#archived-hdrp

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turbid matrix
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but in the nutshell:

  • install PP package
  • add pp layer to camera
  • add PP volume to whatever gameobject you want
  • put PP volume to custom layer named PostProcessing etc
  • set PP Layer from camera to target this PostProcessing layer
  • go to GO where you have PP Volume, make it global and create new PP profile asset from it
  • add PP effect to it
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well, URP has different setup

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if you use built-in, official PP solution is the PostProcessing package from package manager

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if you use URP or HDRP, they both have their own integrated PP that needs to be configured other way

eternal chasm
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thank you so much!!! I was always trying to use it with urp or incorrectly with the built in one

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the official doc should be just your explanation

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thank you really

dawn sorrel
#

DXR GI is getting funkier release by release ๐Ÿ˜„
@turbid matrix thats god for terror games xd

dawn sorrel
#

I think i'm annoyed everyone but this is the last chance. I'm just changed rotation on y. IDK WHY THIS HAPPENS. Light appears in the certain position. Every time.

dawn sorrel
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my very old tuto , hope it helps

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funny how i ve got too old and lazy for unity to not even able to achive that quality wit dxr

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unity old days were fantastic.

indigo summit
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is hdrp 10.x not compatible with latest alpha release?

turbid matrix
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depends which version

indigo summit
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from tags version right?

turbid matrix
#

yes

indigo summit
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preview.28?

turbid matrix
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if you just take master or hdrp/staging, it requires 2020.2.0a20 atm

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but you could also just revert one commit and HDRP would work fine on a18

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I dunno about the last functional tag, I bet it's one of the newest ones, just check which one doesn't have a20 requirement on hdrp's package.json

indigo summit
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also what is the best way to install srp from repo?

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using PM via instal from disk?

turbid matrix
#

had to revert these two commits to make current staging run on a18:

  • HDRP: Enable HAVE_DEFAULT_RENDERING_LAYER_MASK (only affects HDRP)
  • Add support for GPU instancing of mesh particle systems (#904) (only affects URP)
    ^ quote from my older post here
indigo summit
#

or manually modify package file?

turbid matrix
#

as the repo is huge, it makes very little sense to clone it via PM

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how I do it is that I have a local clone which I use for experimenting

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I just put file refs to the manifest that point to the cloned graphics folder

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or if it's something I need something to ship along the project, I can just copy specific versions from that cloned location into that projects packages folder

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or if I need to keep customized srp for real project, I just copy the locally cloned repo to projects root somewhere and put file ref to there

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but using PM to clone 4GB of data each time... that's just not feasible IMO

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we actually debated about this a bit a while ago on the forum thread where Unity claimed they plan to take SRP packages away from PM for good and only keep git + ship current SRP packages along with the editor

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basically then if you needed SRP update, the official way would have been to clone that 4GB (or whatever the graphics repo size is today) of data via PM

indigo summit
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hmm from package.json the latest compatible are preview.26

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what do you mean file ref?

turbid matrix
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by file ref I mean I put this in manifest for generic testing:

    "com.unity.render-pipelines.core": "file:C:/Unity/Graphics/com.unity.render-pipelines.core",
    "com.unity.render-pipelines.high-definition": "file:C:/Unity/Graphics/com.unity.render-pipelines.high-definition",
    "com.unity.render-pipelines.high-definition-config": "file:C:/Unity/Graphics/com.unity.render-pipelines.high-definition-config",
    "com.unity.render-pipelines.universal": "file:C:/Unity/Graphics/com.unity.render-pipelines.universal",
    "com.unity.shadergraph": "file:C:/Unity/Graphics/com.unity.shadergraph",
    "com.unity.visualeffectgraph": "file:C:/Unity/Graphics/com.unity.visualeffectgraph",```
indigo summit
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ah

turbid matrix
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I have Graphics repo cloned at C:\Unity\Graphics

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you don't need that universal part but I've been testing cross-SRP functionality so that's why it's there

indigo summit
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hmm locking specific srp version to a unity release sound too restrictive, that's mean we can't get any hotfix

turbid matrix
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that was one of my points

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basically with that setup, you'd have to update the engine to next minor release to get the fixes

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and potentially get other bugs

indigo summit
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oh yikes, going back to the old unity way

turbid matrix
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in my books, that's like few steps forward in ease of use and 10 steps backwards in everything else (flexibility, maintenance)

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yup, I'd really hate to see that happen

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it's one of the thing Unity does currently better than competition

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like, Unreal has plugins but they can't update them without whole engine update

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and users pay the price for real there for that

indigo summit
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PM and modular system are the best thing in unity

turbid matrix
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I wouldn't really object the git route for updates if it really were feasible

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it's just not

indigo summit
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user friendly

turbid matrix
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it would need slim repo clone, discovery for different versions etc a lot of things current git integration isn't built for

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but upm is

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which makes it even more weird

indigo summit
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a very deep submodules

turbid matrix
indigo summit
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I'm really curious about this part on the new HD Template though, why do the glass eat the fps ๐Ÿค”

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if i disable the glass or remove the material the fps are increased just fine

turbid matrix
#

transparent SSR?

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profiler would probably tell though

dawn sorrel
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@turbid matrix as the repo is huge, it makes very little sense to clone it via PM
can u tell how u clone via pm ?

turbid matrix
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first of all you need git installed with git lfs (so you could for example use it from command line)

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secondly, it's bit tricky to do with PM but there is support in PM when using 2020.1+ to use git directly from git paths

wind quiver
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was linear fog removed?

turbid matrix
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so you'd need to do that for srp core, sg, vfx graph too

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@wind quiver removed from what?

wind quiver
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hdrp

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no way to set the fog type

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except volumetric

ripe fable
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I think you just need to uncheck 'volumetric'

turbid matrix
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I think it's exponential height fog in that case but I could be mistaken

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I think there used to be naive linear fog in old PP package at least

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but it's possible they never put it on HDRP or removed it as it's not in any way physically based thing

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so, looks like you have to roll out your own if you want it

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it should be pretty basic custom PP pass effect

dawn sorrel
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oh i need to install git ?

turbid matrix
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PM's git functionality requires git to be on your system path and functional

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it doesn't ship any git on it's own

ripe fable
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I recommend git for your projects also, especially when dealing with packages like these. ๐Ÿ˜…

dawn sorrel
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is it this one ?

turbid matrix
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that should work

dawn sorrel
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@turbid matrix which one u are using ?

turbid matrix
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not sure, probably that one

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I also don't remember if you still need to install git lfs separately

dawn sorrel
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should i use this to grab what i want from github ?

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it seem easier to be true...

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the export per folder seem not complete.

nova shore
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guys i need help to set up the graphics settings in HDRP for my game cuz the ones out there arent working mainly the tutorials that are out there

turbid matrix
nova shore
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ok let me read that

lean crag
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hello ๐Ÿ™‚ does anyone has pointers as to how to write a new postfx in the urp stack in 2020 ? I had a blur effect written for the v2 in my project, which is now not working anymore. I removed the PP package, and I'm now trying to port it to work with the new namespace ( namespace UnityEngine.Rendering.PostProcessing to namespace UnityEngine.Rendering.Universal)

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Is there any doc somewhere by any chance?

whole fossil
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guys, has anyone experienced differences between 2020.1 beta with hdrp 8.1 and released 2020.1 with hdrp 8.2? My scenes appears a lot darker. I think i could probably crank the exposure up but i don't think it is the reason

robust cairn
weary fog
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I have not experienced a difference in exposure

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Maybe you need to rebuild your lighting or edit your ambient light settings?

whole fossil
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The thing is - i didnt bake the lighting at all

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There were no changes to lighting as well. Only the upgrade from 2020.1.0b13 to 2020.1.0f1 which upgraded hdrp also from 8.1.0 to 8.2.0

wind quiver
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Anyone know how to simulate atmospheric scattering on far away mountains in HDRP?

I tried the fog blending to the sky colour but it looked off

iron flame
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@wind quiver Try adding volumetric light (fog) and Physical based skybox.

wind quiver
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I had a physically based skybox and it looked nice

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Tried to use it with the fog but didn't work

maiden coral
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@robust cairn urp has broken vegetation and foliage shaders.

wind quiver
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Ill try adding the directional light as volumetric

empty peak
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Is it possible to modify the HDRI sky at runtime? For example, I have a list of cubemaps and I randomly pick one to be the sky for that session. With the code below, I can see the HDRISky is updated in the gameobject volume but the old HDRI sky is still being rendered. Anybody have any ideas?

    public HDRISky sky;
    public Volume skyVolume;
    public List<CubemapParameter> cubeMapVariations = new List<CubemapParameter>();

    void Start()
    {
        skyVolume.profile.TryGet(out sky);
        if (sky)
        {
            sky.hdriSky = cubeMapVariations [Random.Range(0, cubeMapVariations.Count)];
        }
    }
robust cairn
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@maiden coral ahh I see. So I would have to build custom shaders to get this to work? Is there no other way of getting vegetation without it?

turbid matrix
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@empty peak probably related to the update mode from hdri sky

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altho "on changed" and "realtime" both should work on your case, only "on demand" should require manual invoke

uncut lintel
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This may be the better area to ask my question. Does anyone know how to fix this error? Assembly has reference to non-existent assembly 'Unity.RenderPipelines.HighDefinition.Runtime'

whole fossil
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guys, has anyone experienced differences between 2020.1 beta with hdrp 8.1 and released 2020.1 with hdrp 8.2? My scenes appears a lot darker. I think i could probably crank the exposure up but i don't think it is the reason
quoting myself but maybe someone will find it useful. HDRP 8.2 changes default compensation of exposure

maiden coral
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@robust cairn I am in the same bottle like you, stuck with making my own vegetation shader.

dawn sorrel
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@whole fossil is 2020.1 n hdrp 8.2 production ready ?

whole fossil
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afaik yes. it is verified in the package manager

dawn sorrel
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what about general stability ? is it stable ?

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i may try it later.

robust cairn
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@maiden coral ah I see. Iโ€™m currently installing latest unity version and am wondering if it is any different there

turbid matrix
whole fossil
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seems interesting

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another question tho: how would you approach non box-shaped density volumes? I would basically want to achieve a polygonal density volume for my custom fog of war system

empty peak
turbid matrix
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@empty peak does it work if you manually drop different sky while the game is playing in the editor?

scarlet hull
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@whole fossil Use a density volume texture (3D 1 channel texture 32x32x32 texture) to shape the fog volume like you want

whole fossil
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wow!

glad tartan
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@turbid matrix Haven't checked but is this the HLOD system in the Auto LOD one as well? Or they have two separate HLOD systems and that one is embedded in the AutoLOD repo. Even DOTS has its own that was used in the MegaCity Demo.

dawn sorrel
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can somone explain what probe volume do and its diffrences then normal gpu baking ?

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should object be set to lighmap or probe ?

turbid matrix
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@glad tartan yeah, I'm kinda confused

barren marsh
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Hi why my texture2D become black in first method...

    public Texture2D toTexture2D(RenderTexture rt2d)
    {
        Texture2D dest = new Texture2D(rt2d.width, rt2d.height, TextureFormat.RGBAHalf, false);
        RenderTexture.active = rt2d;
        Graphics.CopyTexture(rt2d, dest);
        dest.Apply();
        return dest;
    }

    public Texture2D toTexture2D_OldMethod(RenderTexture rTex)
    {
        Texture2D tex = new Texture2D(rTex.width, rTex.height, TextureFormat.RGBAHalf, false);
        RenderTexture.active = rTex;
        tex.ReadPixels(new Rect(0, 0, rTex.width, rTex.height), 0, 0);
        tex.Apply();
        return tex;
    }
scarlet hull
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In the first method, you're copying the texture data with CopyTexture, that is copying GPU data.
The you use Apply, that applies CPU data to GPU

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So you're copying the texture on GPU, but then send CPU to GPU data, but the texture on CPU is still "blank" (or black in that case)

barren marsh
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Thanks @scarlet hull , is there any way to copy rendertexture to texture2d faster than second method ? I'm crawling over the net but can't find anything...
I'm ok with using c++ plugins too just need a good solution

scarlet hull
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Graphics.CopyTexture does it

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don't apply after

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So data stays on GPU

barren marsh
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@scarlet hull unfortunately it's still black here's my complete code , am I doing something wrong?

using UnityEngine;
public class StreamRender : MonoBehaviour
{
    public int RenderWidth = 1920;
    public int RenderHeight = 1080;
    private Camera cam;
    private RenderTexture rt;

    void Start()
    {
        cam = GetComponent<Camera>();
        rt = new RenderTexture(RenderWidth, RenderHeight, 0);
        cam.targetTexture = rt;
        cam.Render();
    }

    private Texture2D toTexture2D(RenderTexture rt2d)
    {
        Texture2D dest = new Texture2D(rt2d.width, rt2d.height, TextureFormat.RGBAHalf, false);
        RenderTexture.active = rt2d;
        Graphics.CopyTexture(rt2d, dest);
        return dest;
    }

    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        Texture2D renderT2D = toTexture2D(source);
        System.IO.File.WriteAllBytes("RenderDump.png", renderT2D.EncodeToPNG());
        Debug.Log("render dumped");
    }
}
empty peak
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@turbid matrix great question. Very interesting behavior. If I have my volume script enabled (that which sets a new HDRI Sky dynamically) then if I drag a new sky in manually at runtime it does not work or have any impact on the rendered sky. However, if I disable my script and just hit play, I can manually edit the volume with a new sky and it works.

dawn sorrel
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The only issue I haven't figured out is why my custom passes break when I set them to inject after post processing instead of before. Something's fucking with the camera color target there.

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If you figure it out, please ping me.

hasty tiger
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Anyone know why the SRP Batcher is showing negative batches saved?

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I tried disabling it, but tris and verts went way up, so I think it's just showing incorrectly in the stats window?

neon sentinel
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hey im trying to use the lightweight render engine so i can use shader graph, how do i do that

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the unity documentation said to create some sort of asset with lightweight after i added it via package manager but it isnt showing up as an option, even after installing it

dawn sorrel
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@neon sentinel first of all, it's been renamed to URP.

neon sentinel
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i see

dawn sorrel
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Secondly, the easiest option is to create a new project and pick the URP preset.

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@neon sentinel

neon sentinel
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thanks ๐Ÿ˜„

trim bone
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@hasty tiger i think the editor just isnt showing the correct info, i also get negative numbers but my performance is improved with it enabled

turbid matrix
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as a random thought AFTER hackweek 2020 is gone: someone should totally pitch an idea for future hackweek etc to make fast path for HDRP that would skip majority of the common overhead and take simplest route for all things, neglecting fancy feats

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Unreal has "SimpleForward" mode that only has very limited featureset but runs even on older laptops integrated gpu's etc

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that being said, is SimpleLit shader still a thing on HDRP?

fierce river
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So Ive been using the UDRP 2D Render Pipeline for 2D lights...

Ive been using sorting layers and things to get it working for weeks now..

All the sudden I added a new sprite... made a new sorting layer... and placed the sorting layer in my light..

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But its not being affected :(

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Im just utterly confused

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it effects the block

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but not the purifier base

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It doesnt make any sense... I have the sorting layer right on top of the block

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and both are included in my light

atomic zinc
mossy stag
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should I spread grass fields (on HDRP) with trees system?

midnight glacier
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Is there a way to show post processing in the scene tab? (URP)

fiery marsh
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@midnight glacier There's a dropdown to toggle that, along with fog and other effects.

midnight glacier
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Alright, thank you

dawn sorrel
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@mossy stag since it looks like detail shaders are never gonna get fixed, that's one free option. Another one is DrawInstancedIndirect with meshes. And the last one is what I did which is just buy a vegetation asset(in my case Nature Renderer).

mossy stag
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As an another options I was thinkig about converting gameobjects to entites

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becouse trees system doesn't allow to change rotation of "trees"

dawn sorrel
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@mossy stag talking out of my ass here but not sure if Hybrid Renderer will be faster than DrawInstancedIndirect.

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But dropping gameobjects at runtime sounds like a great idea.

twin zealot
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This is pretty vague, but does anyone have an estimate on the performance benefits of creating a custom scripted pipeline vs using URP with basically every feature turned off?

My game literally only uses a single vertex colour shader. Eventually it may need some UI stuff as well - but I might just be able to do that in 3D objects, haha.

hoary roost
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Can anyone help me figure out how to get this post processing effect to happen anywhere inside of my stack instead of only afterwards? I'd love to be able to apply chromatic abberation and color grading after this effect but as it stands right now, this can only work when set to occur after all other post processing effects: https://unitylist.com/p/yvu/Ordered-Dithering-Mono-Channel

rich spade
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@hoary roost at a guess it's probably to do with this line public override CustomPostProcessInjectionPoint injectionPoint => CustomPostProcessInjectionPoint.AfterPostProcess;
in file OrderedDitheringColorMonoEffect.cs
You could try altering this to inject at a different point

hoary roost
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Oooh I see!

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What injection point should I use if I want it to be mixed in with my other post effects? Or should I leave that out?

rich spade
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@hoary roost I would assume BeforePostProcess depends what options there are. have a play around and see what works. I could be barking up the wrong tree ๐Ÿ˜‰

harsh tree
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@hazy inlet Lighting window.

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Is Subsurface scattering possible in URP? I can't seem to find a tutorial anywhere.

hollow frigate
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Has anyone else run into an issue where lighting completely changes after pausing and unpausing in-editor?

harsh tree
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Fog is on by default when you import URP. It's there.

fierce river
fierce river
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can somebody please help me

harsh tree
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Fix the scale. One is .03

fierce river
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@harsh tree How could the scale change the color, also which gameobject

harsh tree
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Its most likely the light map trying to find space on the object. There is none. So its messing up.

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You should really be modeling in Blender. I dont think there is a way to apply the scale in unity.

fierce river
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Yeah sure I can model this in blender... but then Ill have to rebuild the house anyways

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for the colliders

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What the living hell is this??

harsh tree
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You should also add a texture before you worry about shadows. They will look different

fierce river
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@harsh tree I dont have any textures

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and Ive never worked with textures in 3D

sage bane
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I have two tilemaps, one for the foreground and one for the background. I'm using URP. How would I make the background tilemap darker than the foreground one? I'm assuming I could use a shader but I don't know how to do that.

turbid matrix
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You should really be modeling in Blender.
I'd tear my hair off if I had to do this but I'll keep the DCC tool comparisons off this channel :p

whole fossil
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guys, are lift, gamma, gain controls in HDRP 9.X / 2020.1.0f1 are still broken? it looks like it but I cannot believe this

ripe fable
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Same for regular lights/shadows, and most DXR features, HDRP 9.x and 10.x have been broken since the beginning of June. I'm not sure if all of this is somehow slipping through the automated tests, or if they're waiting for something on the editor side.

onyx sable
turbid matrix
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considering 9.x is never supposed to be used in production, about everything could be broken

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and first stable 10.x is probably still a long way ahead

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@whole fossil ^

whole fossil
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that explains a bit, but i thought since it was apparently in 8.2.0 the 9.X will do just fine

turbid matrix
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it's not that uncommon for a ton of things to break on HDRP when they do big changes like now on 9.x and 10.x

whole fossil
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yeah, I understand

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my bad that i;ve upgraded to 9.X

turbid matrix
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8.2 only has few smaller feats in addition to 7.x

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anyway, it's summer, there's holidays and stuff, things will inevitably progress slower this time of year

onyx sable
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Think I figured ot my Q from before. Issue was using Temporal AntiAliasing on a SECOND camera.

stiff yew
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So I'm procedurally generating a texture at runtime that I render on a quad already in the scene, everything works so far and now I want to generate a normal map at runtime and assign it to the same material

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the thing is I have height information and I wish to convert that to a normal map

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unity shows me how to do that in the editor, but I haven't found any up-to-date documentation on how to do that at runtime

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would anyone care to enlighten me on that ?

daring condor
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Hey everyone! I've published an asset to the asset store for the standard pipeline. Does anyone have documentation they can link to me for providing URP and HDRP versions of an asset to the asset store?

hoary roost
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Does anybody have any tips for someone that wants to create a custom post processing effect that can be layered in with the standard post processing effects, rather than just before or after? Like what if I wanted to have my shader happen after bloom but before chromatic abberation?

whole fossil
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Take a look at the post processing implementation by yourself. Afaik there is no built-in way to do so (at least in hdrp) but it should be relatively easy to inject your code there

hoary roost
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The code for the post processing volumes in unity are exposed to editing?

whole fossil
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Not directly. You would have to fork the pipeline to do so

scarlet hull
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@stiff yew To convert height to normal at runtime, you will have to do the calculation yourself. Basically, for each pixel of the texture, do right-left pixel value for normal X, and top-bottom pixel value for normal Y

indigo summit
#

I'd tear my hair off if I had to do this but I'll keep the DCC tool comparisons off this channel :p
@turbid matrix what is the context here? ๐Ÿค”

turbid matrix
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I just frown a bit every time someone presents blender as only alternative for in-engine modeling / using primitives

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but yes, it's off topic too

runic fox
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how can one write to _NormalBufferTexture ?

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writing a custom pass for HDRP...

scarlet hull
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I think (not even sure here) that you can do it if you write your own custom pass code

runic fox
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that's what I'm trying to do right now

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do I have to render to texture or something?

scarlet hull
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iirc, you can bin the buffer to a compute and modify it

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or blit to it ?

runic fox
undone zephyr
#

Hello - I've created my own SRP and things are going great. I'm also working on converting an old effect to SRP with a concept similar to the render features found in URP. I've basically everything solved except for one thing. In the previous default forward pipeline the effect uses this:

  private void OnRenderImage(RenderTexture source, RenderTexture destination)
        {
            ... 

            RenderTexture.active = destination;

            GL.PushMatrix();
            GL.LoadOrtho();

            GL.Begin(GL.QUADS);

            // Bottom left corner.
            GL.MultiTexCoord2(0, 0.0f, 0.0f);
            GL.Vertex3(0.0f, 0.0f, 3.0f);

            // Bottom right corner.
            GL.MultiTexCoord2(0, 1.0f, 0.0f);
            GL.Vertex3(1.0f, 0.0f, 2.0f);

            // Top right corner.
            GL.MultiTexCoord2(0, 1.0f, 1.0f);
            GL.Vertex3(1.0f, 1.0f, 1.0f);

            // Top left corner.
            GL.MultiTexCoord2(0, 0.0f, 1.0f);
            GL.Vertex3(0.0f, 1.0f, 0.0f);


            GL.End();
            GL.PopMatrix();

            RenderTexture.active = null;

I cannot figure out

  • ~~why the author used GL to draw to the screen instead of just using blit(source, destintation) ~~
  • ~~why just using blit(source, destination, material, passIndex) ruins the rendering ~~
  • how I can draw this quad to the screen using ScriptableRenderContext and command buffers instead since I'm now using SRP

I would appreciate any and all information on this - I'm stuck

undone zephyr
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oh do I just want DrawProcedural?

broken lichen
#

@undone zephyr I found this note in the Graphics.Blit documentation page:

Note that if you want to use a depth or stencil buffer that is part of the source (Render)texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).

undone zephyr
#

ah so the author likely needed the depth or stencil buffer? Is that what we can conclude from those notes?

broken lichen
#

If you say the effect breaks when using Blit, then yeah I'd guess so. What is the effect?

undone zephyr
#

at this point it's writing some data to a mask texture from a second camera

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and the effect does involve depth and optional stencils

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so I think that's point 1 solved for

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Brilliant thank you

candid basin
#

@broken lichen I remember you using rendering layer masks, I'm using context.DrawRenderers and then some filteringSettings with a specified renderingLayerMask

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this works fine when I use renderingLayerMask = 2

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but when I use like 4, it doesn't work

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do you have any idea why?

broken lichen
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Doesn't work how?

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It's a mask, so 4 in binary is 100, so it's rendering only the third layer

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layer 2

candid basin
#

aah ,so if I do renderingLayerMask = 4 it corresponds to 'Layer3'

broken lichen
#

Yes. To make it more clear in code, you can make a mask with bit shifting:

int layerMask = 1 << 4;
#

That's taking the integer 1 and shifting the bits 4 times to the left

candid basin
#

Wonderful that seems to work, thanks!

runic fox
#

So far I've found a EncodeIntoNormalBuffer function to be useful. But I still can't understand how to ouput to the standard G-buffer

#

I can output to some of my render textures, but not to the main G-buffer that Unity uses. =\

runic fox
#

how can I get an RT handle for internal HDRP deferred G buffer?

cobalt idol
#

did BuiltinRenderTextureType.GBuffer0 work? I've only used forward, but saw it listed

undone zephyr
#

so for my previous question ( how can I replace this GL call in SRP ) I believe DrawProcedural to be working. If that doesn't sound right to anyone I'd love to hear your thoughts.

runic fox
#

@cobalt idol thanks, man. I've managed to find a solutio

#

but make sure your other tests (like ZTest) are actually set accordingly

cobalt idol
#

nice

#

I'm currently trying to figure out what changed on Graphics.Blit from the previous SRP version - my postprocess no longer seems to have _CameraDepthTexture set, whereas it did in the previous version ๐Ÿค”

#

So I guess, do you prefer DrawFullScreen over Blit with your shader for (what I assume is a screen based snow post process?)

runic fox
#

wild guess, man!

#

yes, you are right, I'm now implementing a screen-space weather system

#

Let me see. Would you recommend bliting then?

#

I'm trying to develop stuff as close as possible to Unity's architecture itself.

#

Oh, now I see. You've noticed the variable ^^

runic fox
#

is it possible to have multiple DrawFullScreen in a single execute?

runic fox
#

the answer is yes)

#

is it possible to change the color buffer before the deferred lighting pass?

vague nexus
#

Sorry for disturbing
I just added HDRP to my project. However, I now have a problem with some textures (the transparent areas are shown in black and the invalid MinMaxAABB error is displayed). researched on the internet but found nothing helpful. Does anyone know how to fix this?

#

this is my first time i dont use the default render pipeline

waxen lantern
runic fox
#

Is it possible to reference a custom buffer in a shader graph?

broken lichen
#

@runic fox You can, if it's in a global variable

#

Or you can pass it directly to the material/renderer

celest heath
#

Does urp has its own post process thing?
i tried to use post process volume 2, but it hits so hard at performance with urp

runic fox
#

@broken lichen I see, thank you.

#

How can I make a custom renderers pass that has alpha test on?

#

seems like it completely ignores such

broken lichen
#

@runic fox This is in HDRP?

runic fox
#

Right, the alpha-blending works just fine, I can even do it via shader graph, but the alpha clipping is completely ignored.

hollow frigate
runic fox
#

is it possible to detect if shader graph if we are rendering a shadow map or a view from camera?

rugged burrow
#

Is there a performance benefit to using the 2D URP pipeline over the regular 3D URP one? I really want to use VFX graph but that still does not work with 2d. I'm considering just switching to the 3d one.

rugged burrow
#

Nevermind i can't get urp lighting to work with sprites so i'm stuck with the 2d renderer. yay

scenic jay
latent trail
#

I have a weird issue with deferred vs forward that I can't really find anything on:
I'm adding some object space wobble to my vertex shader before going to clip space. It looks great in the editor, but when viewed through a camera the shader bugs out as I move the camera around the scene. This only happens under forward rendering. Deferred works fine while preserving the look. Anyone know what this could be and what I could do to fix it?

#

this code works perfectly in deferred and terribly in forward

cobalt idol
#

@latent trail does behaviour change if you disable batching?

#

Think I just found a bug on Universal RP 8.2.0 - the UNITY_UV_STARTS_AT_TOP macro returns false for web GL (previous version it returned true)

latent trail
#

oh shit i forgot about batching

cobalt idol
#

(I don't actually know which is the correct return! just that on my project the behaviour changed)

latent trail
#

let me switch it off real quick

#

ayeeeeee that did it

#

thank you so much lol. that was obvious but i just didnt think of it. ill have to work around batching then

cobalt idol
#

np ๐Ÿ™‚

#

Think I just found a bug on Universal RP 8.2.0 - the UNITY_UV_STARTS_AT_TOP macro returns false for web GL (previous version it returned true)
@cobalt idol false alarm, forgot the include ๐Ÿคฆ

whole fossil
#

guys, I'm kinda desperate with Graphics.DrawMeshInstanced meshes not being affected by lights if light layers are used here https://forum.unity.com/threads/lightlayers-with-instanced-rendering.885772/
I am unable to utilize lightlayers (which I need really bad) and I suppose that decal layers will also fall into this. Could someone bump this post up or let me know who to mention there to gain a little bit of attention?

runic fox
ember ether
#

i am upgradeing my project from urp to hdrp with openvr xr set up.
everything was super stable with urp.
when i installed hdrp i am getting a unity crash almost every 5 mins n when i push play.
is openvr just not rdy for hdrp?
is there any steps i can take to look into this more?
unity 2019

whole fossil
#

have you tried rebuilding library?

ember ether
#

how do i rebuild the library? in render settings?

runic fox
#

can standard unity's terrain heightmap be accessed within some arbitrary shader?

rich spade
#

the heightmap is available in C#, so you could push it to a shader.
Screen depth is another option, depends what your looking to do with it... many ways one could probably get the data

#

if you look into Unities terrain shader is some definitions for the texture too which you can use in another shader directly

whole fossil
#

how do i rebuild the library? in render settings?
@ember ether close the project and manually delete Library folder. Then reopen the project again. Unity will rebuils the library that way

runic fox
#

if you look into Unities terrain shader is some definitions for the texture too which you can use in another shader directly
@rich spade thank you for your response. I'm trying to dynamically calculate the height of foliage via shader.

#

The height of the current fragment above the ground to be more specific.

wraith light
#

Is there any way to set Different shadow distance for different scenes in URP. Is there any way to animate it. Please help

river mortar
#

i dont know anything in life anymore

wraith light
river mortar
#

good

turbid matrix
#

don't mind the programmer art

#

just wired few noises in amplify to drive that thing

#

nothing I feed to the cloud layer uses color, I only get white texture from it (which one can tint using cloud layer component's own tint)

#

hmmm, I just read the doc from latest master: The Cloud Map is a 2D texture in LatLong layout (sometimes called Cylindrical or Equirectangular) that contains cloud opacity in the red channel.

#

well, this lets you set the opacity channel (which is weird), doesn't let us color the sky manually and the CRT stopped updating on the sky

#

so I guess they cache the sky somewhere else for the cloud shadows etc

turbid matrix
#

apparently the clouds darker parts are supposed to work via raymarched lighting but I didn't manage to setup it myself

drifting vault
#

looks cool

#

its an be combined with HDRI and flowmap?

iron flame
#

It's hard to do at night with HDRP Physically based sky.
designed entirely for daytime.
0.1Lux Directional light, fixed exposure, Blue fog color. Directional light surface texture worked better than I expected ๐Ÿ™‚

late schooner
#

actual film is hard to shoot in darkness, that's not really a Unity problem

#

day-for-night color grading in movies isn't necessarily a cost problem

kindred kiln
#

How can I see time in ms for each drawcall?

#

Unity enables Multithreaded Rendering by default if the graphics API permits it. To disable Multithreaded Rendering (generally for profiling purposes), go to the Player Settings (menu: Edit > Project Settings > Player) window, scroll down and uncheck the Multithreaded Rendering checkbox.

#

Where is this?

turbid matrix
#

its an be combined with HDRI and flowmap?
@drifting vault it's just a cloudmap (lat long image with clouds on different channels which you can mix as you want) and procedural motion set for distortion (instead of flowmap). it actually has pretty nasty looping effect that's not seen on that short clip

#

kinda wish they'll add the render texture support back in, or provide some other mean to feed in fully procedural clouds

#

after seeing the raymarching thing in action, it would feel silly if they didn't so I bet they have something like that already planned

weary fog
#

You can kind of see some nasty looping, for some reason the clouds turn really dark at the end of the video

turbid matrix
#

kinda, but there's even more noticeable looping later on, what you see on that clip is raymarching popping a bit

#

what I mean by looping here is that you can literally tell it's same image panned for really tiny distance

crimson quartz
#

Where can i found info about Keywards for DOTS hybrid render shaders?

turbid matrix
runic fox
#

how to create a custom terrain shader in HDRP?

scarlet hull
#

This is no terrain master node yet for shadergraph, but you can create a graph with a lit master node and explicitly set the terrain splat maps as inputs for the layering

#

Or, if you're brave enough, copy and modify the HDRP/terrain shader

viral flower
#

Hey anybody here?

scarlet hull
#

You should just try dropping your question @viral flower

viral flower
#

Ay ok

#

So Iโ€™m working on a horror game in HDRP with my team, and 1 guy canโ€™t run the game at more than 20 FPS even though Iโ€™ve tried every solution I can possibly find. At the same time, I get a 400fps boost when I lower all the settings

#

Heโ€™s running a intel 515 as the gpu and Intel m7 vpro

scarlet hull
#

intel HD graphics 515 as GPU ? Well, this seems very low end, so I'm not so much surprised

drifting vault
#

only one solution , buy to him a better GPU ๐Ÿ˜„

vague nexus
#

I just added HDRP to my project. However, I now have a problem with some textures (the transparent areas are shown in black and the invalid MinMaxAABB error is displayed). researched on the internet but found nothing helpful. Does anyone know how to fix this?

weary fog
#

what I mean by looping here is that you can literally tell it's same image panned for really tiny distance
does the whole thing loop at the same time or is it spaced out with noise?

turbid matrix
#

it's more like layered looking thing to me

#

since the cloud is just one color, they get away with it

#

well, until the raymarching artifacts and noticeable looping gets in :p

#

but yeah, it's wip

inner parcel
#

i had many options in hdrp

ionic tangle
#

Small issue with PointLights here, using HDRP.
I have some PointLights doing no realtime lighting (behaving like they are baked) and some behave like realtime lights (doing nothing on lightmap).
They are all at the same intensity, and all are in Mixed mode.
Any ideas ?

glad tartan
#

is it normal to only have post processing under volume in urp?
@inner parcel Yea, that's the only thing integrated in the volume framework for URP. HDRP and URP aren't the same thing so the options you get there won't be equivalent for URP.

#

Small issue with PointLights here, using HDRP.
I have some PointLights doing no realtime lighting (behaving like they are baked) and some behave like realtime lights (doing nothing on lightmap).
They are all at the same intensity, and all are in Mixed mode.
Any ideas ?
@ionic tangle Mixed mode means the lights are realtime but they also contribute to the lightmaps for baked lighting as well.

ionic tangle
#

@glad tartan Yeah but as you can see on the screenshots, some contribute to the lightmap, and some don't.

#

Those contributing to lightmap, behave like they are not in mixed (don't project any realtime shadows)

inner parcel
#

@glad tartan i see. and theres no AA post processing in URP?

glad tartan
#

@inner parcel That's on the camera just as it is with HDRP.

@ionic tangle Yea, that's a weird issue you're having. I would say double check the lights just to make sure they are set correctly and if everything is good then file a bug report
You can use the Lighting Window to view all the lights and their settings at once. Not 100% sure this is the accurate location but it should be somewhere here Window -> Rendering - > Lighting Settings

inner parcel
#

aight thankss

ionic tangle
#

Okay I found, it's in the manual (from an old version of the manual, nothing is said about this since Unity 5.6)

If shadowmasks are enabled, Light Probes also store occlusion information for up to four Lights. If more than four Lights intersect, the excess Lights fall back to Baked Lights.
It stores occlusion information for up to four Lights per texel (because Textures are limited to up to four channels on current GPUs).

dim saddle
#

I just upgraded my game to the High Definition Rendering Pipeline

#

but i'm having some issues

#

particle systems are purple squares

#

maybe someone knows what i should do?

glad tartan
#

@dim saddle HDRP uses different shaders from the Built-in Render pipeline. You need to either create shaders for your particles with Shader Graph oe use the provides shaders from the sample pack. This is on the HDRP Package in the Package Manager

dim saddle
#

i'll try that

#

any idea what the grey/black issue can be?

glad tartan
#

could be a lot of things
Lighting could be the main one

If you look at your materials and they have the textures assigned then it's most likely the lighting. Incorrect light values as well as incorrect exposure and old lightmaps can cause a scene to look washed out

dim saddle
#

if i switch this shader from the particle system to one of the sample it should work?

#

i forgot a little how shaders work

#

Is there also a button, when you switch back to the old one to also convert the materials back?

inner parcel
#

@dim saddle you need to add volume to your scene first

#

and assign it to lighting tab

dim saddle
#

what do you mean with assign it to lighting tab?

dawn sorrel
#

@ionic tangle sir that a good render

#

will you please give info on what version of unity and hdrp and if u are using bakery or just the gpu light mapper ?

inner parcel
#

@dim saddle

#

make sure you add visual environment in volume

ionic tangle
#

@dawn sorrel Thanks !
Unity 2019.4.0f1 - HDRP 7.3.1 - GPU lightmapper
But as found on the manual, that's just how shadowmasks work

dawn sorrel
#

@ionic tangle hmm u just gave me hope with the gpu lightmapper.

ionic tangle
#

ah ?

#

my settings are pretty cranked up to achieve this tho. Lightmap resolution is at 256.

dawn sorrel
#

really ? 256 i use 1024 and things are not working for me ?

#

cpu or gpu mode ?

#

am strugling with uv overlaps.

ionic tangle
dawn sorrel
#

ahahahaha

#

the joke is on me then.

#

@ionic tangle i bet u have an rtx 2080 or even a rtx 5000

ionic tangle
#

1080ti

#

baking is about 35-40min

dawn sorrel
#

@ionic tangle its 6 gb or 8 ?

#

oh 11?

ionic tangle
#

11

dawn sorrel
#

rtx 2060 is fast but not enough memory for such qiallity

inner parcel
#

getting really poor fps (15fps) in hdrp with around 10 mesh objects and 20 lights all baked.
while getting upto 80fps in urp

waxen lantern
#

@inner parcel it's not the most obvious UI/UX but that to me means raytracing is not available at all, and if it were it would be enabled here, but it's not actually enabled at the moment. meaning your performance issues are caused by something else.

a possible cause is the cost of 20 real-time lights (that you mean to only have baked) in a forward render path (vs deferred which performs much better with many real-time lights.)

#

I would recommend using deferred whenever possible with HDRP anyway

waxen lantern
#

@inner parcel having said that, HDRP will generally always take a heavier toll on performance than URP due to the increased fidelity, with a larger performance gap on lower spec hardware. It's hard to say what that disparity is exactly without knowing every detail about your project, scene, settings and your hardware specs. I also recommend getting familiar with the performance profiler to gain insight to exactly what's eating up your GPU and CPU performance budget: https://docs.unity3d.com/Manual/Profiler.html

inner parcel
#

@waxen lantern Thank you for taking your time for very informative replies. As for the lighting I have 2 directional lights, 26point light with not more than 25 range. All of them baked.
I was using deferred aswell in the beginning and i switched after referring this post https://forum.unity.com/threads/huge-performance-hit-with-hdrp-vs-built-in-pipeline.729416/
Also the reason I believe its ray tracing is because its on even in the hdrp settings from panel which i cant seem to disable. I've tested every other setting but I cant possibly find anything that could help

waxen lantern
#

@inner parcel you would know if you enabled raytracing, it's a multi-step process

#

the UI is just a bit confusing how it shows those greyed out checkboxes

inner parcel
#

I see. Profiler gave me a ~12 ms approx at "render loop" if i recall it correctly

#

I'll profile it again and share it here. The scene isnt much complex and the fps is still very less even if I disable the volume gameobject

waxen lantern
#

you're going to want to enable the GPU profiler module

#

the CPU profiler will just say 12ms in render loop but the GPU profiler will break down those 12 ms and you can see the details

inner parcel
#

Great.. I'll check that out

waxen lantern
#

the CPU is likely just waiting on the GPU for those 12ms

gilded knot
#

what state is RTX in?

inner parcel
rich spade
#

@inner parcel just curious, what is your GPU?

inner parcel
#

tried on intel hd620 and gtx 960 with almost same results

#

havent profiled on gtx 960 because thats not my work pc but i just ran a build on it which hit 25fps

indigo summit
#

Alright i just want to make sure is IndirectInstancing are supported with HDRP or not? it seems the info in the forum are mixed

dim saddle
#

is there a different way to add shadows when using HDRP?

#

bc there are none atm

#

nvm got it

#

i had this particle system before switching to HDPR. what do i need to change the shader to to make it work again? now it is just random squares in a purple color

queen pivot
#

hmm, why when i install HDRP package manually it pop out a configuration page with tons of errors? just select fix all and create one when ask?

#

@dim saddle , under Edit > Render Pipeline > Upgrade project material to HD materials

#

do backup your project before you try it

dim saddle
#

i updated materials

#

but just the particle systems dont work

waxen lantern
#

Alright i just want to make sure is IndirectInstancing are supported with HDRP or not? it seems the info in the forum are mixed
@indigo summit yes, i'm pretty sure, but only hand-coded shaders, not in shadergraph yet (though that is on the unity graphics roadmap.)

#

is it something from the sample pack?
@dim saddle yes it is, try ParticleUnlit from the HDRP particle shader samples

dim saddle
indigo summit
#

@indigo summit yes, i'm pretty sure, but only hand-coded shaders, not in shadergraph yet (though that is on the unity graphics roadmap.)
@waxen lantern dangit, hand coded shaders for HDRP are a total maze for me

drifting vault
pallid rune
#

i added URP through the package manager

#

set it as the thing in project settings

#

but i cant add 2d lights

dawn sorrel
#

@drifting vault in alpha mat thick the fog option

waxen lantern
glad crane
#

I'm trying to get bloom to work with translucency in a rendertexture with URP

turbid matrix
#

oh... 10.0.0-preview.27 is on unity registry now

#

I was expecting them to wait for 2020.2 betas ๐Ÿ™‚

#

it does require 2020.2.0a20 though (not out yet)

drifting vault
#

hmmm, maybe URP 10x will come too with AO and shadowmask support? ThinkM

dawn sorrel
#

@turbid matrix nice news

willow parcel
#

Any1 know how to overlap main object by a child object from other object like

A
..B
C

And B overlap C ๐Ÿ˜(sorry if isnt a channel for that question dont really get for what it is)

fallen plover
#

@willow parcel Drag and drop

willow parcel
#

sorry i didnt say i mean UI objects

fallen plover
#

@willow parcel can you provide a screen shot

willow parcel
#

I set to this red a highter layer but thats not enougth

fallen plover
#

If it is a 3d Project try to change the z position

#

@willow parcel

willow parcel
#

Litteraly all projects are 3D xd u can just ignoring the fact Z axis is existing
And thats not enought

#

i put red to -3000 and te black to 3000 and for sure reverse too but nothing is change ๐Ÿ˜

#

i think issue is in Hierarchy so main object overlap child of another main object

fallen plover
#

Oops You tried all the options I tried to solve the problem ๐Ÿ˜”

willow parcel
#

๐Ÿ˜ฆ yeah still thanks

#

that's really strange thing to fight with hierarchy but i dont see better way ๐Ÿ˜ฆ

inner parcel
#

Not the channel for such stuff buddy. You'll have better luck in the correct channel

#

To overlap an object with another try to make the gameobject you wish to appear at the top appear after the gameobject you want to hide in hierarchy

willow parcel
#

Yeah that would be pretty easy if UI havent be scalable properly so need a Vertical/Horizontal/Layout Groups

inner parcel
#

Just make it

c
a
..b

willow parcel
#

Just like i said cant really cause of Vertical group

inner parcel
#

Why not place PanelMenu gameobject as the first child of Terrain

willow parcel
#

Cuase is Vertical group with lock X Y positions
So they have to be placed in hierarchy correctly to the look you want get
And its required to keep nice positions at any screen resolution (im creating game for android devices so they many diffrent pixel screen resolutions, DPI, even they are not only phones like tablet)

winter epoch
#

Does anyone know how to add Visual Effect component by script? My code compiles but no visual effect component shows up in the inspector. I'm adding the component in object's start event.

inner parcel
#

Seems something fundamentally wrong in your design buddy. I dont know why vertical group lock should bother you for the main content holder, or maybe i didnt understand what all gameobjects are at the screen correctly.

willow parcel
#

@inner parcel but isnt it for arts?

#

ok solved as Add canva to the parent object ๐Ÿ™‚

willow parcel
#

Guys u know strange whiteline with sometimes appear on tilemap?
How to fight same thing at canva?

whole fossil
#

Guys u know strange whiteline with sometimes appear on tilemap?
How to fight same thing at canva?
@willow parcel wrong channel, seriously

willow parcel
#

@whole fossil Instead of say wrong channel greater would be if u say with is correct

whole fossil
#

Someone did it couple messages ago

flat temple
#

In HDRP, how to get several planar reflection probes to work together ?
I have 3 different mirrors, each with their own probe, but somehow only one of them has its planar active at a time and I can't figure out why.
The others only display the basic reflection probe, so it's not even like they were getting their own planar overriden by the first or something.

stuck roost
inner parcel
#

Is there still any point light limit to a specific object in an URP scene?

vital lichen
#

ohh I just noticed this channel

#

I posted this is general chat but ill post here incase anyone sees it as it seems like correct place for it. experiencing this bug with URP and custom shaders/Render Textures I found a workaround and reported it just figured maybe others have experienced it. ```basically when I use custom shaders and compute shaders attached to a script. a little window pops up in the scene view instead of it rendering to the game view.

when I maximize everything goes black, and when I rotate the camera the window that pops up actually moves and I can see my shader render its just being controlled via scene rotation and displaying on that small window. kind of funny

when I use a render texture it works on game view but is still controlled via the Scene view. only happens in URP in non urp this doesnt happen```

#

thats a link to the video i sent unity team in my bug report

crimson quartz
#

Moved project to 2020.1 from 2019.3. And Change render to URP. Also project using addressables and when using objects loaded from addressables they doesn't render, but its okey with directly using objects without addressables. Any tips what should i check ?

dawn sorrel
#

so i wanted to optemize my car game under dxr , i found that an empty object takes 7 fps ... the empty object was a pivot for the driver (there is no driver mesh) ๐Ÿ™‚

#

must be dxr limitation of some kind.

indigo summit
#

ooh nice

turbid matrix
#

I'll welcome every perf improvement to realtime lighting ๐Ÿ™‚

#

well, shadows in this case but I mean now no baked lights/shadows

indigo summit
#

yeah i've been dreaming to have mixed shadow caching in unity ๐Ÿ˜„

turbid matrix
#

it's still far too alive but at least it's making progress

#

I wonder if they could use some blur filter to fix the rest

indigo summit
#

is it still glossy ssr only?

drifting vault
#

epic unity updates with lightings ๐Ÿ˜„

indigo summit
#

you mean "unity update with lightings"? ๐Ÿ˜…

drifting vault
#

yea , haha

#

@indigo summit a capsule shadows or how it was called available on HDRP 10x only?

indigo summit
#

i don't think it's been merged though ๐Ÿ˜ฆ

drifting vault
#

alright

turbid matrix
#

is it still glossy ssr only?
@indigo summit the only thing they've really changed here is how rough reflections work. basically with this branch they sample the rough materials with blue noise and then try to smooth it with temporal denoising

#

if you've used current unity dxr reflections on rough material, it's doing essentially same thing

indigo summit
#

and the reflection getting blurred on rough surface?

turbid matrix
#

no blur atm afaik, only temporal denoise

#

I think they need additional blur though because it's far too much "alive" atm from the noise

indigo summit
#

ah

#

so we still stuck with glossy ssr only then ?

turbid matrix
indigo summit
#

ah i see

turbid matrix
#

not sure what you mean by glossy... this would literally work for the whole range

indigo summit
#

sharp reflection

turbid matrix
#

yeah, this is there to fix that

#

one thing I wonder about the denoising is that could this stuff be denoised in a single pass for both reflections and AO?

dreamy fox
#

Glad people like the mixed cached shadows, will likely be a huge win for lots of projects with a small cost in terms of memory though.

I also saw someone talking about capsule shadows, it was an hackweek project we did, we might consider that for HDRP at some point or we may not, nothing is decided and for now is to be considered only as such, an hackweek project ๐Ÿ™‚

turbid matrix
#

@dreamy fox I'm really looking forward to the mixed cached shadows, you know if this is still making to 2020.2 or is it locked already?

#

I noticed the c++ PR hasn't landed yet

dreamy fox
#

Probably will, but not sure yet.

indigo summit
#

@dreamy fox please consider the capsule shadow ๐Ÿ˜„

turbid matrix
#

I can imagine it's getting close now

#

I know unreal has those capsule shadows but I don't really know if many actually use them there

drifting vault
#

@dreamy fox would be cool to see capsule shadows =D
I believe that if apply around character capsule shadows - then cast shadows from 10 capsules will be more perform and look better than cast shadows from character itslef with 80k polygons

turbid matrix
#

that's the intended usage, yes

indigo summit
#

it looks great on full baked scene

dreamy fox
#

@indigo summit at the moment most of the work on SRP is mostly going to be focused on bug fixing, performance and stability. We will discuss what to do in terms of features later on.

Not saying they we will never do them, but at this moment it was just a fun hackweek project me and few other folks did. We will consider them properly in due time.

#

I will note down that people are interested and will make that known internally ๐Ÿ™‚

indigo summit
#

yeah i think i get that, especially with the 2021 target

late schooner
#

are the shadow caching mechanisms coming to URP?

turbid matrix
#

I'm already waiting for 2021 and GI

late schooner
#

frankly I've been extremely confused why UT PM's aren't looking for/implementing more useful cross-team support features

indigo summit
#

@turbid matrix oof you just trigger a sensitive word "GI" ๐Ÿ˜…

turbid matrix
#

I'm pretty prepared the realtime gi solution won't land during 2021, but one can always be positively surprised ๐Ÿ™‚

#

these things take time

dreamy fox
#

@late schooner this work is HDRP specific as our caching system relies on how HDAdditionalLightData work. However some work I did on C++ here is valid for all SRP if they will want to implement mixed cached shadow maps at some point, but I am not aware of the URP timeline, apologies.

late schooner
#

I'm not holding you to anything, I just think it's nuts that there's little direct technical reason why this can't be shared

#

project direction failure, not engineering mistake

turbid matrix
#

I'm guessing these things will align better in the future when they get the cross srp work in better shape

#

but lot of things are still implemented in totally different structure

indigo summit
#

isn't that also the plan for 2021 though?

#

except i missread that part

turbid matrix
#

you mean GI or cross-pipeline stuff?

indigo summit
#

yeah

turbid matrix
#

which one? ๐Ÿ˜„

indigo summit
#

crosspipeline

turbid matrix
#

that's continuing work

#

also I think the actual goal for SRP cross-pipeline compatibility is more of unifying the workflows between URP and HDRP (mainly making URP conf more like HDRP from what I've seen so far) and being able to make projects that can target either one (so can deploy to URP for some devices and HDRP for others)

#

it doesn't necessarily mean the underlying structures will dramatically change from what we have now (SG did major change already to support this, URP has volume stuff)

late schooner
#

yep, and shadows seem like a natural part of that

#

why not use the same system

turbid matrix
#

I'd love for URP and HDRP to be merged into one single and more flexible system but I don't see that happening with current path

#

I'd love to have just one thing that scales perfectly from low to high end

drifting vault
#

too late for that @turbid matrix
But maybe later they will do crosspalform features or easy converter between URP and HDRP

turbid matrix
#

only way I can see single SRP to cover all to happen is if they do different design choices when they start building true dots renderer

#

for the time being, I'll just try to make runtime swapping between URP and HDRP feasible

#

it already kinda works on my prototypes

#

but there are random things that need to be taken care of (mainly that HDRP exposure being a pain)

upbeat badger
#

unity devs are really like to rewrite and redesign stuff

turbid matrix
#

this URP / HDRP thing probably boils down more to having two somewhat independent teams that have designed their things for totally different targets in mind

#

one thing I wonder a bit is post processing

#

it was unified at first when they only used PPv2 for all

#

now there's a split but many of the PP effects could work on both if they just made unified API for it

#

URP has no-compute limitation but they've already slipped from it a bit with vfx graph

#

and there are many targets for URP where compute would still be feasible

#

to me PP stuff feels like part where they have a lot of duplicate code

upbeat badger
#

urp volumetrics would be compute based for sure

drifting vault
#

well since URP support DX11 only on WIndows

#

they can do volume fog

turbid matrix
#

compute PP isn't always even more performant, so having option to pick the implementation would be nice

drifting vault
#

before in old Unity when it was support custom volumetric fog solution from asset store, some of then was working on DX11 , but not working on DX9 and DX10.1

turbid matrix
#

one thing I'm wondering where they'll go with is this:

Right now we are in the planning phase of addressing the following problems:
* Modernization of materials in Unity, including updating the material abstraction in Unity```
upbeat badger
#

maybe they finally making material inheritance

#

where is this quote from?

indigo summit
#

one thing i'm curious is, is there going to be shader complexity debug mode coming to unity ?

vital lichen
#

came out pretty nice

#

correct me if im wrong but unity standard shaders can handle reflections and things like this now a days right? like the concept of building your own raytracer and shaders is cool but out of the box unity is a lot more powerful than it was 2 years ago or so

celest ice
#

i think it has DXR support but i don't have an RTX so can't say how good it is

#

theoretically you might be able to get something like that without DXR with baked lighting

#

and lots of reflection probes

vital lichen
#

thats what I was thinking as well tbh. I was considering making this same exact scene and procedural gen in c# on the CPU and compare how much faster the GPU method is. I might even add threading onto the c# one because I feel the job system and using unitys ray tracing system might give same result. however I dont want to waste time but it seems like a good test idk

inner parcel
#

anybody knows what this is? Its spamming even at scene mode right when i upgraded to hdrp9 v33 (preview)

glad tartan
#

one thing I'm wondering where they'll go with is this:

Right now we are in the planning phase of addressing the following problems:
* Modernization of materials in Unity, including updating the material abstraction in Unity```

@turbid matrix Pretty sure this is material instancing

dawn sorrel
#

is there a good pdf of whats coming in 2020 ?

#

2021!

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cuz the main roadmap in site is just outdated. actually unity needs a trello raodmap like unreal.

waxen lantern
#

@dawn sorrel there is a pdf of the slides from the latest roadmap talk if that helps

#

@dawn sorrel i think you are referring to the main roadmap page on unity.com, though the graphics roadmap productboard is kept pretty up to date at least. i'd be happy with more of those for the rest of unity's features.

#

This is the first installment of our 2020 roadmap, Unity 2020: Core Engine & Creator Tools.

Speaker: Will Goldstone, Product Design Lead for Workflow.

We know you'll have a lot of questions about this roadmap, so we're hosting a Q&A on the Unity forum following the session. ...

โ–ถ Play video

Product roadmap and feature requests. Welcome to our product portal.

dawn sorrel
#

hm intersting links tanks mate @waxen lantern

weary fog
#

Pretty sure this is material instancing
@glad tartan Material instancing as in gpu instancing or as in how unreal calls their stuff material instances

glad tartan
#

GPU instancing is already supported and you also have the SRP Batcher which is a more optimized version of that.
This would be material instancing as you know it in the Unreal terms. There's a version of this in the Hybrid Renderer V2 and also the FPS Sample using Material Property but I think they are trying to make it an integrated feature of the editor rather than a tacked on.

weary fog
#

So just changing up the workflow/editor rather than being a new rendering feat?

turbid matrix
#

@glad tartan yeah, I was wondering about that exactly as it's the main diff right now with Unity and Unreal materials, would expect to see some material variant thing

#

unreals setup is kinda too rigid IMO and tied to the material graph, could be nice if they could do it more like they did on unity prefab variants etc

#

it's mainly a workflow improvement thing

indigo summit
#

well that's confusing

#

i think i better just wait to see what they offer on that part

inner parcel
#

Problem with Unity is that the products they deliver are mostly buggy and lack some critical features. But by the time they fix all that the technology moves ahead. The only reason that Unity is mostly relevant is for their 2D games. But for 3D most AAA studio wouldn't even look here. Now even indie's are starting with unreal for 3d

turbid matrix
#

well, that's not true at all ๐Ÿ™‚ (except for 3D & AAA part but they've never looked at Unity in the first place)

#

most indies don't need bleeding edge 3D graphics and Unity actually has those too on HDRP now

#

of course taking Unreals current licensing model into account, it would be silly to neglect UE today as it's simply a better deal if you just look at the engine cost

#

that's just one thing though, I'm fluent with unreal and I still use Unity for my main project

#

there are things that can matter more for devs, like iteration times, flexibility out of the box etc

inner parcel
#

Most indies dont need bleeding edge graphics true. But if you believe HDRP to be something that could be released commercially then Im out of words ๐Ÿ˜›

turbid matrix
#

just because you can't make it work, doesn't mean it doesn't work

waxen lantern
#

@inner parcel maybe not for some indies that's true, it's not the best fit for all teams and projects

#

and both SRPs have a long way to grow

#

that's why Built-in RP is still available and supported

turbid matrix
#

there's plenty of issues on unreals rendering too, it's not like the grass is greener for all parts there

#

my main pain point with HDRP is really on the low end perf side, but unreal's rendering isn't stellar on that part either

waxen lantern
#

yeah it really varies greatly from each project and team, what advantages and challenges there are with different engines and render pipelines

inner parcel
#

Oh with all due respect I do have my project working as intended with hdrp ๐Ÿ˜‚
But its not about some indie like me. What Im talking about is the bigger picture, bigger studios. More the number of AAA studios the game engine gets, more revenue it generates and the more capital is generated by Unity for RnD. Current situation is just too sad

turbid matrix
#

I doubt they'll ever get to AAA space

#

I'm guessing they get mostly to the middle tier projects / AA space at most

#

but that's not really a big deal

#

I mean, I'd rather have engine that's focused on smaller teams needs than one that requires more resources to play nice

inner parcel
#

That is trust me. Look at the Unreal and Unity wiki pages for the games that have been released in the past 2 years and you'd get an idea from there

waxen lantern
#

Development had been rough for sure, and Unity admittedly rushed releases out of alpha and beta last two years but recently been stabilizing. I would watch the 2020 roadmap talk and check out the "What's next for SRP" forum post if you haven't already @inner parcel

turbid matrix
#

that's irrelevant to this channel though

#

being able to use HDRP commercially / having AAA interested in unity are two totally different discussions

#

and latter isn't really much of a topic for this channel

waxen lantern
#

part of the situation is just how Unity represented and marketed the state of these shiny new packages while simultaneously taking a very open alpha & beta feedback approach for developers that are interested in really getting their hands dirty with bug reports and early feedback

inner parcel
#

Unreal not only focuses on AAA but they're moving to mid tier and theyre focusing more on 2d aswell presently. Its pretty obvious that Unity introduced SRP to attract anything but indie developers. I mean people are always heels over head about URP and HDRP but almost no one is interested in their own pipeline. And you cant expect top tiers productions to use the currently under construction pipeline for themselves. Unity is great and they're probably the only one to stay this close to the community. But the gap is growing wider and wider. With non perfect pipelines here which are expected to be properly and fully implemented in 2021 whereas Unreal has next gen technology in their arsenal such as Nanite and Lumen

#

Unity talks about replacing default pipeline with URP which is great. But i dont see anything in the roadmap or anywhere else where unity addresses anything about the number of light limitation per object

waxen lantern
#

and I don't blame anyone for say, upgrading HDRP to a non verified preview release meant for alpha builds and just watching the errors roll in unexpectedly. It's been too "easy" to do things like that and so there's some recent changes to give more warnings that you probably don't want / need to do that and should stick to LTS or at least final releases and their verified packages. Especially Render Pipelines, Which is the why Unity Editor builds will soon have their verified RP version bundled and make it not so obvious to change that except for the certain devs that really need that and know the risks / extra manual integration work it will entail and why.

#

Unity talks about replacing default pipeline with URP which is great. But i dont see anything in the roadmap or anywhere else where unity addresses anything about the number of light limitation per object
@inner parcel That per object real-time light limitation was increased from 4 to I want to say 8? When LWRP became URP. And afaik that is just a limit to help optimize the Forward render path which is primarily meant for low-end / mobile. Deferred render path will be available for URP for Unity 2020.2 and should support more real-time lights per object at least that's one of the primary use cases deferred rendering was invented for so that is my assumption.

#

@inner parcel all your criticisms are very valid anyway don't get me wrong. The modularity and in turn fragility of Scriptable Render Pipelines has not been a great experience for many indie devs and has a lot of room for improvement. At the same time you could say Shader Graph and Visual Effect graph, Visual Scripting Graph are being designed primarily for indie devs. As many larger devs either don't have a need for such visual abstractions for code generation, or they create their own tools in house if needed.

inner parcel
#

That per object real-time light limitation was increased from 4 to I want to say 8
Its 8 per object lights. Doesnt matter if realtime or baked. And hdrp has some serious issue about camera stacking aswell. I thought I could give compositor a try but too sad that I cant even enter the play mode with hrdp 9

waxen lantern
#

With non perfect pipelines here which are expected to be properly and fully implemented in 2021 whereas Unreal has next gen technology in their arsenal such as Nanite and Lumen
@inner parcel It's a bit of an apples and oranges comparison. Unreal isn't aiming for a modular render pipeline platform at all. which will make it a better or worse fit depending on the project or team. And while very impressive, Nanite and Lumen are largely just good marketing terms for implementations of new API features and techniques that the entire industry is moving towards, mesh shaders, virtual texturing, more advanced and flexible Global Illumination. Unity does the same thing with their hype marketing. An engine technically having new features vs the workflows for those being smooth and flexible for your project are distinct.

#

Its 8 per object lights. Doesnt matter if realtime or baked. And hdrp has some serious issue about camera stacking aswell. I thought I could give compositor a try but too sad that I cant even enter the play mode with hrdp 9
@inner parcel
I know you want the features of HDRP 9 right now (so do I) but it's not what the preview packages for Alpha builds of Unity are made available for. It for developers who want to get their hands dirty, help with testing, bug reports and shape future Unity releases as if you had internal access to code at Unity.

inner parcel
#

Wait what. It doesnt have to be a modular pipeline in the first place. Youre thinking from a developers perspective ibut Im talking from an end users perspective. End users dont care about the pipeline in the first place. To be put blatantly what matters to an end user is high visuals without compromising performance. Gameplay completely depends on the dev which is another issue but if Unity offered the features they did in HDRP to standard pipeline I wouldnt have even cared to do anything with any pipeline

#

Well mate, a preview version which cant be previewed in the first place is kind of a boomer. I'm not complaining at all about that but its just one of those factors which makes me think "wish i had started with a diff engine 3 years ago"

vital lichen
#

I mean theres some very noticeable bugs but most the features unity is rolling out have been achievable if you go the do it yourself route. There was tutorials on making your own script able pipeline years ago

#

All these raytracing features and other nice stuff has also been available if you run a few searches and make your own shaders

#

It's just adding features in that make sense to beginners isn't easy. That's where unreal has unity beat they basically make the core concepts of the game for ya when you choose a template which can become a hassle at times

#

I usually choose blank template in unreal and go from there because sometimes I wanna make top down or platform style stuff which sadly isn't a template lol

#

The thing I like about unity was how easy it was to roll out procedural gens as a coder it felt like the engine for me. Unreal felt more like it did most the work for me which I didnt like. You use unity for a few years and convert to unreal and you'll be a beast at game dev tbh their engine is simple and offers a bunch out the box. Where as unity you need to learn about adding things in and what everything does which is what I really enjoy. I downloaded all their shaders (unity5 days)or installed their packages and my graphics became way more impressive which made me look into what was happening in the back.

waxen lantern
#

That per object real-time light limitation was increased from 4 to I want to say 8?
Deferred render path will be available for URP for Unity 2020.2 and should support more real-time lights per object
For anyone anticipating this, I just checked the URP roadmap and confirmed that When using deferred shading, there is no limit on the number of lights that can affect a GameObject. This is "in progress" to release along with Unity 2020.2 https://portal.productboard.com/unity/1-unity-graphics/c/10-deferred-renderer-support

When using deferred shading, there is no limit on the number of lights that can affect aย GameObject. Deferred shading has the advantage that the processing overhead of lighting is proportional to the number ofย pixels the light shines on. This is determined by the size of the l...

inner parcel
#

sounds good. a huge step towards making urp as standard pipeline

waxen lantern
#

@inner parcel definitely. URP honestly should have launched with deferred rendering but better late than never ๐Ÿ˜„

weary fog
#

being that URP started out as LWRP, it was expect to not have deferred rendering until well after

gritty vapor
#

Hello, today I upgraded my project to 2020.1 and also switched over to URP, global illumination baking is like stuck in the 95% range and the timer won't go down? I've switched Color Space to Linear already, and I've basically selected Auto-generate for it

#

It's also making the editor quite laggy, I'm using Progressive GPU too

#

Am I doing anything terribly wrong?

gritty vapor
#

Okay I've decided fuck Baked Global Illumination lmao

waxen lantern
#

being that URP started out as LWRP, it was expect to not have deferred rendering until well after
@weary fog exactly, LWRP was a bust, and should have started out as URP (with deferred rendering path) from the beginning. Anyway, hindsight is 2020 and it's water under the bridge. Things are on track now after Unity listened to the community feedback. ๐Ÿค 

gilded maple
#

How do you edit a volume profile in runtime ? My script change the values, but there's no visible change

tranquil beacon
#

finally converted to URP woopwoop

mint prairie
#

does ANYONE have any idea why particles won't change opacity in HDRP?

iron flame
#

The particle shader also uses the Vertex color to change the color.
To use the color change of the particle in HDRP, simply create shaders from the shader graph and use the alpha of the Vertex color node.
sorry for my bad english ๐Ÿ˜ฆ

turbid matrix
#

there are bunch of premade SG's for unity's particle system on the HDRP package (as extra sample)

#

I assumed the user used those as you'd not really get any results without some hdrp compatible shader

#

and those do implement the vertex color thing

#

of course all we can do is guess here as @mint prairie didn't give any details

mint prairie
#

Well, I tried to change the alpha using the color over lifetime. But it didn't work.

turbid matrix
#

that doesn't tell anything about the shader you used for it

#

did you use the shaders bundled with HDRP package as sample, did you make your own SG for it, if you did latter, what did you wire there?

mint prairie
#

I did not use any shaders

turbid matrix
#

does it actually output anything reasonable without custom shaders?

mint prairie
#

What do you mean?

turbid matrix
#

it should be barely functional if you didn't put custom hdrp shaders for it

mint prairie
#

Well the particles worked but they never chnaged their color or alpha

#

Changed*

turbid matrix
#

yeah, that's not expected either

mint prairie
#

I guess the default material was HDRP particle or something..

#

Lemme just check

turbid matrix
#

and then assign the most suitable shader from that to your particle system

mint prairie
#

Thank you so much!

turbid matrix
#

it's basically bunch of shader graphs

#

you can modify them if you need to (hence the name samples)

#

it comes with bunch of materials, shader graphs and sample scene

#

basically what he posted would work too

obsidian linden
#

newly added lights in urp do not add "universal light data" component on them. Is it normal or a bug?

dawn sorrel
#

one thing i want for hdrp is full support of vray shaders ?

#

max vray to unity hdrp goodness

#

i mean arnold is already supported , but am wondering how would vray to arnold to unity would work, i will have to try it out.

waxen lantern
#

@dawn sorrel the industry isn't there yet, but the ideal we are working towards with the advent of real-time physically based rendering and real-time raytracing is that we'll have portable material descriptions so it won't matter so much what software your material shaders are authored or whether or not Unity or whatever software implemented custom support for some proprietary material description: https://dakrunch.blogspot.com/2017/12/open-material-exchanges.html

dawn sorrel
#

@waxen lantern i smh want to beg chaos group to make vray for unity!

#

i mean its a must have especially with vrscene goodness.

#

the team should do some talk with chaos group and users will back them am sure.

waxen lantern
#

@dawn sorrel it might happen but what i'm telling you is even if it doesn't, eventually it won't matter because (hopefully) every 3D software will share some common Material Description (paired with USD Universal Scene Description which is already supported by nearly every 3D software package.)

#

Then you won't have to beg anyone to use the specific 3D software and material workflow you prefer.

spiral wraith
#

I'm not sure if this is the best channel for this question but it's my best guess.
So I'm trying to find a way that I can make my character meshes be rendered either in front of or behind one another without using layers and a duplicate camera, if possible. I've been trying to use the Renderer Priority value of the Skinned Mesh Renderers, but as far as I can tell, it has had literally zero effect.
How can I best force my meshes to render in a specific order, with the ability to swap that order on the fly via code?

#

My grasp on Unity rendering isn't very strong so maybe there's something obvious I haven't figured out.

turbid matrix
main rune
#

Anyone know if it's possible to render a 'forward' camera with background type 'none' in front of a deferred camera?

#

In HDRP, that is

#

It works fine when both cameras are forward, or both are deferred, but I want MSAA on one of the cameras, and the other I'd prefer to be deferred.

main rune
#

Is there actually a single resource on what kind of things you need to tweak to make HDRP look good, cause honestly every time I install it, it proves to be a massive pain in the ass and looks terrible

scarlet hull
weary fog
#

The HDRP tutorials on the Unity channel are pretty good

main rune
#

I dunno man, a lot of them (like the above) focus on creating lighting and volumetrics in HDRP. I wanna know:

  • How to use tone mapping (ACES looks terrible, it makes everything way too dark and saturated - why?)
  • How to apply MSAA to the UI, but still use deferred rendering on non-UI scene (This one is a bit specific, but it's been annoying the crap out of me)
  • What benefit it is to have the lighting at like 10,000 lux with an exposure of 11, instead of just using a low lux value
#

I've got a UI, that ACES makes look disgustingly dark because it's in Camera Space. It's in camera space, because neither MSAA, nor post-AA effects apply to overlay UIs

#

Originally I had a UI camera and a scene camera, but the UI camera can only use MSAA if it's forward rendered, and if you overlay a forward rendered camera on top of a deferred camera it just... doesn't work

#

I find it hard to believe that there isn't a way to apply post processing to a deferred camera and MSAA to the UI

glad tartan
#

@main rune why not just use forward

I've got a UI, that ACES makes look disgustingly dark because it's in Camera Space. It's in camera space, because neither MSAA, nor post-AA effects apply to overlay UIs
Originally I had a UI camera and a scene camera, but the UI camera can only use MSAA if it's forward rendered, and if you overlay a forward rendered camera on top of a deferred camera it just... doesn't work
I find it hard to believe that there isn't a way to apply post processing to a deferred camera and MSAA to the UI```
> I dunno man, a lot of them (like the above) focus on creating lighting and volumetrics in HDRP. I wanna know:

This is controllable (You can easily reduce saturation or darkness in an image if you know what you are doing - There's, about 3 or so post processing effects that can do this in HDRP)

> - What benefit it is to have the lighting at like 10,000 lux with an exposure of 11, instead of just using a low lux value

HDR and better control over lights/lighting. Using realistic values you can determine (real world values) and predict (after a while) exactly how bright a light should be. If you also know this going  off track will also be easier as you still have to take into account light ranges for Exposure. IF you go in blind changing values then you are just messing things up for yourself.
main rune
#

Deferred was one of the big "wow look at this" features of HDRP when it was first being promoted

#

As a rendering type that allowed for better performance with many smaller lights

#

I shouldn't have to ditch the entire thing just to put MSAA on a camera separate to the one I want to run deferred on, but I digress.

#

This is the primary issue - I don't know what I'm doing, and I haven't been able to find sources to help me understand what I'm doing.
I've watched videos like the one linked above, and none of them have been particularly helpful in understanding why you would use ACES, and how to desaturate the image; in fact I've not seen any even touch on tone mapping.

#

So, presuming you don't want to have automatic exposure, and instead want a fixed exposure, what is the proper exposure value for it? I find it very difficult to match the lux, visual appearance, and exposure values to determine what is 'correct'

scarlet hull
#

The fixed exposure you need depends on the context of your lighting.
Looking at an exterior scene in clear sky noon sun light ? Probably around 13.
Interior scene, fully lit with artifical lights ? Around 2

main rune
#

I see, so without automatic exposure you probably want different volumes for significant changes in lighting

scarlet hull
#

exact

main rune
#

Does that also mean that you'd want different values as the day progresses, and becomes night?

scarlet hull
#

The new HDRP template gives you a good showcase of this, with different zones of varying exposure (from full exterior to full interior)

#

Yes ๐Ÿ™‚

#

As a reference, a sky at noon is measured at 20k lux, and in a covered night it goes down to 0.02

#

So yes, you'll need a WIDE range of exposure to accomodate this.

#

All this of course is if you want to use physical light units and realistic light values.
You could also stick to an exposure value of 0 and tweak all your light intensities by hand in a more artsy manner.

main rune
#

Well, that answers at least one of the questions I've had forever lol

#

The technical side of art is probably the part of game dev I actively dislike being involved in

#

Of course I don't have much choice.

scarlet hull
#

Welcome to where crazy people like technical artists love to be at (that includes me)

main rune
#

You wouldn't happen to be in the same crowd that enjoys writing shaders, would you?

scarlet hull
#

Exactly, I love shaders :p

#

@queen pivot If it's not read only, maybe in the RP asset, or through code ?

dim saddle
#

how do you change the black scene after switching to HDPR

scarlet hull
#

Aren't you in prefab editing mode in this screenshot ?

#

Also, black rendering could be a lot of things ... does a new empty scene render ?

#

Did you run the HDRP wizard ?

main rune
#

A terrifying statement if ever I've heard one.

Perhaps you could lend advice on my UI situation, I might be approaching the problem from the wrong angle.
I have a canvas with SVG images (using the preview package) at 20*20px. The icons themselves are designed fine for the size and resolution in Illustrator, but in Unity they have these jagged edges due to... presumably missing pixels in the screen? https://puu.sh/GhwPI/7f3264aed5.png

Previously, I was using MSAA x8 on the entire screen simply to improve the icons (And really, it works perfectly), however I believe the cause of the 'jagged' look is also the reason that post-AA effects do not improve the issue. When I moved over to HDRP, I intended to apply post processing effects on the game world, but not the UI. So I split the camera into a game camera and a UI camera, and gave the UI camera a higher depth. MSAA is of course only available on forward rendering and not deferred, so I switched the UI Camera to forward with MSAA, which is when I found out that the main camera will not render 'under' the UI cam if the main camera is deferred and the UI cam forward.

It also turns out (in regards to post processing) that at the very least tone mapping does not work at all if it's disabled on the UI camera, even though plenty of the screen is only displaying the main camera (like this: https://puu.sh/GhwVT/469ba757ed.png ).

Essentially all I want is clean icons, in the end.

scarlet hull
#

I'm not used to the svg importer, but I think you can chose to import the files as images or as "real" vector graphics (meshes) ?

#

I would advise to use images for GUI, as it would come with anti aliasing by default (the pixels filtering).

#

Else, well, HDRP doesn't support camera stacking ...

#

But you could render you UI camera in a RT, that is displayed over the game view ?

#

But you should still be able to "stack" the cameras in some way. You did change the background type of the forward UI camera to "none" ?

indigo summit
#

There use to be a script to display fps debug and GPU/CPU Timing and SRP stats on game view for HDRP, anyone know what is the name of that script?

glad tartan
#

@indigo summit There used to be one called Mini profiler. I haven't seen it come with HDRP for a while. But there is a version on GitHub. Which should be the same as this one. I copied it from there a long time ago. It still works well

indigo summit
#

oh thanks, i'll check it out

#

huh weird, it seems the fps displayed are 10fps lower than built in stats and SRP debugger

glad tartan
#

That's because it's normalized rather than the actual value at every frame

#

the default stats window isn't normalized so you will see a lot more fluctuating stats than if it was normalized/averaged over a few frames

#

or even seconds

inner parcel
#

any decent solution to stack multiple camera without 2nd camera overhead in hdrp?
I tried compositor but it looks bugged as of not, spamming internal exceptions

main rune
#

But you should still be able to "stack" the cameras in some way. You did change the background type of the forward UI camera to "none" ?
@scarlet hull Yeah I did. Works when both cameras are the same render 'type', otherwise doesn't.

I had hoped that SVG would work, particularly because they're resolution independent, but I can switch back to images.

I could certainly try using RTs - and/or use the compositor, though it is still in preview.

main rune
#

Okay nope - compositor just straight up refuses to render UI from a camera?

indigo summit
#

HDRP compositor is not for realtime/game use isn't?

scarlet hull
#

Not recommended.

turbid matrix
#

is Seb on holidays? ๐Ÿ™‚

#

anyway, hope everything is fine

scarlet hull
#

Yep, holidays ๐Ÿ˜…

main rune
#

HDRP compositor is not for realtime/game use isn't?
What... Is unity able to maybe just focus on being a game engine?

scarlet hull
#

This is not relevant.

turbid matrix
#

(Unreals compositor isn't for game use either)

#

but I guess the question one should really ask is, is the camera stacking really the only way to achieve the effect you are after

scarlet hull
#

Apart from this, I made some experiments, and I'm able to stack a forward camera over a deffered one ... only when msaa is disabled.

#

But I think it a happy accident.

turbid matrix
#

also apart from this, I wonder if 2021 is year when we get SSR with MSAA enabled on HDRP forward ๐Ÿ˜

#

it's technically doable but hasn't been any priority so far

#

as for DXR reflection and MSAA... I don't see that happening but with DXR you also kinda have to have TAA due to all the noise (so MSAA isn't really big deal there)

#

I don't remember if I saw the nasty artifacts on SSR itself anymore when I tested this last Feb, I was more focused on testing DXR reflections back then

#

I have no idea why the stencilvalue had to be disabled on raytracing

turbid matrix
#

could post some SRP (and 2021 roadmap) related questions there

#

someone already asked about HDRP's HDR monitor support, I hope it'll get answered beyond what's on current docs (which just imply it's coming some day)

dawn sorrel
#

that blog paints a pretty promising future for srp!

#

... not so much for dots...

turbid matrix
#

Hey there! We're actively working on defining the solution for our customers for real-time GI, fully understanding how impactful dynamic global illumination is to modern games and many of our customers' use cases. While we are not on track to provide a replacement in time for 21.1, we are still aiming to share the plans by the end of 2020.

prime merlin
#

can someone explain to me what's the different between :

Iridescence
Bidirectional texture function
Polynomial texture mapping
oh there's also :ChromaFlair.

#

?

dawn sorrel
#

If URP is meant to be the indie engine basically, in contrast to HDRP being the AAA engine, I really hope they add point light shadows and basic godray volumetric capability for directional lights.

#

I love how quickly URP runs, and it's my favorite pipeline out of all the ones currently available. But those two things would be very nice to have if possible. I mean URP already has non-mobile tech built in, I can't see why not.

random kite
#

I upgraded to 2019.4.8f1 and I started a new project in HDRP, at certain angles the screen goes black in the scene view and i'm not getting any shadows.

#

Any ideas?

ember breach
#

@turbid matrix they will probably showcase the new Occlusion probes, used them and looks pretty nice, but not realtime rn aswell as hard to setup

celest ice
#

it only seems to happen with spotlights/pointlight

#

using HDRP 8.2 hair master node (extracted to a shader to accept verts from a compute buffer)

#

hmm it also happens on the sample hair material too ๐Ÿ˜ฆ

#

i guess it's a bug

waxen lantern
#

@celest ice what version of Unity and HDRP?

celest ice
#

only happens on the opaque layer in the sample (and doesn't happen with directional light)

#

unity 2020.1.2f1, hdrp 8.2

waxen lantern
#

but yeah I would report it as a bug, in any case. make sure to include your GPU make/model and GPU driver version. as graphical artifacts are sometimes correlated with specific GPUs or drivers

celest ice
#

where do bugs go these days?

#

just the forum or have they got a new site?

#

nvm found it

waxen lantern
#

@celest ice there's a menu option in the Editor yeah

#

to submit the bug report via email which will create a ticket on fogbugz, unless it's a known issue that's on the issue tracker? something like that

celest ice
#

i'll just post it on the forum to start with i guess

#

can't see how to post it on the issue tracker stuff

dawn sorrel
#

Where would I go to directly suggest ideas/improvements for the new pipelines?

vital lichen
#

hey im trying to get some shader I made for raymarching/raytracing to work in the HDRP they didnt work out the box wondering if perhaps I have to change some of the code or if theres a process to aget these to work

#

they work in URP but theres a bug with Graphics.blit in URP where what I render gets drawn to a different camera in the scene

#

this is the bug im speaking about btw this should be getting draw to game view

waxen lantern
#

i'll just post it on the forum to start with i guess
@celest ice No guarantee it will get noticed on the forum, though. It's best to submit bug reports through the bug reporter built into Unity Editor.

#

Where would I go to directly suggest ideas/improvements for the new pipelines?
@dawn sorrel check out the links I just sent you a few messages up. If what you're suggesting is related to something already on the roadmap boards ( the first 2 links,) you can submit your feedback there by selecting an item and then an option for "how important is this to you?" to "vote" on the item and you can type in additional info as to why.
Or, the last link is a forum post with more details about the scriptable render pipelines roadmap, you can post ideas and feedback there free-form.

celest ice
#

ah ok, i'll do that then, ta

waxen lantern
#

even better if you attach an example project with the issue, the QA team responds very well to that as they may not need any additional followup to reproduce and identify the issue.

celest ice
#

yeah i may as well.. it's just a blank project with a material sample scene switched to a spotlight

waxen lantern
#

If URP is meant to be the indie engine basically, in contrast to HDRP being the AAA engine, I really hope they add point light shadows and basic godray volumetric capability for directional lights.
@dawn sorrel Also worth noting, I just checked and both of these features are already on the URP roadmap, here it is again:
Roadmap
URP: https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/

vital lichen
#

ive got this script connected to a custom shader I made for raymarching it works in standard pipeline and URP but not in HDRP

sharp hatch
#

what are you supposed to use in unity if you want to 2D today?

#

which pipeline?

vital lichen
#

think any but if youre targetting mobile URP

dawn sorrel
#

hello,
does URP 10.x exists in Package Manager?

obsidian linden
#

@dawn sorrel not for me

#

there is 9.0.0-preview.35

dawn sorrel
#

there is 9.0.0-preview.35
@obsidian linden
and what is your unity version? 2020.1.x or 2020.2.x

wooden breach
#

Can you change the shadow resolution in urp at runtime? the asset setting is read only

glad tartan
#

@foggy wadi It would look better no doubt but it would also come with some more challenges which will be more than you think. HDRP has a performance range, and a lot of rendering differences from the Built-in Renderer. You need to look into HDRP extensively first before making this decision. A lot of people underestimate or forgo this step before jumping in and then complain that things are not going as expected rather than how they are made/meant to be.

Just to be clear using HDRP is not difficult, it's just different so it will take some getting used to as well as it having different technical requirements that needs to be considered.

You can make a copy/branch of your project and upgrade that after you've had a base understanding of how HDRP functions, then you can test things and go from there.

Note that right away your minimum requirements for your game will be bumped up to a higher spec PC/Device when you switch, especially for VR.

#

--

and what is your unity version? 2020.1.x or 2020.2.x
@dawn sorrel

URP 9.0.0 is only for 2020.1 or 2020.2 alpha
So to be able to see preview.35 for it you will need to be on one of these versions and have preview packages turned on.

vital lichen
#

wow so theres bugs in unity when you try to use shaders and point to the wrong camera texture or the active render texture for example. where the code picks up the cameras in the scene and renders them to the game view

#

i was experiencing something liek that the other day now I cant replicate it

#

however I managed to get a different version of almost the same issue but solved it

obsidian linden
#

@dawn sorrel 2020.1x

dawn sorrel
#

I have the visible hair set to a Baked Lit material with transparency to give that soft look, then a duplicate of the hair with a regular lit material with alpha clip to cast the shadows. In the editor it looks perfect, see the shadow from the hair is coming from the "shadow only" duplicate of the hair, and the visible hair doesn't cast a shadow. But when she does her walking animation, the visible hair animates fine, but the shadow freaks out like it's flying everywhere. If I set the shadow casting duplicate of the hair to "shadow on" making the object visible it animates fine. It only freaks out when it's marked "shadow only". Any ideas?

#

I'm using URP btw

#

Are "cast shadow only" marked objects not able to be animated?

#

oh wait it seems it's still broken, I forgot to set the object back to shadows only before testing. (update on previously deleted message)

nova jacinth
#

i'm trying to acieve a decent underwater lighting effect

#

i have got a blit pass for underwater fog etc...on URP

#

but I'm wanting to incorporate decent lighting effects; make sure the MainLight is attenuated the deeper we go in the water (and other lights, based on their distance etc)

#

anyone any thoughts about the best way to do this? I was just doing it in a Blit pass

#

but would a custom render pass be better?

dawn sorrel
#

I have a URP asset pack which contains fog shapes, and I just use those combined with a volume (post-processing) cube.

#

But yeah.... not sure how that'd work natively. I'm using Lux URP Essentials which comes with water, glass, and basic fog effects, plus way more... like skin subsurface material even.

maiden belfry
#

Is anyone good at converting srp shaders to urp shaders here?

upbeat trail
#

I made a volumetric shader for URP but I cant figure out a way to sample additional lights. Is there a way to "force-inject" a light into a 'draw call' ?

broken lichen
#

@upbeat trail I think you'll have to keep track of the lights in the scene yourself and pass it to the shader in your own format.

#

URP will only pass lights that affect that given object.

drifting vault
#

@upbeat trail ping me when you will upload your solution for asset store Eyes

upbeat trail
#

@broken lichen oof that's gonna be a lot of work. Anyway thx

drifting vault
#

well there no normal volumetric light solution for URP.

upbeat trail
#

@drifting vault I wasn't really planning on that, it is just an exercise ๐Ÿ˜„ But I will see

autumn shoal
#

Hi, when I try to install HDRP 9.0 preview 33 on 2020.1.0f1 and hybrid renderer v2, I get a ton of errors? Ideas?

reef slate
#

I have two Texture2D objects in one Component and I want the Component to draw both to the screen. How can I do this?

turbid matrix
#

@turbid matrix they will probably showcase the new Occlusion probes, used them and looks pretty nice, but not realtime rn aswell as hard to setup
@ember breach how did you test them?

#

also do you really mean the new Probe Volume?

#

it's not really same as the previous occlusion probes setup

#

occlusion probes were only something Unity did for Book of the Dead, I moved their implementation to UPM package at some point and shared that on the forums but I dunno if people really use it

#

it's kinda problematic as it used to only work with cpu light bakes + couldn't use HDRP's high exposure lighting

#

but I'm assuming you mean the new probe volume anyway, it seems like preparation for the upcoming realtime version

dawn sorrel
#

@upbeat trail Please do, it looks awesome

turbid matrix
wraith light
#

please help

dim saddle
broken lichen
#

@dim saddle Probably the shadow distance

dim saddle
#

hmm i was thinking about that one

#

but where would i change that

broken lichen
#

I don't know, I haven't used HDRP before. But your scene looks pretty shadowless. Is that intentional?

dawn sorrel
#

I made a volumetric shader for URP but I cant figure out a way to sample additional lights. Is there a way to "force-inject" a light into a 'draw call' ?
@upbeat trail
nice :]
does it exists as github??

topaz oar
#

Quick question, does the Dynamic Resolution feature use an upscale filter type that isnโ€™t point? (On the documentation it specifies that for the HDRP, it uses whatever is set within the pipeline asset, but there is no mention of filter type in the general documentation) I think Iโ€™m using the URP (When you have no render pipeline selected?) Iโ€™ve just noticed that when I lower the resolution, the pixels seem smoothed out (I donโ€™t have any other โ€œanti-aliasingโ€ filters being applied either) Can I force the dynamic resolution feature to upscale with point filtering? (If it doesnโ€™t already)

reef slate
#

What are the available ways to integrate with the render pipeline? SpriteRenderer component is one. Is there a way that is not a component?

cobalt idol
#

@reef slate what do you mean exactly? Are you talking about things like render features?

cobalt idol
#

Is there a way to get a RenderFeature to appear in the editor window?

dim saddle
#

After switching to HDPR, scenes lighting is black from scene view. anyone else have this?

#

(it's not in game view)

desert wharf
#

I just switched to URP, and now I get a toooon of profiler errors in playmode... any idea what's gone wrong? I've got sampler miss-matches galore

weary fog
#

@dim saddle I have that issue when I have multiple scene views open

#

or game and scene view open at the same time

dim saddle
#

thaaanks fixed it

upbeat trail
frigid quarry
#

so URP removed transparency sort mode?

#

what do I do if I need it?

drifting vault
#

@upbeat trail density volume, local fogs and global height fog, avoid render problems with transparency mesh and UI text and I waiting this on asset store =D

#
  • atnosohere scathering maybe ThinkM
#
  • render scale
#
  • be renders mode support
    Multi view, single Instansing etc
#

And you will earn some money until Unity3d will release own volumetric light solution for URP hahahaha

#

Dx11 and GLES 3.0 API supoort

dawn sorrel
#

hybrid renderer ? what is it ?

#

managed to get additional lights working ๐Ÿ˜„ it was easier than I thought
@upbeat trail
is that github project or would be exists on asset store?? ๐Ÿ˜š

turbid matrix
#

I wasn't really planning on that, it is just an exercise ๐Ÿ˜„ But I will see
@dawn sorrel HickV's earlier response^

#

so, apparently it's neither atm

dawn sorrel
#

@dawn sorrel HickV's earlier response^
@turbid matrix
too bad!! ๐Ÿ˜ญ

upbeat trail
#

@dawn sorrel no, not yet posted anywhere, but I think I might post at the asset store at a reasonable price in the future

#

@dawn sorrel not actually, its implemented as a renderer feature for urp

glad tartan
dawn sorrel
#

@dawn sorrel no, not yet posted anywhere, but I think I might post at the asset store at a reasonable price in the future
@upbeat trail
i think 0$ is too reasonable price ๐Ÿค“

vagrant zealot
#

Hey guys, does anyone here know if Universal Render Pipeline supports Instance Indirect Shaders?

worldly wren
#

yo guys, i am trying to use post processing in the urp, but i get different effects in scene and game vieq

#

Someone has an idea what im doing wrong?

#

oh i fixed it, need to select HDR in QUality Settings

craggy yarrow
#

I have a script that flips/mirrors my camera on the x axis, using projectionMatrix and changing the scale, it works fine normally but not with URP. I was wondering if there's a way to do this with urp?

grand lava
#

I need mad help with HDRP lighting, I can't light a generic box on a plane to save my life

#

it's not until 5 mil lux where it starts to get to bright colours, but that completely blows out the camera if moves angle too much

#

also the sky is completely black

#

but if i target at it, the sky comes into colour and the geometry goes pure white

#

My problem is the lighting changes DRASTICALLY based on if the camera is facing the sky or the ground, what's causing this?

grand lava
#

fixed
My volume needed a fixed exposure for the camera to stop reacting

drifting vault
#

every second man who begin use HDRP stuck with that exposure problem ๐Ÿ˜ฆ

#

We need a pin message about that here, so new members can avoid this first HARD step dogy

shy tide
#

People when I activate lightweight RP on my game, all my objects become pink, when I wanted to update them all to lightweigt RP I got an error where the objects were not updated and they were still pink. How can I fix that?

dawn sorrel
#

@upbeat trail So it's a post-processing effect or a global volumetric effect? Either way it looks gorgeous.

gritty briar
#

From what I've read and found, lens flare completely doesn't work for URP. Is this correct?

brave coral
#

Hey, i got a bit of an issue here with hdrp, you see i was painting trees, when i approached them, they're gone, is this some kind of lod that i can turn off? Problem is this thang does not happen if i put the tree prefab straight into the scene

scarlet hull
#

Tree draw distance on the terrain settings ?

low scarab
#

Hey, i just started working on lighting. And i have this process (screenshot) which takes me a looot of time, what is it?

runic bay
#

Maybe someone has some insight, but has anyone gotten an issue where the Oculus Quest (untethered) only renders the right half of the view per eye? I'm having this issue when trying to use a StructuredBuffer and DrawMeshInstanceIndirect of float4x4 in URP 7.4.3 to pass the objectToWorld matrix directly to a shader.

dawn sorrel
#

@low scarab its the old real time gi that never worked properly in unity

#

probably using enlighten

brave coral
#

I use hdrp btw

surreal gust
#

reboot your pc

brave coral
#

I rebooted it bunch of times already

#

It's possibly a bug.... Idk

scarlet hull
#

Well, no, there is no detail shaders for grass in the SRPs

drifting vault
#

Hope Unity will implement something like auto grass spawn based on terrain layers as solution like in UE4.
But sadly its not possible yet, because Unity unlock access to Terrain spalmaps, but lock access to detail mask map...

#

because since 2020.2 my PC being freezeeng alot when i want to place trees.

#

seems like something went wrong with terrain trees and if you will place some grass as terrain tree by time it become lagy in any action

brave coral
#

Well, no, there is no detail shaders for grass in the SRPs
@scarlet hull i use hdrp :) i said it earlier

#

Oh wait, hdrp is srp isnt it?

rich spade
#

SRP = HDRP / URP / your own

brave coral
#

Yeah, sorry i mistook srp as standard render pipeline

rich spade
#

easily done ๐Ÿ˜‰

scarlet hull
#

This is officially called the "Built-In Render Pipeline"

brave coral
#

Ah, okay. So... Do you know the alternative way to add grass in hdrp?

scarlet hull
#

There are some solutions that use the VFX graph to spawn grass meshes

#

Or use the tree painting feature to spawn grass prefabs

brave coral
#

Okie dokie, thanks

upbeat trail
#

@upbeat trail So it's a post-processing effect or a global volumetric effect? Either way it looks gorgeous.
@dawn sorrel yeah kinda - I am not using the post processing system though, I implemented it as a renderer-feature. It uses 2 Blits, so I can control the resolution and add some blurring of the fog.

drifting vault
#

@upbeat trail my money waiting for your volumetric lighting solution on asset store eyesshaking

upbeat trail
#

haha ok

dawn sorrel
#

made a contact-shadows effect for urp
@upbeat trail
amazing!! ๐Ÿ’ฏ
we are waiting for volumetric and contact shadows UnityChanExcited

drifting vault
#

idk why, but i like your contact shadows more that in HDRP haha

pale wolf
#

Hi everyone...really new to render pipelines/lighting in unity but I was hoping for some help with using URP with 2D sprites and a Quad Mesh

#

And apologies if this isn't the right place for this ๐Ÿ™‚

upbeat trail
cursive tulip
#

beautiful

#

the color is a bit different than the regular shadow color in the directional light gif and the first point light gif feels a bit like its too dark in a bright area but apart from that is stunning and its perfect

upbeat trail
#

thanks!

waxen lantern
#

added additional lights support. Point light with fake shadows ๐Ÿ˜ฎ
@upbeat trail well, to be fair, all computer generated lights and shadows are "fake" smart

dawn sorrel
#

@upbeat trail Whenever you get an asset pack up, DM me the link please. I'll add it to my cart. ๐Ÿ˜ƒ

cursive tulip
#

yeh

turbid matrix
#

they are internally at beta now

dawn sorrel
upbeat badger
turbid matrix
#

@dawn sorrel 10.0.0-preview.26 is one month old now

#

that being said, there's no newer 10.x release on package manager

drifting vault
#

No ao and shadowmask support on this version of urp 10.0.0-preview.26? ๐Ÿ˜ฆ

frigid nova
#

Why the new TXAA on hdrp is so bad?It doesnt sharp correctly and also has jittering all over small details

dawn sorrel
#

No ao and shadowmask support on this version of urp 10.0.0-preview.26? ๐Ÿ˜ฆ
@drifting vault
ao is exists on this version ...
but i need shader quality settings too :
which version of urp does have it?

upbeat badger
#

@frigid nova i have the same question although people on forum saying its somehow good. Previous version was blurrier but it hadn't been so jaggy

drifting vault
#

cant find ao in pp

#

ah i see, its now in render queue

#

on default unity scene lol

frigid nova
#

@frigid nova i have the same question although people on forum saying its somehow good. Previous version was blurrier but it hadn't been so jaggy
@upbeat badger Thing is that previus version could be sharpened from the camera but this one has 3 options low midum high and they are all bad

dawn sorrel
#

@dawn sorrel where? :ThinkM:
@drifting vault
AO is render feature and not pp feature ๐Ÿค“