#archived-hdrp

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delicate creek
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As you get closer to the center of the ground it starts turning white

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any help on how to fix this would be appreciated, thanks!

earnest lintel
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How can I add ambience in HDRP? My sun rotates to simulate a day and night cycle and when it becomes night time it becomes pitch black.

earnest lintel
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or rather, the steps

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visual environment has no options for like a color or something. URP did.

grizzled flame
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HDRP is more complicated and is based on an actual visual environment

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such as skybox or other light-emitting features of the scene

earnest lintel
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so if it's nighttime how are you supposed to not get pitch black?

grizzled flame
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don't use a pitch black skybox

earnest lintel
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so dont use Physically based sky?

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whole point is that the horizon and everything changes

grizzled flame
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IDK HDRP is really complicated

waxen lantern
hybrid holly
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Do render textures work in HDRP? Somehow my main camera is appearing as the background for my backgroundless render texture

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Instead of it just being transparent...

hybrid holly
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Hmmge Sure, I know most of those words! Thanks I will review the link ๐Ÿ™‚

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While I've got you here, since you seem to be some kind of link wizard, I don't suppose you have any clear leads on how to do overlay a render texture over the main camera? ๐Ÿ˜›

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I haven't Googled that one as thoroughly and can probably dig that one out, the first question Google was truly failing me though ๐Ÿ˜›

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That worked! Backgroundless still has the weird hall of mirrors but Color background with 0,0,0,0 works now and nails it

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Now to slap this thing on the camera ๐Ÿ˜›

hybrid holly
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ChefKiss Spectacular, thank you!

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I was over here seeing about aligning a plane to the camera OMEGALUL

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It actually... kinda... almost worked

dark plaza
earnest lintel
earnest lintel
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I just want everything to be lifted so its not that dark

hybrid holly
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Anyone know why an HDRP camera with background: none and culling mask to nothing still has horizon tinting? ๐Ÿค”

EDIT: Apparently it was fog !

rain holly
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anyone have this issue when trying to change to the 2D Renderer?

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I created a new pipeline asset

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created a new 2d renderer

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set the 2D renderer into the pipeline

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and put the pipeline into graphics

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I cant create 2D lights either

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they're also greyed out

eternal laurel
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And enabling it when the sun sets

unborn mountain
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Hey,
I have recently been doing some exploration and research in the SRP world. I have decided to write my own custom Scriptable Render Pipeline and after I got everything working, I thought it would be cool to have a working ShaderGraph with my Custom SRP.
I soon figured out that I am unable to set the "Active Target" under the settings in shader graph.

I also searched the web for some documentation or tutorials on how to get shader graph working with your custom SRP, but didn't find any.

Has anyone tried this and got it to work? I presume I somehow need to define the master node for shader graph so it knows how to construct the shader? Thanks in advance! ๐Ÿ™‚

heavy summit
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nice, it works wonders

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is there a way to also change in editor when the property is changed?

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like an "onUpdate" function?

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artist won't get happy if it only shows during play

unborn mountain
heavy summit
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ok, thanks ๐Ÿ˜„

unborn mountain
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Don't forget to wrap it in #if UNITY_EDITOR

heavy summit
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planning to use it for a pixel shader (like a toon shader) that will be in several objects with different textures and colors

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now it's working well

gray heath
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hey guys. I have imported a PAID asset package for environment which claims to support URP from the asset store. it includes its own URP package inside that - also imported that. but the URP materials are still pink. The project is using URP as the pipeline. this is the 3 errors i get when i click on one of the URP materials. Any help is really appreciated!

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38 pink VS 7 that work. Only 3 of the 38 pink materials have these 3 conditional errors, where as 35 of them dont have any errors and are just pink. Is it legal to sell an asset claiming to support URP but doesn't?

rich spade
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they usually state which URP version they support, not all keep up-to-date with version changes and most will not support URP which is in beta testing. Some only go so far as supporting version which are on LTS versions of Unity.

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If you are certain that you are on a supported version of URP for that asset, your best bet is to contact the developer for support

gray heath
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im using unity 2020.3

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i would give the proper link but the asset was deprecated in october 2020, 4 months after purchasing it

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so the store page is just a 'deprecated asset' paragraph. no info

rich spade
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I dare say the 2019.3 part is correct but the + will be misleading especially since the product is depreciated and there has been many URP changes since.

gray heath
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:\

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that is such BS. why should anyone pay for an asset if it could be deprecated the day afterwards?

rich spade
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that is the frustration of Devs all over and not just within the Unity Eco system.

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You maybe able to debug and correct the errors if you feel capable, the models themselves should still be salvageable... you just need a shader to work with them which gives an ascetic suitable for your game / situation

stable acorn
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he shouldnt need to though

gray heath
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Criminal! I am disgusted by this system. the unity developers tell me to use 2020 because I was experiencing bugs with 2019. and now the assets I buy arent supported by the version without the bugs i was experiencing. And ive spent 4 months using 2020 making my game and now i have to hope that so far it is backwards compatible. I am never buying an asset again.

rich spade
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think a lot of us have "been there, done that", I give strong consideration to any assets before purchase. i.e. if it's a model, does it use custom shader if not it should be good for life of unity / project and future projects.
Shaders or related... need to be confidant of active support and development, do they have a discord page and how good is feedback / support on there.

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if I'm confidant I can do it myself, I usually do these days and shader graph has opened up possibilities to do most of it oneself... BUT that impacts on time so it's not always the correct answer.

dawn sorrel
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hey

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do urp support raytracing ?

red halo
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nope

main panther
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I've got the newest Unity update and the NVIDIA package, but none of the DLSS options are showing up. ๐Ÿค” ๐Ÿค”

dawn sorrel
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its any way to make baked light for randomized map spawned from prefabs?

trim ridge
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Profiler question for Unity 2020 LTS/HDRP 10.5

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Does anyone have any guesses why DXGI.WaitOnSwapChain is taking so long and causing both the main thread and the render thread to just twiddle their thumbs?

chrome locust
chrome locust
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When your GPU is behind more frames then you see waiting on swap chain calls. Your cpu is just idling at that point.

trail flower
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Looking for an HDRP expert engineer who can help us optimising our game. Freelancer work or hiring remotely/UK. Ping me if interested.

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btw @trim ridge we are having the same problem, which started recently. I don't have the time to profile the game, but it's happening to us even if we disable all the pp and special fx. maybe some compute shader forcing a read back, but I am not aware of us using it

chrome locust
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Also which platform and what GPU do you guys have?

trail flower
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we are testing it on low end GPUs but our times are abnormal when pp and special fx are disabled

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HDRP is really not doing much in that case as the resolution is very low (800x600) so it's not even a fill rate issue

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unity profiler is useless when it's time to analyse GPU, so since atm I am testing on a surface, I am taking a quick look with intel gpa

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but it's useful only if it shows something obvious

chrome locust
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There should be a new GPU profiler

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It will show you the GPU workloads. Would be a good starting point if you could show that profile.

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It's gotta be activated manually in the profiler

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If you still struggle feel free to file a bug and we can look at it soon. It'd be good to get a sample scene

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"it's not even a fill rate issue" I'm afraid nothing can be said until we can see what exactly is the GPU is doing.

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It could be as crazy as a compute shader stuck due to constant buffer trashing

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The wait is literay the cpu waiting for the GPU to be done with the last frame in the queue. Commonly there's up to 2 frames of maximum queueing between GPU and cpu. Passed that, you get stalls, because it's a ring buffer in most cases.

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Also what api is this? dx11 or dx12

trim ridge
trail flower
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intel GPA showed us the real problems

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so yes it may be on us

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but I still need to hire someone who can help us on profiling/optimizations

chrome locust
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Sounds good. I hope the info helped. Good luck guys ๐Ÿ‘

trail flower
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@chrome locust I won't try now, but I have never used the unity gpu profiler because it doesn't work with the graphic jobs

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I wonder if the changed that

waxen lantern
# earnest lintel Yeah but will that work with a rotating sun?

then use a real-time GI method like raytraced / RTGI, screenspace / SSGI, or light probe GI aka Enlighten which is returning to HDRP with 2021.2. adding a moon directional light like @eternal laurel suggested is also a good idea with PBR in HDRP, ideally you could do both. or if you really want fake ambient light and custom lighting known as non photorealistic rendering (NPR), not physically based rendering (PBR) then URP would be a better fit

chrome locust
waxen lantern
# trail flower we are testing it on low end GPUs but our times are abnormal when pp and special...

what's the reasoning of using HDRP if you are targeting low end platforms? it's designed and optimized for high end platforms only. it might as well be called the "high end" render pipeline. resolution can't just be lowered either as you have discovered. HDRP is very compute heavy. if you are targeting low end or need something scalable and optimized from low to mid end, you're generally better off extending URP with the few features you need instead of the sisyphean task of trying to modify HDRP to be optimized for low end.

trail flower
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it's targeted to PC cards and on lower end cards that support dx11 and shader 5 and compute shaders, does not work too bad

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the real problem on those cards is the fill rate

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so we usually solve that using dynamic resolution and half the res size

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pixellated but works decently

turbid matrix
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I've never gotten HDRP to perform even acceptably on discrete low end DX11 gpu's

trail flower
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on my surface 4th generation I can get 30fps for sure

turbid matrix
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it's actually one of the main painpoints for me with HDRP as I'd love to have some "crap" mode that bypasses most of the fancy stuff for low end devices

trail flower
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and that's I think is a iris gpu?

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but the key is to lower the res

turbid matrix
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oh lower res def helps

trail flower
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yes and after all is what games like fornite do

turbid matrix
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but I mean, we still talk about 17 fps on HDRP vs 70fps on URP/Built-in kinda difference

trail flower
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so games are used of it

turbid matrix
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fortnite has special low end renderer

trail flower
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the "special" is the equivalent of what unity does with the dynamic resolution

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renders on a smaller render target and then up scales

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it helps ton

turbid matrix
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no, it's literally slimmed down path

trail flower
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if you mean feature wise, you can still turn off stuff in hdrp

turbid matrix
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yes, that 17fps example was with about everything turned off

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URP actually looked nicer at 70fps on low settings ๐Ÿ™‚

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there's just this entry overhead on HDRP you can't get past and low powered devices can't do anything about it

trail flower
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everything turned off, but did you use the equivalent of 800x600 in your ratio as res?

turbid matrix
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well, the point was to compare the perf between hdrp and urp

trail flower
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because of the deferred rendering, fill rate kills those poor gpus

glad tartan
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It should be able to be optimized

turbid matrix
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of course you can get more frames if you use postcard size resolution

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HDRP responds really well to lower resolution

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and really badly to high resolutions ๐Ÿ˜„

trail flower
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yeah it's due to the gbuffer and the other tons of render targets involved

turbid matrix
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which is why HDRP in VR is kinda issue even with DLSS

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on the bright side, years roll past and soon most gamers have acceptable hardware for HDRP ๐Ÿ™‚

glad tartan
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I don't know what the devs would have to do but compared to "another engine" with everything in the scenes the same, HDRP performs worst and they are basically the same quality.

turbid matrix
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current GPU pricing and chip shortages are not helping with that though

glad tartan
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So I'm not sure what HDRP is doing that's slowing things down but it could be faster

unborn mountain
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Just use unreal? ๐Ÿ™‚

turbid matrix
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but if you have fast GPU, you can make HDRP work almost as fast as URP if you disable the feats

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unreal has it's own painpoints ๐Ÿ™‚

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their renderer has too

waxen lantern
# trail flower <@!296006002250088458> I won't try now, but I have never used the unity gpu prof...

according to the latest docs this is still a limitation, but it's still worthwhile to disable graphics jobs temporarily for GPU profiling insights right in Unity Editor as a GPU bottleneck will be present regardless. graphics jobs is only helping alleviate load on the CPU main thread which isn't the bottleneck being profiled here. just make sure your test system(s) have plenty of CPU time to spare that it isn't affecting results.

turbid matrix
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I'd love to give ue5 a spin though but it's still super raw and their hyped features are kinda disappointing for the first glance

unborn mountain
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You could still go for the SRP and implement everything custom.

turbid matrix
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yes, if you have the time and resources for that ๐Ÿ™‚

unborn mountain
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Though doing that requires a lot of graphics knowledge. Well, depending on what you need.

turbid matrix
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main reason I use available game engines is the renderer

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otherwise I'd just do everything in-house

waxen lantern
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a lot of work either way of course

unborn mountain
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But what is the main dealbreaker with HDRP? Postprocessing implementation? Lighting? Shadow mapping?

waxen lantern
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yeah that's what i was wondering

turbid matrix
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there's no dealbreaker for me.. I just wished they would have some slimmed down mode

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right now it just doesn't scale down well

glad tartan
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HDRP doesn't really have any deal breakers if it's what you want. There's improvements and features that are needed

turbid matrix
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I've prototyped hotswapping between URP and HDRP for this purpose but it's kinda pain

waxen lantern
turbid matrix
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also optional VR mode is kinda issue with HDRP perf

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if you have pure VR only game, you'd just pick URP or built-in

glad tartan
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What's the lowest GPU/hardware are you guys targeting?

waxen lantern
glad tartan
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Seems a lot of integrated graphics are being targeted with HDRP but I never really considered those much as a lot of Laptops have dedicated GPUs

turbid matrix
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in my testing, something like GTX670 is close to acceptable

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but it does depend on the HDRP usage too/level complexity etc

eternal laurel
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Best Iv done with hdrp in vr is 12-15ms on a rtx 2070

turbid matrix
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and 670 is quite old already

glad tartan
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I think anyone with a GTX 700 series or so should be able to get 1080p 30 fps in an HDRP title. Haven't tested it though cause I don't have a 700 series or an AMD equivalent card.

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on HDRP's bare minimum

eternal laurel
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I used to hate devs for doing console exclusives but it's just much easier to optimize for 1 hardware config haha

glad tartan
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haha yea, but for PC it isn't that bad when you lock in the lowest you are targeting. If you try to go for everything then it's a real pain. Gotta draw the lien somewhere

turbid matrix
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I still think it's silly that we have to pick between performance and visuals because there's no option to get both on same product

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it pains me because it's technically possible to have both

eternal laurel
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Wont renderpipe X do that haha?

turbid matrix
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cross-SRP aim is nice but it's probably x years off still

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I wouldn't expect that to work properly even on Unity 2022 with current progress on it

glad tartan
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Yeah, for URP I'm not 100% sure where it's going since it's looking to be closer to HDRP day by day. If that's the case we will end up with one RP again.

turbid matrix
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what we see on github for x-pipeline is mainly unifying the settings so they look the same but there's very little (public anyway) work there to make the two RP's play ball together

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or if there is, it's really well hidden

eternal laurel
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The direction urp is going worrys me since it seems to be trying to have hdrp features

bleak otter
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HDRP is the first implementation and then reimplemented again in URP with the lessons learned. Unity's graphics team just doubled their budget with this one weird trick ๐Ÿค“

turbid matrix
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by the sounds of it, they are probably going to push HDRP's render graph to URP eventually

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there's been hints of that on the PRs

glad tartan
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On the roadmap for URP you can see it's getting features to match HDRP. The only difference is really in the implementations and how high they are allowed to be scaled

turbid matrix
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well, the feature parity is one thing that can actually help with the x-pipeline goal

glad tartan
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yea for sure

turbid matrix
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the issue there is that URP requires quite different setup for the same features

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so I dunno how they will deal with this

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take SSAO for example

glad tartan
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But then it's just two RPs with the same features and the difference is one goes from the bottom to half way, then the other picks up half way and go to the top

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Well theoretically. I've seen a lot of URP Projects that look really good graphically but they are modified with a lot of features that are in HDRP

eternal laurel
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I think its mostly people bitching about the lack of volumetrics in urp

turbid matrix
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volumetrics are on URP roadmap now

glad tartan
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yep

eternal laurel
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Yeah and the real question is should they be

turbid matrix
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I'm totally fine with URP getting more functionality

eternal laurel
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Next its going to be lights that match hdrp

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Then the clouds

glad tartan
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I think it should because it helps with quality, well even if it's just for proper atmospherics

eternal laurel
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Cause people will bitch about that

turbid matrix
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I've always hated having to go to 3rd party offerings to get graphical features on Unity

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now HDRP doesn't really require that

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why should URP require?

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asset publishers SRP support is also quite lacking, so I'd rather get some in-house solution that gets maintained

eternal laurel
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At a certain point ita going to be better for unity to take what they lerned from urp and hdrp and just make a single SRP

turbid matrix
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and yes, I totally understand that 3rd parties hate SRPs, it's not ideal for them at all

glad tartan
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which is why it's hard to imagine a future with 2 RP. They will have parity of features I believe

eternal laurel
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They should just start making it one now and dont waste time

turbid matrix
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I can imagine that if Unity eventually gets DOTS right, they will only do one unified renderer for it

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but that's one big if

eternal laurel
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Oh man

bleak otter
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No pressure DOTS team

sinful locust
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But is URP getting GI?

eternal laurel
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I forgot about my character made of boid sims

turbid matrix
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most people I know using Unity couldn't care less about DOTS

eternal laurel
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I should finish that

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I cared about dots

turbid matrix
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@sinful locust they have enlighten already

sinful locust
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well, I care about jobs and burst, not so much dots ๐Ÿ™‚

eternal laurel
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I was super hyped whe they showed it with megacity

turbid matrix
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I loved the idea of dots, until Unity made it all backwards ๐Ÿ˜„

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well, burst is awesome

glad tartan
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I heavily look forward to all the new tools/workflows coming with DOTS. Basically a new editor

eternal laurel
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Then they slowly killed me

turbid matrix
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jobs has issues

sinful locust
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or more specifically dont care much about entities

turbid matrix
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oh, ECS does have future on the tooling

eternal laurel
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I dont even know what burst jobs and dots is anymore

turbid matrix
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but I'm not sold on people programming entire games with it

sinful locust
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jobs/burst is useful for certain kinds of work.

eternal laurel
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Like i know i can use jobs without ecs dots

turbid matrix
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I love that you can now do burst functions super easily

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without even job overhead

bleak otter
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Seems like Jobs is getting adoption where it makes sense though

sinful locust
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for example constructing a ton of block meshes, its useful.

eternal laurel
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But it still cant handle engine stuff right ?

glad tartan
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This is why they are making the VS part of ECS more like Object oriented programming

eternal laurel
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I cant move 100000 cubes with jobs

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Or im missing the idea ?

bleak otter
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Pretty sure you can do Transform stuff?

turbid matrix
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there's special transform job type too, you can access transforms for worker threads

bleak otter
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They seem to be making special paths to some parts of Unity

sinful locust
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ya u can, u just need to use Graphics.Draw and your own physics transforms, to avoid the gameobject overhead ๐Ÿ˜‰

turbid matrix
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or rather, manipulate them

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but you probably can't efficiently render it

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which is kinda what hybrid renderer tries to solve on DOTS

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but being able to render gazillion same mesh isn't very beneficial either ๐Ÿ˜„

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you can do fancy mass simulations though

glad tartan
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I'm most excited about the new tools and workflows being built on DOTS. We got a tease of some of them with the Unity 2020 Roadmap talk and some glimpses in the DOTS forum.

sinful locust
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u can do all of that with jobs and Graphics.DrawMesh* calls tho

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no need for gameobjects overhead or to use dots entities.

eternal laurel
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I still think dots is the future. I just wish unity would take it more seriously

glad tartan
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They are, we just cant see it yet.

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Only little snippets here and there, mostly on the DOTS forum

bleak otter
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I believe they want to get entities there as fast as possible, as they are already (and have for a while) been investing on systems that use entities as the base

eternal laurel
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The main problem is that there can never be a seamless upgrade

bleak otter
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The upgrade seems so significant that I don't mind everything being burned to ground

eternal laurel
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Me too to be honest

glad tartan
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I think people should not look forward to upgrading and just start new projects on the new foundation

bleak otter
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Unity 2.0. The only part that will remain is the editor..... ๐Ÿ˜ฆ

glad tartan
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yes you will have code for tools or systems already made for projects that will have to be remade but that's a part of switching and not upgrading.

waxen lantern
# eternal laurel At a certain point ita going to be better for unity to take what they lerned fro...

maybe once triangle rasterization is largely a thing of a the past on even mobile platforms i can see that being practical / happening. and not a moment before then. unity supports too wide a gamut of platforms. combined with new raytracing and mesh / prim shader, smart access mem tech on the high end, and people aren't upgrading their phones as often anymore on the low end. webGL / webGPU support is also very slow moving. Unreal went so far as to drop official support for webGL completely years ago, meanwhile Unity just added a bunch of new features to support legacy webGL 1.0 platforms since webGL 2.0 is still not ubiquitous (though iOS 15 / safari is getting webGL 2.0 soon, finally.)

eternal laurel
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I agree landon unity is jugling way too many balls

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Multiple srps arent bad either

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But then people bitch about lack of features

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If you are making a mobile game or a .io game you dont get build in volumetrics simple as

waxen lantern
# eternal laurel I agree landon unity is jugling way too many balls

yeah exactly, as the most widely used real-time engine in the world, Unity is trying to keep up and be everything to everyone. which is great but also can get really messy and lacks focus, feature implementation takes a long time. so many teams working from so many different offices around the world targeting needs of every possible industry. it's a double edged sword.

turbid matrix
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well... URP didn't have point light shadows or SSAO like.. year ago

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I mean those aren't some high end features even

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or maybe SSAO was 10 years ago ๐Ÿ˜„

eternal laurel
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I agree with ssao and point light shadows too

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But raytracing, volumetrics etc

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I just think urp as a whilo is going to suffer

turbid matrix
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if URP had raytracing and better shadow filtering, I'd be using it already ๐Ÿ˜„

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shadow filtering is something you can fix yourself though

eternal laurel
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But supporting that must come with some performance overhead

waxen lantern
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i feel that by the time URP has real-time raytracing, HDRP will have neural SDF rendering or something lol

eternal laurel
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At a certain point urp is going to stop being so performant. Then what? Unity come out with a mobile srp

turbid matrix
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or.. they actually make is scalable this time around

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I mean URP is scalable atm

waxen lantern
eternal laurel
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I dont know man. For example I just spend two days working with vfx graph and the ux makes shadergraph feel like a brick. Why cant they unify even that?

glad tartan
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To be honest HDRP is setup to handle everything from base xbox and PS4 consoles to whatever we have in the future. For me I'm not too worried about supporting hardware that's lower than that. My main thing with HDRP is the performance, that coudl be a bit better out the gate

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all the graphs will be unified soon with Graph Tool Foundation

waxen lantern
waxen lantern
eternal laurel
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I have not heard about that

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I hope its based on the vfx graph haha

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cause if they fuck that baby up I might just give up

glad tartan
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Well the DOTS Visual Scripting was a lot more advanced than the VFX Graph and it was the first Graph tool that used Graph Tool Foundation (early stages). When that is actually implemented for all grpahs, VFX graph will be even better.

eternal laurel
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is this it ?

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โœ… Get the Project files and Utilities at https://unitycodemonkey.com/video.php?v=nqt3p1n342A
Can you make a game without code? Let's check out Unity Visual Scripting!

Unity Visual Scripting
https://forum.unity.com/threads/dots-visual-scripting-6th-experimental-drop.795807/

Getting Started with ECS in Unity
https://www.youtube.com/watch?v=ILfUu...

โ–ถ Play video
waxen lantern
waxen lantern
sinful locust
eternal laurel
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but renardo said it used the graph tools foundation

waxen lantern
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visual scripting graph, shader graph, visual effect graph will all be moved to using graph tools foundation... once that foundation is finished

waxen lantern
eternal laurel
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Im pretty sure the video is about that haha

waxen lantern
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but that's not the version based on Bolt we have right now and the video you linked

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ohh

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that is a DOTS VSG video not GameObject VSG (Bolt). a rare find lol

glad tartan
#

@eternal laurel Yea, that was an early version of it. It later changed to something a little different and had a few more features (Graph workflow)

eternal laurel
#

oh ok I was veeeery confused for a moment there

waxen lantern
#

but yeah not the gameobject VSG bundled with unity based on Bolt

#

my mistake

glad tartan
#

Yea, not a lot of people knew about the DOTS VS, after BOLT was acquired work stopped on DOTS VS and shifted to BOLT to be integrated in Unity then down the like Integrate DOTS VS to that while updating the UI to Graph Tool Foundation

waxen lantern
#

presumably DOTS VSG will return later... having something for gameobject workflow in the meantime makes sense as priority... it's a dealbreaker for many devs having low code and no code / node workflows for game logic that are ready to use and supported fully now

glad tartan
#

@sinful locust I'm not worried about HDRP vs URP. I'm talking about HDRP's performance in general. It's a but on the low end in general. Not terrible or bad just a bit under

#

Yea DOTS VS will return

waxen lantern
#
  • foreboding strings and drum ๐Ÿฅ roll *
bleak otter
glad tartan
#

From what I understood it was ("It would be nice to integrate Bolt 2 until we are able to make it our own but that didn't work out so Bolt 1 was done instead")
Either way it's all temporary and soon things will go in a different direction, most likely closer to what DOTS VS was or something similar to be aligned more with how Unity are doing things.

analog meteor
#

sorry to interrupt the converation, but i was wondering, how do i render a weapon (first person) over all other objects in urp?

outer carbon
#

Use a second camera that only renders the weapon (put it on a layer the camera only renders), and then use the camera stacking feature in URP.

analog meteor
#

it doesnt work though, using an overlay camera just renders only the overlay camera

outer carbon
#

Then you're not using the stacking correctly.

analog meteor
#

okay my main camera is a base camera with the layer the object is on removed, the second camera is only rendering the layer that the object is on, and its on overlay

#

and then i added the overlay to the main camera

#

isnt that it?

outer carbon
#

Yep,

analog meteor
#

yeah its not working

outer carbon
#

Then there's an issue with your setup, somewhere. ๐Ÿคทโ€โ™‚๏ธ

#

As you can above, it's working just fine.

analog meteor
#

here wait

#

i can send my camera settings

#

base camera

#

overlay camera

outer carbon
#

What does your culling mask look like for the base camera?

analog meteor
#

everything but the Player layer

#

also this is what happens when i try what you did

outer carbon
#

Are you sure the cube is just not hidden behind the cube? ... move it to the right.

main panther
glad tartan
#

This shows how to do exactly what you want

#

although in an earlier version of URP/LWRP

red magnet
#

Yo, question regarding render features:
I have a second camera that i render to a render texture, including an alpha channel (as i need the transparency).
I use that on a raw image with a custom shader, which gets its texture from a custom render feature on that camera.

Seeing how the render feature can pass the resulting render to a global texture for shaders, i tried to just move my render texture result to another global texture and use that in my shader, which works fine, except for one thing: The alpha channel is gone.
Is there any way to keep the alpha channel?

#

-Also, im using URP

chrome locust
light brook
chrome locust
#

Ive seen some people talk about DOTS and Hybrid.
Just so you guys know, my big big goal is to improve performance in HDRP. For CPU I am right now exploring how to architect a better processing of HD*Additional data. This Branch https://github.com/Unity-Technologies/Graphics/commits/HDRP/FastCPUDecals Is still work in progress, but im trying to burstify and paralelize processing of decals, so the CPU is not wasting perf.
If everything goes well ill be able to also improve performance on HDAdditionalLight data (CPU)
Im still new to some of these technologies, but in the CPU it all boils down to have proper occupancy and good caching patterns. Lets hope that we can hit 120 fps in HDRP on new consoles at some point, thatd be my final goal

#

will try my best too to get a proper temporal upscaler that works for every platform. On the meantime DLSS should do the trick. I can only say this about HDRP (I dont work on URP as much). Big plans, cross fingers everything goes well and we get you guys ramped up with all these great changes.
Also super cool seeing this community so active and passionate (just joined this discord a couple of days ago). I appreciate the feedback on every instance. Even if its frustrating, I get it. Its good to throw F* words and get it out of your system. At the end of the day we can all get there, together. Please leave feedback on DLSS if you guys get it working.

glad tartan
#

I'm with everything you said. Hopefully all goes well

chrome locust
#

Trust me man I hope so too ๐Ÿ˜‚

#

So far it's doable.

hybrid holly
#

Kinda tough to see, they are more clear without the gif compression, but there's very visible concentric rings that follow the camera along this surface, as if the camera is projecting a decal

#

Might be clearer here, zoomed out the rings are much larger so the sharp edge is more noticeable moving around under the camera

#

Ok disabling mip maps on the normal for that material fixes it... now to figure out why lol

#

Okay solved. Through events unclear to me the filter mode got set to none for the normal 4Head

obtuse cave
#

Trying to implement Camera Stacking on a 2D render pipeline project. I know it wasn't possible in earlier versions of the URP, but from URP 8.2.0 this message in the docs has been removed, making me believe it has been made possible "Important note: In this version of URP, Camera Stacking is not supported when using the 2D Renderer or when using the VR Multi Pass mode. Support for these will be added in upcoming versions of URP."

#

I've been unsuccessfull so far, and curious if the mistakes are on my end, or if the docs are incorect = it still isn't possible for the 2D render pipeline in URP 8.2 ?

#

2020.1.7 by the way

waxen lantern
fringe rivet
#

can you change universal render pipeline lighting with c#?

waxen lantern
#

@obtuse cave and if you must use 2020 for some compatibility reason, use the latest release possible, like 2020.3 LTS.

#

or use the latest stable release. currently 2021.1.x

rich compass
#

@fringe rivet absolutely, you have a lot of flexibility with it. You can get about as low level as you want, though at some point you may want to fork the package.

Changing it in more trivial ways is usually done via shading though, and for that you can override various aspects of the lighting via shaders

#

Thereโ€™s a Lighting include file that youโ€™d want to look at

waxen lantern
# fringe rivet can you change universal render pipeline lighting with c#?

and check out this tutorial https://youtu.be/whmPkDp3dqo

โœ”๏ธ Works in 2020.1 โž• 2020.2 โž• 2020.3 ๐Ÿฉน Fixes for 2020.2 and .3:
โ–บ When you create a shader graph, set the material setting to "Unlit"
โ–บ The gear menu on Custom Function nodes is now in the graph inspector
โ–บ Editing properties must be done in the graph inspector instead of the blackboard
โ–บ In Lighting.hlsl, change the line "if SHADERGRAPH_PREVIEW...

โ–ถ Play video
wet yoke
#

Can anyone help me? I installed HDRP and now my assets are Pink. I already went to the Render Pipeline and transformed everything to HDRP but some assets are still pink how do i fix that?

dawn sorrel
#

hey , where is that ddgi features in unity, no one is talking about it ?

#

it was featured here , its called rtxgi i guess

ember breach
#

because of that I am working on my own kind of a Probe Based GI aimed for speed so realtime changes and not for precision.

zealous rose
lavish vault
#

Does anyone know how I can tell if something is actually being instanced?

#

I'm drawing via the instanced API and it has a a shader that always has an instance ID of 0

signal osprey
#

how's the perf of vfx graph when spawning multiple explosions?

tight umbra
#

soo i have no clue how to downgrade from HDRP to standard.
i tried deleting the packages directly from my project, and now unity is broke. the game renders and pitch black, and the editor window is just grey.
i assumed unity would warn me that its missing RP packages and ask me if i want to set it up again.

#

everything has broken. i knew simply deleting the pakcages was naive, but i thought there would be a bit of hand-holding from the IDE

glad tartan
eternal laurel
signal osprey
eternal laurel
#

It all depends on your explosions. For example I have 4 snow systems each with 15k particles running in VR with no problem. If your exploaion vfx has millions of particles it will be a perf issue. If it has 50 it will not. Nobody can give you a straight answer.

#

Make your effects, spawn them and test the performance, no way around this

trail flower
#

@waxen lantern I was reading that there is difference between MT renderer and graphic jobs. Is this a thing on PC as well?

trail flower
#

what would an enormous PopEventQuery mean?

waxen lantern
# trail flower <@!471083604135378975> I was reading that there is difference between MT rendere...

yes. there is a difference, and the difference itself is not specific to any particular platform.
https://docs.unity3d.com/2021.1/Documentation/ScriptReference/Rendering.RenderingThreadingMode.html
see this script reference doc which links to the modes and a tutorial with more info

See the tutorial page Multithreaded Rendering & Graphics Jobs for a comparison of different rendering threading modes.
https://unity3d.com/learn/tutorials/topics/best-practices/multithreaded-rendering-graphics-jobs

Unity Learn

Rendering graphics in Unity is a complex task. This guide provides a better understanding of the underlying concepts related to rendering, and best practices for reducing the rendering workload on the GPU.

trail flower
#

yep I actually came from that article, but in the past I thought I saw this already and I think on PC MT rendering didn't matter and it is always true or something

waxen lantern
waxen lantern
# trail flower what would an enormous PopEventQuery mean?

a long GfxDevice* event of this sort is the CPU profiler showing that the CPU is waiting for GPU work to complete. you'll need to disable at least Graphics Jobs to enable the GPU profiler and get a breakdown of the work / time on the GPU as Unity sees it.

obtuse cave
#

@waxen lantern Was using 2020.1.7, was hoping to not having to upgrade project as it is in final phase, but just upgraded to 2020.3.5f1 LTS. Still not working.
It's running on the 2d renderer which came with the Lost Crypt demo a while back.

obtuse cave
#

Using Universal RP 10.4.0

eternal laurel
#

Did I just spend a whole day trying to get a Blit Render feature work with Single Pass Instanced rendering in URP ? Yes. Was the secret in using SAMPLE_TEXTURE2D_X and UnityStereoTransformScreenSpaceTex. Also yes.

trail flower
#

@waxen lantern I should have pasted the whole frame, the CPU wasn't waiting for it, that part was going over the next CPU frame

#

my problem is that the GPU profiler, while it breaks down the gpu work, doesn't tell which part is asynchronous and which part forces a cpu sync

#

but I think it may also due to the fact it's almost all compute shaders, not well tracked by the unity profiler

sacred gazelle
#

My camera settings seems to be missing the checkbox to enable post-processing. I installed the URP package already and created a new camera object, any idea why this is?

#

Sorry if it's something dumb, I'm pretty new to anything related to render pipelines.

fiery marsh
# sacred gazelle My camera settings seems to be missing the checkbox to enable post-processing. I...

This looks like the Camera object when using the built-in pipeline. Even if you install the URP package there is still additional setup before the project is configured to use URP. You need to create and assign the pipeline asset under Project Settings, and update any built-in materials. See : https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.5/manual/InstallURPIntoAProject.html

sacred gazelle
dawn sorrel
#

i hope dxr gonna reach the quality and performance of control game!

#

this game is supper optimized concerning its a raytracing game.

sterile cairn
#

2D shadow casters from URP can be automated using the animation timeline - i.e. their properties will change in the timeline during record mode - but the actual shadow caster itself preserves the changes after record mode is disabled. is this a known bug or?

chrome locust
# trail flower what would an enormous PopEventQuery mean?

As Ive mentioned before, this is the CPU sitting idle, waiting on the GPU to finish work.
Means that you are GPU bound (remember, the GPU its is own device and runs async from the CPU).
You will have to take a render doc capture or look at the gpu profiler to see whats going on

trail flower
#

but it wasn't called PopEventQuery before, it was a normal and more readable wait for present

#

PopEventQuery is not stalling the CPU frame, but it's being executed in the next CPU frame

#

but in any case it doesn't change the fact that I don't know what the GPU is doing to do this, so I have to investigate with more advanced profilers

chrome locust
# trail flower PopEventQuery is not stalling the CPU frame, but it's being executed in the next...

How do you know its not stalling? That looks like a WaitForSingleObject or waiting on a semaphore. Which means that your thread is asleep overall. I really doubt there is any computation. Thus the CPU is idle waiting for your GPU to finish something. Whenever you see long present times is not that the CPU is doing something expensive. Is that your render thread is waiting on the GPU to free some frames so it can send it more work.

trail flower
#

how do you know that is not stalling? Because the rendering thread is between CPU frames

#

it's clear from the timline view

spice sparrow
#

setting a post processing value in URP isnt working at all

#

it changes but the whole override thing breaks

#

if i right click on it while playing and reset it

#

it works

#

and i cant slide the values around

#

but if i change anything in script then it freezes up

analog meteor
#

hi! how would i make it so that a certain layer renders over another certain layer when its occluded

#

i have an object in layer 1, and another in layer 2. i want the object in layer 2 to render through the object in layer 1 even if its occluded by it

#

(in urp btw)

#

would using multiple overlay cameras cause a big performance hit

#

problem is, putting each of the layers in a different overlay camera means that the object in layer 2 renders through ALL objects, and it is visible even if it goes through the floor

glad tartan
#

Anyone used HDRP with 2021.2 a21 yet?
Performance is noticeable lower with that version. I opened two projects with it, one running on DX12 where performance was cut in half, and another with DX11 where I saw about a 20% reduction. Haven't tested URP yet so not sure if that's behaving similarly.

dawn sorrel
#

21? its out ,

#

?

glad tartan
#

yea

#

don't know if it's in the hub yet

dawn sorrel
#

hmm was fast release.

glad tartan
#

yea, only a20 shows in the hub. a21 you have to get from the link for now

cobalt idol
#

How can I get the 'Render Scale' quality setting from code in URP?

chrome locust
#

Explains how swap chains work. Let me know if you have questions

#

Unless you can figure out how to take a GPU capture is impossible for anybody to help.

#

I recommend again doing a render doc capture. Hope this helps ๐Ÿ‘

trail flower
#

Oh ok I didn't realise that it's the render thread what the profiler shows I thought somehow it was showing the gpu events themselves

#

Is there a way to prevent the render API from being used on a other thread? I thought that was what the gpu jobs were for

#

I am stuck with the dx9 way of doing things so this rendering thread maybe how things work with dx11 tbh

chrome locust
# trail flower Is there a way to prevent the render API from being used on a other thread? I th...

Indeed! shows you all CPU, the events you see is the CPU submitting that event for the GPU.

So the reason is because usually (and this depends on what the developer decides) you allocate a fixed number of 'swaps' or temporary frames.
In the case of unity (and most simple game engines) there is memory just for 2 frames.
In Frostbite it used to be up to 7 frames (if you had dual gpus connected). But this number varies.

#

The GPU spins completely independently from the CPU. The CPU is constantly 'queuing' frame information (this would be draw calls / pm4 packets / command list stuff) and the GPU is constantly consuming it.

#

If the GPU falls behind (because say you have an effect that could take a long time) and the CPU is going very fast, the CPU start filling the queue (remember is up to 2 frames in unity). Thus when we run out of 'queue' space, the CPU then just waits. That presents is waiting for the GPU to free some of the resources from the ring buffer.

#

The way to prevent it is to optimize your GPU work. The cpu cant have that many frames queued. So what we have then is a bottleneck.

trail flower
#

Yes but the commands queieng happening on the render thread is either something optional or something introduced by dx11 as ofc it wasn't like that with dx9. I'll check if the mtrendering flag makes any difference. This is just for curiosity (edit: as expected MTrendering doesn't make any difference)

#

Nothing of what you said is alien to me, the gaps are due to the fact that I stopped being a graphic programmer before dx11

#

And so I lack modern gpu architecture knowledge

#

I prefer nsight and GPA to profile and renderdoc to debug

#

In fact we now know what's going on so I continued this discussion mainly to understand how the unity profiler works

#

My other main problem is that once we get rid of the low hanging fruits there could be still major gains with tuning, but there is where the lack of how the gpu works becomes a problem

#

And since I don't have the time to catch up, I'll need to hire someone who has got the knowledge already

barren goblet
#

the lightmap indirect light only mode,
is it just doesn't ignore the first bounce, the direct lighting and shadow ?

#

but why, the light is static, it's meaningless to calculate the direct lighting at run time.

loud leaf
turbid mantle
#

in HDRP, is there a way to render a single mesh to a texture, with a custom orthographic view, using an unlit shadergraph material? I've tried doing CommandBuffer#DrawMesh in a simple script, but you can't override the matrices in HDRP, and the material is broken. I'm looking at using a CustomPass now, but they seem overwhelmingly architected to work with the main camera and draw to a screen buffer, so I don't expect it's going to work well for my completely non-screen-related use case.

ebon narwhal
#

I switched from HDRP to URP and now everything is white, anyone know a fix?

turbid mantle
turbid matrix
eternal laurel
ebon narwhal
#

I switched from HDRP to URP and now everything is white, anyone know a fix?

glad tartan
ebon narwhal
#

the lit shader is doing the same in the inspector though

ebon narwhal
#

Im going to try re-installing URP

#

I found the solution, It was to delete some old lighting data i didnt even know existed

dawn sorrel
#

So, I have URP 2D Render installed for shadows.
And have two 2d point lights.
Now, I have a problem where the shadows seem to occasionally stop casting.

#

depending on where the camera/player is

#

How do i fix this?

#

is there a way to change render priority for shadows, or increase the max num of shadows?

ocean summit
#

The shadow distance property in the URP asset maybe?

#

You're not doing any custom culling optimisation of the light?

dawn sorrel
ancient glade
#

Hi, how can I make particle system visible above all other objects even invisible and not affected by occlusion?

ashen laurel
turbid matrix
#

@ashen laurel you can spoof the movecs for objects that don't move or move at different pace

tiny notch
#

so i tried installing hdrp but realised that it would not work and after uninstalling it this happened, does any one know how to fix it?

turbid matrix
#

@ashen laurel few examples:

  • you can give spinning stuff, like car wheels custom motion vectors and limit the velocity so it doesn't explode
  • can exaggerate moblur for select objects as you can now give bigger movecs than the actual movement is
#

also you can do custom movecs for manually simulated things like vertex anim (altho I dunno how much HDRP can compute this type of stuff itself)

ocean summit
ocean summit
ocean summit
#

Fix materials* I mean, somewhere in Edit > render pipeline > URP > upgrade materials or something

ancient glade
#

I don't think I can achieve this with just render queue or sorting layers; basically I want particles to not be occluded; can I achieve this with some custom occlusion shader?

ocean summit
#

By occluded you mean just behind an object or using unity's occlusion system ?

ancient glade
#

Behind an object

ocean summit
#

Then maybe a shader that always write on the depth buffer could work

ancient glade
#

Okay, thanks

median dune
#

How is this possible ? In the scene view, the road is ok on the main camera window, but not in-game (I use an offset in the road shader) :

carmine orbit
#

Trying to create HDRP scene manually. This shot is before I create the hdrp asset and assign it to graphics

#

This is after, everything just goes?

#

What's that about?

#

think it's something to do with this

carmine orbit
#

It keeps telling me to use vulkan even though I'm on a pc and have directx

short orchid
polar spire
grizzled thorn
#

hello i am very new with urp and it looks like theres someting weird with my game.

eternal laurel
grizzled thorn
open pagoda
#

hello, is there any way i can get the current bound FBO ID while using URP

chrome locust
#

hey guys, some updates on CPU optimizations:
Turns out that my experiments with burst + decals were very much successful. Went from 0.3ms to 0.0 ms (cost hidden on parallel jobs) to process all decal projectors on my i9 CPU. Savings on crippled console CPUs will be astronomical. No c++ changes, just better processing of transforms using ITransformParallelFor and TransformAccessArray.
I am now thinking of how I can do this for lights ๐Ÿ™‚ but if everything goes well, next version of unity should have low cost HDAddtionalLight data processing ๐Ÿคž

eternal laurel
loud leaf
chrome locust
#

Just a warning, to do this with lights we will need to add something in the engine, so we can have burst jobs on light types. This will take much longer. Not gonna be a walk in the park from what im seeing, but its possible.

#

so thats the first step. After that we have to move things to this new system on hdrp. We'll see. Hope it all works out. ๐Ÿคž

turbid matrix
#

@chrome locust that's cool, same thing, been following your recent work on github, great stuff ๐Ÿ™‚

#

I actually asked about the lightloop etc optimization using Burst at last physical Unite (2019), like if it's being considered

#

would love to see Burst utilized more on these places as HDRP has plenty of CPU overhead atm

chrome locust
#

Thats sort of the key, this struct lets you instantiate jobs of type IJobParallelForTransform

#

So I will propose internally a LightAccessArray , with a IJobParallelForLights

turbid matrix
#

out of curiosity, is Burst really going to come as HDRP dependency now? I could have seen this as some kind of limitation in past but Burst dependency did roll out to URP recently so could see it being easier to get it into HDRP now

chrome locust
#

once I have this, I can then move stuff in hdrp internally

turbid matrix
#

I don't think many users itself would object the dependency, must be more of a pain for internal testing

chrome locust
#

I dont know / probably I dont have authority to talk about this.

turbid matrix
#

ah yes, that's fine

chrome locust
#

all I can say is that so far internally people are happy with optimizations, internally at unity and externally

#

happy to accept*

#

so its of the best interest for everyone to have these gains. Will keep you guys updated on cool PRs

chrome locust
turbid matrix
#

I'm one of the people who's been actively asking for DLSS so yes, very happy about it being there ๐Ÿ˜„

#

would love to test the AMD thing when it's released too ๐Ÿ™‚

deft oar
#

I'm having trouble changing the Lit Shader Mode in HDRP 10.5 to have both Forward and Deferred rendering. I've changed Lit Shader Mode to 'Both' in the HDRP Pipeline Asset but I still can't change it within the Default Settings or Custom Settings on a camera. Does anyone have any suggestions? The HDRP Pipeline Wizard says everything is fine..

scarlet hull
#

Are you 100% sur the "Default HDRP Asset" is actually the one set as the default RP in the graphic settings ?

deft oar
#

Yes, when I click on the default HDRP asset under the Project Settings the correct asset is highlighted in the project tab below. This is also a fresh HDRP project

#

I think I figured it out

scarlet hull
deft oar
#

Under Project Settings > Quality, each quality level has a separate HD Render Pipeline Asset and those need to also be changed.

#

Exactly

#

I don't remember this being an issue with older versions but maybe I'm just forgetting. Thanks for your help, Remy ๐Ÿ™‚

scarlet hull
#

Hum this might be an issue then, you should be able to change the value in the default frame settings as it's bound to the asset set in graphic settings.
If you're not up to date on your Unity/HDRP release (latest patch release + HDRP package), you might want to update, and if the issue is still there I suggest to report a bug

deft oar
#

I'll do that. I'm on Unity 2020.3.12f1

scarlet hull
#

I think latest available HDRP for this version is 10.5
If you already have it, then throw us a bug report ๐Ÿ™‚

opal moon
#

im using urp and when i zoom out, fog effect increases. How to turn off this?

#

i cant see the real color of object

outer carbon
#

You can disable fog in the scene view from the drop down.

opal moon
#

its still same on game view ๐Ÿ’€

outer carbon
#

If you want to remove it from the game, then you have to turn it off in the Lighting > Environment settings.

opal moon
#

Thx ๐Ÿ‘

warm oar
#

Hey guys had a quick question. Does anyone know if sprite atlases are now obsolete with URP?

#

Whenever I save my project now that i'm URP i keep getting the following changes to my atlases

sand saffron
#

Sooo, not sure if it has been mentioned here already, but apparently surface shaders are coming to SRPs after all https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/621-surface-shaders

Summary

SRP Surface Shaders are a similar concept to Built-in surface shaders. You can define a surface function that describes the physical characteristics (albedo color, normal, emission, specularity, etc.) of the surface of a lit geometry without the need to write shaders using complex low-level shader programs.

**Intended Outcome/Use...

tranquil dock
#

I'm having a very strange issue. On Oculus Quest 2, it seems the shader coordinate precision is much lower compared to desktop, so there is lots of "z-figting" (well I guess "position-fighting") even at distances on the scale of 100.

#

I know float precision is an issue in larger worlds, but that's usually on the high 1000s, but here I can't even get a house 400 units away to not flicker like crazy.

#

I'm using URP on 2020.2.7f1 by the way.

#

Is there some setting or the like for shader variable precision globally?

fallen monolith
#

Somewhere, in one of the updates, one or both of these might have been turned on, which causes significant drift in accuracy, the further you are from the centre of the world.

rugged dew
#

I changed My Pipeline to HDRP and reloaded the textures to HDRP but
This happened.
how can I fix it?

next crystal
#

Why is everything lit white if the light preview is on in a default HDRP?

tranquil dock
tranquil dock
#

I'm still building atm, but these were the settings. In principle position isn't checked, so maybe it shouldn't be that?

#

Hmm no, the same results with everything off

tranquil dock
#

Okay, switching from OpenGLES3 to Vulkan fixed it. I don't know why or how, but it did ยฏ_(ใƒ„)_/ยฏ

glad tartan
next crystal
#

and its in the SCENE view, not game

glad tartan
#

so game view is fine?

next crystal
#

game view it looks fine, just that it seems most lights barely have anything on them

glad tartan
#

Ok then you just need to disable and enable scene view post processing and it will be fine.
HDRP has a few things that blow out the scene view exposure with auto exposure enabled.

  • If you undo
  • If you start playing the game from a view with exposure that doesn't match another section of your scene that you start at

This little button at the top of the scene view is the post processing rendering for the scene

dawn sorrel
#

I need a team

next crystal
#

sad....its supposed to be the highest quality rendering but you cant even preview it ๐Ÿคฃ

glad tartan
#

I've never had this issue at startup, only if I do one of the two things I listed.
Minor issue but annoying. When it happens right at the start of a project to those who are new to HDRP, I see how it leaves a bad impression.

next crystal
#

neither of the 2 things u listed are the problem for me

#

i just came out of messing around with URP , and i dont even remembering it having any issues other than a bit too many packages installed

glad tartan
#

Yea, URP is a lot smaller and simpler than HDRP. It's gaining some complexity though but it's a smoother experience coming from Built-in as they mostly match each other on almost everything. URP will eventually replace Built in

next crystal
#

tbh hrdp and the new input system look like a mess

dawn sorrel
#

Is there no way to get neither the super sharp shadows nor shitty pixelization in URP?

#

I want my PCSS ๐Ÿ˜ข

dawn sorrel
#

What is this? It won't go away. I got this after updating to 2020.3 I tried clicking on Attempt Fix and add renderer feature but It is not doing anything.

fallen monolith
#

Rewired, an asset in the Asset Store, does input complexity management infinitely better, and solves all the problems the New Input System hopes to solve in an infinite future. HDRP was a template to demonstrate the Scriptability of the new Render Pipelines, but has become a state in and of itself for all the possible wrong reasons. As a result, Render Pipeline Scriptability has been so neglected that nothing short of a highly experienced team of graphics programmers with source access could ever hope to pull it off, and will then be utterly dependent on the preview state DOTS to get any significant benefits over customisation of Builtin.

vale solar
#

How do I achieve so that I have got an HDRi sky, but I have zero ambient lighting coming out of it? I have tried to set the Indirect Lighting Controller and the Exposure, but I still have a pretty sensible environmental lighting.

#

I want this to be pitch black, or close to it

signal osprey
next crystal
#

its normal for hdrp to import stuff every time i open the project? thonk

tranquil dock
#

in fact it sometimes decides to do long tasks when i want to do trivial things like changing a material's shader, or saving a scene. very weird, but I don't think it's caused by render pipelines afaik

next crystal
#

and yeah it seems like changing even a shader's option takes like 10 seconds now

#

hopefully next version fixes it fast

tranquil dock
#

it hapens on 2020.2.7 too. it is very workflow-breaking, sometimes it hangs for a really long time

#

we have a hall of fame at work and the current record is 1h 3m hang when saving a prefab that has 2 simple gameobjects in it

next crystal
#

Yeah i was converting a 6 year old project , fixin stuff; took me over 10 hours when it couldve been 3 eyesShake

signal osprey
glad crown
#

so i was told when importing crest URP.. that sample shadows needed to be added to my renderer asset. Can someone explain what sample shadow is/does or point me somewhere that can? not found much online and would really just like to know what i am actually enabling.

vale solar
signal osprey
vale solar
signal osprey
vale solar
slate hazel
#

It's HDRP

next crystal
#

Are there no particles shader equivalent for HDRP?

chrome locust
# slate hazel Anyone able to help me with a quick problem? Unlit materials are rendering as bl...

https://github.com/Unity-Technologies/Graphics/pull/4340
I fixed this a while back. It's a bug. Check latest HDRP 12.
Try playing around with exposure control on your reflection probe's override camera settings

GitHub

Purpose of this PR
Fixing fogbugs: https://fogbugz.unity3d.com/f/cases/1324000/
Unlit emissive was too dark, because there was a missing pre exposure multiplication.
Repro steps :

Open attached pr...

slate hazel
#

thanks!

next crystal
#

Whats this weird dithering effect on shadows? It seems the higher the resolution the more pronounced and bigger it is

twin olive
#

How can I add support for OBS's "Allow Transparency" Game Capture option into my Unity project using the Universal Render Pipeline?
Previously when using the builtin pipeline, all I had to do was set the camera clear flags to "Solid Color", then set the alpha to zero. This doesn't seem to work anymore.
This is the only post about this I've found so far, with no solution.
https://forum.unity.com/threads/urp-full-window-partial-transparency.963743/

fallen monolith
#

@twin olive How/what did you use to make this work in Builtin? Sorry, dont have a solution for you in URP

dawn sorrel
#

Do you guys think SRPs are not so scriptable as they were intended to be? Even with culling you have shit like structs that call into injected C++ code so if you wanna change culling, welcome to ripping out CullingResults out of a bunch of places.

vale solar
#

This is the Environment tab

next crystal
#

Any way to clean up / delete the shaders that do not work in HDRP? Including legacy ones and other baked into the built-in renderer

glad tartan
twin olive
#

@fallen monolith It was pretty easy. All I had to do was set the camera's clear flags to "Solid Color", then pick a color with an alpha of zero.
Although I think now in Unity 2020.x it's no longer called "Clear Flags" and is instead called the camera's "Background" or something similar.
Then just build and run the project, and use a Game Capture source in OBS to capture the running exe.

next crystal
glad tartan
# vale solar How do I achieve so that I have got an HDRi sky, but I have zero ambient lightin...

There are two ways you could do this but this way is the most flexible. (Not a lot to remember to change after setup)

Option 1
You will have to create two Volume Profiles for your sky.

- VP 1 - Your regular setup which you have setup
- VP 2 - One with a Gradient Sky. Set the Colors to Black
- Assign VP 2 to the Sky Slot under the Environment tab in Lighting. Set the Sky type to Gradient 

This will give you Black Ambient light and your sky still showing. ```

Final Step
``` Set all Reflection Probe to Ignore the Sky. Set the Probe to Realtime, On Enable, and change the Clear Mode to Color and set that to black. If this isn't set then you will still have the reflection probes pick up the sky color/lighting(Brightness) and that will be shown in the scene.```

`Option 2`
The other way is easier but you will always have to adjust things. 
``` Just make a reflection probe and make it cover the whole scene. Enable Custom Frame Setting and under Rendering Disable all thee options that are enabled.```

After this you will have Pitch Black Ambient Lighting
glad tartan
# next crystal Yeah the issue i got is its just annoying to have to rummage through tenths of s...

Yea but all the shaders are consolidated.
HDRP Shaders are under the HDRP category.
URP Shaders are under the Universal category.
Shader Graph Shaders (If you didn't set a custom path) are under the Shader Graphs category
If you did set a path it's under whatever custom path/name you put. You can also set it to HDRP or Universal to make the custom shaders show under the same category as their pipeline defaults.

I would like them to be hidden or removed just to have things cleaned up but other than that they don't affect anything. Never got into my way

next crystal
#

i just want them to be cleaned up so i dont have to look at this mess

fallen monolith
fallen monolith
twin olive
#

Oh, whoops.
I'm talking about the broadcasting software OBS https://obsproject.com/
I'm using Unity to build a 3D overlay for a livestream, and that overlay needs to have a transparent background so that it can display the video underneath it in OBS.

#

@fallen monolith Responded above. Yes they are related to Windows

sterile cairn
#

Keep hitting massive drops in framerate in a simple scene with URP. Three 2D point lights, a single sprite, a camera, and some quads. I have exactly one sorting layer.

#

Profiler is kind of useless

#

I've had the editor running a while though (probably like 2 days since I have a habit of leaving my pc on too much lmao), is there a memory leak in it?

#

I recently updated to 2020.3 since there were some serious memory issues with even small amounts of 2D lights in the version I was using before (which was addressed in a build between 2020.3 and then), hoping it's not the same issue resurfacing for whatever reason

#

alright I restarted the editor, which helped immensely, but I was still experiencing weird spikes with the profiler before - does the profiler itself still cause issues lmao

raven ferry
#

Trying to put 3D objects on a canvas in URP, the canvas camera picks up the UI elements but I don't see them overlaid on the main camera, are these the right settings?

next crystal
#

apparently my second camera was affecting it, i had to also enable TAA on it to stop wiggling

fallen monolith
fallen monolith
# twin olive Oh, whoops. I'm talking about the broadcasting software OBS <https://obsproject....

am trying to give players and opportunity to export their leaderboard score as a PNG with alpha, so they can drop anything they want in the background, on thiings like iPHones and iPads. Do you know of any way to do this? I'm using Builtin, as there's simply no point in going near the disaster that is URP and HDRP before they're well tested over the period of time that vaccines normally require trials.

twin olive
#

I've never tried exporting PNG files from unity, but I imagine there are guides online

next crystal
#

they seem to be quite different

waxen lantern
# fallen monolith am trying to give players and opportunity to export their leaderboard score as a...

i think regardless of pipeline, just need to render the camera view to a RenderTexture, copy to a Texture2D, then use EncodeToPNG as in the example in docs here https://docs.unity3d.com/2020.3/Documentation/ScriptReference/ImageConversion.EncodeToPNG.html
or if you need it to be async / non blocking of the main thread this might be helpful https://github.com/keijiro/AsyncCaptureTest

GitHub

Non-blocking screen capture example with asynchronous GPU readback - keijiro/AsyncCaptureTest

fallen monolith
#

@waxen lantern cheers, will do some research, and testing, and see if I can get the alpha to work. Past efforts a year or so ago failed at getting alpha to be.

eternal laurel
#

Hey @waxen lantern im thinking of doing a experiment with fluvio and the new mesh compute shaders keijiro dropped. Did you have to rewrite a big part of fluvio to get it to write particle data to a compute shader?

fallen monolith
vague anvil
#

Is there any real benefit to using URP over built in

#

graphically it's inferior (because of all the addons you can get for built in)

#

like soft shadwos, different types of AO, etc

#

and everything else is the same

#

and the shadows in URP just look plain awful

rich spade
# vague anvil and the shadows in URP just look plain awful

I think URP shadows look better, but you do have to tweak the settings... while built in just "works" ๐Ÿคทโ€โ™‚๏ธ
VFX graph and shader graph for the moment are not available to built in, but one could arguably use 3rd party assets for the latter.
When deferred renderer is available for URP it will lessen the gap between built-in so it won't be as you put it "graphically inferior" as most of the features will be on par.
I guess it really depends on what platform you are developing for etc. and what your requirements are. As URP is still being developed and evolving, this question may become less applicable in the future. ๐Ÿ˜‰

vague anvil
#

Thanks for the answer

unborn mountain
#

Hey,

I am writing a custom SRP and I just implemented MSAA and render scale support. I have a single command buffer and each render loop, for each camera, I create a 2 temporaryRTs (color & depth) which serve as intermediate buffers. All visible geometry is then rendered to these 2 buffers and finally I do a blit, to BuiltinRenderTextureType.CameraTarget.

The problem is that if I have multiple cameras, render scale doesn't appear to work correctly. I would imagine if camera1 renders at half resolution and camera2 renders at full resolution, I would get a final image which is full res but contains a low res and full res composit.

Any ideas? If needed, I can share the code.

barren goblet
#

how to integrate open image denoiser to unity ?

broken lichen
barren goblet
#

denoise RenderTextures, maybe each frame.

#

then use the textures in shader

#

@broken lichen

next crystal
#

I thought 2021.2 had a URP decal projector; where is it?

rich spade
#

I was going to download and look at it, tried other week and assumed I was just too early as couldn't find it ๐Ÿคทโ€โ™‚๏ธ
but if still not there guess I will wait

glad tartan
next crystal
#

its like a 3 part thing; since u also have to do 2 other things

#

Help, my scene view broke after coming out of a prefab edit; its just for this scene

#

no restarting fixed it

#

apparently for some reason 2 CameraData scripts were being added for both of my cameras in the scene, and it broke it

glad tartan
#

Yea, it's the same process as HDRP, Built-In with a decal add on, and other engines I've used with decals.

  • You create the decal game object
  • Assign a material to it or create one if it's not there
  • Create your own shader for it if the default doesn't cover your needs
next crystal
#

The decals are....quite a lot worse in URP

#

it goes with the texture's tile that its drawing on

#

@glad tartan know if im missing something i need to fix for the tiling to not be inherited?

glad tartan
#

Maybe it's rotated away from the surface's normal

next crystal
#

think ur right

glad tartan
#

The arrow tells you the direction it should face

#

Here you can see it facing parallel to the surface (Appears Incorrect) and pointing towards the surface (Correct)

next crystal
#

Yeah the arrow is fine, i think my transform is just funky

glad tartan
#

In that I mean the white arrow for the decal, not the transform Gizmo

next crystal
#

yeah the way i was rotating my transform was just 90 degrees on the X

glad tartan
#

Ah

spice sparrow
#

i always get this error and i cant see anything in the scene view when i do, and sometimes it occurs in game view and breaks the game

hazy dagger
#

https://prnt.sc/168hb3b I installed the Universal render pipeline and I keep getting these errors. I tried using volumes and they just don't show up

Lightshot

Captured with Lightshot

visual atlas
#

Dumb question, does this mean Enlighten is supported in URP now? In the 2021.2 beta that is.

next crystal
#

Is the Forward Renderer a different name now?

stark oasis
#

should I be deleting all assets I import that I don't end up using?

waxen lantern
visual atlas
# waxen lantern yes

I tried getting it setup but I can't seem to get it working, is there a video going through the process of enabling it

next crystal
waxen lantern
# next crystal Why was it removedi n the first place

company changed ownership, and unity tech didn't want to renegotiate deal, and thought they could replace it with their own real-time global illumination solution but it's taken too long so they just licensed it from the new company: https://forum.unity.com/threads/update-on-global-illumination-2021.1067015/

waxen lantern
#

yeah but that was a half truth, enlighten was acquired by another company

visual atlas
#

Sorry, deleted my wicked lies

next crystal
#

so enlighten is supposed to be better, right?

waxen lantern
visual atlas
#

Depends on your usecase really, it's not the end-all solution, just one for GI in realtime instead

next crystal
waxen lantern
#

it's not to be confused with enlighten baked gi, that has been replaced with unity's own baked gi lightmapper

visual atlas
waxen lantern
next crystal
#

mhm...

waxen lantern
#

or here i'll just paste it

visual atlas
#

So, is there a process for getting Enlighten working on URP in the 2021.2 beta somewhere, if you know?

next crystal
#

2024 ๐Ÿ˜„

#

so we will ahve it for at least 4 years then

#

5

#

Anyway

waxen lantern
next crystal
#

Does anyone know how to fix this ? The new decal that came for URP seems to have weird depth buffer

waxen lantern
visual atlas
next crystal
#

dont you just ...bake it?

#

i see it as an option in the lighting window

visual atlas
#

That option as far as I'm aware only means you use Enlighten for baking GI, not realtime GI

#

for legacy solutions and all that jazz

next crystal
#

this doesnt use enlighten?

visual atlas
#

I've not managed to get it using Enlighten for realtime GI at least

next crystal
#

gotcha...

#

well the beta just came out today; so probably gonna take a while to have docs

#

just like this URP decal shader eyesShake

#

oh theres a shader room

waxen lantern
next crystal
#

what does this change in URP?

next crystal
#

Why is it doing this in builds? Using URP; at first i thought its cuz i maxed out the 'managed stripping level' but it wasnt that

#

Basically anything thats a rendered object doesnt get cleared

indigo summit
#

what is this native renderpass in the URP render settings?

#

like what it do?

thorny copper
#

Hello everyone, I am have a strange problem about URP. Upgraded my project to URP and upgraded my materials to URP after install. Everything works fine in editor but when i try to build my game to one of the platforms, every object texture on build are magenta and my terrain is invisible. Anyone got this issue before? Any help appreciated, thanks.

mint turret
#

@thorny copper check your project settings and make sure the render pipeline is set as URP. sometimes just the editor stuff can be set to URP and not the build.

#

it could also be that unity isn't including shaders it doesn't think it needs to. You can try adding those shaders to your graphics settings

thorny copper
thorny copper
mint turret
#

build still has pink textures?

thorny copper
#

Yes

mint turret
#

:(

#

Im not certain why it would work fine in editor but pink in build hm

#

try reimport? Assets>Reimport All.

thorny copper
#

Trying it right now

mint turret
#

also make sure you're using the most updated version of URP under package manager. If that fails it may just be a weird bug. :\

thorny copper
#

Tried to reimport and build but objects still has the magenta error, maybe one of my other packages causing this issue. Anyway thanks for your help. I'll open a bug report if I can reproduce this.

keen glen
thorny copper
#

No, i am not using any kind of asset streaming

keen glen
#

Did you try another verison of unity just to test it out?

thorny copper
#

My project version is 2020.3.9f1 LTS if that means

#

Tried to upgrade another project to URP and worked fine

keen glen
#

yeah just install another unity version and try to start th eproject with it, maybe its just a cache thing or so

thorny copper
subtle oxide
#

Aight, I've been googling this for days now, with no results, so I thought I'd ask you dudes.

My issue is that using HDRP, areas that are supposed to be dark just aren't.

Like I create a decently sized hollow box, and inside it just has a very vague bluish tint and something that I can only describe as "dimmed" lighting. There is no proper "black" darkness.

I've run the HDRP wizard several times, everything seems fine on that part.

Why is this happening? I've tried messing with every setting I can get my hands on, but nothing fixes this, I'm going a little crazy because of it.

Any help would be highly appreciated

subtle oxide
#

This isn't my screenshot, but this is what is happening:

subtle oxide
#

I'm getting so desperate to solve this that I'm willing to donate my main kidney to the first person who finds the answer

dawn sorrel
#

@subtle oxidethat room should be light static as well as static reflection probe inorder for it to be captured with reflection probe

subtle oxide
#

Now you mention "static reflection probe" which isn't something I even knew existed

#

Where would one find a toggle for this reflection probe?

dawn sorrel
#

you also have to check box the lightmapping in the light seting tab.

#

it will bake the light.

subtle oxide
#

I'll take a look and see if that helps it

patent sun
subtle oxide
#

What are the chances

patent sun
subtle oxide
#

HAHAH WHAT

#

I found that picture on a Unity forum

#

Did you post it on a forum too?

patent sun
#

Yes

subtle oxide
#

Lol I read your post. Did you ever figure it out?

#

Because I sure as fuuuck didn't

patent sun
#

Ye

#

You can use volumes

#

and probes

#

You can change stuff like ambient light in volumes afaik

#

But the best way to do this is by using baked lighting

subtle oxide
#

Ahhh shieeeet, I'm gonna try that out

patent sun
#

check this latest HDRP demo scene that unity made

subtle oxide
#

I always thought baked lighting would mean real time lighting wouldn't work

patent sun
#

Check how they made volumes

subtle oxide
#

I'm gonna spend time deconstructing that video

#

I came from UE5 which just works out of the box with lighting

#

Unity requires a bit more setup it appears

#

(Which I'm okay with)

next garnet
#

How do I add renderers to my camera? For some reason I can only choose the default renderer.

fiery marsh
next crystal
#

So i just found out the FPS URP demo uses a second camera for their weapon HoloNotLikeThis

#

And here i thought they made it possible to have just one camera and still keep the weapons rendered correctly

iron flame
#

Added URP motion vector support with latest beta. but I can't use it in my shader.

next crystal
#

and the decal variant for URP is also quite unfinished

#

wait a month or so and it will all be fixed

livid hamlet
subtle oxide
#

I can't believe it took me 4 days to figure that out

#

What an absolute moment

sinful pond
#

I was having a problem with the Unity build I was on (Unity 2019.4.6) and moved up to Unity 2019.4.28 and now my game runs terribly. Is it worth it to figure out what's going on here, or should I just go back to 2019.4.6?

main panther
#

Is there some sort of bug or setting difference in the newest Unity beta that disables lightmaps? They show up most of the time, but randomly they'll disappear when going into Play Mode. The map files are still there, but I have to rebake for them to display again.

#

The lighting isn't totally black though, it shades it like the disabled lighting mode in the editor

vast rivet
#

Has anyone already figured out what normal map I need to export from Marmoset...it's not just OpenGL or DirectX it seems... it's what flava of OpenGL now! Marmoset, Mikk/xNormal, Maya ..., Unity 4.x (Unity is way beyond 4.x right!?) What setting do I need to use for HDRP using Marmoset?

"HDRP 8.0.1+ uses per pixel MikkTSpace for both Shader Graph and HDRP Lit shader."
https://bgolus.medium.com/generating-perfect-normal-maps-for-unity-f929e673fc57#5f82

It doesn't look right in HDRP, but for some reason looks ok in standard... I think it's just standard, I'm a little burnt already. I had to go standard to see the textures and modifications so far, but really, HDRP or nothin for the final... If you suffer from Kinemortophobia, I get it, otherwise, it would really help...

I've asked concurrently on the Marmoset discord. ... ... ...

ripe quail
#

I bought a plugin that draws some textures to GUI buttons in the inspector for its scripts, but they do not appear in HDRP (it was designed for the built-in render pipeline). Is there something I need to do to the import settings of the textures to make them appear?

keen glen
celest ice
#

is hdrp broken in 2021.2.0b1 ?

ripe quail
#

But in HDRP they don't work

keen glen
#

Die you check if there is a material on the buttons? Or is it ongui stuff and not UI?

celest ice
#

nevermind, deleting/recreating the hdrp asset fixed it

dawn sorrel
#

anyone here fix bridge plugins showing missing shader ?

glad tartan
celest ice
#

i'm not sure, i upgraded the project from 2021.1 and got those errors until i recreated the HDRP asset and default volume settings

#

(auto-recreated them with the wizard)

keen glen
# celest ice

I would clean the library folder and reimport stuff, maybe things just changed

celest ice
#

i tried that first

#

it's fixed now, seems one of the assets didn't update properly or contained something invalid

keen glen
#

Did you check the packages to be up to date?

celest ice
#

i deleted these and ran the wizard and it fixed it

keen glen
#

Oh its fixed?

celest ice
#

yeah, hdrp12 was installed

#

yeah

keen glen
#

damn ๐Ÿ˜„ sorry, my bad, missed that part

celest ice
#

np ๐Ÿ™‚

sinful pond
#

If any Unity folks are here, I just want to say that something is seriously messed up with how URP runs on Macs in versions of 2019.4 past .6. I moved up to 2019.4.28 and my game runs terribly there, but on 2019.4.6 it runs great. I can easily get 60fps at 900p. I'm not sure what's going on, but my game has serious hitching and frame rate glitches.

ivory moon
#

Hi does anyone have suggestions on how to make a URP Material that is not affected by fog, but still has emission?
I have tried creating an Unlit Shader Graph, but that does not include emission... I have tried creating a PBR Shader Graph but I can't figure out how to disable fog on this
I'm working in Unity 2019.4.26

stoic dust
#

does anyone know why setting an objects render to transparent in urp is still see through at 100 alpha?

remote forge
sinful pond
#

@remote forge I didn't think they took bug reports for older versions of Unity. Not sure if the same issue happens in Unity 2020 or 2021.

remote forge
sinful pond
#

I suppose that's true. I've seen folks on the forums talking about issues with the Mac version of 2019, but I figured something like that HAS to be known at this point. Maybe whatever it was got fixed in 2020 and 2021.

inner ibex
#

Hello Unity pipeline folk... I'm looking at targetting mobile, 3rd person, limited characters on screen, mostly likely using some sort of toon shader.

I'm comfortable using built-in and both SRPs but I've never developed to the point of actually deploying anything... would URP or built-in be the better option for flexibly targetting multiple platforms; specifically windows/max/linux and android ... i won't be needing to target IOS or any console/handheld platform.

eternal laurel
#

Urp was build with that idea in mind. We havent deplyed to mobile with it, but we use it for VR and that suffers from much the same issues and it's rather performant and stable for that.

inner ibex
#

cheers, that was what I was assuming, and i dont have much need for complex lighting so it should suit me fine.

candid pawn
#

Anyone knows a good tutorial for hdrp that starts from zero?

queen mist
#

This happens after upgrading to 2021.2. It's really disappointing to see compile errors in an officially released package.

queen mist
#

Deleting it does nothing

inner parcel
#

maybe then you can file a report for that

pulsar panther
iron halo
#

I'm having some really annoying issue using Unity's HDRP pipeline. Is there still no good alternative for a good second camera solution to prevent weapon clipping in FPS games?
There are two know ways to get that working but both of them are really terrible.
i) Using compositor
ii) Using custom pass draw renderer

I'll first explain my case. So basically the weapon i have uses 2 opaque materials, with a transparent material at places for added visual effect. When i'm using a custom pass filter draw renderer, it's literally impossible for me to get the weapon working with post processing and thats very much needed for me to get my job done.

Then I tried compositor which is supposedly out of preview. Its a big joke that unity claims the compositor to be out of preview.

When i try using compositor in my case I have 2 very annoying and unexplained issue. The weapon i have is a child of my fps controller which also has the main camera.
The problem comes when im using compositor 2 layers, first one for rendering the world first with the weapon layer culled, and the second layer with clear depth enabled and culling mask enabled only for the weapon. im using only one camera in here and not more than 1. just 2 layers in the compositor.
HDRP claims that the compositor performance for camera stacking is high (at here https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.5/manual/Compositor-Main.html ) but my performance is very very subpar.
Normally in editor mode without the compositor, I'm getting 3-3.5ms on ryzen 7 5800x with rtx 2080ti
but the moment i turn on the compositor my performance takes a sudden hit and the frame time almost doubles to 7ms.

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funny thing is that when I try to move my fps camera with compositor enabled, my weapon starts jumping all over the screen. whereas when i turn off compositor and use the default camera with nothing culled out, i'm getting the perfect results, just that i'm back to square one with the camera clipping problem

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and whats even funnier is that when im moving, my frame time quadruples and touches 16ms which is something worse than using 2 camera and doing things the traditional way because when i use 2 different cameras without compositor, atleast my frametime stays consistent and well within 10ms

glad tartan
# iron halo I'm having some really annoying issue using Unity's HDRP pipeline. Is there stil...

Two camera rendering is just something you can do in Unity and not a proper way to do something like that.
Still it can be done in HDRP and it's the same way as Built-in but the cost will be high (Performance wise). There are more efficient ways to do this.

If you want to do it this way then

  • Create two cameras
  • Create a Render Layer for First Person Models
  • Assign that render layer to the second camera as the only layer to render
  • Remove that layer from the Main Camera (So it doesn't render it)
  • Assign That layer to the Models you want to render and all is done
    As mentioned before this is a expensive thing to do as it will be rendering everything twice just on separate layers.

Then I tried compositor which is supposedly out of preview. Its a big joke that unity claims the compositor to be out of preview.
The Compositor is for VFX Compositing not for games. Performance High means exactly that. Performance overhead is high, not that you will have great performance (High performance)

Maybe one day HDRP will have Render Features like URP to make this as easy as it is there - https://youtu.be/5AmI2yOx0Nc?t=143

This is the method used by most games to render First Person Models without relying on a second camera or if they don't have that feature built into the engine (Like it is with URP)
Custom Shader that renders all First Person Models in Screen Space (This allows you to change the Camera's FOV and not Affect the View Models FOV. Model FOV can be change separately on the material/shader if implemented)

Example - Shader Method
https://www.youtube.com/watch?v=rtBLieietBk

Learn how to create a first person shooter style camera in Unity that will not clip through walls, without using multiple cameras. This FPS camera is created using Unity's Lightweight Render Pipeline or LWRP using scriptable render passes. Download the demo project here: https://ole.unity.com/FPSDemo

โ–ถ Play video

Game only used for demonstration and is NOT included in the asset.
New First Person View 3 now supports HDRP, URP and Default Renderer.
Link: http://u3d.as/1RNR

โ–ถ Play video
iron halo
glad tartan
iron halo
# glad tartan Yes.

what i meant with traditional 2 camera method, i meant exactly this.
the reason why I'm calling out compositor is not because of the performance impact.
unity compositor has camera stacking capabilities, meaning that it should be atleast a bit better in terms of performance than the traditional 2 camera camera system, but in my case its clearly not.
and the second reason is, why does the 2nd camera layer jump around when what im doing is simply tilting my head and not even moving.
its like when im moving my aim faster, the second camera layer is lagging behind in terms of rotation and even seems to happen with position

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if something is out of preview, it should be working completely atleast for the everyday normal tasks.

shrewd moon
iron halo
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there's also a base overhead for each camera you use in hdrp.
try using a camera in empty scene with black skybox and with culling mask = nothing. even if you have 0 scripts on your game, you'll expect frame time of less than 1ms, but in my case i'm always stuck with atleast 2. thats the base hdrp overhead for each camera

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if you disable the camera, you'll get your expected results despite the camera rendering absolutely nothing

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still wondering how UE4 works because UE4 behaves exactly like standard pipeline but much much more superior graphics and camera post process.
despite such high fidelity, they use the same pipeline for both mobile and desktop and even consoles. and despite having just one engine.
i turn off the camera there, i get the expected behaviour. i stack multiple cameras, i still get the expected behaviour.

glad tartan
# shrewd moon Does the two camera method really render everything twice? I thought the layer m...

Both layers shade the same way and you are using two cameras so you will render the same steps for each of those layers twice (Post Processing, Lighting, etc).
One for the World View (Main Camera) and again for the models in First Person (Second Camera). This isn't an HDRP issue it's just how this works. Same is true for Builtin with two camera setup. Two cameras in separate layers doesn't mean split the work load, they just render as two separate cameras.

shrewd moon
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I see

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These are good explanations

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Still sounds like the real world cost will vary greatly depending on what pipeline it is and what the camera is used for

glad tartan
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Yea for sure, both cameras can also be configured differently so that's also going to add to the variance in performance when using this setup
Actually Post Processing is probably only rendered once since it's screen space. But things like AO and SSR are lighting effects in HDRP so they render to separate buffers and would render twice.

iron halo
# glad tartan Both layers shade the same way and you are using two cameras so you will render ...

i strongly disagree with this. the builtin has much much lesser performance impact for using multiple cameras. the builtin only does rendering for the exact layer you're trying to render. you can test this for yourself by setting culling mask to Nothing and notice the performance gain you see in profiler for both pipelines. you wont see the similar ratio of impact in hdrp unless you disable the camera

lavish vault
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HDRP has some strange overhead

iron halo
# lavish vault HDRP has some strange overhead

glad it wasn't just me. i hope one of the HDRP dev team sees this and i hope they take some time to fix the serious performance issue in their pipeline first before trying to bloat hdrp with features that dont work fully. hdrp does say that its only intended for higher end pcs and console, but i wonder if even a gtx 1080 isnt "high end" enough what else would. "higher end pc and console only" doesn't count as an excuse for getting away from the fact that the pipeline has the absolute garbage performance per visuals compared to the other two rps. guess now i know the reason why the Rust team abandoned hdrp after spending so much time on it. gonna do the same myself

lavish vault
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instead of bouncing from idea to idea and leaving them in half baked states

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yea but it's 2021

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we should be able to do that

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modern GPUs are pushing like 20 TFLOPs now

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40 on the high end

iron halo
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sad part is, its still cpu bound ๐Ÿ™‚

lavish vault
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an empty HDRP scene is like

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120 draw calls

iron halo
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empty scene and absolutely nothing. this is their performance on a "high end" pc

glad tartan
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HDRP is GPU bound for me. Always been, from 4 cores 8 threads to 16 cores 32 threads. Always GPU Bound with CPU waiting for GPU

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You get better performance in build than the editor

iron halo
iron halo
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and still dont understand why i'm getting so many draw calls for a scene with absolutely nothing on it. just tried this in an empty scene build at which i have almost 1.7-2ms performance. its even less than what highly optimized unreal engine 4 games have (like gears 5) in which i get at max 0.3-0.5ms at med quality

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a scene with no light but has Deferred lighting draw calls

glad tartan
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Yea, it's still rendering some buffers

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HDRP is really situational with Performance. It's the greatest weakness of the pipeline so far, It's also not terrible but kinda close. It struggles a lot with higher resolutions as well

iron halo
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whats there to render when there is absolutely nothing other than camera?
smells like a big (period) big room of optimization in the complete engine

lavish vault
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I mean

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to be fair

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optimizing having nothing in the scene

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is really not particularly important

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for any actual game

iron halo
# lavish vault optimizing having nothing in the scene

it speaks volume about the design of the pipeline.
for literally everything in the world of computers, optimization and cost cutting go hand in hand.
if something is not used, it should not impact performance at all. period.

glad tartan
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Not sure what you mean by that. Whats taking up performance for you that's not being used?

lavish vault
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I understand that, but the cases in a game where you have "nothing" lit

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are so few and far between

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that if you have to choose to spend time optimizing

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that would be at the bottom of my list

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personally

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I get what you're saying

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and I agree with it

iron halo
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if you look at an well optimized compiler, the main job it does is code stripping. it will strip away everything which is unneded. a function whose output is never used and doesnt change any other meaningful state is never called in c++
if understand that unity might preallocates some memory for assets that are not in scene, but might be added later on at runtime using code and to prevent hiccups at runtime for the large number of buffer that it needs to be created, unity will preallocate that memory before hand based on the asset setting. well until here it sounds good.

my only question is,, why does hdrp require computation for something thats not even there in screen on each and every passing frame?

iron halo
glad tartan
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Well that's because a camera exists. Therefore it's computing buffers. Weather it's a flat color or a sky box
As well as Post Processing (To completely remove Post processing you have to disable/remove the default post Processing applied to the Render Pipeline Asset)

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1080p empty scene no camera/camera Disabled (Screen is white because camera was previously active and used the default Post processing to the exposure was active as well)

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Enable the camera and

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once the camera is enabled all the pipeline settings come into play

iron halo
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if you disable the camera itself, there's no meaning to the test because camera is doing all the heavy lifting in srp.
for the my current specifications, i will absolutely not expect it to have garbage performance

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my only point is, instead of focusing only on visuals and visuals there should be a focus on enabling performance too.
my initial message started with compositor which is so faulty that i ended up venting on the sub par pipeline which they claim to be production ready.
its no use posting it on discord because it will just be pushed way above in a day or two and these conversations will get lost in oblivion.
i better head to unity forums. thanks for your time you both ๐Ÿ˜„

glad tartan
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Yea, everyone here always mentions performance because it could be a lot better. But some features like the compositor you were using incorrectly as that wasn't made for Games but for Compositing Visual Effects, Green Screen, etc

iron halo
# glad tartan Yea, everyone here always mentions performance because it could be a lot better....

the only thing it mentions here is the performance overhead for video games. I agree that i misinterpreted Performance: High into literal terms, rather than thinking it as Performance Overhead: High because there's a similar column for memory which has the keyword overhead
secondly, there's no mention of any jumpiness which happens because of the compositor.
so is it expected that multiple layers dont stay together for fast moving camera?

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does seem like a bug to me. not a hard limitation

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(from the docs)

glad tartan
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Yea, it's always been clear that it wasn't for games so I never really used it much. It's geared towards video production/Live Video Integration.
As for the jumpiness you mentioned I wouldn't be sure why that happens since I don't really use it a lot. Last I remember you had to link one camera to another through the compositor UI so maybe that's were you had issues with the sync. Syncing probably wasn't made to be updated regularly so when the camera moves fast it desyncs a bit. Just my guess, it could also be a bug as you said.

iron halo
glad tartan
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Ah, alright got it. I might test it later and see if it's a bug.
If it is I'll file a report on it.

iron halo
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you can easily reproduce this in unity's own hdrp template with their fps controller. idk if posting a video is allowed here.
but thanks for your effort

queen mist
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Is there a way to upload buffer data asynchronously in a similar way to AsyncGPUReadback?

dawn sorrel
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Hey guys, I'm REALLY having trouble with the URP. It seems that post processing doesn't really work on it even if I reproduced the steps as they are.

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Oops, nevermind. Looks like I never noticed the layer of the camera not being default

fallow plover
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In URP, there's a premade shader URP/Particles/Lit... it seems to only take 1 or possibly 2 lights, just wondering if it is possible to increase or even remove this limit?

inner parcel
fallow plover
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@inner parcel yeah, thanks, I found the setting, 8 is enough. starting to wonder if URP is the best choice for WebGL though, but slowly getting there, had to switch to gamma lighting instead of linear because HDR isnt supported either :/

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would be nice if the editor looked the same as the output platform, tbh

inner parcel
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it should and it does

fallow plover
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well, not in the case of a fresh install of 2020.3, urp project & webgl output, completely different

inner parcel
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i cant really comment about URP since I havent used it much, neither have i tried webgl. How does a standalone build look?
Are you using any device specific configuration?
Try to have runtime toggles in webgl to check if theres any post process or something else which isnt working

fallow plover
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no post processing or anything like that, just urp has defaults that aren't supported by webGL, HDR most noticably, but there are a lot of subtle differences. That said what I'm trying to do is a bit non standard... the whole thing is headlights and engine lights moving through particle system smoke, so what might be subtle difference in a normal project are chalk and cheese in mine

inner parcel
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what I'm trying to do is a bit non standard
isnt that how everyone does it? :wink:

shrewd moon
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You're going to have to be aware of its limitations on every RP

fallen monolith
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Browsers are inherently un-performant, webGL is a promising idea, but the reality is crufty, slow, unreliable and extremely fussy and difficult to target. Especially from Unity.

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If you really want to target webGL, it might be best to consider learning three.js, as this is more optimised for the target tech, and customisable. More work for you, but much more chance you'll get any fancy results you might be after. Otherwise, my 2cents... don't believe ANY of the hype around webGL, and don't consider it to ever be a simple, "it just works" target. It isn't. It will always give you problems.

stark elbow
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Does anybody know if there was ever a work around for render texture transparency on URP when using post processing? I'm on 2019.4.19f1

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Currently it completely ignores the camera clearing and won't allow transparency unless PP is turned off

fallow plover
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@fallen monolith indeed. a big part of my reason for doing the project is to see if webGL has gotten any better in the last few years. it's better now than it was at least. but yeah, i miss the NPAPI plugin

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i miss the old unity in general tbh, 2020 seems to have gone downhill

fallen monolith
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@fallow plover also saw a vid about coding like it's the 70's still. This was the best thing I've seen. Just stay super simple and simplistic, to avoid all problems of all things slow and modern in coding. And just think of Unity as a renderer (Builtin) and level editor. This is the path to sanity, and productivity.

fallow plover
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@fallen monolith heh, yeah i first used unity when it was v3... i think 2012? and yeah i kinda agree about the old ways, not that I was coding in the 70s. ๐Ÿ™‚

fallen monolith
fallow plover
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yeah OOP kinda makes you lazy

queen mist
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Is there a way to upload buffer data asynchronously in a similar way to AsyncGPUReadback?

worn lodge
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Can I swap between 2D and 3D lights in the same project?

split turtle
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my scene is simple

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a tilemap witha collider

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and a player

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the player can move left to right

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and is a 2D rigidbody

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but as you can see URP doesnt like this

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can anyone tell the issue?

nocturne nimbus
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in URP, can you have a light inside a translucent sphere show up on the side of the sphere facing out

split turtle
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(ping me if anyone knows how to fix this)

nocturne nimbus
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@split turtle

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I get this when the skybox isnt using a skybox shader

next crystal
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What do i use to add URP postprocessing effects?

nocturne nimbus
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@next crystal In the Hierarchy, right click -> Volume -> Global Volume

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then there should be a button in the inspector to add a profile, click that, and then add post process effects

next crystal
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Ah

next crystal
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the tonemapping on URP is so limited....

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2 settings and neither of them seem good xD

nocturne nimbus
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oml I have two spheres, one is translucent and has a point light inside, and one is opaque. I want the light to not only bounce off of the opaque sphere, but also on the outside of the translucent sphere

next crystal
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what replaced the URP pbr shader graph?

glad tartan
# next crystal what replaced the URP pbr shader graph?

Lit Shader Graph. (This is so you can use the lit shader in either pipeline. Shader Graphs with HDRP specific nodes will be ignored in URP)
So the default is Universal Lit and in shader graph you have Lit Shader Graph (same as HDRP)

next crystal
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Aha...

split turtle
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yeah that fixed it!

iron flame
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Samsung galaxy s20 2400x1080 30 fps

split turtle
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30 fps wow

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URP is godlike sometimes

iron flame
weary fog
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anyone touched volumetric clouds on 2021.2 yet?

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volumetric cloud shadows are not working for me

nocturne nimbus
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in hdrp can you have ambient light with a completely black gradient sky? Im trying to make outer space, but I dont want everything facing away from the sun to be pure black

next crystal
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Does the FPS URP example have the weapon be occluded by object shadows in the scene? I did mine the same way basically but shadows dont seem to be affecting it

dawn sorrel
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@iron flameyes summer heat i alway cap fps in games and editors

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i also had to turn off turbo boost.

fallen monolith
iron flame
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With camera motion blur, car will also be blurred.

fallen monolith
# iron flame

Still not grokking why this is the case. Perhaps it's badly named. the car is not moving. the walls and floor are not moving. The camera is moving. Surely a camera motion blur would blur all these things?

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Or is "camera motion blur" called "object motion blur" in Unity? // I've never used motion blur in Unity

iron flame
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Universal render pipeline only supports Camera motion blur (Motion vector support will come soon and then the object will be motion blur.). There is Object motion blur in HDRP or Build-in-RP.

fallen monolith
iron flame
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The car is moving. The camera is following the car. so i have to use object motion blur ๐Ÿ™‚

iron flame
fallen monolith
iron flame
sharp lion
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Okay this should be a simple question to anyone using the render pipelines, is universal RP or lightweight RP the supported pipeline?

Everywhere I look says lightweight was deprecated and universal is the standard but my package manager is saying that the latest release of universal is 2020 and the latest release of lightweight is 2021...

sharp lion
eager fractal
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I spent so much time on it and losing my mind over this - how do I replace terrain grass shader in HDRP?
I searches for it and NO SOLUTION works for it.

turbid matrix
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@eager fractaldon't they have some solution for that on 2021.2 beta now? (also on some 2021.2 alphas)

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I mean, if that's an option

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I do get if people are not keen on using pre-releases

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oh wait

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New SRP render type to enable use of standard Unity Mesh Materials for details with HDRP (as well as URP). Use ShaderGraph to customize waving per grass type.

Note: This does not include support for the specific "grass texture details". Please use instanced mesh details for grass instead, which should be more flexible with good performance on...