#archived-hdrp

1 messages ยท Page 63 of 1

buoyant mural
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its driving me nuts

keen glen
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Dont know what you mean @buoyant mural

buoyant mural
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its fine tho

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i got a for now workarround

dawn sorrel
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I wonder why the preview is black while It is normal when i put them in the scene, It's working fine but it's a pain to look at models at that and have to look at the names

rain garnet
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like some i dont understand

quiet depot
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URP

kindred kiln
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My objects aren't batching - warning says they don't share the reflection probe - but they do...

kindred kiln
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I am using GPU instancing

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I have set the reflection probe to basic

turbid matrix
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If Unity wants URP and HDRP to be easily authored from same project, this would just make material authoring suuuper tedious as you have to toggle the srps to be able to tweak srp specific materials... It is fine for few materials but imagine a real project in production....

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Why cant this be instead like... just a SRP specific dropdown to show settings of the shader graph that only apply to that specific SRP? (it could still filter the list to only show custom editors for installed packages only)

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That would make everything ten times better, you could author everything at once without jumping between SRPs

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I feel same thing should happen with other SRP specific settings on gameobject components.. Like cameras and lights

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(just allow me to tweak these all on single run)

scarlet hull
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This is just for adding a custom editor.
If you don't use it, the shader will still display all the properties to both pipeline, exactly how it is done now.
From what I heard, it's not trivial for SG to automatically detect which property is tied to a specific pipeline, so the "auto hide per pipeline" can't be done.
But if you're making a complex material, and want to have a custom editor per pipeline, you can do it now.

rotund quiver
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Question:
As a general rule of thumb, how much overhead does a camera have versus a rendering pass?

(e.g. I could just, instead of camera stacking, render certain elements of my scenes using RenderObjects or some other custom pass)

scarlet hull
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From my understanding, an additional camera costs more, as it has all the culling and setup to do

turbid matrix
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how I see it, it will encourage making the split worse

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what I try to say here is that instead I'd love to be able to just see both HDRP and URP specific things on the same view or at least let the material itself toggle these different SRP custom views directly

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it just isn't a good workflow at all

scarlet hull
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We know about this, and are actively working on cross pipelines solutions, but it's not easy to do :/
On a site note, if an asset developers wants to display all the parameters and settings regardless of the pipeline, in a custom editor, it's still possible.

turbid matrix
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I guess in the future when we get the customizable editor toolkit thing out, we could just make SRP swap button there

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(it's possible today too but it's not easy to get such button embedded in currently available white space and docking more windows to main screen will be pain since it takes more space + Unity forces us to reset layouts like one time each month if you play with multiple editor versions at all)

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anyway the point I was trying to make was that change feels like step backward for me when it comes to cross SRP designs

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but yeah, I'll move on ๐Ÿ˜„

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meanwhile, this does look interesting

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I doubt it would really help on realtime capture enough to make it feasible to be used constantly though

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one thing I wished the Unity API exposed when it comes to reflection probe captures is to let the user set which sides of the cube you want to capture (and their capture order) when using time slicing mode for the probe

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for example depending on the camera placement, you could most of the time just omit multiple sides from the capture if you only need reflections on some specific surface which you can control

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this would make a big difference in perf as HDRP is super heavy on additional cameras / captures

chrome hawk
scarlet hull
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Haha, I knew somebody would spot this one even with the name ๐Ÿ˜„

chrome hawk
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its my speciality, to poke at obscure branches ๐Ÿ˜„ like some early work on a fluid sim that I havent seen any signs of since! Speaking of which, Ive asked you a silly question on the forum about RenderGraph and your custom density volume thing, cheers.

scarlet hull
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And I answered, even if it probably doesn't help you, sorry ๐Ÿ˜Ÿ

elder merlin
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You repo hunters are so impressive ๐Ÿ˜‚

chrome hawk
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@scarlet hull not to worry, I shall just have to hack around. RenderGraph aside, I was pleasantly surprised at how your code survived the 10.2 refactoring of the volumetric fog system without causing me any major headaches. I've been getting my fluid sim going on an M1 Mac!

scarlet hull
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Nice !
Since my original code doesn't add a lot into HDRP stuff, I thought it would be quite straitforward to update.
I have a lot of ideas to make this project better and fit in the final product, but no time to allocate on it ๐Ÿ˜ฆ

chrome hawk
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Yeah I can imagine a lack of time, never mind, hopefully that time will come eventually, and I am used to my requirements being niche and low on the priority list. I just wish there were more people talking about RenderGraph on the internet, I am not exactly overwhelmed by info about it so I shall just have to overwhelm myself with code instead. Intimidating! And when I hack around with other peoples code my results are a hideous botch but they do normally work, I get very lucky. But for some reason my instincts tell me I might not get lucky with RenderGraph, only one way to find out, cheers!

keen glen
dawn sorrel
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i like sebastian lague

desert gale
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Question. In the Lighting window there is a Lightmap Parameters configuration, which allows you to choose between very low, low, medium or high resolution.
Does that affect runtime perfomance or only baking time?

plucky meteor
scarlet hull
plucky meteor
eternal laurel
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anyone got some good open source code for a HDRP settings menu ? I'm kinda in a pinch here

scarlet hull
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But this is for "ye old enlighten realtime GI" ... not sure if it's still very relevant nowadays (in particular in SRPs land)

turbid matrix
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@chrome hawk @drifting vault ^

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no idea on the cloud map authoring yet

eternal laurel
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perhaps it is based on the horizon zero dawn paper

turbid matrix
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hmmm, there is worley noise generator

eternal laurel
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hey @turbid matrix can you help me out ?

turbid matrix
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better just ask the actual question ๐Ÿ™‚

eternal laurel
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I did a few msg up haha. Here it is " anyone got some good open source code for a HDRP settings menu ? I'm kinda in a pinch here"

whole fossil
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what in particular are you after? The complete source code for HDRP is available and you should find anything that you are looking just by simply digging into the sourcecode of the package.

glad tartan
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He's trying to get code that's already setup to lower or raise HDRP quality settings in game from a menu.

@eternal laurel I think you'll have to make this yourself. It's what I'm working on as I dont think theres anything freely available.

eternal laurel
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sadly yep I figured as much. Well I might just publish it on github when I make it

glad tartan
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least you can do is create different quality assets and switch between them as presets. Later you can go in and add individual customization to each setting you think is important to performance in your project

eternal laurel
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yeah I know how to do it. I'm just actually short on time and was hoping for a pre-made solution.

turbid matrix
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closest would be some tech demo unity has made on HDRP

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but they are really bare bones for setup

dawn sorrel
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Do I need to udnerstand physical cameras to get a good look in HDRP?

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All these settings for camera blades and aperture are scary.

dawn sorrel
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There's a bunch of lines.

turbid matrix
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use "high" quality and omit the sky reflection (you are indoors + sky reflection does give nasty artifacts so use it only if you need it)

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high preset is bit expensive though but it helps on that thing

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@dawn sorrel ^

turbid matrix
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(non-volumetric)

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it still feels weird that there will be two separate systems for clouds (cloud layers and volumetric clouds)

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I get they'd be two separate systems regardless but it could be nicer to be able to setup the thing from one place and have volumetric and nonvolumetric options on it

dawn sorrel
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I see, I'll try that.

desert gale
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Shall I enable GPU Instancing in materials? Has it any drawback?

eternal jetty
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I am having some very huge models which don't render materials if seen from a distance in both scene and game view what am I supposed to do

blazing radish
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Hi I'm new to Unity and render pipelines, and I wanted to use this particular asset from the asset store. However, one review writes as follows:

However, the materials use specific shaders, which have not been updated for URP. Some manual work on materials is required (URP shader lit or unlit, then put the right palettes in the Base Map fields).
Could anyone explain what this means, especially the stuff in the parentheses, and how hard it could be to do?

keen glen
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@eternal jetty do the materials have like textures on it that may exceed the max texturesize when fewed and full model size?

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@blazing radish the URP needs to update standard materials, but custom ones won't get updated by the Unity tool itself, so you ahve to kinda rebuild them in shadergraph or in code, but thats a whole nother story. I would contact the guy or the dev of the assetstore and check, if maybe someone else already did update them and have it laying around somewhere

blazing radish
keen glen
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@blazing radish There is a guide and tutorial for almost everything, but the trick is to find what your goal is. I do not know the asset in the store and do not know its shaders, if they are doing something crazy weird or just loading in maintexture with some simple stuff. You should make a testproject with it without URP and see, what the shade ris doing, then come back here and we can try to find out. You can always google for that type of shader too, so if its a shader for like dissolve, google for urp dissolve shadergraph and you get thrown a bunch of tuts at you ๐Ÿ˜‰

blazing radish
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oh hmm alright

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I guess I could try use it first and then if I run into a problem I could ask here

eternal jetty
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It just goes texture less grey when seen form a distance. They are large sized too

keen glen
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@blazing radish yeah, just try and error a bit, come back with your results / observations

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@eternal jetty can you put some images here so we know what you mean?

eternal jetty
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Sorry maybe I'll tomorrow

keen glen
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no need to say sorry, you asking for help, just come back here when you are ready ๐Ÿ˜„

dawn sorrel
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And once again need to look for workarounds just like when SSAO was busted.

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No option for blur is really wacky.

main rune
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o/

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Anyone familiar with the Baked GI shadergraph node?

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It's giving me... interesting results

turbid matrix
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@dawn sorrel you could try just traditional reflection probes on that scene I guess

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If you think about the source data, those lamps are really just thin objects on the ceiling as far as the source material goes for ssr. I'm surprised it didnt look even worse

dawn sorrel
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Is that a problem in Unreal?

eternal jetty
dawn sorrel
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0lento has experience in Unreal.

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If you look at my screenshot, I am using Unity. I just wonder if SSR getting better is possible.

iron flame
dawn sorrel
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And if you wiggle the camera around, accumulation pretty much dies ๐Ÿ˜ข

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Maybe it will be less noticeable with rough normals ๐Ÿค”

iron flame
somber prism
turbid matrix
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@dawn sorrel UE4 doesn't have similar streaks but it can't do miracles either, you will not get much out of such little source data

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I guess you could scatter the reflection more with bumpy surface normal textures like on Muhammed's video clip so it wouldn't be as obvious that it's not perfect

dawn sorrel
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I see. I guess I can't go with a textureless workflow after all.

turbid matrix
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@dawn sorrel if you are all about no textures, you can still do procedural noise on shaders ๐Ÿค”

dawn sorrel
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Gotta generate normals as well though ๐Ÿ˜„

glad tartan
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you can generate normals in the shader as well from a height map which would be the noise

turbid matrix
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(altho that's going to be a lot more expensive than just using baked textures)

eternal jetty
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what to do so it renders up from everywhere

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i am using urp

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oh i found it because of fog it hapened

keen glen
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@eternal jetty yep, its the distance fog ๐Ÿ˜‰ But you already figured that out

dawn sorrel
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Hi

eager willow
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How do i create render pipeline asset?

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I have no Rendering option from which i can create an asset

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please help

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im on unity 2020

scarlet hull
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You did properly import one of the render pipelines package ?

turbid matrix
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basically we lost HDRP DX12 the moment Unity removed the old VR system on 2020 cycle

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meaning there's no raytraced stuff in VR either anymore

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afaik neither Oculus or OpenVR integrations for the new Unity XR system support anything but DX11 on Windows

ripe fable
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+1, I am m0nsky on the forums. ๐Ÿ™‚

junior dock
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Dose turning gen cards really work in hdrp raytracing

unborn cedar
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Hi. I was thinking of developing a horror game in Unity. I dont know if it would be better to use URP or HDRP. Im only planning to relase it for Windows, and later if the game is good and people like it maybe consoles. I would like to have good ghrapics but i would preffer to have more mechanics than graffics if i have to choose. Or a bigger map.

You chan think of games likes Phasmofobia or Pacify for knowing what kind of game in thinking. I dont know which option is better. Can you help me? I have been reading post and watching videos four hours and i can't not decide.

I will program all the things and purchase the 3D assets. I have seen a few that support HDR or/and URP so that would not be a problem

But i will not have someone for programming graphics things. I would use it default scripts and customize it from editor

scarlet hull
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HDRP is more hard to learn, but will probably be more suited for nice dark ambiance and good lighting

unborn cedar
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Ok, thank you!

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One more question. I have read that HDRP is better for using dynamic lights than URP. Is that true?

broken lichen
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HDRP defaults to deferred rendering, which can handle a lot more lights than forward rendering, which URP uses. But HDRP also has a forward rendering mode and URP is getting deferred rendering (soon?)

dawn sorrel
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I'm using HDRP, how do I change the skybox?

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before I just dragged it into the viewport

orchid quartz
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Visual Graph 8.3.1 error with the new Unity Input System

Warning if you upgrade to Unity 2020.1.16 with HDRP.

scarlet hull
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Visual Graph 8.3.1
You mean VFX graph ?

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8.3.1 is for unity 2020.1, for 2019.4 you should be using 7.5.x

orchid quartz
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your right, wrong unity, i fix my message.

Have multiple unity installed, I just write the wrong one ๐Ÿ˜›

spiral igloo
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Hello.

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I wonder when you start off a new project do you start with URP or Classic project?

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Or when do you implement your URP? after the project came up to end or on the starting?

sweet lodge
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having a problems with render features I add a render feature and it only comes out as a C# script

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never mind I sorted it

dawn sorrel
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@scarlet hull thanks btw, forgot to respond

sterile wigeon
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Anyone have a good tutorial for urp indoor lighting?

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I also can't figure out how to use emission maps that actually effect lighting in urp

scarlet hull
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Emission needs to be baked for lighting

sterile wigeon
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Do you know any good videos for baking lighting and using urp?

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The baked lit shader doesn't have an emission map

rocky sail
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aye i got a general question for anyone willing to answer

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how the hell do you optimize HDRP to run decently over 120fps

blissful geode
sudden star
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Does implementing post process on a project that uses universal rp has any differences than not using rp?

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Oh nvm, i found the problem. Turns out i only need to use 'Volume' component rather than'Post-Processing value'

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Now my PP shows on scene but not on play mode?

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Help anyone?

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Nvm i fixed it again, i need to check hdr mode in the urp asset

blissful geode
midnight glacier
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Any way to get volumetric lighting on URP?

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Perhaps with an asset store package or something

glad tartan
rich spade
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@midnight glacier there's also aura3 which is early next year sometime, but not yet โ„ข๏ธ

glad tartan
midnight glacier
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I see, I'll look into this one for now. Tbh all I want is to achieve a sun shafts effect, is there a way for doing that in URP?

turbid matrix
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Unity apparently still keeps up VR compatibility for HDPR DXR on framework level, but there's no way to run current VR in DX12

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feels a bit of a waste to me

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so my assumption here is that the DXR work is just done on some Mock VR setup and not actually tested on real devices atm? (we know at least Oculus and OpenVR/SteamVR are not DX12 compatible anymore)

blissful aurora
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can I set my custom render pass to affect UI as well? Which RenderPassEvent would I set it to?

static horizon
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Hey everyone :)
I am working with URP and I want to bake some emissive materials. I am struggling to find how to actually get them to work, I have enabled emission on the material (URP/Lit), and made sure that Baked Global Illumination was enabled in the lighting tab and made sure to generate the lighting. What other steps do I need to do to get baked emissive materials?

glad elbow
wraith sparrow
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This is really dumb, but I just created a sprite as a .png. I imported it into unity and added it to a sprite renderer. The sprite is transparent and white. That is all. In unity it is black and transparent. The sprite renderer's color is set to the default white as well. The material is set to the default Sprite lit material. I am using URP. Any idea what could be causing this?

half heart
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sprite lit
add a 2d light, or change to sprite unlit

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im assuming there is a sprite unlit ๐Ÿค” are you using hte 2d renderer?

wraith sparrow
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I just came back to this after solving the problem. I didn't realize I had to add a 2d light when using 2d with URP. Noob moment.

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You were right ๐Ÿ™‚

half heart
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URP motion blur:
anyone know if this is a bug or intended behaviour?
the black square is a child of the camera, it should not be blurred when turning/moving because it does not move relative to the camera

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same for the weapon sprite but there's extra movement going on there which is why im testing it with this simple square first

bold totem
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Guys, how to fix shaders that turned pink when I uppgraded to URP?

long wagon
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Edit > Render Pipeline there's a shader conversion tool. Backup first if you want to revert.

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If it's unable to convert you'll have to match/create and replace them manually

bold totem
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Generate shader includes or?

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Tried it, and upgrade materials to universak pr materials, still pink

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Tried reimport

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Not helped any of that

long wagon
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You'll have to recreate those custom shaders.

bold totem
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Well, those i took from tutorial, just that one is made by a teacher and he never explained it

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โ˜น๏ธ

long wagon
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Shader Graph is very easy to get into. You can lookup tutorials on properties you are looking for.

bold totem
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Burning wood, but without a fire, smoldering

long wagon
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@bold totem Something like that would do https://youtu.be/fNQAtPrZX-4

In this Unity shader tutorial, we're taking a look at advancing the dissolve techniques you may have already seen, by creating a material that can burn any object, and then disintegrate it into nothingness.

In this third and final part we're covering the dissolve away and also taking a look at vertex offsets to create a molten liquid type of e...

โ–ถ Play video
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(Not shadergraph, but it would work similarly)

bold totem
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Okay, thank u! Will give it a try! Just a fast question, there is a shader file that look different than shader graph, just kinda rainbow color on its icon, how to open it? Isnt it an Amplify shader? @long wagon that tutorial also in Amplify shader i dont have it

sand saffron
half heart
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ah ok, thanks for the explanation

long wagon
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@bold totem It's a different editor for the default shaders. You can probably find similar tutorial for the Shader Graph, but the principle is the same, the have mostly the same nodes.

bold totem
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Okay thank u

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Will try

sterile wigeon
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I really need help, I put my render pipeline to hd and now everytime I try to open the project, unity crashes
but when I open another project, it works fine, it's just that project
I'm trying to update my unity hub hoping itll work, if anyone else has suggestions I'd really appreciate it

bold totem
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Try to copy project files folder, make a new project and paste folder with materials, scripts and assets into it @sterile wigeon

glad elbow
turbid matrix
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@glad elbow fix what?

hazy blaze
glad elbow
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and i want to get rid of these black artifacts

drifting vault
glad elbow
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but why its so limited?

drifting vault
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is your light cast shadows? is your light attached to 3d models or its separate gameobject?

glad elbow
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its seperate gameobject

drifting vault
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your light inside tunnel cast shadows?

glad elbow
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idk, does it cast shadows by default, if yes how can i turn it off i cant find the setting

drifting vault
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click on light, and send screenshot of that

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screenshot of light inspector

glad elbow
drifting vault
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your light set as baked light

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did you tried to bake scene?

glad elbow
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oh yeah but i cancelled i will make it realtime again

drifting vault
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hmm its do not have shadows. what is your HDRP and Unity versions?

glad elbow
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unity 2019.4.10f1

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hdrp 7.3.1

drifting vault
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tried to use 2020.1 or 2020.2 ? Just to see if its happening too

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do you bake occusion culling?

glad elbow
drifting vault
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nope. just no idea what cause that =/

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try copy project and use more modern version of unity and hdrp. maybe you discover rare HDRP bug

glad elbow
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im actually modding a game and the same thing happens in that game. we always thought it was the game's problem but i found out its related to hdrp

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im trying to find out what causes this problem maybe we can fix this game too

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same artifacts and disappearing lights depending on your view

drifting vault
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wut? hmm maybe game did some kind of optimization for amount of light per frame? If game was old, maybe this game allow 4-16 light in view max?

glad elbow
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i think that optimization is a unity thing it happens on my project too

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also no its not old

sterile wigeon
snow harness
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Hey, im new to shaders and custom render pass.
I managed to set up a regular "custom pass class" + a "custom pass fullscreen shader" that you can generate in the editor. I see that i could get the color or the depth inside my shader, but how do i get the light information only ?

glad tartan
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I wonder when the new updated Probe Volumes will be implemented. Old one is gone from the current master branch on GitHub

turbid matrix
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there was also other branch where last commit was 12 days ago but this has more things in it

gleaming crow
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What is this in the profiler?

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And is there a way of reducing it

glad tartan
languid notch
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Is there a way to combine a geometry shader with shadergraph? I mean, I want to apply both a geometry shader as well as a shadergraph shader to the same material/object

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i know shadergraph doesn't geometry shaders; i'm asking if there's a way to specify a geometry shader will still using shadergraph for the vertex/fragment shaders

unborn cedar
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Using mirrors that reflect players instead of just pre-procesed reflection,affect significantly to perfomance? (Im usind HDRP)

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using*

turbid matrix
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totally depends on your use case and how you implement it @unborn cedar

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if it's like simple scene, you may get away with just old school "duplicate the geometry behind the mirror" hack

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or even possibly just the player character + use baked reflection for the rest

blissful geode
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Hello there ! Is there a way to force my second and third camera in HDRP to render on VR mode, just like the first one ?

rich spade
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@blissful geode I'm not working in VR, but have you looked at the camera features exposed in code such as Camera.stereoEnabled and some others to do with which eye is rendering etc.

blissful geode
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I do but they only seem to be getters to this variables

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There is one to set a stereoprojection matrix but i've no idea wtf it is ๐Ÿ˜„

rich spade
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damn your right read only.. awkward

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how about Camera.cameraType = CameraType.VR;

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nvm edit mode ๐Ÿคฆ

hidden flax
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I have multiple materials which has a shader that draw the skybox

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It used to work on URP but I used RenderSettings.skybox = newSkybox; which is no longer valid in HDRP

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what should I do? my cubes are 6 faces btw

sterile wigeon
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Anyone know how to change the base color of an unlit material in hdrp via script?

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Been looking through posts and nothing seems to be working for me, everytime I find the shader it just sets it to pink

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Nevermind I got it figured out!

fading jewel
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I would like to add a 2D renderer to a 2D game in unity, but it is not on the menu. What should I do?

maiden coral
fading jewel
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what to i need to do?

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I don't see it in that picture well I have it blurred

maiden coral
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to change it to true

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obviously no?.

fading jewel
maiden coral
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You cant what?.

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what are you trying to do?!.

fading jewel
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2.31

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i try to learnt but i need to add 2D renderer but i canยดt see it

maiden coral
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so what does that have to do with what I said above about the shadows on transparent objects?.

fading jewel
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IKD

maiden coral
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Then why did you tag me if it doesn't have anything to do with what you want to do(follow that stupid tutorial)?.

fading jewel
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I've done it 2 times and searched for google but I didn't find anything.

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Or am I writing it in the wrong channel?

maiden coral
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yeah, in the verry wrong channel

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go to the beginner area

fading jewel
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ok, thanks for your time.

keen pivot
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does HDRP 10.2 allow mip mapping in DX12 now? last time i tried dx12 i got that error spammed about it

analog meteor
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how do i install urp 10?

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using 8 right now

glad tartan
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@analog meteor You need to be using 2020.2 beta to be using HDRP or URP 10
If you are on a 2020.2 version then make sure Preview packages are enabled and you will be bale to see them and download them from the package manager

analog meteor
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ohh got it

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thanks

keen pivot
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one large surface, visible from a distance from the top(ish) and some decals to add damage etc to the surface. so, one large decal projector on the whole surface, or, lots of small decals on the same surface...which is the best approach in terms of the performance hit? camera doesn't move so they always visible.

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HDRP btw

exotic plume
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Heya. Does anyone have an example or a good explanation of how to implement this?

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Im trying to do offline rendering of a timeline sequence with Path tracing - so it takes a while for each frame to resolve and thus - this is necessary (??) to actually render out an animation with path tracing or calculated motion blur etc???

turbid matrix
#

I'm actually interested on that feat for one specific feature: camera mode but not sure if it could be made to fit for it

#

basically the idea there is that you could do longer post processing for single image as it doesn't have to happen in realtime

exotic plume
#

right. but how do I actually do this ? If I use the Unity Recorder package it doesnt wait long enough for the pathtracing to resolve before recording the frame..

dapper python
#

I honestly dont understand why my project text isn't pixel perfect

copper warren
#

ok so

#

vertx

#

my problem is

true zealot
#

Just ask your question and someone may answer it

#

I am not a personal resource

copper warren
#

but how do i make it look like it was before, with the built in shaders?

#

please respond

elder merlin
#

Just bake your lighting to get ambient light

copper warren
#

how?

#

how does one bake a light

#

lmao

#

but ok how do i bake them in unity?

elder merlin
#

You should start with some tutorials before you come here and ask questions

copper warren
#

done sorry

#

i had used 2018 before this and it had given me shaders

elder merlin
copper warren
#

i just didnt auto generate the lighting

#

ive used unity for a whole year

#

just not this version

#

sorry to bother you

elder merlin
#

Just be sure to look online before pinging anyone here

copper warren
#

ok thanks though

sweet mica
#

hello , i dont see the same colors in substance and unity, is it because i should use any render pipelines ? or is just about lights. and the side question is why we are using another pipelines ? ( iam totaly new)

elder merlin
#

Assets are gonna look different depending on the lighting and render settings of any program @sweet mica. If you wanted the same result as in Painter you would need to use the same skybox, but also settings like tonemapping and post processing. If you use the export preset for Unity you should be good.

rich spade
sweet mica
#

ah got it , i posted my result in art/3D section before and unity side had same skybox but not any reflection probe and tonemap-postprocess thing. and i don't know how to bake reflection probe to moveable object but it should be easy ๐Ÿ˜„ thank you both for answers

pseudo belfry
#

Custom functions on a shader are rendered in URP on IOS ?

turbid matrix
#
pseudo belfry
#

?

turbid matrix
#

not related to your thing, just found PRs where other is hiding URP point light shadows and other reverts this

#

basically meaning, URP point light shadows could still get postponed even further

velvet ruin
#

Is there a way to assign a HDRP Light Layer using Graphics.DrawMeshInstanced() ?

whole fossil
#

Nope, there is not. Only default lightlayer affects instanced meshes

#

It is the issue that I was trying to get attention to

velvet ruin
#

Well that's a bummer

whole fossil
#

There was a bug when instanced meshes wasnt being lit at all when using light layer

#

Let me link a forum post regarding this

velvet ruin
#

I actually found your thread regarding this bug I think, I thought maybe there was some progress on that front

whole fossil
#

There is a info that the work is planned but for 2021

velvet ruin
#

I liked your post on the thread for what it's worth, lol

wise pivot
#

If one wants to make modifications to the Forward Renderer or URP is there an elegant way to go about it? I thought they were designed to be modified, but in practice they are sealed and rely on so many internal classes that you can't even copy pasta to modify ๐Ÿ˜ฆ

covert ether
#

Anyone have any idea if the new realtime GI that will be part of 2021.1 will be for HDRP or URP?

broken lichen
wise pivot
#

@broken lichen that seems reasonable, but also not very possible because of all of the internal classes used unless i'm missing something?

broken lichen
#

If you're modifying the package directly, you have the same access as the package does

wise pivot
#

Any import a custom package? Hmm I suppose

#

Thanks MentallyStable

turbid matrix
#

@covert ether if I had to make an educated guess, I'd say neither as it's stalled / late

#

but when they actually get it done, I'd assume it's going to appear on HDRP first and I don't know if they've even promised it would make it to URP

lilac heath
#

Hello guys, i wish you are all okay !

#

and it's maybe the fault of URP (i really don't know)

#

actually, somes objects are at the same position, but my camera render them differents when i move it

#

(you can see what happening in the gif)

#

(and sorry for the english, i'm french :((( )

#

Can someone help me to understand why is it like that ?

rich spade
#

@lilac heath are they set to transparent? it looks like z-fighting to me, if so I suggest reading this forum thread it will help explain the problem and give some possible solutions: https://answers.unity.com/questions/609021/how-to-fix-transparent-rendering-problem.html#:~:text=The problem is due to,as it renders the scene.&text=When objects are semi-transparent,written into the depth buffer

lilac heath
#

Oh damn you are true, they are transparents ! i will look for that, thanks โค๏ธ

rich spade
#

de rien ๐Ÿ˜‰

eternal jetty
iron flame
lusty mauve
#

How can I do a lightmap in my game?

#

I'm using a universal render pipeline 2d

lucid owl
#

So when I use the 2D Renderer in my Render Pipeline I get a black sky box and it acts like a 2D skybox from source 1. Unity 2020.1.17.

lucid owl
#

I found a temp fix so just disable the skybox where the is image, and put the background type on your camera to solid color.

dawn sorrel
#

When I make a visual effect as a material using the shader graph system, is there a way I can export that effect as a gif or even an png? I'm making some pretty cool things in Unity but there's no way to capture them to use elsewhere outside of using video capture software that captures the entire computer screen.

whole fossil
#

Try unity recorder and other channel ;)

dawn sorrel
#

I'm trying to install the Unity Recorder package but it doesn't come up in the search either in the Unity Store or in the Package Manager. I'm using 2019.4. Help?

Edit: Solved. So dumb. You have to click "Show preview packages" first before the Unity Recorder pops up. How is anyone supposed to just know that without searching online.

dawn sorrel
#

So now I have Unity Recorder up and I'm setting it up to record a gif of a render texture. I have a material that is using a shadergraph I made (it uses the Time node for a neat visual effect, hence the need to capture it as a gif), but I can't seem to connect the material to the render texture.

upbeat badger
#

new GI solution is coming

trim bone
#

oh dear

real horizon
#

why is it that when i switch from normal to hdrp,

#

Updated materials, btw

#

is there any way to fix this?

#

even the particles are black now

#

All the color is gone

turbid matrix
#

@real horizon it's exposure issue essentially

real horizon
#

?

turbid matrix
#

basically nowadays HDRP is preconfigured to use high intensity lighting

real horizon
#

ok...

turbid matrix
#

you have few options here to fix that:

  • either dial exposure for both sky component and exposure component from project settings->HDRP default settings to 0 and use low intensity lighting like you did on old renderer
  • override those two components in new volume you put in a scene and change the exposure for those there
  • embrace the HDRP way and put high intensity lighting and use compatible sky exposure values for it
real horizon
turbid matrix
#

yes

#

I think default nowadays is around 10000

real horizon
#

hmm

#

now everything is yellow

#

the water is blue though... if that's blue

turbid matrix
#

basically the simplest way to fix it HDRP way is to:

  • Run HDRP Wizard, click fix all if there are things that are not ok
  • Create a new scene
  • make a prefab out of sky volume and optionally same with directional light (but you could just crank up the intensity manually too for it)
  • open you actual scene, drag sky volume prefab to it
real horizon
turbid matrix
#

^ that just brings safe default settings to your scene while using HDRP

#

I have no clue why Unity does this (setup HDRP like it is now)

proper wave
#

How do I use the URP namespace API in my code?

using UnityEngine.Rendering.Universal;

the above isn't working

real horizon
#

Does code from the original material code work with hdrp?

#

do i need to change coloring thingy

turbid matrix
#

no idea what you mean by coloring thingy

real horizon
#

uhh

proper wave
turbid matrix
#

UnityEngine.Rendering.Universal should be correct

#

I guess the better question would be, what are you trying to do with it

proper wave
turbid matrix
#

one thing worth noting is that if you do use asmdefs, you have to add URP package ref to it

#

and if you don't know what asmdef is, then you probably don't use it ๐Ÿ™‚

proper wave
#

yeah, dunno what that is so probably not

turbid matrix
#

@proper wave just to make sure, the code isn't working or there's an error on the IDE?

#

I ask because you could sometimes end up in situation where Visual Studio etc doesn't update the solution properly but code would still run in Unity

#

this was the case just a while ago but on some editor versions and visual studio package but it's been fixed on latest ones

real horizon
#
    public static Texture2D TextureFromColourMap(Color[] colourMap, int width, int height) {
        Texture2D texture = new Texture2D (width, height);
        texture.filterMode = FilterMode.Point;
        texture.wrapMode = TextureWrapMode.Clamp;
        texture.SetPixels (colourMap);
        texture.Apply ();
        return texture;
    }

Why dosn't his work with hdrp?

#

worked with standard

#
    public void DrawMesh(MeshData meshData, Texture2D texture) {
        meshFilter.sharedMesh = meshData.CreateMesh ();
        meshRenderer.sharedMaterial.mainTexture = texture;
    }
#

i'm plugging the Texture from color map into the texture in drawmesh

#

anddd time to wait anouter 20 min before someone responds.

real horizon
#

...

#

Mabye if i rephrase it

#

How do you set a texture2D on a hdrp material at runtime

#

Looked on google, found a fourm, but it had no answers

#

tried meshRenderer.sharedMaterial.mainTexture = texture; and meshRenderer.sharedMaterial.SetTexture("_MainTex", texture);

#

no errors, but nothing changed

#

still get this cyan mess instead of the normal greens and yellows. (i set base color to cyan because i know no color in the texture it's setting is cyan)

real horizon
#

like putting it in the _MainTex area?

#

if that's what i'm supposed to do, still getting cyan mess :/

turbid matrix
#

your lighting values are still incorrect

real horizon
#

there is a HDRP Wizard?

real horizon
turbid matrix
#

wrong menu

#

To open the Render Pipeline Wizard, go to Window > Render Pipeline and select HD Render Pipeline Wizard.

real horizon
#

oh WINDOW, not edit

#

Create a new scene...

#

there is no sky volume

turbid matrix
#

you have HDRP enabled?

#

well your checklists says it's assigned

#

did the new scene thing give you options for templates?

real horizon
#

templates...

#

no, it's just that scene button

turbid matrix
#

(template selection is only on newest Unity versions)

real horizon
#

i'm on 2020.1.16

#

is that new enough...

turbid matrix
#

well, if HDRP Wizard is all green, you should get HDRP prepared scene when you create new scene

real horizon
#

well i appear to not get the prepared scene

#

actually

#

is it called HD tempate scene

#

i found that option in the new section

turbid matrix
#

yup that thing

#

basically it isn't anything you couldn't config yourself from scratch but if you don't know how yet, it's easier to just take the one given by that template first

real horizon
#

ok, done that

#

still getting cyan stuff

#

nothing visually changed

real horizon
#

Apperently, no one knows how to solve the cyan problem at least in this server

#

because, no one really continued/responded to be after that

#

sad.

turbid matrix
#

I'd assume your light intensity value is still too low

#

basically if you took both directional light and the sky volume from the new scene template, it should give you somewhat similar colors and lighting as with the old renderer

#

and yeah, HDRP is perf heavy

real horizon
#

BOTH directional light + skyy...

real horizon
#

I still think it's the texture 2d not getting put on

#

no colors

#

or anything

#

it's also only sitting at 64% gpu now

#

is the white thing something blocking out the color?

#

ignore the activate windows

real horizon
#

...

#

it always takes stupendously long to get a responce

waxen lantern
#

let's temper our expectations --this isn't unity premium support or a support channel at all. it's just a bunch of people in a community chat.

strong elbow
#

Is there a way to set the Ray Length in GI and SSR past 50 in HDRP and DXR?

whole verge
#

Is HDRP broken? When i build my project as a server, it works. When i run the server build in a cloud server (azure), it just throws a ton of shader errors and crashes. (I have tried to use "-batchmode -nographics" but it doesn't work...) ๐Ÿค”

torpid quail
#

Hello, any idea on how to catch an event in SRP after the overlay has been drawn? None of the events I've tried like OnPostRender etc work for the UI that is set to Camera.Overlay. Is there really no way to do a final process on overlay UI?
An alternative would be to move uis to screen space - camera, which should give the necessary control to apply the desired post process effects.

torpid quail
finite light
#

May I ask here about post effects?

elder merlin
eternal laurel
#

can someone explain to me the InI_HDRenderPipeline::RenderVRCamera and why does the Inl_Boom in it take 12 ms ? It comes right after the normal Render VRCamera

real horizon
#

that weird gradiant thing

keen pivot
#

how does one interpret the quad overdraw debug view?
i got quite a bit of the cyan
is the goal to have a totally black screen here? or should i only be worrying about the red?

#

i might mean vertextdensity actually

#

the one where the geometry is too complex for the camera distance

scarlet hull
#

It's mostly a tool to help you identify where you have high density meshes, that you might want to optimize, through LODs

torpid quail
real horizon
#

time for the power of google

devout junco
#

in 2018.4, the Stats window is showing 2 shadow casters even though there is only 1 shadow caster in the scene. Is there a reason for this?

snow timber
#

Someone can help me with Lightweight RP? really I don't know if is in Programming or Art topic :(

My problem is using Lightweight RP in 2D. Because the a simple shape don't seen in the scene though I'm using a Global light

#

Sorry for my english, I'm learning

teal prism
#

There is no LWRP any more its URP or HDRP - they should divide the graphics groups into HDRP, URP and built-in not shaders and render-pipelines

north rover
#

googling the error yields in 0 results

scarlet hull
#

Isn't it because the urp asset itself doesn't have a renderer assigned (forward renderer by default)

north rover
#

@scarlet hull well, I just created a URP asset and it automatically adds the renderer asset as well. I never had problems like this with URP.

fiery marsh
#

Make sure that is the URP Asset assigned under Project Settings -> Graphics. You might have another one lying around (maybe in Settings folder if it's from the URP template)

north rover
#

@fiery marsh I checked this, it's the asset I created

#

I feel like it's bugged out, I will roll back to an earlier version and try again

#

Okay, re-rolling and doing it again worked. Guess I ran into some kind of unity bug.

solar knot
#

Hi guys i have a serious question, i making a game, core of a game is done, and i found out that there is Universal Render Pipeline for 2d game, and its very good looking, but problem is that when i use URP and i test my game on budget phone i get 25~ fps......... Normally i have 60 easly, but when URP is active, even with no lights, performance just goes down..

keen glen
#

Did you revisit the URP settings, just to check you dont force any high end stuff in the settings?

#

@solar knot

rich spade
#

I would probably stick with original, if it performed good. I don't see that URP should look any different on mobile vs original as feature set is very similar for mobile

solar knot
keen glen
#

Did you follow the tutorial about setting up URP?

solar knot
#

Sure

keen glen
#

Then you have the asset inside your rendering settings, right? And that asset holds your URP settings, did you check those?

#

Like, is HDR enabled or anti aliasing, whats the shadow resolution and so on

solar knot
#

Yes, i even tried to drop down render scale, helps a little but not much, GPU demands goes high when i use URP, its normal for redmi 3 of performance to run like that?

#

I mean ofc it runs perfectly fine on mi9 but..

keen glen
#

Phew, I dont have any benchs on that phone, sorry. If its old, it might be that case.

solar knot
#

33.726 score in antutu

#

redmi 3

#

i hope that can tell you how old it is

keen glen
#

Did you try this? edit > project settings > player > other settings > color space = Gamma ?

#

Just found it in forums

solar knot
#

Ok i will try now, because i just remove URP before.

keen glen
#

Okay, dang. I guess URP is using some stuff then, that just doesnt like your old phone. Did you analyse it with the profiler, what might be the culprit? Also, you saying, it goes completely black. Did you change the materials to the new URP?

#

And just pointing out, its experimental about the 2D renderer thing, so that might give you bugs and whatnot anyway

solar knot
#

There is no other way to use 2d ligtning now

keen glen
#

You sure?

#

Let me check my last 2d game I was starting

solar knot
#

I heard that LRP was good but it repaced by URP

keen glen
#

LWRP was fine, yes, but still a bit limited

solar knot
#

I don't need that much for my game, just shadow and lights with color

#

Shame we can't use LWRP anymore

#

So i just can't decide what to do with my game, go no lightning(looks 2x worse), or go with pretty demanding URP.

keen glen
#

How old is that phone its not working on?

solar knot
#

?

keen glen
#

your phone with 25fps in URP, how old is it. Is it worth to build for it?

solar knot
#

redmi 3 8 core, with probably Adreno 405, 2015 year

#

I mean if it runs good on this phone, probably it would run on all phones

keen glen
#

I would not pick this as a target device at least from my opinion

#

You just start limiting your quality to support a 5 year old phone? Tbh, 3 year old phones might still struggle with todays titles.

solar knot
#

I understand, but my game has 16 bit stylization, not even looking that much impressive even with URP

#

Ok then, i will probably go with URP..

keen glen
#

If you want the 2d lighting, you kind of have to, I guess.

#

I just checked my project, also using URP for 2d lighting with normal maps on 2D sprites

solar knot
#

Yea, URP looks amazing but its pretty demanding

keen glen
#

I mean, from now on while you working on your project, when you are planning to release it, in one year? thats one more year of devices getting swapped out, so I would not go too far back

#

Even the latest rayman is running poorly on my huawei tab I bought like 2 years ago, they dont give a f ๐Ÿ˜„

solar knot
#

)) Yea but im making a copy of Tower of Hero, but in my way

#

I don't need 1 year)

keen glen
#

Dont know how far you are in it

solar knot
#

Still i can't continue making game, without acceptable graphics i want

#

Like core of the game done

#

Logic to die respawn kill enemies

#

respawn of enemies

keen glen
#

Ohhh okay. Than just get into graphics and ignore your old redmi, tbh. Its good to take care of performance obviously, but not to all extend

solar knot
#

Yea, but im just looking on a Tower of Hero, and it looks way worse to run on all devices

#

I now its not Unity project but still

rich spade
#

@solar knot one last thing to try is downloading some of the Unity demo's e.g. (boat attack) and see how they perform on the device. If they are performing good, then dissect to see why ๐Ÿ˜‰

solar knot
#

From asset store?

rich spade
#

boat attack is on github, but there maybe others... it's just one example which is targeting mobile devices that came to mind

solar knot
#

Ok yea i foiund it

#

So its the same as URP to activate?

rich spade
#

it's build on URP, makes sure you have git lfs installed when cloning though as the assets need it

solar knot
#

thx i will try

#

GitHub for Unity?

keen glen
solar knot
#

Thx, don't worry i found it

#

You are very nice, all here)

rich spade
#

it does mention it but to be sure you need this installed: https://git-lfs.github.com/

Git Large File Storage

Git Large File Storage (LFS) replaces large files such as audio samples, videos, datasets, and graphics with text pointers inside Git, while storing the file contents on a remote server like GitHub.com or GitHub Enterprise.

solar knot
#

Ok

#

Wait why i need this? To make a backup you mean?

keen glen
#

Nah, if it has big files, Git is using a LFS system to save only pointers in Git itself and save the big files at LFS storage

rich spade
#

you have to "clone" the repository to get it downloaded properly, you can't just use the download menu option (if that makes sense). because of the large files

#

it should work with git desktop, but I found that had iffy lfs support so you may need to use command line just this once ๐Ÿ˜‰

solar knot
#

๐Ÿคฏ ๐Ÿค” Thas all new for me)

rich spade
#

I'd advise learning it, using git as a backup system is a life changer (I'm still learning) but it's saved me so much time!

#

I have the advantage of a home server, but I installed a git server on it just for unity stuff ^^

solar knot
#

Im using collab in unity

keen glen
#

And just get github for desktop, helps you for the basics

solar knot
#

Wow why its so anti consumer, lol, why console to use it?

keen glen
#

Its not consumer relevant ๐Ÿ˜‰

solar knot
#

I understand

solar knot
#

I actually found out why my game was 25-30fps, i was using newer version of URP(non verified)(+5fps) and i was using free asset "LightRays 2D effect" wich not working well with URP, and i got another 15-20 fps.

supple jay
#

Render pipelaine is not compatible with this master node?

#

I have lrp

#

(and hardly any unity experience)

scarlet hull
real horizon
#

Why is it that when i'm standing in a shadow, everything around me gets very bright? (hdrp)

#

how do i disable this?

whole fossil
#

Check exposure settings. Probably it is set to automatic

real horizon
#

where can i find that?

#

nvm, i found them

snow timber
dawn sorrel
#

How do you turn off the auto exposure that happens when you first set up HDRP?

scarlet hull
teal prism
snow timber
runic vessel
#

anyway to disable occlusion mesh in URP ?

mortal widget
#

i transformed a default 3d unity project to HDRP. I have weird jittering where my shadows are. Also my direct light is also lighting up interiors which i dont want (light is going trough walls). would be nice if someone can help me with this 2 problems

scarlet hull
mortal widget
#

where?

analog meteor
#

is there any way to increase the per object limit of lights in urp? the pipeline settings caps it at 8

#

dont want to bake any of my lights because its being used with a custom shader

rich spade
waxen lantern
#

like, potentially hundreds of per object lights. at the cost of the performance overhead you are paying up front with deferred lighting.

dawn sorrel
#

ooo is it me, or does Draw Instanced terrain with shadows work in HDRP now? I'm no longer seeing any shadows flickering away on camera angles, etc. Finallllly lol

dawn sorrel
#

Does anyone else know what is going on with the HDRP Sunlight? I hadn't really been paying much attention to it. But after updating to 2020.2 the sun (even with fog, etc) turned off is just a massive glare on the screen now. I can't exactly pin point it, even if I turn every single volume effect off it still does it (stronger on the edge of screen). This didn't happen in 2020.1.17

#

Ahhh the Angular Diameter is too low apparently. Setting it to 4.51 fixed it.

iron flame
maiden coral
#

Anyone knows where i can increase the reflection power of the urp shaders?Any idea?.

rich spade
rich spade
#

just because it's not a simple fix does not mean it's not the correct answer, perhaps you need to be more specific with what you are trying to achieve

maiden coral
#

Well compare this first image, on how that object is supposed to be and, compare it to how is represented in URP

rich spade
#

have you added a reflection probe to the scene and baked it?

#

and if so are they within it's boundary as I cant see any evidence of reflections at all in that shot

maiden coral
#

It uses directly the sky, no reflection probes.

rich spade
#

I'd add the probe you will see difference, it can be a large scale probe but at least one seems to be needed from my experience

maiden coral
#

Absolutly none, with or without is the same stuff.

rich spade
#

did you "bake" the probe?

#

try spawning a simple sphere with a basic material, adjust the smoothness to check that is working correctly (i.e. reflections are clearly visible)
if not, then there's a problem

maiden coral
#

Ofc there is a problem, wish unity would figure out that some times you need a bit more reflection on a surface then the default value.

rich spade
#

PBR shaders are this way unfortunately, as you know they try to be more "realistic". hence it's probably custom shader time... how's your skill in that area? ๐Ÿ˜‰

#

๐Ÿค” if using a smoothness / metalic texture, does it look better without (just using slider)?

maiden coral
#

nope

#

same stuff

rich spade
#

I'd be looking at a custom shader, there's enough examples / information out there to create this in shader graph (I might need to share the fresnel specular reflection with you). But depends on time and desire to sort yourself, otherwise it's asset store / hire someone.
Perhaps someone else has better ideas though as I'm at my limit

maiden coral
#

I will try to look around. Perhaps I can find something

rich spade
#

๐Ÿค” I'm probably over thinking it, you could use pbr graph and just double up on the reflections much easier

maiden coral
supple jacinth
spark terrace
#

Does anybody know how to change the intensity of the URP/LWRP 2D lights via script?

#

What component/ variable would I be changing/ calling?

#

Im gonna keep looking into this but I just figured while I look stuff up I'd ask here

turbid matrix
spark terrace
#

Nvm, was able to find out how! c:

weary fog
#

are the normal probe volumes even working yet

spiral ginkgo
#

is there any notable performance diferences between unity 2019 and 2020 urp ?

turbid matrix
#

@weary fog this is new iteration of it afaik, Unity clearly told not to use the first thing as it could go away and wasn't finished

#

they also tell to not use this thing either

#

kinda sucks that there's no new Unite roadmap talks now since there was just one virtual Unite this year

#

in past we got miniupdates on upcoming things and their estimated targets 2-3 times a year at various Unites

#

if I had to guess today without knowing any better, I'd guess it would take at least half a year still before we get to play with first realtime gi previews. 2021.1 train is long gone already and it could get tight to get even preview on 2021.2 so it's totally possible realtime GI isn't happening next year either. :/

#

right now the only estimate we've gotten has been "it's not making to 2021.1" but that's it

turbid matrix
#

that's pretty much what I saw when testing this thing early on

#

I do wonder if there is a use case where the accumulation approach would work in other than static images

#

it really is quite distracting in motion

zenith axle
#

hey, what's the purpose of setting the quality of a light source's shadows? I thought the quality settings would take care of that so why should i set the quality for every light source individually?

weary fog
#

hdrp's pbr accumulation may not be the best, but at least it is better than cyberpunk's

#

I've noticed that in cyberpunk the reflections never finish accumulating

turbid matrix
#

I've actually only played it with raytraced reflections or no reflections ๐Ÿ˜„

teal osprey
#

Anyone know where I can modify the terrain grass shader?

#

for URP

dense brook
#

Am I missing something, just testing 2020.2.0f1 with HDRP template, but when changing HDRP Asset in project settings, there is no effect, for some reason it reads settings from "MediumQuality" Asset. In projects settings "LowQuality" Asset is assigned.

dusk oyster
#

Hello! I recently updated to Unity 2019 HDRP and its working great.
But for some reason Unity re-generates the indirect light every time i hit Play.
The URP version didn't do that... any ideas?

dusk oyster
#

Every time i i start the game, either within the Editor or a standalone build, i get like 4 seconds of extreme fps drops. until the lighting is built.
It's just the indirect lighting from the Sky, no lightmaps or anything.

waxen lantern
waxen lantern
#

@zenith axle that said, this need for per light tuning optimization is something inherent to how shadow mapped (the most common way) shadows are rendered (in any engine) in several individual passes, 1 per light and so often require per light adjustment to look just right and perform well when multiple real-time lights are in a scene.
more info here: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/Shadows-in-HDRP.html

but newer, more advanced techniques like screen-space and ray-traced shadows are rendered all at once in a single* pass for all lights so there's no need for all these per light quality and resolution adjustments. we just aren't able to raytrace everything all the time yet so it's not the default. ยฏ_(ใƒ„)_/ยฏ
more info here: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/Ray-Traced-Shadows.html

eternal lynx
#

Anyway to get Building GI data faster. I'm getting like 4 hour build times on HDRP

waxen lantern
#

@eternal lynx aside from investing in a many core CPU, there is the faster GPU lightmapper in preview though it's a trade off rn because in preview / not finished.

#

@eternal lynx aside from that maybe try #archived-lighting channel to ask about progressive lightmapper settings you maybe able to adjust like sample counts. it's not really anything to do with what render pipeline you are using, the lightmapper is the same across all RPs.

eternal lynx
turbid matrix
exotic plume
#

Finally able to get some Vectron Fractal formulas rendering in Unity

analog meteor
#

no idea what that is, but it looks sick lol

keen glen
#

Oh its octane renderer inside Unity @analog meteor Octane is like a render engine often also used in for example cinema4d. Nothing for realtime rendering in games, more like visualization as I remember, but maybe it has become faster ๐Ÿ˜‰

zenith axle
#

@waxen lantern thank you very much for the detailed description! I'm still a bit confused why there are two settings but I will have a look at the linked resources you sent me.

#

ok it seems i got confused with the ability of having multiple global quality settings for your game and the quality settings of the shadows. from my current understanding, the qualit levels for shadows can be seen as a sub-setting for quality compared to the global quality settings

stark elbow
#

is there anyway to use height/displacement maps in URP 7.4.1 (2019 LTS)?

scarlet hull
turbid matrix
#

I'm going to go and assume the person also wanted tessellation for it

#

(which SG doesn't support)

pastel fiber
#

Am I the only one that the HDRP autodesk shader emission color is stuck on white on the latest version ?

keen glen
#

What you mean by stuck? You cant change it? @pastel fiber

neon sand
#

My PC cant run URP, but can I still use the VFX Graph in HDRP?

keen glen
#

ehm is VFX not a part of HDRP?

scarlet hull
scarlet hull
keen glen
crisp stag
#

Does anyone have a clue on how to render an FPS camera untop of another camera in HDRP?

golden adder
scarlet hull
golden adder
pastel fiber
#

I can put a black map to it, but seems weird such a big oversight

scarlet hull
eternal laurel
#

wow this mixture asset seems great. I have to look into it

junior monolith
pastel fiber
#

Try using a reflection probe inside

scarlet hull
#

You should indeed use a reflection probe and baked ambiant (probes/lightmaps), or simple have a full black ambiant lighting (sky).

junior monolith
#

How do I adjust the ambient light in hdrp ?

#

oh i think disabling the sky did it

scarlet hull
#

Look in the volume profile that is referenced in your screenshot ๐Ÿ™‚

junior monolith
dawn sorrel
#

i'm testing out the PBR Accumilation setting for the new HDRP Screen Space Reflection Post-process.

Although it seems great quality, it seems to lose some of it's overall intensity when compared to the Approximation setting.

Does anyone know if it's possible to increase the intensity of the reflection on this Post Process?

scarlet hull
#

So, the ground here is supposed to be 100% reflective ?

dawn sorrel
#

yeah

#

it does have a normal map, it's essentially a Hexagonal floor, but with no main texture, just a normal map and I set the smoothness to max

#

oh tell a lie there is a main texture

#

it's a white floor

scarlet hull
#

Double check that you have "always refresh" enabled in the scene view options, as it does require some frame to fully accumulate

dawn sorrel
#

yeah thats on, that replaced Animated Materials i believe?

scarlet hull
#

Yes

#

Apart from this, I don't see a reason to your issue here :/

dawn sorrel
#

perhaps i'm worrying over nothing, for some reason everything seems to be brighter in a build anyways, i'll check it out

#

thanks anyway

junior monolith
#

but this time in URP, no lights in the scene(its disabeled)

#

all black

#

nvm the material emission did a way better job than i thought, id lit everything upo

manic kindle
#

Hey dear devs. Any way to render specific geometry into a render texture with any of the default custom passes in HDRP? (in order to create a mask for other effects)

valid dock
#

anyone know if Graphics.DrawProcedural works in URP?

valid dock
#

i see that it is, but i guess my real underlying question was whether i could use it with Shader Graph and after some digging, it seems like the answer is no

junior monolith
long wagon
#

Did you turn off the light source as well?

junior monolith
#

yep

#

only light source is the directional light

#

and its a closed off space so it should get inside

long wagon
#

You may need to have two sided shadow enabled to block the light this way

#

It's on the renderer

junior monolith
#

nope didnt work either

#

any other idea? using URP on 2020.2

junior monolith
#

figured it out, the reflection was used, removing skybox fixed it, kinda weird

weary fog
#

very nice feature, been waiting on this for a while

iron flame
#

For SSR work on car paint (clear coat), use Forward rendering. Deferred render is also computed before the SSR clear coat layer.

heady apex
#

is it just me or does HDRP seem to be a hog, even with a basic scene? I have a 1070 and I'm not even seeing a consistent 60 frames with the default scene...

waxen lantern
#

@heady apex the new hdrp template scene in unity 2020.2 / hdrp 10.2 ?

heady apex
#

both the new one and the previous, honestly

#

new one hugs 41fps on a built game

waxen lantern
heady apex
#

lol, seems the new template defaults to low quality

#

that's even more disheartening

waxen lantern
#

@heady apex at 1080p? in any case yeah HDRP is really heavy and primarily targets next gen and will continue to aim for the high end as time goes on. that said, aside from manually tuning performance which is available to you, some optimizations are being made for current and last gen like this which shaved 6ms render time on the PS4. this might already be available in 2021.1 beta: https://github.com/Unity-Technologies/Graphics/pull/2272

weary fog
waxen lantern
#

@heady apex yeah i was about to also suggest that something else was going on with your performance beyond the 1070 GPU itself that's why i asked what resolution you are rendering at 1080p or 2160p or what ha

weary fog
#

Is that merge for hdrp 10.x?

waxen lantern
#

@weary fog not sure, it was only 2 months ago so it might not land until hdrp 11+ / 2021

weary fog
#

Unfortunate, I love volumetrics

#

It's very nice that they significantly improved the performance

waxen lantern
#

@weary fog sometimes things land early or get backported. it depends. you can't always tell from the PR

heady apex
#

the 41fps was at 4k

#

but even in the editor in a small window it struggles

waxen lantern
#

@heady apex well it seems something is amiss taking that as @weary fog with the same Nvidia GTX 1070 GPU as you is reporting 3x performance on the template scene. I recommend checking the GPU and CPU usage in Windows 10 task manager to see if another process is robbing you of compute resources or if you are perhaps CPU bottlenecked if not GPU --aside from that you could go to Unity editor menu bar and select: window, analysis, profiler (use standalone if available) and enable the GPU profiler, so you can see exactly the performance breakdowns in unity for CPU and GPU in milliseconds.

heady apex
#

I'll take a look, but I'm pretty computer savvy and I'm sure I'd notice if something was present that could be crippling my performance that much. Also, this is with a freshly created hdrp project in a fresh install of unity. When I do a fresh create of a URP project in the same unity version I'm at ~250 frames.

sinful locust
#

@heady apex frame limit in default hdrp scene does not appear to be render limited, nor card limited (i have a 2080ti). At 4k I also get 60fps, but 150+ at 1440p. The key here I think is my gpu render time does not really change much at all between these two, its cpu time that gets pegged in the 4k case, (3.2 vs 3.4ms for render), but cpu goes from 7.4ms to 16ms at higher resolutions. Profiler says 65% of the cpu time is waiting for Semaphore.WaitForSignal. I am guessing this is an unity editor issue, perhaps related to the amount of data being copied at 4k which is understandable. Unless you see the same thing outside of editor I wouldnt be concerned.

waxen lantern
# heady apex I'll take a look, but I'm pretty computer savvy and I'm sure I'd notice if somet...

well no judgement here, missing something like that can happen to the best of us. I often benefit from an outside perspective to see something I'm missing regardless of how savvy I am or how complex or simple it ended up being. anyway, it sounds like you've already determined there is no significant CPU or GPU utilization from other processes, i think the next step would still be to pull up the Unity Profiler and see what's taking up the most time on the CPU or GPU within the context of Unity. It could very well be a CPU bottleneck as @sinful locust is seeing. Or if by some chance it is actually a GPU bottleneck that isn't there for others with the same GPU and Quality settings, then there could be an issue with your GPU or its driver, etc.

#

@sinful locust And iirc @heady apex did say they have the same ~40fps in builds not just editor which is concerning

#

"new one hugs 41fps on a built game"

sinful locust
#

looking at it a bit more my gpu does appear to be busy. However, there are just a few HDRP render settings causing 50% of the hit. Ambient Occlusion, bloom, contact shadows, volumetric fog, post prorcessing (antialiasing)

#

a lot of this is specific to hdrp image quality

#

I was able to tweak things in default scene and raise fps to 80-120 without major image quality changes

#

to do a fair analysis someone would have to have a similar complex scene and compare URP to HDRP with comparable video quality settings.

waxen lantern
sinful locust
#

A lot of the formentioned settings should be more of a one time cost based on resolution, with less impact from scene complexity. It is fairly strange that I get the same fps as envision3d tho, given my 2080ti is a lot faster than a 1070

waxen lantern
#

@sinful locust you said "At 4k I also get 60fps" on Unity 2020.2 HDRP template scene? envision3d said "the 41fps was at 4k"

sinful locust
#
is it just me or does HDRP seem to be a hog, even with a basic scene?  I have a 1070 and I'm not even seeing a consistent 60 frames with the default scene...```
#

I saw that

#

oh he said "the 41fps was at 4k"

#

later

waxen lantern
#

yeah, presumably "not even seeing a consistent 60 frames" with a resolution lower than 4k

heady apex
#

yeah I've got two scenes I'm using for point of reference

#

one is my actual project that isn't very complicated -- I get a few more frames in that

#

the other is the new default scene -- I'm 40-50 there

#

I'll open it up and take a look at the profiler now

sinful locust
#

I get between 60-120fps at 4k depending on where in the scene I am with default settings. If I tweak the above values its between 90-160

#

envision the scene complexity does not appear to make much difference

#

its resolution and the above settings mostly

heady apex
#

honestly, I've even deleted everything from the scene and seen low frames, heh

#

(so theoretically there'd be nothing to be post processing, etc.)

sinful locust
#

even if the scene has nothing in it a lot of the fancy HDRP features need to sample every pixel anyway

heady apex
#

sitting ~50

waxen lantern
#

@heady apex this is also a beta, do you have the latest final release installed?

sinful locust
#

try turning of ambient occlusion, bloom, contact shadows, volumetric fog and post processing and tell me what your fps is

heady apex
#

I'm using stable in my other project with similar results

waxen lantern
#

might not be the issue but i wouldn't trust any performance in preleases as a benchmark

#

@heady apex and you said the HDRP quality setting profile is Low?

heady apex
#

I've been riding the betas on and off for the last year or two and I haven't noticed too much different most the time

sinful locust
#

hdrp quality setting doesnt make a huge diff from what I saw

heady apex
#

@waxen lantern correct

waxen lantern
#

well to the Profiler it is I suppose

waxen lantern
sinful locust
#

ya I saw the same thing but my GPU was at 98% in task manager

heady apex
#

"Gfx.WaitForPresentOnGfxThread"

#

14.8ms

waxen lantern
#

@sinful locust i can't remember off hand but perhaps Unity dispatches compute shaders on the main CPU thread?

heady apex
#

that's consistently the highest %

waxen lantern
heady apex
#

Graphics.DrawProcedural, TAA, and RenderDeferredLightingCompute being the offenders under the top 3

#

disabling AA gets me maybe 2-5fps

sinful locust
#

hmm strange that DrawProcedural says its mainly useful for 4.5 shader hardware

#

envision what about post processing

#

and which anti aliasing did u disable

heady apex
#

it was on TAA

#

I tried FXAA, pretty much same

#

then disabled it altogether

#

(on the camera)

sinful locust
#

profile again, what shows up now?

heady apex
#

DrawProcedural under ParticalSystem.RenderQuad jumped into play

sinful locust
#

did post processing and taa go away tho?

heady apex
#

make room for GPU suck by disabling AA, something else soaks it up.. yay ๐Ÿ˜„

sinful locust
#

also does volumetric fog make a big difference for u?

heady apex
#

I disabled all the volumes and I'm getting virtually the same perf

#

almost seems less consistent

#

and different players entered the profiler arena

sinful locust
#

@heady apex disabling volumes doesnt make a difference oddly enough, but disabling fog in Default Volume Profile Asset under HDRP Default Settings does ๐Ÿ™‚

heady apex
#

but....

#

but.......

#

k disabled all that, same (less consistent) results

waxen lantern
#

@heady apex @sinful locust fwiw these are my stats on HDRP template scene with the camera in the starting position at (almost) 4k in editor, Unity 2020.2.1f1. This is a AMD Ryzen TR 2950X CPU and Nvidia RTX 2080Ti GPU

heady apex
#

heh, I deleted everything and added a clean camera and I'm still at 16-18ms cpu

waxen lantern
#

when i set to Low quality it's around 110 FPS, up from ~80 FPS with Medium. and the volumetric lighting appears to be disabled

heady apex
#

I'm on a 6700k, which I wouldn't think should be so crippled by just the overhead of the RP

#

but I don't have deep knowledge here so I'm speculating

#

somehow there's still postprocessing being done o.0

waxen lantern
# heady apex heh, I deleted everything and added a clean camera and I'm still at 16-18ms cpu

well for what it's worth your CPU actually has a higher single-core speed than mine which is usually the limiting factor for common game engine workloads. and effectively the same dual core speed. https://cpu.userbenchmark.com/Compare/AMD-Ryzen-TR-2950X-vs-Intel-Core-i7-6700K/m569025vs3502

#

and the HDRP template scene is barely using more than the 2 threads.

#

Main and Render Threads

heady apex
#

found more places to disable things... empty scene, everything I can find is disabled...

#

still 60-70 frames @ 1080ish

#

from task manager

waxen lantern
#

@heady apex It certainly wouldn't hurt to try different Nvidia GPU drivers as well. I installed the "Studio Ready" drivers once and was considerably slower than the "Game Ready" drivers with HDRP. this was a year ago so may not apply but just something to consider, there's also been performance problems with specific driver versions in the past.

#

@heady apex and this isn't a notebook or other thermally constrained form factor machine is it?

heady apex
#

nope

#

big arse corsair box case ๐Ÿ˜›

waxen lantern
#

oh yeah i think i know the one

heady apex
#

interesting

#

installing updated drivers seem to have improved things a bit

#

but most noticeably is the fact that he graphs are less spiky

#

so I feel like it was less the fact that a new driver was installed, and more the fact that the driver was unloaded/reloaded

#

performance is still only 60s, touching 70 with the default scene

#

but smoother

#

(@ 1080)

#

only up ~5 frames @ 4k

waxen lantern
#

@heady apex well that's something at least

#

ha

heady apex
#

๐Ÿ˜›

waxen lantern
#

i was gonna say dang u have a 5k monitor

heady apex
#

nah got an LG OLED TV ๐Ÿ™‚

waxen lantern
#

oh nice

heady apex
#

yeah I love it

#

it's huge and same prices as a good ultrawide

#

and a better display

waxen lantern
#

i hear you, i have a 32" 4k myself it's nice to not have to use DPI scaling

#

well i gotta go but it was nice to take a break and chat

heady apex
#

yeah thanks for trying to help out

#

appreciate it man

waxen lantern
#

sure thing, I was curious myself about the performance scaling

heady apex
#

yeah still pretty discouraging... my whole motivation for HDRP is kinda nullified if I have to ugly things up and still get low frames ๐Ÿ˜

edgy vine
#

So I just upgraded my project to URP and this is what I am getting in inspector when I try to change texture of a material using material.MainTexture command. Can any one help me?

#

LOG : Property (_BaseColor) already exists. Use SetTexture instead.
UnityEngine.Material:set_mainTexture(Texture)

jagged vapor
#

is it possible to render a scene in unity like blender instead of realtime?

drifting vault
#

@jagged vapor buy octane render for Unity

#

Oregon try this one

jagged vapor
#

okay thank you

#

ill took into it

whole flint
iron flame
whole flint
exotic plume
#

Ive been doing some tests with Octane in Unity lately

#

Even got some Vectron formulas rendering

#

I also own Deckard and have used it a few times but I keep bouncing between unity DXR pathtracing and Octane

exotic plume
#

Now Im just trying to get "MultiFrameRendering" or accumulation working with Unity's Path tracing..

round moss
#

hey guys i have a 1050ti, and i'm using unity's HDRP, i noticed that when i use Sky and Fog valumes it consumes a lot of fps

#

it drops from 100fps to 50

#

is there a solution ?

turbid matrix
#

@round moss disable volumetric fog

#

Also if you have like dynamic day night cycle, updating physically based sky each update is a no go as it is quite heavy to update

iron flame
#

I have a day and night cycle. physical based sky and local volume blend drop fps from 150 to 40. this needs to be optimized.

dawn sorrel
#

Does anyone happen to know of a screen space godrays/light shafts solution for URP?

#

If someone knows of a Volumetric one actually that'd also be welcome

#

I'm not using HDRP because I love the performance of URP

dawn sorrel
#

I saw that but there were tons of reviews saying it didn't work in URP

#

Also I must add that whatever solution must work with dynamic lights/sun lamps

sinful locust
#

I spent most of the day comparing URP vs HDRP performance. Once you enable AO and the new Point Light Shadows in URP and tweak some of the HDRP lighting/shadow settings the performance isnt nearly as big.

#

at 4k I am seeing 175 vs 125 on my 2080ti

dawn sorrel
#

wait point light shadows are supported now?

#

o.O

sinful locust
#

in 2021b they are

dawn sorrel
#

damn

sinful locust
#

the problem is features like AO and point shadows are much more expensive to enable in URP

dawn sorrel
#

SSAO in my experience in URP is super quick

#

also in HDRP if I try and match the highest graphics URP currently handles, HDRP runs slower for some reason.

sinful locust
#

depends on resolution, it has a per pixel cost

#

there are some non-descripitive settings in HDRP that make a huge difference

dawn sorrel
#

URP runs at over 60 fps easily in the editor while HDRP runs at 30 fps max for me

#

Well it would be cool to know them

#

HDRP is just a lot more difficult to use than URP imo, because you always ALWAYS forget something.

sinful locust
#

it is, that is true. I need some of its features tho

dawn sorrel
#

I'm also aiming for it being playable on lower end systems as well

sinful locust
#

I am getting 120fps@4k in my scene with almost all features cranked in hdrp now. So I am good with where its at now.

dawn sorrel
#

I set up a day night cycle in URP with an extremely low res realtime reflection probe capturing the lighting change of the skybox and ground, and that's pretty much all I need. Just figured screen space godrays would add a nice touch if it were available.

#

Yeah that would kill my system lol

#

and I don't have that bad of a system either

sinful locust
#

or 200fps on my 21:9

dawn sorrel
#

Dang that looks nice

round moss
#

Nice work honestly

sinful locust
#

took all day

dawn sorrel
#

Wish I could figure out how to get good performance in HDRP, I wanna do stuff that looks that good

#

Plus my experience with shadergraph in HDRP has been significantly less enjoyable than in URP

sinful locust
#

ya I almost switched to URP today, but then I found out it didnt support volume based skyboxs

round moss
#

yeah

sinful locust
#

and honestly I couldn't get URP to look anywhere near as good as the above

round moss
#

Try using LRP

#

LWRP*

dawn sorrel
#

I did this over the last couple of days https://www.youtube.com/watch?v=mVWR_82MWQs

The sun changes its intensity to 0 when within certain "hours", so that there's no useless lighting calculations happening at night. The entire map also uses a single realtime low res reflection probe to accurately project environment reflections from the skybox as the time of day changes. I also gave the player a flashlight as a bonus for this...

โ–ถ Play video
#

URP can look pretty decent

#

but I'm not exactly going for photo-realistic

#

Also excuse some of the performance hiccups, I recorded in 4k and downsized it to HD by accident

#

also since this I lowered the resolution of the live reflection probe to 16p and disabled mipmaps on it, so it runs perfectly now.

#

My main concern with using HDRP is it takes me a lot longer to get everything balanced visually and running well, which eats away at time programming. In URP it's a lot quicker to get things looking nice without all the greebles to distract me.

sinful locust
#

ya I totally agree there

#

there is also more examples out there.

#

But for a game like I am working on I really do need some of the more advanced features and good lighting goes a long way to making even modest art looks flashy ๐Ÿ™‚

dawn sorrel
#

URP also supports WebGL which is a big + for me.

#

Ye

#

Different projects have their different requirements

#

With mine I wanted just a bit better than Standard but not photo-realistic.

sinful locust
#

My focus is open world game on PC. If I can hit a solid 60fps on mid level PC at 1440p I am fine.

dawn sorrel
#

Just enough to be moody.

#

As you can see, I set up a 24 hour clock system that changes the sun rotation, which I'm hoping to use for some kind of outdoors sandbox simulator type of game.

sinful locust
#

I am doing that as well with HDRP.

#

I am using physical based sky, I just dont update it every tick.

dawn sorrel
#

Something like that which isn't extremely narrative heavy and needs to have a somewhat large world, imo URP fits best for this purpose.

sinful locust
#

I also have local lighting volumes which help.