they seen my message and assumed you were on 2018

turbid matrix
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yeah, 2019.2 is 100% unsupported too

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you shouldn't use it

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if you find a bug in 2019.2 and tell Unity about it, they won't fix it because it's tech release that's now out of support

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just use 2019.4 LTS now

lost fern
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alright thanks

grave totem
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I think ima go for HDRP

turbid matrix
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@grave totem HDRP does have bit prettier shading but it's also more perf heavy

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if you want your game to run well on as many target devices as possible, URP is way better option

prime merlin
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This how it should looks like vs how it does rendered

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using octane !

grave totem
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Yea, I'm not too bothered for target platforms, I'm targeting PC only really

prime merlin
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why the quality is very bad

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The colors is washed and everything is missed

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does anyone know why this could happen?

mighty swift
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I'm guessing it's your indirect lighting.

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Looks like the top images have a warmer fill light.

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But I'm not an expert in that stuff. I'm more into programming and optimization.

turbid matrix
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@grave totem even on PC, HDRP limits your perf on lower end computers

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for example I can't run HD template faster than 18fps at 1080p on my low end test rig (i3 + nvidia gt640)

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where URP template runs 110+ fps

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this really shows up the weaker the rig is

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on relatively powerful computers the difference is not as big if you tweak the settings

grave totem
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I mean, I know its gonna lower support for PC's, but I think its kinda necessary given the technologies I require, plus when I was working with some custom mesh generation stuff, I had really bad shadows on URP and built in, HDRP was the only pipeline that made it look any good (they had strange edges etc.)

turbid matrix
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using built-in renderer is also one option

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it does require some 3rd party assets to make it look pretty though

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like NGSS for PCSS shadows

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some solution for volumetrics etc

grave totem
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I think I'm going to stick with HDPR, especially loving the whole shader graph thing

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thanks for this information though!

abstract elbow
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hey how do you render with hdrp flawlessly, last time i installed hdrp, i couldn't open my game and had to make another one

covert saddle
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Does anyone have a technique or an idea for how to get the equivalent of GL. drawing for lines using SRP?

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Just to draw a line between two points.

cyan delta
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uhhhh so, is there any way in Unity 2019.3 to have both URP with a 2D Renderer and a way to separate camera post process between a UI canvas an the actual game? Camera stacking doesnt work on 2D Renderers, and using sorting layers to put the canvas targeting a single camera doesnt really let me exclude the UI from the camera post processing

celest ice
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the terrain seems to render on my mesh geometry even though it's a terrain hole?

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using HDRP 8.1.0/unity 2020.1.0b13

celest ice
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also, while it's not what i expect to see.. can i exploit this to just render the terrain and not the white somehow?

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hmm if i make the material transparent there's no zfighting

drifting vault
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@celest ice why do you need to use terrain holes?

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just place a volume snow model on top of the terrain

celest ice
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it's not meant to be snow

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it's for cutting a shape into the terrain

celest ice
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eventually for things like this (but it doesn't work with multiple planes properly yet)

fierce patio
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Does anyone know if VFX Graph can be used targeting Nintendo Switch?

indigo summit
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if Switch support Compute shader it should run

celest ice
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you profiled it?

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then you know why the performance is bad? πŸ™‚

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idk sorry, i don't think HDRP is really designed for VR

wild oasis
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Anyone knows why a post processing bloom effect in URP on android would drop the performance down to 5 fps, and is there a way to fix it?

broken lichen
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Bloom is expensive on mobile, mostly because of the tiled renderer

wild oasis
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tiled?

broken lichen
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The solution is to not use bloom πŸ€·β€β™‚οΈ

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Mobile GPUs use a optimization technique called tiled rendering

wild oasis
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damn... I guess that's really the only solution then...

broken lichen
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Basically, instead of drawing all the pixels on the screen at once, it draws them in batches, tiles

wild oasis
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It works perfect on my device, but lags horribly on my friends, I didn't believe there could be such a difference...

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I see

broken lichen
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Bloom has to blur the entire image, so it has to wait for all the tiles to finish

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Which is what takes so long

wild oasis
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Is there a technique to find out if a device can or can not handle the bloom?

broken lichen
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Which phone model is it working on and which model is it not working on?

wild oasis
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works on my Pocophone f1(or something like that).

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lags horribly on HUAWEI P20 LITE

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I guess it's the gpu difference...

broken lichen
wild oasis
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So what are my options? Should I just put an option to disable the post processing in the game?

broken lichen
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I don't know what the standards are in mobile gaming. The only mobile device I have to target is the Quest, which is nice because every player will have the same hardware

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Targeting thousands of different mobile hardware sounds like a nightmare

wild oasis
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Yeah. Maybe I can detect low fps on start and disable the post processing automatically?

broken lichen
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Sure, that's basically adaptive quality

wild oasis
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sounds like a walkaround though... =/

broken lichen
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There might be some libraries that can give you some kind of benchmark score given a CPU/GPU model name, which you can use to automatically choose a quality setting

wild oasis
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Hmmm... Sounds like too much hassle for a first game, that I'm pretty sure is not gonna shoot πŸ˜„

broken lichen
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In the case of bloom and any post processing effect that needs to access any pixel from any other pixel, like blur, distortions, are always going to have some base cost from waiting for all the tiles.

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There isn't really any way to downgrade it, you're always going to have to wait for the tiles. I believe it's called a resolve.

wild oasis
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Well, thanks for the info. I guess I'll use some primitive solution for this projects. It was a valuable insight into mobile performance...

turbid matrix
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@astral prairie you tested it on actual build or only in editor?

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editor has huge overhead

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but yeah, HDRP isn't ideal for VR, it technically supports it but URP would run so much better in VR

rare pendant
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I use URP

rare pendant
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Well , when i use opengle3 for my android game , it works properly , but when i use vulkan , fore some reason a clipping plane is set for a certain distance , but i need vulkan for other reasons , how can i solve the clipping plane ?

merry kite
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How hard is it to switch between URP and HDRP? Right now I'm in the built-in renderer, and seems it's easy to swap to either URP and HDRP. But which way is it easiest to move after I switch?

  1. Stay in built-in as long as possible
  2. Move to URP, and if necessary move to HDRP at a later stage
  3. Just go HDRP from the start.
wild oasis
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I've found the source of lag in my game... It was not the post processing. At least it was not the main culprit... It was the new 2d lights and 2d renderer on URP... Lesson learned... Don't use stuff in preview for a real project...

rich spade
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@merry kite decide on your target audience, consider your timescale and skill level / team size. IMHO to make most of HDRP you need more skilled colleagues / time to make it work.
URP is pretty stable getting, but it does keep changing... which means assets from store with different version requirements / slow to update.
So probably 1. is best option if you want to just crack on and code. πŸ˜‰

merry kite
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Thanks for the feedback. It's what I was thinking. Guess I'll just keep on with the built-in for now. URP seems good, but I guess I'll switch when/if needed.

If I wanted graphical fidelity I'd just do it in Unreal, anyways πŸ˜›

reef pier
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Anyone know if you can get Linear Fog in hdrp?

crude trail
broken lichen
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@crude trail Is that a post processing shader?

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Or something specific using the voxel data?

steel lintel
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But the tricky part is that you have to use the particle lit shader.

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Everything else completely ignores color vertex data

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(I wrote the code behind the image Jack posted for the project were both on)

full trail
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how do i switch from urp to hdrp

full trail
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why does my material become invisible when i turn the rendering pass to raytracing

full trail
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my ray traced shadows arent showing up

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help

scarlet hull
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how do i switch from urp to hdrp
Change the render pipeline asset assigned in the graphics and quality settings.
You will also have to change your materials (unless you're using a PBR master node based shadergraph, that can be common)
why does my material become invisible when i turn the rendering pass to raytracing
How did you do that ? Did you go in the HDRP wizard to enable raytracing ?
my ray traced shadows arent showing up
Well, if the previous statement about the materials beeing invisible is not fixed, I don't see how you could know if you have shadows or not ...

tawny briar
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i imported botd features>wind control and art>environment everything is fine with the tress but ofc i want wind however the wind script has an issue [HDRPCallbackMethod] doesn't exist apparently and HDRenderPipeline.OnPrepareCamera nor does that

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can someone help

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[HDRPCallbackMethod] static void WindControlSetup() { HDRenderPipeline.OnPrepareCamera += SetupGPUData; }

whole fossil
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guys, does any1 know how to change render queue of tmpro in hdrp? I want to render world space textmeshpro in world space after post processing but I am unable to. When I am setting

"RenderType"="HDUnlitShader"
"Queue" = "AlphaTest+51"

tags in tmpro shader it stops being visible at all

hushed canopy
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Hello guys, Any way to add custom effects to the URP post processing?

full trail
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I created a new hdrp project from scratch which fixed the invisible issue, but no Shadows are appearing @scarlet hull

scarlet hull
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What about the HDRP+DXR settings in the wizzard

full trail
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Yeah that's what I'm talking about

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When I have ray tracing on theirs no shadows

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I can't remember if there are any shadows without raytracing on

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@scarlet hull

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here is what my scene looks like

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@scarlet hull

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ok it seems i fixed it

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i think its because i had hdri sky on

hushed canopy
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Any way to add custom effects to the URP post processing? @scarlet hull

full trail
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why are there no shadows when i have hdri sky turned on

scarlet hull
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Is it because the light that emits shadows is washed of by the intensity of the sky @full trail

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@hushed canopy iirc it's possible, but I don't remember how on top of my head

wild oasis
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anyone knows how to disable the Post processing property(?) on camera in URP via script? Camera doesn't seem to give access to that...

fiery marsh
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@wild oasis I think it's probably part of the UniversalAdditionalCameraData component that's added to the object with the camera.

wild oasis
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Alright, let me see if it's there.

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yep, found it. Thanks!

turbid matrix
vast prism
turbid matrix
full trail
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how do i fix this

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also the raytraced shadows dont appear on raytraced materials

turbid matrix
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I don't think raytraced effects will show on raytraced reflections if that's what you mean

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like, if you have RT GI, it will not show on your RT reflections

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as for the range, I don't know if you can tweak that anywhere without modifying HDRP package

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someone worked around that just by using smaller scale models/base unit

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@full trail

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RT distance should still be like 50 m

main osprey
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Some are working

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others aren't

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How do I fix it?

wild oasis
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these might've been custom materials/shaders. YOu need to convert them manually.

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@main osprey

main osprey
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I'm trying, but there aren't proper material under URP for things like water

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either things are getting way too dull or too glossy

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@wild oasis

wild oasis
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you'd need to create or find a custom shader for that

main osprey
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so shaders that work with URP

dawn sorrel
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Weird request but really important. I'm looking for a script that lets me edit the layer of a mesh render. Not sure if this is the right channel for it though

full trail
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@turbid matrix so you cant modify the range?

turbid matrix
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I don't remember seeing such setting

full trail
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meaning theres no way to fix this issue

turbid matrix
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there are plenty of ways to fix the issue

full trail
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like what

turbid matrix
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use reflection probe to cover the rest of the area, scale scene smaller

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also there are some ray range settings on some effects apparently?

main osprey
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All the materials are working now, except for the Canvas which is still pink, how do I fix the canvas?

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@wild oasis any idea?

wild oasis
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hmmm

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canvas should be working by default actually

main osprey
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The flip side is working, I mean if I look at the other side of the canvas its transparent but obviously flipped

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Also in the game if I open UI elements it becomes all grey

wild oasis
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can you select one of the ui elements that has a material and take a screen of it?

main osprey
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sure, give me a min, currently building the game

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Ah okay none has any materials

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Its just tests and few buttons

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Ah I might have found the culprit

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Its always the small things

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I had a test canvas that has a material, which is pink

wild oasis
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Anyone knows if it's possible to disable hdr in the urp asset via script at runtime? I've tried UniversalRenderPipeline.asset.supportsHDR, but it doesn't seem to affect the setting...

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ok it does work. There was a mistake in my code...

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Doesn't seem like it works in a build though...

rare pendant
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does anyone know why the farcliplane is different on different graphic APIs? on Opengle 3 its normal , but on vulkan it is closer
how do i change this
and it seems that transparent textures arent affected by this clipplane

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its in URP

glad tartan
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a newer version of HDRP and URP 9.x.x preview package got released today if anyone was waiting for a package release to try some of the newer features

reef elbow
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Hello: I changed from default rendering to urp. Everything turned pink so I went to Edit -> Render Pipeline Upgrade Project Materials. Now I removed URP. How would I revert the materials back to normal because they are all pink in the default rendering?

drifting vault
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@glad tartan cool. with version of unity needeed? 2020.2 or 2020.1 ?

glad tartan
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It's for 2020.1 but it works with 2020.2 as well

Actually I've only been using 2020.2 so that's what I tested it with

9.x.x - 2020.1
10.x.x - 2020.2

turbid matrix
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according to the package, 2020.1.0b13 is min supported atm

glad tartan
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makes sense, b13 was released today as well as those packages

turbid matrix
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*b14 πŸ™‚

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but yeah, it's been a while since new SRP packages for 2020.x

unreal fog
glad tartan
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Yea. I mainly use the latest alpha with the latest staging branch
I like messing with the new features as they come

sterile cairn
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I upgraded to the HDRP and I've got a script that generates terrain with a given material.

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after upgrading everything turned pink, so to test, I made a new terrain and it had "Default HD Terrain Material" assigned to it

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can't seem to access this from the script window, is this a different type of material?

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Or should I just use the "Create" button next to that material on the terrain I created and use a copy?

blazing cargo
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Hey so I'm trying to make a shader with the unity shader graph but the master node is saying this I tried installing Lightweight RP but it still is just pink

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unity shader graph the current render pipeline is not compatible with this master node

sterile cairn
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nvm, I did that and it worked

blazing cargo
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Any Help

true zealot
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@blazing cargo have you actually added URP/LWRP to the graphics settings?

blazing cargo
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no lemme try that

true zealot
blazing cargo
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yah I haven't messed around with shaders and rendering much so I probably should do that

blazing cargo
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@true zealot So i was trying to put the lwrp in graphics but then I realized I had to make a RP asset but when I when to Edit I couldn't find Edit>Rendering I'm using unity 2019.3.5f1

true zealot
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Can you screenshot that list?

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(win+shift+s)

blazing cargo
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@true zealot

true zealot
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My guess would be that you don't have it installed. LWRP is now URP in 2019.3, if you installed LWRP it should install URP

blazing cargo
true zealot
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You shouldn't have the core RP manually installed, nor should you have multiple render pipelines either

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Everything should be an automatic dependency of the render pipeline you want

blazing cargo
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so should i uninstall everything except for lwrp and urp

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or should I keep core RP too

true zealot
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only URP

blazing cargo
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so uninstall lwrp too?

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oh

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du

true zealot
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You want to remove LWRP

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not URP

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and remove Core

blazing cargo
true zealot
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Hrm, it must be a dependecy then, check the list πŸ˜„

blazing cargo
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its there now but only urp no lwrp

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so my shader wont work

true zealot
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That's good, that's what you want

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LWRP is URP

blazing cargo
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ok

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so I put the correct rendering in graphic setting but now everything is pink and I cant look in the inspector @true zealot

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nvm can look in inspector

true zealot
blazing cargo
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Now the terrain in pink and Its extremely dark @true zealot

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and my graph shadder wont work

true zealot
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Shader Graph should now be working fine

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Try making a new graph, what's wrong with it?

blazing cargo
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wait i think making a new one works

quiet cove
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@true zealot

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Is there a channel for dev recruitment

true zealot
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No

quiet cove
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Ok

blazing cargo
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ok Shader graph works now how do I fix the lighting and terrain being pink

true zealot
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There are other communities that have that sort of thing, and Unity Connect is an appropriate place too

quiet cove
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Ok ill join it

true zealot
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@blazing cargo The link I sent described the shader mappings, you just need to remap them manually if the automated remapper (also in the link) didn't work

quiet cove
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oh it swebsite

blazing cargo
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@true zealot how do I remap the terrain there is no shadder option

true zealot
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it's the 3rd option in the list

blazing cargo
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ya but on the terrain inspector there is no option for changing shaders

true zealot
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if you click on the settings tab there is a material

blazing cargo
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there we go thank you

blazing cargo
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@true zealot Everything is working except for speed tree I tried fixing it by manually changing the shader of the materials but now instead of pink its just a flat black or gray and I was looking at the list in the link and nothing was there for me

true zealot
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Documentation
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?preview=1
Raytracing: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Ray-Tracing-Getting-Started.html

Configuration / Upgrade
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Upgrading-To-HDRP.html

Github
Raytracing Example: https://github.com/Unity-Technologies/SmallOfficeRayTracing
Custom Passes: https://github.com/alelievr/HDRP-Custom-Passes
Graphics (All technologies): https://github.com/Unity-Technologies/Graphics

Forums
https://forum.unity.com/forums/high-definition-render-pipeline.386/
Graphics Experimental Previews: https://forum.unity.com/forums/graphics-experimental-previews.110/

Tutorials
Custom Pass Framework: https://www.youtube.com/watch?v=vBqSSXjQvCo
Hair Simulation: https://learn.unity.com/project/getting-started-with-hair-simulation

E-Books
Guide to Lighting https://resources.unity.com/games/the-definitive-guide-to-lighting-in-the-high-definition-render-pipeline-unity-2021-lts-edition

Blogs
Get acquainted with HDRP settings: https://blog.unity.com/technology/get-acquainted-with-hdrp-settings-for-enhanced-performance

Roadmap
https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/tabs/18-high-definition-pipeline
What's Next for SRPs: https://forum.unity.com/threads/what-is-next-for-us-at-unity-with-scriptable-render-pipelines.924218/

turbid matrix
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they've streamlined the setup a bit, making SG wiring less tedious

turbid matrix
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additionally: 9-preview will only work with 2020.1. We'll need to backport a fix first. It might take a few more weeks for everything to land in 2020.2.aX and hdrp 10 that allows you to use hybrid v2.

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(for VT support)

hard berry
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Can anyone help me? I'm trying to make the ambient lighting go down with height. If the height of the camera is 0 or greater, the colour should be white. If the height of the camera is, say, -1000 or lesser, it should be black.

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I've tried lerping between the two and the skybox colour is changing but the lighting remains the same as surface lighting

turbid matrix
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hmmm, v10.0.0-preview.4 tag @graphics repo

dawn sorrel
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@turbid matrix so is it in upm unity a16 ?

remote forge
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@turbid matrix We have locked down the features for 20.2 and started the hardening process. That version (or a similar one) will start appearing in the builds for 20.2 soon.

zenith vortex
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hi guys

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so

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i have a problem

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i'm using hdrp on my project

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and i get this error

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Max shadow requests count reached, dropping all exceeding requests. You can increase this limit by changing the max requests in the HDRP asset
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

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and it's also laggy as hell

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i have quite a few point lights

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but they dont interfere with each other so there's not other shadow rendering on top of it already

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and the scene is really laggy even before starting

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what can i do to get rid of the lag?

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and still have some lights in the room

hazy yoke
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@zenith vortex so yeah the issue with shadow casting point lights is that each point light takes 6 shadow maps, so is roughly equivalent to 6 shadowcasting spotlights. Youll either want to change the draw distance on the point lights to be shorter (if the room is big, and can afford to lod them out) or try and replace some of the shdow casters with point lights that are using cookies and not actually shadowcasting. If youre targeting heavier machines, you might be okay to up the shadow map count.

zenith vortex
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Well I kind of fixed the huge lag i was having by raising the Max Shadows from hdrp up to 5000

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I dont get the error anymore but it's still not as smooth as it should be

hazy yoke
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how many shadow casting point lights are you using?

stark elbow
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I have the weirdest looking shadow banding within a URP project, no matter what I adjust I either get the shadows actually close up to the object casting the shadow but with some form of banding, or I get them clean crisp and a good unit or 2 away from the object, any ideas?

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am I right in thinking this could be down to the normals of the objects casting the shadows?

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I've tried every slider, toggle, switch, pully, lever and dropdown available in my URP settings and my lighting settings

hazy yoke
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@stark elbow is this all from a directional light?

stark elbow
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yeah I have a directional light, I have tried it on its own custom settings and with the URP lighting settings, messing with the depth helps but that leads to banding, changing the normal ruins it and altering the cascades in the URP gets it somewhat close but it effects objects either close up or at a distance depending on what I change

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the intensity cycles up and down based on the day night cycle

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shadow res is at 4096 as well

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looking at these two shadows though it makes me think that its possibly the normals on the right shadow that are leading to this? If I reduce its depth I get banding on the object itself

hazy yoke
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let me take a look at some settings real quick~

stark elbow
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thanks!

hazy yoke
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can you go to Window/Analysis/Frame Debugger and hit enable on the window with that view?

stark elbow
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done

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is there a log from that I can send over or something?

hazy yoke
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not easily

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if you have renderdoc, you could send me a capture but dont want to make you do that lol

stark elbow
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I dont think I do sorry

hazy yoke
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all good, if you step through the calls there you should find one called "Render Main Shadowmap"

stark elbow
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yeah Ive got that

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ShadowLoopNewBatcher.Draw underneath

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and 25 calls

hazy yoke
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should ℒ️ show the objects getting drawn to the shadow map

stark elbow
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I think I can faintly see them in the distance

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is this from the POV of the light?

hazy yoke
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correct

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sorry, trying to mimic setup here a bit~

stark elbow
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apart from normals the only difference is that one is a mesh renderer and one is skinned, no problem

hazy yoke
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if you set shadow bias to 0 does it fix the weirdness on that mesh?

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shadow normal bias specifically

stark elbow
hazy yoke
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right yes thats gonna happen, I was more trying to see if it was the bias messing up that objects shadow

stark elbow
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when I lower the depth bias, the shadows touch the object thats casting them, without that they are offset slightly

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like this (if I increase depth bias to the point of the artifactcs on the object being removed)

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but with depth bias at 0 they cast from the intersection point of the mesh and the ground

hazy yoke
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yeah no that was just a test thing I wanted to try, not a recommended setting πŸ˜„

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could you switch to two cascades and set 1 to 85%?

stark elbow
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okay 1 second

hazy yoke
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oh and return the biases to normal

stark elbow
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back to 6.59?

#

or using the URP settings?

hazy yoke
#

1 1 for now

stark elbow
#

what value are you using for depth?

hazy yoke
#

1

stark elbow
hazy yoke
#

so here is where I am confusd

stark elbow
hazy yoke
#

and set distance to 50

#

normal bias 1 not 10

stark elbow
hazy yoke
#

this is still with soft shadows on (both on directional light and settings asset)

stark elbow
#

yeah the directional is soft shadow and then use pipeline settings for its bias and the URP asset is soft enabled and the settings i sent

hazy yoke
#

play around with the cascade split percentage and see if you get a nice value there (hard to know the best value without knowing camera/object location)

#

are you able to remove the jagged edge? (thats the main part I am trying to solve for)

stark elbow
hazy yoke
#

yeah thats where the cascade split is happening

stark elbow
#

if I lower it anymore it starts removing the shadow line by line, (like scanlines almost)

hazy yoke
#

what you are essentially doing is playing around with the resolution based on distance to object, so anything beyond the distance ring, you drastically lower resolution

stark elbow
#

this is what was happening at runtime earlier, when the sun would rise/set the edge of the shadow coming from that object would have a scanline effect that would fill in from left and right the next portion of the shadow as it got bigger

#

slightly lower and thats the cut off

hazy yoke
#

alright, so it may be that with your particular setup for how nice shadows you want, the builtin shadow softening isnt enough

#

cause that high of a resolution is just going to be terrible to try and balance with long distances

#

so you CAN solve this, but it gets a bit more graphicsy

stark elbow
#

oh okay, what would I need to solve this?

hazy yoke
#

essentially we would want to write our own shadow filtering

#

in other words, blur the shadow maps ourselves with a larger radius

stark elbow
#

that sounds nasty, is this hard to do?

hazy yoke
#

depends on your level of understanding the renderloop and writing shaders

#

let me see if there are any nice tutorials or assets

turbid matrix
#

@remote forge I assumed that would happen about now (it's about to go to beta). 10.0.0-preview.4 requires a17 due to one namespace change so I guess there's no hurry yet to get it on PM (we only just got a16)

stark elbow
#

oh okay I can look into it, I'm able to understand them somewhat, I'm not a shader whiz though

#

worst case I can ask my publishers though, thanks πŸ™‚

turbid matrix
#

@dawn sorrel no upm package yet, but like mentioned, it wouldn't work on a16 either way

#

I've manually patched the namespace change to make recent 10.x run on a16 but yeah, it's always a bit of a catchup when you use bleeding edge stuff.. we get bleeding edge HDRP from github but alphas are like 1-2 weeks behind what Unity staff uses for dev

hazy yoke
#

@stark elbow other option is to get the packages from git and modify the shadow filter locally, but that has the gnarly consequence of having to deal with updating and dealing with merge conflicts

stark elbow
#

okay no problem, I'll talk with my publishers and see what they recommend, thanks for the help though!

hazy yoke
#

yeah ofc, and who knows maybe someone else has a nicer way to handle it πŸ˜„

turbid matrix
#

git ❀️

#

@stark elbow quickly looked at your initial posts about this

#

you REALLY need distance of 2000?

#

it's root cause of this

#

it's not really typical at all to require that long shadow distance, hence your results

stark elbow
#

Maybe not 2000 but at least 1500 due to the size of the plane used as the ground, if its lower you can clearly see the cutoff point

turbid matrix
#

we'd typically be at 100-500 distance ballbark

#

most games tend to accept that the cutoff point is visible

#

it's a compromize with perf and shadow filtering quality

stark elbow
#

ill break the news to my artist, there will be tears

turbid matrix
#

also most games simply don't have that long draw distance (or have things that block the view for further views)

stark elbow
#

okay thanks ill keep that in mind, maybe there can be some reshuffling

hazy yoke
#

dont forget that there are always ways to fake things too haha

glad tartan
#

Yea, shadows that far are usually faked

turbid matrix
#

or people simply use some totally different tech for far shadows

#

I don't think there's any for URP

#

for example UE4 can use cascaded shadow maps close by and then extend that range with distance field shadows

glad tartan
#

Yea. UE4 has a lot of Distance Field effects that are really nice

zenith vortex
#

@hazy yoke I saw the message now, i have 25

hazy yoke
#

ah yeah no thats 150 shadow maps πŸ˜…

#

so yeah either bring that shadow draw distance really tight or use cookies, or both really at that amount

#

also making sure not everything is casting a shadow

#

only important pieces really

#

if you need a lot of small objects, consider combing them into a single mesh

zenith vortex
#

oh ok

#

I'll try that

#

thank youu

#

umm

hazy yoke
zenith vortex
#

how do i use cookies

#

oh wow

hazy yoke
#

those are not shadow casters, but they are cheap

zenith vortex
#

how

#

and that's how those 10,000 lights were made?

#

using cookies?

hazy yoke
#

no thats another technique if you were needing something like that

#

youd have to implement it

#

as for cookies

zenith vortex
#

oh alright

hazy yoke
#

making point light ones are a bit harder since they have to be baked into a cubemap (if I recall) but are conceptually the same

zenith vortex
#

ooh

#

ok

#

cookies look interesting

hazy yoke
#

theyre very nice πŸ™‚

zenith vortex
#

will take a deeper look and see if i can use cookies

#

thaanks

hazy yoke
#

sure!

#

you could also potentially write a script to make the cookies per light in engine, but itd be better if you could reuse the cookies in multiple lights just to avoid having to send so many textures to the gpu (there may even be a cookie limit if I recall, but much larger limit than actual shadow casters)

zenith vortex
#

even more optimization

#

cool

#

but i dont think i'll get to that point to hit the cap of textures :))

hazy yoke
#

well, if something like 10,000 was your goal didnt want to assume haha

zenith vortex
#

lol

#

10,000 doesn't sound that bad

#

might try burning my pc with normal shadow casters before using cookies

valid dock
#

cookies make a light more expensive tho

#

10k lights w cookies: probably not

turbid matrix
#

why SSR would require motion vectors?

sterile cairn
#

it's just grass

#

i swapped it to the standard LWRP lit shader just to make sure it wasn't an issue with my own shader

#

but it's still happening and i'm not 100% sure how to describe it to figure out a fix

#

this is with my custom shader, which just adds some grass sway and fades out the grass the closer it is to the camera

#

it makes everything look pretty bizarre

#

keep in mind everything past the edge of that circle is rendering at 100% opacity

sterile cairn
#

fixed it in HDRP by enabling writing to the depth buffer, but I don't want to use HDRP

hazy yoke
#

@valid dock not compared to a full shadow caster

#

would do one or the other

indigo summit
#

@sterile cairn are you using alpha blend? use alpha clip or cutout

drifting vault
#

on my side its doing nothing when i enable that both in HDRP asset pipeline and Camera Frame settings

scarlet hull
#

Did you check in the volumes ? πŸ™‚

drifting vault
scarlet hull
#

Hum , iirc, should work then

drifting vault
#

Maybe i have to enable DXR/RTX?

ripe fable
#

a16 is completely broken with the entire ray tracing stack, maybe it affects non-rt screen space effects too? I recommend sticking to a15 for now.

drifting vault
#

Better to do not use any alpha, just play with them hahah

ripe fable
#

I did a lot of testing with it and there's no way to get things to work, I just made yesterday's HDRP/staging + all open render graph PR's compatible with a15 instead.

#

yep

drifting vault
#

@scarlet hull its works on Forward or Deffered rendering?

scarlet hull
#

It doesn't rely on DXR, and should work in both render modes

drifting vault
#

in HDRP asset pipeline

#

and in volume im setup something called Global Illumination (not sure if that related to Screen Space GI)

#

Ehhh sad its not working for me =(
I want to play with SSGI so much

scarlet hull
#

Weird

#

Not sure if it's related, but on my project, SSGI is not exactly the same as your (see the name)

drifting vault
#

yea, but now its works.
Placing green cube on Sun Light make all objects a bit green around

ripe fable
#

Also.
You will still be able to override the graphics packages with a custom fork or branch from the git repository - just like you do now
πŸ™‚

drifting vault
#

SSGI looks really cool

#

left - SSGI off. right - SSGI low no full screen

#

but FPS same with SSGI on any settings low,medium,high and same fps with full screen rendering or half screen rendering

#

no idea what its mean, but that happening when you enable SSGI or Hing Quality Volumetric fog

#

so both options cause CPU usaga from 8 ms to 50 ms

remote forge
turbid matrix
#

I'm kinda torn about VT

#

I've waited for it to arrive for years

#

and now that it's here, we have raytracing which isn't compatible with it :/

#

wait..

#

"We want to allow URP and HDRP pipelines to live in the same project. You will be able to have pipeline-specific assets such as Materials, Cameras, or Lights in different scenes while successfully building and running a project for a single pipeline"

#

this is exactly what I did on my URP / HDRP runtime swap proto

#

that SG stack change helps a lot on this

#

my main issue on this is still the exposure bleeding from HDRP to URP

remote forge
#

my main issue on this is still the exposure bleeding from HDRP to URP Do you mean post fx exposure, light exposure?

ripe fable
#

DXR/ray tracing seems to work with virtual texturing up to 2 layers.

turbid matrix
#

@remote forge I mean, when I did the last proto of URP and HDRP swapping at runtime, I found that if I had anything but exposure of 0 on HDRP, it totally blew out URP scene when I swapped these. I'm not sure if this happens if you only do it on editor but it's totally possible.

The way I do the swap for example from HDRP to URP:

  • Unload HDRP specific additive scene with lights, volumes and camera
  • Swap the HDRP asset into URP asset for the graphics SRP asset value
  • Load URP specific additive scene with lights, volumes and camera

this works fine in my brief testing except that if I have HDRP exposure (I think especially for the sky exposure) larger than 0. Even if I turn the exposure down prior to SRP swap this happens, I even used coroutines to wait one frame between these operations but URP lighting was all overexposed every time.

#

of course URP and HDRP would have different sky solutions

remote forge
#

ahh yeah πŸ™‚ this is something to solve (for us). with the cross compatibility work

turbid matrix
#

I also do fully understand this is not supported workflow atm

#

I'm going to do some write up on that forum thread later about things that are on the way atm + some other thoughts on the other mentioned things there

remote forge
#

In some prototypes we did we had some scripts that tweaked this when the pipeline was changed.

#

Looking forward to it..

turbid matrix
#

if you have any clue on how to fix the exposure issue I'd love to hear it

#

otherwise I can make this work even today

#

I mean there's plenty of extra work but I can work around it

#

SG stack change helps a ton on this already

#

I did a proto about LWRP / HDRP runtime swap around 2019.1 etc I think and I had to swap all shaders for the materials for it to work

#

main reason why I'm interested on this is because in my testing with URP and HDRP templates alone, my low end PC only did like 18fps on stripped down HDRP where URP ran well past 100fps @1080p

#

that plus URP would really be better pick for optional VR mode

ripe fable
#

Small update, you can make 3 layer virtual texturing work with DXR ray tracing if you use a setup like this.. very weird. If you directly use the Out3 from the first sample node, it will break (render completely black in reflections)

turbid matrix
#

I got it working too, but with the regular setup only

#

this is super sketchy atm

#

VT's RT reflections also doesn't work on 9.0.0-preview.33

#

but seem to work on 2020.2.0a15 and HDRP from github

#

getting a ton of exposure issues on a15 and a16 now with raytracing though

#

I'm starting to wonder if I should even bother using higher light intensities at all when there's always something getting broken with it :/

glad tartan
#

I mean, when I did the last proto of URP and HDRP swapping at runtime, I found that if I had anything but exposure of 0 on HDRP, it totally blew out URP scene when I swapped these. I'm not sure if this happens if you only do it on editor but it's totally possible.

Once they get URP to also use Physical light Units it should work well with both HDRP and URP

turbid matrix
#

well, as well as it works in general πŸ˜„

#

I constantly fight with exposure setup on HDRP when I test things

#

it keeps breaking all the time

#

of course it's part of being early adopter

#

but it's been broken even on official releases

glad tartan
#

Only DXR for you? It's fine for me and even better with 10.x.x or the new 9.x.x release with Automatic Histogram

#

for some reason this exposure mode is more correct than automatic

turbid matrix
#

DXR is what makes it break more, yes

#

I also always use fixed exposure

#

I don't like the auto setup

glad tartan
#

ah yea, I haven't used DXR in a while

turbid matrix
#

a16 totally blows the whole screen white on DXR reflections

#

and I didn't quite get a15 to work fully right either

glad tartan
#

Yea, that happened to me some tiem ago as well
If you scale down the exposure itshould work

Sun
1000 lux or (Maybe 10,000)
Exposure
6 EV or (10-11 EV) for the 10k lux light

turbid matrix
#

I've just set dir light now to 10 and exposure to 0 πŸ˜„

#

it just works

ripe fable
#

on a16?

turbid matrix
#

a15

#

but it would probably work on a16 too

ripe fable
#

I'm just going to stick to physically based values and wait for a fix. πŸ˜„

turbid matrix
#

anyway, seeing VT working on DXR reflections makes me happy

#

it's super sketchy right now but hope it can get better

inner badge
#

Yo guys

#

How would I edit the lighting of my custom made skybox in URP?

#

Its a bit too bright

#

i also want to position a sun in it

atomic wedge
#

Hey guys! I am using Unity 2019 4.2 LTS (HDRP), when I move the camera along the Y axis, the sky turns black

glad tartan
#

This only happens if you are using the physical sky and the camera goes below 0 on the Y axis for the world. THere is a fix for it coming but right now what you can do is either lower the planet radius or sea level for the physical sky

atomic wedge
#

how to find sea height settings?

#

@glad tartan

dawn sorrel
#

looks like i better wait for untiy 2030 final with hdrp 35 XD

#

@atomic wedge that sucks

glad tartan
#

You can use HDRP right now fine

#

I dont have any problems with it

dawn sorrel
#

tbh am tiered of testing and doing the same thing every update.

glad tartan
#

well anything major

#

what are you testing any doing every update?

#

it should just upgrade to the new version and you get a few new features and fixes

#

@atomic wedge To get the sea level you need to Enable
Earth Preset and disable the Boolean for it and it will show the settings needed to customize it

#

You can either reduce the

  • Planetary Radius
    or
  • Planet Center Position (Y)
atomic wedge
#

@glad tartan Thanks!

dawn sorrel
#

@glad tartan its just the hype of testing new thing

#

i have a car game am developing since unity 4

#

its been long way )

glad tartan
#

Ah, well you'd need to stick to a version of both Unity and or (HDRP/URP/built-in) that will fit your project
New features are always coming with new versions of software

atomic wedge
#

@glad tartan you here?

glad tartan
#

Not sure what's the issue? Also which version of HDRP are you using? and which sky?

sterile cairn
#

@indigo summit in what field? i haven't seen either of those available since I started using the SRP

#

also, not sure why, but camera position from shader graph seems to be fixed in place in HDRP

#

unless there's something specific i need to do

#

does HDRP treat camera position as local space by default?

atomic wedge
#

Fixed

glad tartan
#

Not sure, but you'll need the
HDRender Pipeline namespace in your script

turbid matrix
#

need to swap that namespace to current one though

#

using UnityEngine.Experimental.Rendering.HDPipeline; -> using UnityEngine.Rendering.HighDefinition; or something like that

#

oh wait, you mean the update command?

#

well, you probably find it in similar space still

atomic wedge
#

oh wait, you mean the update command?
@turbid matrix Yes

#

ok, but how to get a link to an object HDRenderPipeline?

turbid matrix
#

did you look at the link I posted?

patent sun
#

do HDRP supports intel HD graphics?

glad tartan
#

If the integrated graphics supports compute shader then yes. Performance on a card like that with HDRP or any high end realtime renderer is questionable though

glad tartan
#

Not sure if I get this correct but, this wont be affecting alpha and beta versions of the editor right?

Right now if there's a new feature in SRP and there are API changes the package version gets bumped. Usually the next or a few Editor releases (during alpha or beta) later we can use the new features/changes made.

This seems like it will have a set SRP core for that version of Unity and when those API changes happen we wont get them until the next major release of unity. So basically the only thing we can get from GitHub are bugfixes?

If so is this only limited to Final/Released versions of the Editor and those of use who use Alpha and Beta will stay the same as it is now?

turbid matrix
#

@patent sun technically yes but there has been a lot of intel specific artifacts in past

#

It is mainly due to intel drivers

waxen lantern
#

Not sure if I get this correct but, this wont be affecting alpha and beta versions of the editor right?
@glad tartan I believe it will, because the verified packages bundled with core will still need testing in alpha and beta before it ships ;).

#

This seems like it will have a set SRP core for that version of Unity and when those API changes happen we wont get them until the next major release of unity. So basically the only thing we can get from GitHub are bugfixes?

@glad tartan No need to worry just because they mentioned bug fixes and didn't specifically mention new features. A github branch with newer features will let you have new features, too.

waxen lantern
#

This seems to just mean essential Graphics packages are bundled with the Unity install just like the dozen or so other packages that are already bundled with Unity. But you can override them the same as always if you really need to.

It doesn't seem it will ultimately change the flexibility available to developers.
It just makes it a smoother process to get up and running with SRP when starting a new project and will help foolproof people from hosing their project so easily with mismatched graphics packages by just clicking around in package manager.

We may just have to jump through a few more hoops if we really need to override the verified packages is all I'm reading here, i.e. copy and pasting a branch link from github, instead of being able to just click on update to preview x.x.x and watch the errors roll in lol.

torpid bluff
#

Hello everyone, i'm having a weird issue with HDRP and Volumetric fog, it's a bit above my skills to be honest, my screen flickers to black because of a NaN issue. I enabled the debug view and found out there is a strange rectangle of NaN values following my screen but clip through the world (that's why it flickers when i move, if a mesh completely hides it, i see the game) :

#

it only happens when playing in editor and it stops when i disable volumetric fog for the post fx volume

#

also if while playing i turn off volumetric from the HDRP default settings and turn it back on, i get my fog back but not the NaN rectangle.

#

Any idea ? 🧐

turbid matrix
#

meaning, at least future URP 10.x will have it

timber quiver
#

hi, I'm wondering if it's possible to layer post processing effects in the universal render pipeline with camera stacking? I'd like to add a couple post proc fx only to certain game objects that are rendered by an overlay camera. My urp version is 7.2.1

dawn sorrel
#

is it better to enable screen space shadows in the pipeline asset or use just the max shadow count? or both? not sure

sterile cairn
#

alright so after solving my issues with transparency/alpha blending i'm sort of concerned about making LWRP/URP look good

#

any articles on that that you guys find helpful?

#

reading the "boat attack demo" blog entry in pins right now

frigid kelp
#

Anyone know why my scene might be extremely bright when I run it? I have only 1 directional light, with an intensity of 1 Lux (Very Little Light). There are no other lights in the scene. I'm currently using HDRP.

celest ice
#

looks like it's exposure.. maybe the sky is too dark?

frigid kelp
#

Maybe. Is there i way i can preserve a dark background without this problem?

celest ice
#

i guess play with the exposure post processing settings

#

you can set manual exposure or change how it's calculated

dawn sorrel
#

will urp support dxr ?

#

or it will be meaning less

true zealot
#

the roadmap is pinned to this channel

turbid matrix
#

there's no plans to have DXR support for URP afaik @dawn sorrel

#

they are still struggling to get basic functionality in and their focus is clearly on making URP to have more feature parity with the old renderer

#

DXR is super high end rendering feat though, so it makes sense it's on HDRP

barren kindle
#

Has any blessed beings made any ocean shaders for urp?

rich spade
#

just about everyone has now, it's not that difficult πŸ˜‰

turbid matrix
#

boat attack anyone? πŸ˜„

#

also, making ocean shader is super simple

#

but making good looking one is absurdly hard :p

dawn sorrel
#

anyone know how I increase the distance the details are rendered at?, everything seems to blur or disappear after a certain distance:

#

HDRP

celest ice
#

trying to write a geometry shader based on some older stuff from Keijiro.. it seems to work in play mode but the world matrix doesn't seem to be applied in edit mode.. any ideas why?

#

basically just using the generated Vert() function in the geometry shader

#

@dawn sorrel your pic is really small.. everything is blurry

dawn sorrel
#

@celest ice sorry theres a bigger one, after a certain distance it just stops rendering texture details

celest ice
#

i'm not sure what it's meant to look like.. do you have anisotropic filtering on the texture?

#

might be worth playing with mipmap settings too

dawn sorrel
celest ice
#

try Trilinear and/or increasing aniso level?

#

you could also try disabling/enabling mipmaps under advanced

dawn sorrel
#

ok ill give it a shot, thanks

#

i thought it might be something to do with the camera, as it happens in a radius around it

celest ice
#

my guess would be mipmaps if it's an obvious circle

#

it's the same in both Scene and Game views.. (only works in play mode)

#

i don't understand why it's different

dawn sorrel
#

@celest ice it was mipmaps, thanks a lot for the advice (no idea about yours, otherwise i would happily help, i'm still a bit of a noob :P)

#

@dawn sorrel quit unity, then load the Unity Hub, go to installations then Add (select the latest version)

install that, then go to projects and click the small arrow next to your project and select the new engine, then launch WARNING, PLEASE BACKUP YOUR PROJECT BEFORE DOING THIS

#

Epic, thanks @dawn sorrel!

#

Is there a way to back up the project from the hub?

#

just find your project folder, copy then paste somewhere else to back it up

#

no way from the hub i'm aware of

celest ice
#

that message is just saying to update HDRP, not unity?

dawn sorrel
#

Okie, I've been doing that and was wondering if I've been doing it the noob way heh

#

that isnt updating the hub, it's updating the pipeline @celest ice

#

Yeah I'm using Unity's latest version I think

#

The latest LTS one

celest ice
#

2019.4?

dawn sorrel
#

2019.4.1f1

#

in that case, launch your project, at the top go to window - package manager

#

then select the HDRP package and update it

#

I think I tried doing that before

#

Yeah I thought you were saying there's a separate HDRP package installer in the hub, not the Unity version

#

screenshot your package manager if your not sure (windows key + shift + s will let you take a snippet of your screen)

#

OHHH Do I need to update the HDRP Config?

#

I didn't realize that's what I needed to go to

#

keep everything updated

#

Yeah I didn't notice before

#

if it can be updated, DEW IT! -palpatine hands-

#

Yis

#

@celest ice apologies, you were right, was a bit of a doh moment for me there

#

No problem haha

#

I've updated my Unity versions many times and switched between them for various projects

#

But I'm sticking with the LTS versions from now on

#

yeah you can easily forget that sorta stuff if your jumping pipelines

#

yup

#

It's odd, I've been tryna use HDRP and at the moment it's just looking like URP with some more materials and post-processing and a lot more lag

#

But then I look at the mini movies by Unity and I'm wondering how it all looks so good lol

#

HDRP does look good but I feel like I'm missing something crucial

celest ice
#

good artwork to render in it?

dawn sorrel
#

I'm now going through courses on Unity Learning which is epic

#

Yeah I guess it depends on the art, as well as the lighting itself

celest ice
#

they've released some HDRP videos on youtube in the last few weeks

#

showing how to set up lighting and stuff

dawn sorrel
#

Honestly the sample scene assets look kinda bad in HDRP compared to URP which it looks kinda native to

#

Noice

#

I imported my ducky model tho and it looks really good in HDRP

#

I guess the texturing itself is what's throwing me off with that sample scene

#

Though I do notice that sometimes areas aren't fully shadowed naturally with how the shadows connect, which I assume contact shadows is meant for but in my experience they look really odd at times.

#

See the shadow from the beak isn't fully connected, like the light kinda almost ignores putting a shadow from the beak onto the cheek

#

I suppose I gotta mess with the threshold

celest ice
dawn sorrel
#

I'm trying to figure out how to have visible ambient occlusion baking as a lightmap/shadowmask without baking all shadows

#

In URP this is really easy to do

#

But in HDRP I can't even tell if there's AO or not

#

Also how do I set the visible HDRP setting in the editor to Ultra?

full trail
#

how do i enable raytraced effects for example raytraced shadows on raytraced materials

turbid matrix
#

@full trail look at the pinned message

dawn sorrel
glad tartan
#

@dawn sorrel It seems you don't know much about HDRP or rendering. You'll have to spend more time with it before discounting things and you'll be bale to see the huge difference between HDRP and URP even in the sample scenes.

To enable higher quality settings for HDRP you do it the same as URP. One the Pipeline asset.
For HDRP you can select it in the Project Tab and edit it in the inspector or use the project Settings Tab

dawn sorrel
#

I'm new to Unity's stuff, I'm more familiar with Blender

#

I'm hoping to prep for making some short films in Unity

glad tartan
#

@dawn sorrel
Any particular reason why my duck model has an underglow randomly? (HDRP)
This can be from two things. Ambient sky or light probes need to be rebaked

dawn sorrel
#

oh oki, thanku

glad tartan
#

I see, well it's similar to using Eevee

#

Not sure if you mainly use Cycles

#

With realtime rendering a lot of things need manual updating when lighting condition changes

dawn sorrel
#

Ok so my issue was under Quality all the levels were hidden. The only one that was showing was "Normal"

#

I used both Cycles and Eevee, mostly Cycles

#

now I am learning LuxCore for realism

#

The thing is I know the concepts mostly, it's more a matter of finding things lol

#

And wondering why when I do things one time it works differently in another project

glad tartan
#

Yea that's fine. Quality settings is just for the built project or if you want to quickly switch between quality in the editor.

To just turn everything to max in HDRP you do that with the pipeliene asset

#

There is a blogpost made by Unity that can help you easier without a wall of text here

#

This blog post will help you to setup HDRP to basically it's highest settings

#

as well as understanding things a bit more

dawn sorrel
#

Thank you!

ashen rock
#

Not sure if this is the right place for this, but I'm having a bit of an issue with the HDRP and am unsure what to search for. Whenever a part of the scene has a fast change of contrast or lighting, the correct color only seems to sort of "bleed" into place with a slight delay.

#

So in essence, when I for example change the material on an object from dark gray to yellow or something similar, the object seems to still be gray on the edges for a split second before the yellow color has fully "covered" it.

#

I'm not sure how to describe it and I dont know if this is normal behaviour maybe caused by some post processing

glad tartan
#

That's most likely the TAA

ashen rock
#

There are so many quality settings, where do I change that? Project settings?

glad tartan
#

On the camera in your scene you will see the Anti-Aliasing Option, you can either configure it or change it to another one. Most likely SMAA (At the bottom)

#

although what you see mainly happens because the game isn't running. TAA is a tiem based effect so since your game isn't being played you see the effect slowly happen in your scene view or game view while it isn't running.

ashen rock
#

Do you mean I have to build to see the actual effect

#

because it happens quite prominently in play mode

glad tartan
#

No, just playing the game

#

In play more you can sometime still see ghosting from TAA although it might not be as bad as the scene view while it's not playing

ashen rock
#

Well switching to SMAA definitely fixed it, thank you for that tip!

glad tartan
#

if you are using a newer version of HDRP with the TAA settings you can configure it to have less ghosting. Otherwise it would be better to choose another AA setting

#

No problem

ashen rock
#

I'm just guessing from their relative positions in the dropdown that TAA is slightly better performance-wise?

#

That seems to be how it usually goes

glad tartan
#

No, TAA is the better looking AA but it can produce that ghosting effect you see since it needs time to resolve. It should also be the most demanding in terms of AA on the camera. You also have MSAA with the forward renderer that's even more demanding

ashen rock
#

@glad tartan sorry, I should have not been lazy and just googled it first. I'm just reading up on the different types

#

Thank you for taking the time πŸ™‚ I'll do some more reading to figure out what works best for me. Docs seem to indicate that SMAA works well for simple cartoon-like styles so that might be the right choice.

glad tartan
#

Yea, the Docs is the best place to find info on the HDRP features

ashen rock
#

at least when I know what to look for. But with an issue like this that I don't even know how to describe, it's tough to find anything useful.

glad tartan
#

Yea, I get that.

dawn sorrel
#

I'm installing Measured Materials from the GitHub link in that HDRP article thing. Taking quite a while. I guess it'd be nice to have some awesome mats already set up.

#

I'm now regretting not going through all the regular set up steps before doing so though, heh

glad tartan
#

Yea, it takes a long time because of all the textures being imported

turbid matrix
#

@astral prairie there's no conversion path between URP and HDRP

#

built-in to HDRP or built-in to URP

#

you can't go back or convert between

#

basically if you have to do this, you do it manually

frigid quarry
#

this tutorial says I need to make one

long wagon
#

It's URP now, LWRP is leftover from it for compatibility with older projects.

#

@frigid quarry Use quickstart in the manual as a tutorial, it's posted in the pinned messages here.

frigid quarry
#

got it

elfin crown
#

I've just changed my 2d projects render pipeline to URP and now my Skybox is gone. I can't make it visible again, can someone help? this is what it was before

exotic cipher
#

I'm trying to create a scene with multiple lights on a fence. For some reason it's giving them a direction I didn't tell it to..

#

I want each lamp to have it's own light, but it's focusing the center..

#

nvm, found out they all need to be marked important!

turbid matrix
whole fossil
#

this is big! I wonder if will it land on a 9.0.0 release or we will have to wait for 10.X.X

elfin crown
waxen lantern
#

trying to write a geometry shader based on some older stuff from Keijiro.. it seems to work in play mode but the world matrix doesn't seem to be applied in edit mode.. any ideas why? basically just using the generated Vert() function in the geometry shader
@celest ice Word to the wise... stay away from Geometry shaders if possible --they are on track to be deprecated soon Industry wide as their functionality is superseded by Compute shaders and Mesh shaders which are more performant at the same tasks and do much more as well. Because of this some graphics API have not / will not ever support Geometry shaders namely WebGL, WebGPU and Metal.
In a way... investing in Geometry shaders right now is like investing in Adobe Flash before it died.. it's a sunset technology. Like WebGL. There's definitely compatibility reasons to still use them if you're already invested and familiar... but I wouldn't start a big project or invest a lot of time or resources into learning or writing code reliant on tech that is about to disappear. I mean maybe if I'm getting paid generously for it but even then it's not the best investment in experience for my career.

celest ice
#

hmm, ok.. i'm trying to get some kind of fur working, i thought that would be the most efficient way to do shells

#

but it turns out the fill rate is too slow with the lit shader anyway

#

(8 shells and it drops to like 30 fps when up close on my gtx1080)

#

it sounds more expensive to do in a compute shader, but i'll look into it :/

#

still curious why it doesn't work in the outside of play mode, but pretty much given up on using shells with the lit shader now anyway

glad tartan
#

There's also this What's New doc for HDRP 10 changes. There are a few things in there I missed by just messing around with HDRP that wasn't visible up front. Like the Motion blur for path tracing. I saw it in a branch a while back but didnt knew it got merged.

https://github.com/Unity-Technologies/Graphics/blob/1c5419693713ba32ed473b43041f1fed5a2a3419/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10-0.md

turbid matrix
#

I can't wait for a17 so those IES changes stop messing up my workflow πŸ˜„

#

I've waited for more info on accumulation motion blur

#

current docs seem to imply it could be used even without path tracing

#

this could be nice for things like wheel motion blur where single frame result doesn't cope that well with angular velocities

#

(you'd still need to restrict the movecs)

waxen lantern
#

it sounds more expensive to do in a compute shader, but i'll look into it :/
@celest ice compute shaders are cheaper when optimized properly. this is an older article which concludes by saying " In the future, perhaps we want a lower level model there, something like, β€œHere are N compute threads responsible for M input primitives.”, where N and M are both application-defined knobs. Food for thought, at least. "
and that's exactly what you can do with compute shaders (and soon with mesh shaders which are basically compute shaders specialized for mesh geometry so easier to setup and even better performance) http://www.joshbarczak.com/blog/?p=667

#

@celest ice quick comparison table of why mesh and compute perform better and are more flexible than geometry shader, from nvidia research. (but mesh shaders are not only for nvidia GPUs)

#

@celest ice no major engines support Mesh shaders yet but they all will soon as the major graphics APIs are just now adding support for them. You can use Compute Shaders in the meantime with Unity's DrawMeshProcedural and DrawMeshProceduralIndirect and get really amazing performance.

celest ice
#

thanks landon, appreciate the info

#

i think my issue was fill rate rather than the geometry shader, but i'll give compute a go

waxen lantern
#

@celest ice yeah I mean by all means do whatever if it's just a quick effect or small project and it isn't a show stopper.

I just try to spread the word when I see people having issues with Geometry shaders because they have so many inherent issues / limitations and lack of platform support that It's wiser to stay away if you can.

Or at least you won't be surprised when one day you can no longer use geometry shaders in your project , which is already the case if you target iOS, macOS or the Web, it's a no go

#

(of course WebGL doesn't have compute shader support either and never will... but WebGPU is replacing it soon and will most likely become the de facto cross platform Graphics API even for native Desktop and Mobile apps)

weary fog
#

Has anyone tried out the new TAA on hdrp 10.0? Is it as much as an improvement as the "What's new" says it is?

#

A lot of those 10.0 changes seem great

#

Finally settings for fog resolution and the such

#

Lightloop changes are also great, HDRP is sucking up my frame times right now on 8.0

turbid matrix
#

it's an improvement for sure

#

it has better ghosting rejection and you finally get more options to tweak (along with speed rejection option)

weary fog
#

have you back ported it to 8.1 orjust 7.4?

drifting vault
#

@glad tartan Path tracing = DXR?

#

@turbid matrix do you think HDRP 10x will come with 2020.2.a17?

atomic wing
#

SS GI? hmmm

rotund quiver
#

In Universal Render Pipeline, I'd like to have a bloom post processing effect, but ONLY for specific UI elements. It's okay if this causes an extra rendering pass or even five.

How would I start?

My idea is as follows:

RenderMainCameraStack(framebuffer);
RenderSpecialUICamera(render_target);
Blend(framebuffer, render_target);
#

The main problem seems to be that my UI is a Camera Space Overlay and I can't render the canvas in two layers at once.

#

So how could I render a different layer (e.g. UI, and UIGlow) using the same canvas?

turbid matrix
#

@drifting vault they already have 10.x preview on github

#

but it requires a17

drifting vault
#

Well im only able to test all via package Manager

waxen lantern
#

@glad tartan Path tracing = DXR?
@drifting vault DXR is just the part of the DirectX API used to access Ray tracing hardware acceleration features of the GPU if available.
Path tracing is a type of Ray tracing that is more true to life in simulating light transport than typical Ray tracing methods... but Path tracing is slower and more computationally expensive so it will take some years for it to be practical to use real-time at interactive frame rates. But engines are already adding experimental support for Path tracing. This is typically a separate rendering technique alongside "regular" Ray tracing or "hybrid" Ray tracing, that is to say: a mix of Ray tracing and regular old triangle Rasterization.

glad tartan
#

I've been using the Path tracer since early 2020.1 alphas, it's pretty nice in its current state. It's there as a ground truth check for realtime raytracing and will probably be used for pre-rendered animations in the future. Seems you can even do it now with recent updates to the Unity Recorder to support rendering the samples per frame. I'll probably mainly use it to take screenshots though.

rotund quiver
#

Well I almost got it, but the PostProcessing will totally flatten the alpha channel.

#

Meaning... post processing off:

#

Postprocessing on, the alpha is discarded / set to 1, while the initialization color is kept (but not its alpha value)

#

I could maybe write a fake bloom...

atomic wing
#

nice

#

wish they would add tessellation to the HDRP shader graph, oh and bump up the shader keyword limit XD.

#

Those 2 things make me so mad.

fresh veldt
#

how can I use SpriteRenderer as a child of RectTransform?
Specifically I'm trying to render an avatar of my character; so I need the RectTransform to position correctly in the UI, and then SpriteRenderer to actually render the character (using animator too)

waxen lantern
#

It's there as a ground truth check for realtime raytracing and will probably be used for pre-rendered animations in the future.
@glad tartan Ah thats a good point. I remember a talk from an Nvidia engineer saying you should have a path tracer in your game engines so you can "check to see if your lighting hacks are any good" something like that, the laymen's term rephrasing of compare to ground truth ha

glad tartan
#

Yea, UE4 did the same when they added RTX support as well as Minecraft, they added a path tracer as well. Unity seems to be making into it's own renderer though so that's nice. It's supporting all the features and even extra path tracing specific features. DoF, Random Walk SSS, Motion blur, etc

red crystal
#

I'm working on a top-down 2D game for mobile. Is there any reason to consider jumping to URP? Are there any pitfalls to doing so?

harsh tree
#

Anyone know why when I try to convert my materials to URP from SRP, the textures are super dark? Or if I use the URP/Unlit shader, the colour is normal, but I lose my flat shading?

turbid matrix
#

just to be clear, URP = SRP

#

you mean from built-in renderer to URP

#

I'm going to go and guess you converted from a project that was configured to use gamma color space and URP is using linear color space

#

@harsh tree ^

#

I dunno about URP for sure but HDRP at least doesn't support gamma mode at all, wouldn't be surprised if URP were the same

turbid matrix
#
| - **Shadow Opacity**          | Controls the opacity of the cloud shadows. |
| - **Shadow Tiling**           | Controls the tiling of the cloud shadows. |```
#

like, why would they have only some weird flowmap setup for animating clouds, instead of like supporting custom cloud shader for it

#

I can get that current setup is easier to make perform well but this feels quite outdated in todays world where we have more advanced cloud rendering techs around

harsh tree
#

I found the issue I believe. When I click this weird button so that it has one yellow ball, the colour is correct. If its set to two yellow balls, it's incorrect. However, with one or two yellow balls, my models are not updating to reflect the change. What does that yellow ball thing even do?

#

@turbid matrix Yes, my colour space is set to Linear.

turbid matrix
#

@harsh tree afaik those buttons only apply for how you preview the material in the inspector, they shouldn't really change anything in actual scene

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as for the yellow balls, they just change the preview lightsources, you can see the effect better if you click on that square shape right next to it and preview the material on a sphere

#

but what I meant for the color space was really what it was before conversion. also you could doublecheck your color textures are set to use sRGB (on texture import settings)

#

URP conversion shouldn't swap this though

harsh tree
#

I dont know. I dont understand. It must be my texture.

harsh tree
glad tartan
#

@turbid matrix maybe it's just one type of cloud system we will have. Like how there are a few different sky types.
So maybe Volumetric Clouds down the line

turbid matrix
#

I was more of like hoping more flexible generic cloud layer I suppose, something that you could easily expand with 3rd party assets

#

but yeah, I'd welcome built-in volumetric clouds too, doesn't seem like it's on the table though

#

I knew Unity was working on cloud support but they didn't mention in past how they'd do it. I guess this tells it now

drifting vault
#

@turbid matrix maybe in future we will get same clouds as RDR2 has now=D

midnight glacier
#

is it normal for URP builds to not have the graphics settings window on launch?

scarlet hull
#

Are you sure it's only for urp ?

celest ice
#

it's normal for unity since around 2019.1

midnight glacier
#

Oh, I see

whole fossil
#

guys do you know anything about lightlayers and instanced rendering? I am unable to draw anyone attention to that matter or maybe there is something going on

sand hamlet
#

I've been using the new 2D renderer and so far it seems great. One question I can't seem to find a clear answer for...
if I don't want to use the new 2D lights, is there any benefit of using the 2D renderer over the other URP renderers? Which would be best for a 2D game, that doesn't use the new 2D lights?

#

in the documentation it says When using URP with the 2D Renderer selected, the Light 2D component introduces a way to apply 2D optimized lighting to Sprites. if I'm not using the lights is there any benefit to using the 2D renderer? or could I get better performance from one of the other renderers?

full trail
#

how do i enable realtime path tracing

#

not just raytracing

#

path tracing

full trail
#

@turbid matrix i have a raytracing card but it only renders one image

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when i move the camera nothing changes except the gizmos

full trail
#

@turbid matrix do you know how i would fix this?

turbid matrix
#

no

#

I don't use path tracing

#

I have tried it a long time ago but not recently

#

@full trail are you actually testing this while playing in editor?

glad tartan
#

@full trail There's no such thing as Realtime Path Tracing in Unity, that's only for raytracing.
Path tracing works in play mode but not so well since the scene has to resolve the samples each frame.
It's bust to just use it as a renderer to render out a image sequence/file, or to just use it to render screenshots.

full trail
#

I still don't think it's normal that the path tracing only render 1 frame

#

@glad tartan

glad tartan
#

That's how they work. To render a sequence you will have to setup a render and let it go through it for however long it will take to finish.

full trail
#

How do I make it so that it renders a new frame everytime something changes in the scene

#

@glad tartan

glad tartan
#

Dosent sound like you are using path tracing if that's the case. Not sure what's actually happening on your end actually.
Even just looking at the game view (without path tracing anything change will update)

full trail
#

I'll show you a video one I can get to my computer

dawn sorrel
#

Unity 2020.2.0a17

#

what hdrp is in there in upm ?

waxen lantern
#

@full trail There's no such thing as Realtime Path Tracing in Unity, that's only for raytracing.
@full trail to extend what
@glad tartan said above, there's no such thing as real-time path tracing yet, period. Not just in Unity, but in any major engine or software anyway because it's not practical... The hardware to path trace realtime doesn't exist. So for now it's just Ray tracing and path tracing is only capable of rendering frames progressively when the camera doesn't move for lighting reference and still images. There will be GPUs that can acceptably real-time path trace at interactive rates in 5 to 10 years, though.

full trail
#

@waxen lantern @glad tartan the path tracing only renders one frame

#

@waxen lantern also thats not true minecraft has realtime pathtracing

full trail
#

when i enable raytraced materials raytraced effect dont appear on the material for example raytraced shadows

waxen lantern
#

@full trail when i say "major engine or software" i mean engines for traditional interactive and game development using polygons major engines like unity, unreal, crytek... minecraft is a special case because they use gigantic voxels, not traditional polygons. so they exploit that.. It's easier to compute path traced lighting when the spatial resolution is so low with these giant voxels and there are no angled or round surfaces, etc.

full trail
#

so far my game is just basic shapes

#

if i make them low poly can i add realtime pathtracing

#

so does this mean i would have to build my own game engine if i want realtime path tracing for my lowpoly game

#

@waxen lantern can you help me with the raytraced effects not appearing on raytraced materials

waxen lantern
#

so does this mean i would have to build my own game engine if i want realtime path tracing for my lowpoly game
@full trail Yes, that's typically the only way it's been done....Quake II RTX is very low poly so they were able to write a custom engine with real-time path tracing for it. Or with Unity you would at least need some sort of custom render pipeline.. which would be a very large amount of work for someone to do by themselves.

#

@full trail I believe getting regular real-time ray-tracing effects working is your best bet --it looks just about as good as path tracing for most scenes and materials.

#

@waxen lantern can you help me with the raytraced effects not appearing on raytraced materials
@full trail I am not able to help you much, I'm sorry. But I can recommend a few things:

  1. Make sure you have updated to the very latest version of Windows and the very latest Nvidia drivers installed.. it's very common that there are issues with real-time raytracing if this is not up to date since it is still so new.
  2. Get the example raytracing project working first before your own, or build your project within the example scene: https://github.com/Unity-Technologies/SmallOfficeRayTracing
  3. Refer to the Getting started with ray tracing article in the Unity HDRP docs which covers many things you can try to make sure it's all set up correctly: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@8.1/manual/Ray-Tracing-Getting-Started.html
#

best of luck to you @full trail

full trail
#

ok ill try all of those things and if it still doesnt work ill ask unity fourums

#

thank you @waxen lantern

glad tartan
#

The new HDRP template scene. It looks nice. Wonder if it's the same for URP or they will have something else to show of its strengths.

full trail
#

the one above is raytracing with my current settings

#

and the one below is path tracing

#

does anyone know what settings i could use to get as close of a result possible to the path traced image without actually using pathtracing

glad tartan
#

You have to enable the effects needed since things like this can be scene specific. Path tracing includes everything for its rendering. Realtime raytracing you get to pick and choose which means it's not all on by default or at max quality. For instance to get something similar for this scene the most you would need is GI and maybe Reflections enabled for raytracing.

drifting vault
#

@glad tartan yea, that really nice scene for showcase. Where are you dig that picture? πŸ˜„

scarlet hull
#

It's the new HDRP template that will come soon.
You can already see it in the graphics repo

drifting vault
#

nice, looking forward to HDRP 10x!

#

volumetric light scalability and lightloop optimization will really help in improving performance on VR!

#

Because right now in in VR when you have to render VR per eye in big res + volumetric light - that very heavy

indigo summit
#

is 10.x still unreleased yet?

drifting vault
#

seems like yea. Maybe it will out with 2020.2a17

#

next monday probably?

indigo summit
#

ah i see, it's been a while since the last time i open 2020.2

drifting vault
#

you have to check new SSGI on 2020.2a16 with HDRP 9.x preview 33 πŸ˜„

#

very promising technology

karmic hill
#

Hey, could anyone help me (literally) shed some light on this issue? I just swapped my project to URP, changed to proper shaders, but now my 4 directional lights are only casting a single shadow on objects, when it used to do the proper 4.

broken lichen
#

@karmic hill URP only supports realtime shadows from one directional light, for performance reasons.

#

Built-in renders shadows a different way which is heavier, but is additive so you can always add more on top.

karmic hill
#

Well shoot. What's my next best option then if I want the additional shadows and try to create an hard outline effect on my character?

broken lichen
#

Couldn't you just do that effect with the main renderer disabled? Or is that not what you want?

#

You might have to do some extra stuff to ensure the inside remains blank instead of being filled black

karmic hill
#

This is my first time playing around with shaders in Unity, so I have no idea what I can and cannot doπŸ˜… I'm working with a boxing ring setting so I value the shadows a lot so...

trail flower
#

is there a plan to have the equivalent of the camera depth normal render target in URP?

broken lichen
#

@trail flower I haven't heard that it's planned to be added. Though ambient occlusion is in research and that usually relies on depth + normals, so who knows.

#

You can always implement it yourself

#

There are some that have already done that

#

They're working on URP deferred as well, which will of course always have depth and normals buffers. They might just limit it to that.

lyric ravine
#

Anyone knows where TargetEye has disappeared to in URP? The camera dropdown for it is missing

full trail
#

@glad tartan im pretty sure i have every sigle raytracing effect on

upbeat gale
#

Hi, I'm hoping someone can help me -

#

I'm having trouble with onPostRender() not being called on Android

#

Is there a workaround for this? A setting somewhere that I'm missing?

#

Works great in the editor of course

#

I have two cameras in my screen, the main one the user sees and the second one that is just the item I want to save out

waxen lantern
#

The new HDRP template scene. It looks nice. Wonder if it's the same for URP or they will have something else to show of its strengths.
@glad tartan It certainly beats the cheeky construction 🚧 set

glad tartan
#

The new template scene for 2020.2 has been on GitHub for a while but I've never bothered to look at it because I thought it was just an updated version of the current one, showing some new features in HDRP 10. Last night I got tempted and checked it out when I saw a commit for it. on GitHub. It's actually a pretty nice scene that's made to demonstrate lighting in HDRP (Physical lights) and to show off it's capabilities. It's why I said I hope URP get's an updated scene as well to show off it's capabilities. Guess Boat attack is like that but it's also decently customized.

Here's a screenshot of the template screen although not showing much

#

@full trail It's also good to remember that raytracing is still wip and most of the time dosent 100% match the path tracer. For instance right now I dont think it samples the sky properly for GI so you might have a hard time getting proper GI from the sky

turbid matrix
#

@drifting vault a17 is already out

glad tartan
drifting vault
glad tartan
#

you can get it from the website

drifting vault
#

oh 0_o

glad tartan
#

and download it from the hub

turbid matrix
#

you can get these links from official beta RSS feed

drifting vault
#

thanks. but in package manager still HDRp 9.x preview 33 ?

turbid matrix
#

that page has hub link as well

#

yes

drifting vault
#

nice, im comming

turbid matrix
#

I'm using this just from github

#

hdrp/staging branch from yesterday at least works as is

drifting vault
#

ah, well my github not working πŸ˜„

turbid matrix
#

haven't updated today

drifting vault
#

i install multiple of that

#

but no one works for me

turbid matrix
#

it's been longest time that you can actually use hdrp/staging or master on latest alpha

#

usually github is ahead of our alphas and you have to roll back some changes if you want to it

#

ies changes were last things that screwed things up for easy testing

#

that being said, there's some ies issues still

#

like, if you just generate a shader code from shader graph and save it to your assets folder, unity will spam 4 errors to console for it

#

but it will still work as they are actually warnings

#

it's complaining about some ies stuff there

#

I know this only because I've tried to manually mix few shaders with this

drifting vault
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how to know with version of HDRP available for with version in package manager?

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cuz im not sure that i will able to download HDRO 10x preview from package manager in 2020.2a17 πŸ˜„

turbid matrix
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you won't be able to

drifting vault
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alright.

turbid matrix
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there's no 10.x releases there

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usually Unity puts SRPs for the new unity version in the PM along the beta cycle

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I can't remember them doing that during alphas

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2020.2 betas are not far off tho

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if that happens, that probably means that 2021 cycle ships SRPs along with engine itself

glad tartan
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I think this will be fine for released versions because it's the same as it is now. You only get bug fixes for that version of HDRP if any. Hopefully it won't affect alpha and beta though

waxen lantern
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@turbid matrix thanks for the heads up i hadn't seen that post yet

ripe fable
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Ahh finally.

glad tartan
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Yea, all the In Progress items are what's being worked on now for HDRP 10, maybe some will also be back ported to 9.x.x

turbid matrix
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ah they finally added it

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I actually did check yesterday and it wasn't up yet

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but it's been long coming

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that being said, they didn't put ANY upcoming things to that, only things that are already implemented and coming to 10.x

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but yeah, early days

waxen lantern
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@turbid matrix I suspect once they have populated it with more items they will actually make a forum post and announcement about the HDRP roadmap, as was recently the case when announcing the VFX graph roadmap

turbid matrix
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yeah, will see

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I hope they do as it would be very much welcomed

indigo summit
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man i hate that portal board. how many time do we have to confirm email everytime we open those board?

turbid matrix
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there's email confirmation? πŸ˜„

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I've never had to fill anything to see it

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but I haven't really voted on it either (I get that you probably need to be signed in to be able to vote)

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@indigo summit you mean submit idea now or just generic browsing of the board?

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I've never ever been asked any sign in details to just view it

indigo summit
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all of them

turbid matrix
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huh

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that must be some bug, it shouldn't work like that

indigo summit
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it keep asking me email address and asking for confirmation :/

turbid matrix
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can you try with another browser?

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also wonder if it somehow remembers you've signed in once before πŸ˜„

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I've used decal projection for this in past

indigo summit
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it seems it doesn't remember my signed in

indigo summit
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what happened with DDGI? it seems gone quiet

turbid matrix
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they didn't really make big noise about it even before, only did that one presentation about it on Unite CPH

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but for things like this, I'd love to see that HDRP productboard populated for "what's next" etc

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but they'd probably put some really vague "realtime gi" description to it anyway

indigo summit
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and more vague description "Make the scene LIT"

glad tartan
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URP already have vague Realtime GI on the board (I think it's in the Under Consideration section)

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almost 2021, hopefully we see that new realtime GI soon

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although they'll probably target 2021.2

turbid matrix
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posted may 2018

quaint sonnet
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Just noticed that you can't use 2 directional light with LWRP.
So how could I make meshes enlighten on the back ?

scarlet hull
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You can, but only one will project shadow

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(iirc)

quaint sonnet
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For me it doesn't even enlight

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It either one or the other.
But they can't both enlight

turbid matrix
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LWRP docs state you can only have one dir light in general

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which is frankly silly wording as you'd assume "main" would always mean one

ionic dew
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Hello! :D

How do you set texture offset from a PostProcessEffectRenderer ?

_paletteShader = Shader.Find ("Hidden/Custom/PaletteSwap");
var sheet = context.propertySheets.Get (_paletteShader);
sheet.properties.SetTexture ("_PaletteTex", settings.LookupTexture); // No clue of how to add the texture offset :|

Before i used to access the material itself:
material.SetTextureOffset ("_PaletteTex", TextureOffset);

granite grotto
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Hi guys! Are there any new API for creating custom master shader graph nodes (HDRP)?
If no, maybe you know any articles/tutorials for doing it by modifying the HDRP package? I can learn it from the package source code but having a reference would be nice πŸ™‚

scarlet hull
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No, and no