#archived-hdrp
1 messages · Page 72 of 1
After 2021 update I have this problem and I can't deal with it at all
Shadows work fine. You might want to turn up the shadow opacity to 1 (Enable Additional Properties to see this) and make sure the clouds and sun angle actually match up to make the shadows display at your location. Also make sure they are thick enough to cast shadows/shadows dark enough for you to notice.
You can follow this method but backwards - #archived-hdrp message
Ok I got grass working in 2021 version
But, it's very dark until I turn off light layer support.
And can't even figure out what light layer the grass is on and how to control it?
Isn't it weird how with all this graphics work nobody is even putting replacing the old occlusion culling from a dead company on the roadmap.
Like come on, at least give us hardware occlusion query support in the command buffers, I gotta write a native plugin for it otherwise ☹️
how can you make a volume only affect one camera? I want one of the volumes affecting only the main camera and the other volume affecting an overlay camera (URP)
@jolly fjord it has to be non global and use a different layer.
does it have to have a collider then?
i want it to be global-like
the overlay camera?
Yes.
k
Well. Whichever camera needs it.
wait im so stupid i made a reflection probe, all the rendering settings were off. I set it to real time, on enable, and set clear mode to color. I get ambient light when I set the background color to white, but everything is gray
@jolly fjord it has to be on the layer that only one of they cameras recognize.
Hello, is there any official devoloper could tell me that whether the latest Unity has exposed a way or API to config multiple hit groups or shader binding table of DXR/Raytracing?
I'm building a custom RP with available DXR APIs and want to execute different closest hit shader by tracing new reflection rays inside primary closest hit shader. It should be pretty easy by using the index parameters of TraceRay function, but I cannot find any document or forum post that instructs how to config multiple closest hit shaders.
anyone work with multidisplay? I assign a render texture to display 1's cam but it keeps defaulting to display 2 on readpixel when display2 never has a render texture assigned to it ever
this is only on build not in editor
Hi guys, does anyone know hot to get rid of this ugly shadows? I'm using standard render pipeline
@prisma widget higher resolution shadow maps, lower shadow distance, soft shadows, different shadow fit or just... use 3rd party shadow filtering (PCSS etc)
I'd go with NGSS on built-in renderer
it's paid asset but very affordable
there are some free simpler solutions like https://github.com/TheMasonX/UnityPCSS
well it was
i had everything on default layer
except
something that i wanted different effects on
that was in a different layer
i had the main camera that wasn't able the layer with volume mask to one of the volume's layer
then an overlay camera that could only see the other objects and with volume mask to the other volume's layer
but the volume that wasnt on the default layer still affected objects in the default layer
Hello, Ive been messing around with URP scriptable render passes for some post processing and reached a point where I want to use multiple RenderTargetHandle inputs for a single shader, what would be the correct way of doing so? (so far Ive used _MainTex as input in shader and Blit to do all my renders)
Screen space GI in 2021 HDRP is so dark, completely obscures all sky lighting. Am I missing something?
Hey, I have a problem, so "Others" category in profiler uses like 80% of my CPU usage
and I dont really know why
.
In your case you don't need the reflection probe setup as well. Just the first option but reverse the Volume Profiles so you have the dark sky as the main (Visible sky) and another sky with the ambient lighting you want as the secondary sky (Ambient Sky)
From what you wrote you wanted a Black Sky (Simulate Space) but having it produce ambient lighting so the objects in the scene facing away from the main light isn't dark. This will give you that result.
Don't know why but shadow On Enable update don't seem to be working with point light on 2021.1.1f1
Any ideas?
idk why im struggling with this so much. here is what it looks like
i put the vp in the profile slot in environment
when I set it as the actual sky, there was ambient light, but for some reason its not working now
this is the actual sky
Is there an alternative to the 2d shadow caster that you guys would recommend? Or should I just make my own?
It's alright, but it's not 100% what I'm after
Im using URP and im trying to light the surroundings but for some reason it only lights up unlit sprites. I want to have light affect a sprite where I can see the sprite
Like I want the user to see the floor
But also have light brighten the part she is standing on
Change your Visual Environment Ambient Mode (On the Main VP) from Dynamic to Static so it gets lighting from the Ambient VP (Light Sky) rather than the Main VP (Dark Sky)
If I'm making a 3D game with sprites, should I still use the URP 2D renderer?
As in... the game is entirely SpriteRenderer and LineRenderer based, but I'm rotating them around in 3D space.
And I'll probably have a few flat meshes in the mix too.
Ty for the suggestion, do you think that can work with quest2? Btw i decreased shadow distance and quality seems better
@prisma widget NGSS should work on all unity platforms but if uncertain, you can ask the dev itself, he has support discord. I can DM you a link if you want
CoreUtils.DrawRendererList(renderContext, cmd, RendererList.Create(renderListDesc));
it seems RendererList.Create() has been removed in HDRP 12. Is there any way to use Digital human NormalBufferBlurPass.cs in HDRP 12?
So...
How to reproduce: 1. Open attached project "TileMap_NormalMap_Bug.zip" and scene "SampleScene" 2. Observe top white tiles having woo...
claims "fixed in 2019.3", but
the floor is using a MASSIVELY stretched version of the chain normal map for some reason?
I'm giving the floor a normal map anyway, but this is just silly lmao
guys, is there a way to exclude some material, object or whatever from being processed by the TAA in HDRP? I have a decal that uses some fine lines and it is being discarded when camera is not moving at all or when I change antialias mode on camera to anything different than TAA. on regular lit shaders there is an option to select after post process rendering path that solves this issue, but there is no such option for decal materials
this question may be a bit stupid, but here goes. im using urp with 2d renderer. its mentioned as being experimental. is it production ready? is it likely to evolve out of the experimental fase?
Experimental technically means it's not production ready. But sometimes it's good enough to start with.
And yes, it will eventually reach the point where it's production ready officially.
not exactly sure where to ask this but whats up with these lines that move along my screen as i move
theyre hard to spot unless you look closely
it looks like a bright spot moving along the red line as i move
you might have to fullscreen to see it
i turned up the bloom intensity a lot to make it more obvious
Ok it's working thanks so much!
Hey should HDRP Billboards work? i have some speedtree models from asset store, converted all the materials to hdrp but billboard is not rendering. What shader am i suppose to use?
Hey, How do I update HDRI Sky with On Demand update mode? I can't seem to find it in the docs or through google
I tried calling RequestSkyEnvironmentUpdate but it doesn't seem to effect anything
hi guys, im a bit new to unity. i updated to urp and 2d renderer for the lighting options. but im having troubles and seeing its experimental im not sure about this direction and i want to change it early in. so my question is two fold. 1. whatbis the best render pipeline or set up for a straight up 2d platformer. 2. can i go back to the standard renderer and how do i go about it (changing materials?) thanks in advance
also, nr 3. what lighting alter ative is recommended, im looking at 2ddl and some others but its hard tonsay which is the most usable. i want it to be reliable and easy to use. i also really want shadows, so i dont have to bake them all by hand.
Might be worth asking in #🖼️┃2d-tools as well
thought it might be worth asking here, is there any ways to allow psbs to be affected by 3d light?
after importing the unity particle pack it looks like my ambient occlusion disapeared
this is after
In an almost empty level with just a light and a cube, how does HDRP's performance compare to UE4's?
There is no other way than just comparing them by testing. get UE and Unity HDRP setup, use one simple scene for both and test. Your machine may vary to other experiences
anyone know how to get transparent particles to show up in ssr in hdrp
transparent SSR enabled?
@weary fog
that being said, I think those should show up in ssr regardless of that setting since it's on screenspace already
transparent SSR is for getting reflections shown on transparent materials itself
that's what i was thinking, but it's not
yeah after some research, i found out that's what that setting was for
set the particles to opaque, they show up
set them to additive, they aren't there
you have SSR flag enabled on the particle material itself?
or I think the flag is more for disabling SSR but still, worth checking it's state
it's essentially writing a bit to stencil buffer if you opt-out of SSR for the material
no idea how all this goes with vfx graph though
old shuriken particles are using hdrp shader graphs at least so they should have it
this explains Experimental, Pre-release and Released phases https://blog.unity.com/technology/a-new-package-manager-experience-in-unity-20211 note that as a general consideration "Experimental packages can be deprecated without being released." but in this case, the URP 12.0 (Unity 2021.2) changelog shows "Moved all 2D APIs out of experimental namespace." meaning this particular feature has at least reached Pre-release, confirming that it will be Released and supported. (URP 2D Renderer is not its own package, it's part of URP --but the same basic expectations around development phases apply.)
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/changelog/CHANGELOG.html
not seeing a setting for toggling ssr on the shader
this is for vfx graph particles btw
maybe they don't have that flag then, I wouldn't know 🙂 I guess the workaround could be using mesh emitters somehow there or whatever lets you hook in regular HDRP SG's to the meshes on vfx graph side
I'm total vfx graph noob 😄
the new vfx graph + shader graph / material integration in 2021.2 should allow for any HDRP material to be used with vfx graph
yeah I was just writing about that, but I don't even know how that works 😄
worth checking that one out too if it 2021.2 is an option
@turbid matrix @weary fog it's in the VFX graph 12.0 / Unity 2021.2 docs now. Improved Shader Graph Generation must be enabled in Visual Effects preferences. see Setting up your Shader Graph and Using the HDRP Target (instead of the Visual Effect Target) https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@12.0/manual/sg-working-with.html
I think that's what the "Ultra Performance" setting in Unity is currently doing (with a wrong label?)
thanks thats great info
where is that setting exactly?
@turbid matrix hey, sorry for tagging you directly but I know you're the local expert. What do use for occlusion culling? Hardware occlusion queries? PVS?
@dawn sorrel I'm afraid that's not my area of expertise
Hm, your games didn't need it?
why loading into the scene breaks the map's lighting https://cdn.discordapp.com/attachments/819448530959728651/860269205873098762/unknown.png
(using urp)
i re-baked the lighting in the scene and it seems to have fixed 
my editor is spewing these out whenever i try to set up an emissive texture for my model in hdrp
can anyone tell why?
oh it's not even when trying to set it up it just does this whenever it's loaded in the editor i think
when i delete it the errors stop
here's the full error if that helps
for some reason only generates these errors with the texture opened in the inspector window
but the emissive texture also doesn't work
this is apparently because i have the substance plugin installed https://forum.substance3d.com/index.php?topic=37531.0
yep can confirm this is a substance plugin issue
still can't get emissive to work tho 
ok i got it to work by plugging the textures into shader graph instead of using material
many let the engine and/or render pipeline take care of all culling automatically / implicitly. there's a limited number of cases where you need custom culling optimizations. and beyond custom cpu side culling (like unity's umbra / occlusion areas) for specific use cases it's not always the bottleneck or worth the effort, sometimes you need gpu culling or something else to make a significant difference. theres limited api and hardware support for things like gpu compute culling and early gpu side culling. but it's not unheard of. in any case --i suggest to share the context of your use case and project requirements / goals, maybe even performance profiler statistics for someone to be able to provide effective advice on what you should or shouldn't pursue in this area of potential optimization.
@waxen lantern tbh I was hoping to yoink a working hardware query implementation from someone so I don't have to write a native plugin myself 😄
And well there is kinda no callback for shadow casting in URP so it's impossible to cull separately for shadow perspective as well.
Well. I have a small desert city in mind with high verticality in mind and some interiors.
I got distance culling implemented for now.
And I was wondering how other people do their culling.
Cause with the lack of per shadow caster culling callback I can't do even do shadow aware frustum culling let alone occlusion culling.
And it seems the asset store assets have the same problems judging from reviews.
And it almost seems like I should do grid based PVS like Eastshade since it's the only solution that works with no custom culling callback.
Rn with just distance culling it looks like I can handle 4 million shadow casting triangles no problem.
At 80 FPS on a 1050 Ti.
But will that stay this way when I build the city, I am not sure.
Also my own occlusion culling would be kinda cool for a portfolio 👀
And I only read bad things about Umbra.
can someone simply explain why this plane is so much different.. between Built in vs URP.. the urp one looks broken to me.. the lighting works on quad or a cube or something..
is it just a unity thing with planes and the way it lights them.. or vertex numbers.. and what main settings do i need to tweak to get the URP working well for a scene like this..
The Built In:
vs the URP:
Did you make this plane manually? It's probably an issue with the normals
The normals should all point upwards
ill look into the normals of it.. i only tested with this script plane
a quad works fine tho
Or you can call RecalculateNormals and it might be fine
ill try that
Anyone know what causes this?
ive been sitting here for the 20 minutes wondering if i should just force-close unity or if there is another way
so its just the generated plane.. this (first one) that does this.. i tried Recalculating normals to no avail
nevermind, it just randomly went away
what a unity moment
apparently i am changing my render pipeline from built in into urp. and all textures now turn purple how to return it into original color?
AFAIR, you need to convert your materials to URP format
Something like that (image might be outdated, but you should find the right menu option)
For me it's Edit > Rendering > Materials > Convert All Built-in Materials to URP
How can i use on render image in urp?
i want to use compute shaders to display their render texture using a render feature but idk how to
i dont want to set the render image to a ui raw image because its slower
I don't think if this fits here but:
I did configure a single camera for my character with the body being fully visible, but the head did clip, so I did remove the head from the culling mask of the camera. It worked, but shadows from the head also disappeared.
I'm working with URP and so instead thought of removing the head from the layer mask of the Forward Renderer. While it works with shadows, now I'm not able to see my character's head through Scene view. While I could live with it, still annoys me out. Any idea on this? Is Forward Renderer the wrong component to accomplish this?
anyone got any tips for debugging random HDRP lag spikes?
I'll occasionally get some HDRP random process that takes several hundred ms and I can't ever seem to find what they actually do or why it's happening
wait this function are removed in beta2?
RendererListDesc
normally you could check that from release notes 😅
I did create another Forward Renderer and set main camera's renderer to it, so that way Scene view uses the default Forward Renderer and shows the head correctly while camera uses modified one. I believe this is acceptable way of solving it, any ideas on it? Only thing I'm worrying about now is Main Camera window in Scene view doesn't match with actual camera, but does it really matter?
ah right. . . .that one was missing . . .
Is it possible with the 2D renderer to have a „shadow“ Layer and then set the opacity on it separately?
I want something like:
- tile maps
- shadows
- sprites
Is there something around for that? Can’t find good resources on that yet
i don’t want multiple shadows to stack and create black zones, that’s why I think that the layer approach makes sense.. i guess?
Maybe a shader that merges all the shadows with max alpha on an exclusive render target then render that with the correct sorting layer and opacity?
And by shadows I essentially use y flipped black sprites of my sprites with alpha value correctly positioned under my models
not sure if this is HDRP specific or not. why would a shadow appear to pass through solid objects? using HDRP/Lit Shaders
hmm,m it maybe my expectations on behaviour are not actually the same as Unity
the light mesh there doesnt cast shadows, i guess that means it doesnt block them either
This is probably a really stupid question but why do my reflections seem to only appear in shadows?
actually scratch that, they only appear a certain distance away from the camera
anyone know what the deal with realtime GI is with HDRP
I thought I read something about enlighten going away, and then them not actually implementing a replacement so it's sort of back
and currently Enlighten Realtime Global Illumination is in Unity 2021.2 beta https://blog.unity.com/technology/unity-20212-beta-is-available-for-feedbackw
@turbid matrix well the release notes are up now, but there no mention about RendererListDesc removal or anything
probe volume is not release yet?
@waxen lanternunity team should concider buying bakery asset
best gi baking for unity
nvidia only though
Hey, I am getting this error:
Assertion failed on expression: 'SUCCEEDED(hr)'
While the Shadow map (HDRP) is enabled thorugh the (only) directional light I have in the scene, any idea why?
I tried reading the logs but there is nothing but this error, I searched online but found nothing useful
I tried messing with the settings and even creating a new directional light in-case I didn't set the setting correctly, but again no luck
Update - It seems that no matter what model I use, the errors come up even when not in play mode, I just need to zoom in/out on any model.
I opened a new project in Unity with HDRP (same version) and it doesn't seem to reproduce, I tried copying all settings, turning off all scripts I had (again, happens even in edit mode)
Hey, does anyone know what this error means? UniversalRenderPipelineAsset_Renderer is missing RendererFeatures This could be due to missing scripts or compile error. And how would i go about resolving this?
using HDRP, i have a night scene with 15 streetlamps visible from above, and a static camera in the sky. when i choose shadowmask and bake the lighting, only 6 of them light up. anyone have any hints what this may be? not using distance shadowmask.
they are all mixed lights from the same prefab
lights sources are all static
Check your lightoverlap scene mode
I think a max of 6 static lights are allowed to overlap in the shadowmask
Does anyone know why the Unity profiler rendering tab says I'm only using about 1 gb of VRAM but windows task manager says I'm using all 2 gb?
this is what the rendering tab looks like
Are there hidden vram uses and if so is there a way to view them?
The Unity editor uses GPU RAM aka VRAM that will not be counted here in the profiler as do other applications and the operating system itself (Windows.)
@hollow frigate How to view VRAM per process in Windows task manager, from this dev blog: https://devblogs.microsoft.com/directx/gpus-in-the-task-manager/
I followed the FPS Game Rendering and Graphics video to the letter, and even went and copied over the exact settings from the project on github, but for some reason my player objects dont receive or cast shadows to the rest of the scene
Am i missing something?
oh i found that in my overlay camera i have to set the culling mask to everything to have shadows; that doesnt right, does it?
The player objects clip through scene objects then 
Hello I launched my project this morning and it gave me errors with HDRP, I clicked on fix dans now everything is pink I don't know what happened
I just realised there is this running, maybe it'll work after it' done
it didn't fix it
U have the default material shader on your stuff. You need to change to a hdrp material. There is a button that will do it for u. Google to see where it is. Some materials will fail changing and u need to assign them manualy
The default material shader u should use is hdrp/lit
@fringe oak
okk i'll loot that up
I'm lost lol, the thing is I was using custom shaders, so I need to change it to a hdrp anyway ?
ok i think i got it
Yeah
I've put my Scriptable RenderPipeline Setting Back to URP High Quality, as it was in the beggining, but everything is white now x)
It was full white because the intensity of my lights went to 100000 wth
if it's a directional light for the sun 100,000 lux would actually be correct and you should instead adjust the camera exposure or use exposure values (EV). Physically based lighting and exposure is more scientific and exact, uses large numbers that match up with the real world. My guess is when the SRP Asset got changed to HDRP and settings were "fixed" to be what HDRP uses, the light intensity properties were changed. https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@11.0/manual/Physical-Light-Units.html
Purpose of this PR
When the active Render Pipeline is switched to a different type, the Light Editor needs to display the custom Editor for the new active SRP.
Fogbugz: https://fogbugz.unity3d.com/...
they finally are getting this functionality further
well, the gif preview doesn't really work on small size 😄
haven't checked where they are with similar functionality on camera settings atm, there's been issues with that in past when both pipelines have been in the same project
I kinda wish they would have just put separate section for URP and HDRP specific things on the light component though but this is still way better than how it used to be
with this new setup, you still have to go swap between pipelines to see the right light component values
currently testing this + other x-pipeline branch for volumes. There's still on-going issue with HDRP exposure messing up URP which doesn't understand the concept
you'd think URP wouldn't care as it doesn't do exposure same way but there's something that just doesn't quite play ball, if I keep HDRP exposure to 0 and just adjust the light values without high intensity emission, SRP swap seems to work ok'ish now
there's still issues like difficulty to tell which SRP each volume component belong to (if already in scene) since the current setup doesn't really give any clue. best I can think of today is to just put URP and HDRP volumes separately to the same scene
basically due to this, we can atm get into situations like this:
one of these is for HDRP and other is for URP
also some minor issues still remain like while swapping to HDRP, it loses reference to URP's skybox material, so one has to restore that every time quality setting has been set back to URP
I saw some chatter about it in the past about it, so here you go, a first iteration of temporal upscaler for projects that cannot DLSS https://github.com/Unity-Technologies/Graphics/pull/5066
Hey, I wanted to ask, does the QualitySettings api matter dependent on the render pipeline you are using?
What I mean is, if I have a URP project, should QualitySettings.shadows or QualitySettings.masterTextureLimit work, regardless of the render pipeline I am using?
@low summitno idea which settings URP uses from that but in general, if the quality settings are listed on the project settings->quality UI and work there, the scripting API for similar things should be functional too
Thanks for the information! I will continue reading more into the API then. Cheers mate
Hi,
So i have this model of a cloud. When the camera enters the cloud i want a very dense fog to appear that limits the cameras viewing distance. I tried using density volumes but those only work with box shapes and not with the actual geometry. How do I get this to work?
Im using HDRP
@woven sonnet I was just looking into custom pass depth bake thing as I remembered that last time I tested it had some weird object popping in the final depth RT at times. I did notice however that you did add some fixes to the sample (aspect ratio) on the custom pass repo for 2021.2. I did also notice that the API is changed too, is this new api already some branch in the public github or will it arrive later? would love to give it a spin 🙂
I've only tested the thing with 2021.2 beta 2's version which obviously wasn't compatible
Hey there, does anyone have a good starting place or tutorial for creating/writing Custom Full Screen Passes for HDRP? I'm looking to create a simple color "offset" effect using post-processing and thought to ask here.
Right now nothing has landed yet. The API I've added allows you to override the current camera inside a custom pass, you can see the details here: https://github.com/Unity-Technologies/Graphics/pull/5016/files#diff-6e65410811a400c4f873bca66dd86a78a95f966661e8b219012b5949a3997fe5
And in the custom pass repo, there is the 2021.2 branch that uses these new functions: https://github.com/alelievr/HDRP-Custom-Passes/blob/2021.2/Assets/Scenes/CameraDepthBaking/CameraDepthBake.cs#L43 (they also handle correctly aspect ratio of the render texture).
But it's a bit of a mess right now because this branch doesn't compile without the new API + the fix of the RenderList API (it was deleted without being deprecated thus breaking all the custom passes)
yeah, that's exactly the branch I was looking at (from custom passes -repo) 🙂
I'll try that expose branch from graphics repo, thanks 🙂
Thanks @turbid matrix, but when I'm trying to follow the documentation I get an error that the property I'm trying to create in the Fullscreen Shader is not recognized
undeclared identifier '_Color'
And when I assign the Fullscreen Shader to a material is just appears as the "default broken pink" color
@mental kindle yeah, pink is expected if there's error with shader
pretty sure the example on docs should work as is, at least it did when I did some HDRP PP work last time
I'd first implement the exact tutorial on the docs and then try to start modifying it after seeing it's functional
also make sure you follow the docs from HDRP version you are using yourself (in case the API has changed)
I was able to figure it out, basically I neglected to add the float4 from the properties that I made
In this Unity multiplayer game devlog I make it possible to see underwater and add some water fade and water fog effects.
Join the community on Discord: https://tomweiland.net/discord
⮞ Unity's video about Renderer Features: https://youtu.be/5AmI2yOx0Nc
⮞ Roadmap on Trello: https://trello.com/b/vJwk0iwS/pirate-game
⮞ Watch my other devlogs: htt...
hopefully this helps?
But I'm having this other issue, when I create a a Custom Pass Volume and switch my HDRP settings to Forward Only on my Lit Shader mode it brings the FPS down to basically 0 and makes the rest of my PC crawl...
Also, none of the Layer Masks work, even when I add custom layer masks...
Even out of game mode Unity is using the CPU at 500+ms...

it is still installing wow
dont think any other installation has taken this long before
oh i dont think ive ever seen this before
Is Lex4rt on discord?
kk i posted the stuff on the forum the, thanks @turbid matrix
@woven sonnetI gave the new api a go, depth capture seems to work nicely now even on custom pass doing ortho capture while main camera is perspective mode 🙂
I didn't notice similar popping on depth as before but I didn't do very extensive testing, no funny business so far though
Does anyone know why trying to use custom render passes would create such huge CPU spikes?
I feel like I accidentally created some kind of memory leak in Unity...
@turbid matrix rtgi denoiser improvement yay https://youtu.be/JNtsRVlo6Iw I am happy
oooh
i updated my project to the newest unity beta (with a backup of course) and for some reason shader graph is completely not working
all graphs are just normal files, and i cant even create graphs
they dont show up in the create menu
shadergraph is installed in package manager though
nvm i fixed it
where did ssao render feature go?
(also when is urp 12 set to release?)
Nice 🙂 Glad that you like it
@heavy icehow to have it ?
not exactly related but fwiw 2021.2 beta 2 has been available since friday. you might need to restart Unity Hub to see it in the list.
ohh
i've seen this a number of times, it's just usually pretty fast
you can check the release notes, linked here. and you can "watch" this thread to get alerts via email everytime a new alpha or beta is released.. (though the title of the email will always be of the previous version i think because of the order they update the title and the thread) https://forum.unity.com/threads/unity-2021-2-0-beta-2-is-now-available.1059575/#post-7292698
oh got it
thanks!
oh yeah uhh what’s screen space shadows? i saw it in the render features tab
not sure why
I have a layer with the layer of the volume selected
my volume is set to global
it should work
is pp enabled on the camera
are you using the newest urp (12.0.0)? if so you have to also enable it in your forward renderer asset
this error doesnt seem to have any affect on my game but its annoying
Dimensions of color surface does not match dimensions of depth surface
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera)
Mirror:UpdateCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera) (at Assets/Scripts/Mirror.cs:152)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
this is the code its referring to
void UpdateCamera(ScriptableRenderContext context, Camera camera)
{
if (camera && MirrorCam)
{
UniversalRenderPipeline.RenderSingleCamera(context, MirrorCam);
RenderPipeline.beginCameraRendering -= UpdateCamera;
}
}```
the if statement in that is a messy fix to another error but it was softlocking my game so its fine
I'm trying to add a heat vision mode to my game which uses URP and I need to render everything using a replacement shader.
The shaders I intend to use will make use of the normal maps already applied to objects, so I can't use the Render Objects Render Feature to solve this one.
I also intend on using a 3D-painting asset to create bloodstains which will contribute to both the BaseMap (they'll appear red in Normal Vision) and to the Emission Map (with the Emission Color set to black) (and my replacement shader will make any Emission Texture visible)
Maybe it's possible to append a new pass that uses a new LightMode Tag like "Heat" to the URP lit shader, and then use that shader for every single material, and have some way to trigger the rendering of that pass via a render feature.
I don't know the specifics of how to accomplish this without reverse-engineering these shaders, which are kind of difficult to understand as they differ from other shaders in that they consist mostly of references to other libraries and trying to find a part that applies any actual algorithm is kind of a wild goose chase
Still wip, it will be in master as soon as ready
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
Currently it completely ignores the camera clearing and won't allow transparency unless PP is turned off repost from render pipelines
where can I do that?
Does OnRenderImage work with URP?
You can use a second camera to render the transparency and then use a shader to combine those
I had the exact same problem past week, and this is how I solved
good shout! I'll give that a shot, thanks
Does anyone know how to change the settings of the URP Asset during runtime?
I am able to manipulate the settings in Project Settings -> Quality.
But when trying to change anything inside the URP Asset. I am unable to. A lot of those URP asset settings are things I would love to manipulate in code during runtime, for an options menu.
You can ignore the last 2 nodes (Multiply with Blur Intensity and Render), those are specific to my use case
Consider donating to help me keep this channel and website alive : https://paypal.me/supportTheGameGuy 💖
In this video im gonna show you how to control and change quality settings of your game (Using URP) during runtime using a dropdown menu. We will be creating a simple settings menu to swap between different quality levels using different ren...
That tutorial only shows how to change which URP asset is current being used.
I am wondering if there is a way to access a specific URP asset, and change the individual settings within it
For example, I only want to change the AA setting in Quality, or change the Shadow Resolution option. Instead of changing the entire URP asset
var urp = (UniversalRenderPipelineAsset)GraphicsSettings.currentRenderPipeline;
urp.renderScale = 0.1f;
change render scale to whatever other option you need @low summit
@low summit possibly through scripting
maybe make a monobehaviour script that targets it and see what comes out?
Sounds great, cheers for that! I will try those out!
guys i updated from unity 2019 to unity 2021 project uses URP. problem is my billboard grass is not dark at night. this pictures is from 2019 https://gyazo.com/f5e4115b48f7a41ea4f048688e8dfa5f and this is from 2021 https://gyazo.com/5442dce58826071e1f79da17da3e5282 any ideas?
I'm in hdrp and I'm wondering what I can do to mitigate this situation
first pic is from the outside of the ship
things look great
get the nice skybox reflections on the metal
but from inside
I still get skybox reflections
anyone have any tips
it’s really dark i can’t tell what’s going on in the picture lol
yea...
lemme swap the skybox
so here's an example of what I am talking about
the surface is kind of a shiny metal
reflects the sunlight nicely
takes color from the skybox
all good
but once I go inside of it
it still reflects the skybox
so the cieling of everything reflects the brown ground
and the floors reflect the blue sky
the sun isn't present tho which is good
view looking down the interior of the hull
where it's just a bunch of reflected skybox
Add & bake reflection probe inside the ship
And its pretty much unrelated to render pipelines as it is related to every rp afaik
Ah that's too bad, these things are completely dynamic and user constructed
So that won't fly
I'll just go with no reflections
You can instantiate reflection probe and render it on demand (or in realtime, but I dont recommend it due to performance)
Yea but then I'd have to figure out where in the hundred thousand blocks I need to place them
Hmm
Wonder if I could have one on the camera
you could do that, or just place one at the center of the model
It's not a mesh
And upon further diving I'd have to change my rendering approach
As the instanced indirect calls don't seem to support reflection probes
Hey guys, sorry for the noob question. I started learning Unity and I'm watching a course where I need to import some assets and extract the textures/materials, but when I do so, everything has a blueish tint. I'm using Unity 2020.3 with the URP, can someone give me some pointers?
Which Unity version are they using in your course?
I have a question, if anyone can help. I'm attempting to show multiple transparent 3D objects layered around each other, and the transparent object ordering seems to get messed up, which is very apparent when the opacity is 1. Is there a way I could manually assign the render order of each object to avoid this?
I think I have an idea, to set the rendering queue so the inner layers are rendered last, and update the queue for the components on the end depending on where the camera is. It's a janky solution, but I think it'll work
Hm, reading up it looks like the easiest option might just be to copy the transparent/diffuse shader I'm using and set ZTest LEqual to ZTest Always, then setting the render queue, so everything will always render regardless if it is being covered or not. It might look like the left image all the time, but at least it won't swap between them randomly
They're using 2017, but I wanted to use the latest. I don't think this is related to the version but rather that Im using the wrong shaders on URP, the same happens when I import textures from other sites like Poliigon.
I guess my question is more of, what shader to use when creating materials from texture images with normal maps and displacements etc. Can someone link me to a resource on how to creating high fidelity materials on URP?
Does anyone know what might cause standard (non-raytraced!) SSGI not to appear in a standard HDRP template in 2020.3? I tried everything I could think of:
- Used existing scene in template or created a new scene, made sure no lightmapping was enabled in case baked GI interferes
- Enabled SSGI to DefaultHDRPAsset
- Enabled SSGI in HDRPHighQuality / HDRPMediumQuality / HDRPLowQuality
- Removed all Volumes but one Global Volume pointing to a single Volume asset
- Enabled SSGI in Volume asset used by Global Volume, made sure to override "enabled" bool to on
- Made sure my Lit materials have a flag to enable SSR/SSGI
- Validated that Global Volume has effect - changing any other effect in it has visible effect on my screen, but never SSGI
This has no effect whatsoever, for some reason. The manual also specifies enabling SSGI in something called "frame settings on the camera", but I can't for the life of me find anything like that on the camera - maybe the concept of frame settings is from earlier versions of HDRP?
There's per camera frame settings and default frame settings in the project settings
You probably have to enable it there
Does the Stencil Buffer in a URP Camera Stack get cleared between each camera's renders? Seems like it, but maybe I am just doing it wrong.
The original thread about camera stacking seems to claim "stack preserves stencil."
I'd also like to manually render the skybox, not just on the base camera. (I need different angles). I hope I am not condemned to using render targets here.
Ah, clear depth also clears the stencil.
Could you show a screenshot of these "camera frame settings"? I don't see anything relevant on Camera object.
Ah, I think I found it.
@lavish vault I don't know if you fixed your ship interior problem already, but if you can differentiate interior and exterior materials, you could make the interior material have an ambient occlusion map/value that basically removes cubemap reflections
Do URP/HDRP support box projected reflection probes yet?
i think in the newest beta they added it
I don't think it's on the official roadmap, there are 3rd party assets that do that though
@proper haven ^
and yeah, URP 12 (2021.2) has now box projection on reflection probes. HDRP has had it all along I think
as for things done and being done and planned, you can refer to https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/tabs/3-universal-render-pipeline
Summary
The Box Projection feature allows you to create a reflection cubemap at a finite distance from the probe, thus allowing objects to show different-sized reflections according to their distance from the cubemap’s walls.
Usecase/Intended Outcome
Normally, the reflection cubemap is assumed to be at an infinite distance from an...
oh ok, I don't know what is going on, sorry
unfortunately I can't differentiate between interior/exterior because the shapes are runtime dynamic
user created/destructible
I may be able to in the future
That definitely sounds like a daunting task to do dynamically!
How about let the users choose between interior and exterior panels? That would kind of avoid the issue
well I'm going to have to do some sort of floodfill algorithm for airtightness
but yea users will definitely have choose over the materials
they already have full paintability
To get to HDRP, you must make all your materials standard. But when I highlight my 1,400 materials, I can't change them all at once to standard, do I freaking have to do this by hand?
For the Love of God, this would take hours, then I still don't have confidence that it'd work
There's an option to upgrade project materials to work with HDRP assuming they're not custom shaders.
yeah, I know this
But I have 1400 mats+
and...
They ain't all standard, many custom
I just want to BULK change em all to standard
But apparently that option does not exist or I cannot find it.
If I seem annoyed, it is just because what is seemingly very basic and easily coded functionality is often missing from UNITY3d
Like for instance in DOTS, you have to dance through hoops to assign ENTITIES to a script from the scene, when Gameobjects can be hotlinked,e tc
Am I supposed to spend hours changing every material to standard by click, drop down, click, close window, go look for another non standard?
Cuz I don't have confidence that will even work since UNITY upgrades are finnicky...
This is not a rant, just my concern.
Is there a way to highlight ALL materials and change shaders? Or maybe a hack to edit system files on windows explorer to jury rig em?
When I ctrl+a all the materials in my project, the shader is greyed out. I think the user should have the option to bulk change every shader to standard.
the shader drag down box is greyed out
Let's explore the updated workflow of Unity's most powerful High Definition Render Pipeline(HDRP) using Unity 2019.3
We will also learn how to convert your existing project into HDRP project.
👉Note : This video is mainly for Unity 2019.3 or newer. If you are using 2019.2 or previous version please watch this video first : http://bit.ly/2G73caJ
...
I figured a partial solution... I think it doesn't like mixing old versions and HDRP. So select old version in groups, lets you do more than one at a time is not tedius. 🙂
I just wish you could sort your asset by shader type, so I don't have to pick and choose, but this is way way way better than one at a time
or heck, even sort all assets that have a certain script or script value... But that is a dif story.
I should be working high level design and coding in pro capacity, but eh, my political views aren't enjoyed in silicon valley politics so despite being one of the best of best software engineers and designers, no one wants me on their team.
Thanks guys, you help often. without you guys, I'd never have my DOTS MMO almost ready
Did someone get following error in latest Betas?
A non-multisampled texture being bound to a multisampled sampler. Disabling in order to avoid undefined behavior. Please enable the bindMS flag on the texture.
I guess it's related to URP which we're using, but I'm not sure.
Everything is OK in 2021.2.0b1, but this error spams the Console in 0b2 and 0b3
The moment I add Camera to new Scene it starts spamming
For whoever is interested, I just pushed an update in the ray tracing samples for HDRP. New scenes, better setup for performance or quality.
https://forum.unity.com/threads/unity-experimental-hdrp-dxr.656092/page-28#post-7313623
I am new in pipelines can I get some help? in the beginning I want to make sure i am using a pipeline how do I do that?
You need to get the package you want from the package manager. Create a pipeline asset and put it in the right slot in the graphics tab. Or start a new project and select the urp or hdrp temolates and everything will be configured
If you started with the default your materials will be broken and you will need to upgrade them. Both hdrp and urp can upgrade standart shaders but custom ones will need some recoding. Keep that in mind
thank you, that's ok by me, i have done only colors so far... i am going to start doing stuff related to shader graphs..
I have just installed the package ... but i can't find it to put it in the graphics tab where do i find it
Google how to set it up
I did . they only said to install it.. which i did... then I went to project settings -> graphics.. but i didn't see a URP file to put there
oh found my problem
sorry and thank oyu
is there an automatic way to redo the materials or do i create new ones?
or smartly you can write your own script.
you can do it easily if you have hdrp package, but your srp asset in project settings as none.
you can simply write an editor code to do the conversion and after all of em are coverted just simply apply the srp asset and youre good to go
Prefarably you're supposed to start the project on the rendering pipeline you want it to be on
Converting shaders from one RP to another is not something so trivial as changing a version number, the shaders are not compatible at all so the converter has to be custom made for every type of shader
Which does work if your thousands of materials use shaders the converter recognizes
I would've thought there was some way to filter assets by shader though
Anyone here know hdrp very well,i am having some performance issues and would like some help please
how do I make a pbr graph file ... i cant see the option, am I watching old videos and it has been renamed to something else? (i did install the shader graph package)
Is it possible to fix the weird shinyness on the backfaces?
using urp with 4k shadow resolution with soft shadows, and the player's shadow is still noticeably jagged..... and anything below 4k looks absolutely disgusting. can someone help?
I have a max shadow distance of 10 btw (and anything lower cuts off the shadows)
here's the shadow with 2048 shadow resolution btw..... pretty sure it shouldn't look that bad
use cascades
i believe it’s called lit shader graph now
yes but when i create a shader graph i have many options idk which to pick
sorry dudn't; see your message ... i will upload a picture @analog meteor
alright sounds good
can't take a screenshot..
but anyway
the option " pbr graph" ISN'T THERE
I can see blank shader graph
unlit shader and about 7 more
but none of them is the pbr
Lit is the one you're looking for
back in Unity 5/Early SRP PBR was still used to denote the difference between the old legacy pipeline and the new snazzy URP one
Since Legacy has been phased out, the PBR name was dropped in favour of Lit
I see .. thank you @wind fox
You're welcome
Custom Renderer Features: I've been toying around with Unity 2021.2 and I tried to use the DrawFullscreenQuad feature, available in the Unity samples; it worked up until Unity 2021.1 but it doesn't work anymore
are you aware of any fuck-ups /radical changes that have been pushed into 2021.2
?
Look under the "Universal Render Pipeline" submenu
Assuming that's the pipeline you're on
The shinyness looks to be ambient reflections that affect the front and backfaces equally
If your material is smooth, it'll reflect its environments by sky or cubemap
If the sky/cubemap is bright below the leaves, the reflections will be bright
An occlusion value/map can be used to control the intensity of ambient reflections, you could add an occlusion map that's darker near the stems of the leaves so the reflections won't be so bright in the crevasses or on the undersides
Or you could make the undersides simply have a darker occlusion value
To apply different settings to the undersides you'd have to use a shader to check if the face is backfacing, or you can make the leaves one-sided and instead duplicate inverted versions of the leaves in a modeling program, then apply a different material to them
@shrewd moon Thank you! I managed to fix it by using a isFrontFace node so when a face isn't front facing, it's shinyness would be 0
That's the way!
Hi guys! Bit of a technical question here, how would you reduce overdraw in a scene with lots of small objects in it in URP? I'm thinking about something like Valheim's building system, where you build out of individual objects. I was wondering about using some sort of depth based occlusion culling system, or is there a solution in unity already / do you know some good assets to use / or perhaps some other interesting solution? 🙂 Thank you in advance!
This shader effect looks fine in the editor, however is completely opaque in game
Anyone know why?
you may need to enable the depth texture in the render pipeline settings
Anyone has experience with cached shadows in HDRP?
How do you cache directional light shadows for an entire scene/small terrain?
Setting it on enabled seems to only cache a small portion that's in view when it gets enabled and that's it. The majority have no shadows at all
Unity already has occlusion culling, and you should worry about overdraw only if you're making lotsa transparent objects
Opaque items don't cause overdraw
Yeah they do if they are not culled. And since he said he wants a build system baking occlusion wont work for him and unity does not do depth culling afik
anyone know if there's an issue with DrawProceduralIndirect (or maybe the VertexID node) with DX12/Vulkan?
it only seems to be working for DX11 to me
using HDRP 12 / unity 2021.2.0b3
drawing VertexID on a normal mesh looks the same
frame debugger looks the same
(left is dx11, right is dx12)
seems like it's this custom function that doesn't work
struct Vertex
{
float3 Position;
float3 Normal;
float4 Tangent;
float2 Uv;
};
StructuredBuffer<Vertex> _Vertices;
void GetVertex_float(in uint vertexId, out float3 position, out float3 normal, out float3 tangent, out float2 uv)
{
Vertex vert = _Vertices[vertexId];
position = vert.Position;
normal = vert.Normal;
tangent = vert.Tangent.xyz/vert.Tangent.w;
uv = vert.Uv;
} ```
maybe an issue with using StructuredBuffer in a vertex shader?
err nvm it's not that
DrawProceduralIndirect doesn't seem to get that far
just using randomized positions for vertices doesn't do anything either
(in dx12/vulkan)
Explain what do yoy mean by depth culling, because the opaque queue has depth testing, but I'm not sure if vertices get culled along
i made a reproduction that just draws an unlit quad:
monobehaviour: https://hatebin.com/quseozjdvb
shader: https://hatebin.com/vqhskqagac
dx11 shows
dx12
project:
that's with the builtin pipeline, so maybe i'm in the wrong room (it's an issue in HDRP too)
it works in 2021.1.11f1 😦
guess i'll report a bug with 2021.2 unless anyone has a better idea
yes, I know of the bake based method that unity has, but as Uri said it needs to be fully dynamic 😄 and yeah, vertices don't get culled (only backfaces), since depth testing is per-pixel, also I would like to avoid the depth test itself if possible, and only do it per-object/mesh
Hello 🙂
what is the correct way to make URP SimpleLit shader support DrawMeshInstancedIndirect API, with full support of baked/Runtime lights ... ?
you have to write the code for taking an instance ID, and looking up your matrix in structured buffer
sorry i think i should have given more details 🙂
I am creating my own hybrid rendering package based on DOTs + DrawMeshInstancedIndirect API.
I have a very basic knowledge about shaders and hlsl.
I am trying to:
- create a hybrid renderer that generically overrides materials properties. support vulkan and openGLES 3.0+ (maximum 4 Compute buffers per stage). (DONE!)
- make it support whatever is supported by the URP shader - SimpleLit. (partially done)
the problem i am facing now now is, how can i apply overriden properties values ( like BakedLightmap, lightProbes ..) that ive got from passed ComputeBuffers to the my custom simpleLit shader ?
I'm getting these super weird artifacts?
sorry I don't know enough about it to help. I am using the meshedindirect APIs to draw stuff in HDRP but I'm not trying to override any of those property values. I'm using the standard lit shader base
thanks anyway 🙂
When using Camera Stacking in URP, is it possible to render the image from a specific Base camera including all overlays in its stack into a render texture? So far, I've only been able to get the base image. My use case includes rendering UI to screen + streaming it over WebRTC (1). I found a forum thread asking the same question, but alas OP has yet to receive a response, which leads me to believe I am screwed. https://forum.unity.com/threads/how-to-capture-to-a-render-texture-a-full-camera-stack.1021930/
Workarounds are welcome. So far I thought about the following two:
i. Instead of using camera stacking, render everything into a render texture and then use it both to display stuff on original device and send it over WebRTC (2). The problem here would be input routing, since I need to be able to control the UI from original device (as well as via WebRTC using a proxy).
ii. Use world-space UI. This could be nightmare since I need to support multiple resolutions. I will also be moving to UIElements in the coming months and I am not sure if it even supports world-space UI.
I though dynamic culling took care of per-object culling, I stand corrected
anyone know how to upgrade from URP to HDRP? I'm having some problems doing so
Change the renderpipeline assigned in the graphic settings and the quality levels.
You will also need to manually change the shader on your project materials, probably tweak the lighting and the volumes (post processes)
so I have a URP project open, and when I import my HDRP asset into the SRP settings, nothing breaks or turns pink. my URP materials render fine. but, whenever I ask unity to change all materials to HDRP, nothing happens. when I do them manhally, the parts turn invisible and I can't edit the material cause apparently I need an HDRP asset in the SRP settings, which I already have.
I'm on 2019.4.9
Like I said : check in the quality levels. The asset in the graphic settings is the "default" one.
And for the materials, the "upgrade materials to HDRP" only works for built-in => HDRP
I'll check that out, thanks. is that what's causing the issue with invisible materials?
Probably
hello, want to ask, is rtx 3060 good enough or decent for ray tracing in unity?
is this component used in URP?
@frank pewterthere's no easy upgrade from URP -> HDRP unless all your materials are using Shader Graphs (in which case you can just open your shader graphs and add URP target to them)
using SG's for your materials does make it way easier to move between different renderers since you can have all three renderers supported there now, even built-in if you use 2021.2 (still in beta)
you still have to config all lights, camera settings and volume settings per pipeline but main pain is from the material setup
it's a low end RTX card still, you'll similar performance to RTX 2070 on that which is third slowest nvidia gpu which has hardware raytracing
you can use raytracing with it for sure, but it will not compare well to 3060 Ti even when it comes to performance
I need help with materials if anyone is free
@dawn sorrel Did you follow this? #archived-code-general message
yes but i can't see anything
like i have the material
not so different from the normal material
but i dont have name property to work with or anything
Look at the different "saved properties" dropdowns
how do I edit them in code?
alright, thanks. im just curious how 3060 can handle ray tracing well or not
@dawn sorrel There, you have _BaseColor instead of _Color
if I may ask you, first there's also color not just base color... do I have to edit both??)
Just _BaseColor one. URP shaders are weird with properties sometimes.
it's totally relative. current gen games will run raytracing on low to medium settings on that card but they are dialed for RTX2000 series mostly. 2000 series RT perf isn't great and it'll not take long till games and game devs aim higher on that
it's entry level RTX card from current lineup, so you can't expect wonders
thank you, if you dont mind me asking, I am going to do some shader graph editing then linking the material to the shader graph... is it possible for me to edit the colors using the exposed variables or would i get into a lot of trouble?
Yes, you can edit them to be named how you like. _Color one will remain, IIRC, it's probably a compatibility/legacy thing.
Note Properties have two names in ShaderGraph, the one for inspector and other to call with methods.
Will this option actually reduce the graphical quality?
I understand, thank you.. if you dont mind I will try to make a shadergraph and try to edit it using code, if you dont mind can I show the results
Are you using any Scene Color node, or are you using _CameraOpaqueTexture?
I have no clue, actually
i dont think im using any color nodes
That option refers to the Opaque Texture, take it as some sort of screenshot unity takes each frame after drawing the opaque objects and the skybox
mmh
that screenshot is not the final texture that gets drawn on the screen, take it as something grabbed on the go
it's used when you want to apply distorsion effects, like heatwaves
gotcha
If you're not going to use that Texture in your project you can safely turn it off and ignore the downsampling options
I would like to go for maximum graphic settings
and then just downgrade as needed
Oh wow why is the ambient occlusion in URP in the forward renderer data!?
What are Render Pipelines? What's the default state of a project? is it no Render Pipelines?
Product roadmap and feature requests. Welcome to our product portal.
enlighten is deprecated
or it should be 
This is released as alpha in URP 12 (21.2)
It's about Enlighten GI. Alpha clip is not supported. By Real time changing the alpha clip value in Shader . I was thinking of doing things like the GI effect of doors. it didn't work.
I see, is there an easy way to convert materials that use image textures to shader graphs?
all manual labor
unless your write some editor script to do it for you
but someone has to write that script too
Kind of
https://forum.unity.com/threads/update-on-global-illumination-2021.1067015/
It's re-supported
while still being "deprecated"
in 2021.1?
Wait, is there anotehr realtime GI thats as good or better as enlighten right now?
hey i have a question
2021.2.
Not as far as I know
basically im trying to use a spot light with URP but i cant see it
like there is no light coming out or some
with directional light there is however not with spot light
can i use spot light in URP or only directional?
bc i want to use a spot light
@shrewd moon fair enough; guess im waiting for a release
If you want realtime GI, go for enlighten that is supported in all RPs now.
HDRP does have screen space and raytraced GI.
You say supported but patchi said its in 21.2?
@next crystal Enlighten for HDRP (and URP) requires 2021.2, yes
https://forum.unity.com/threads/update-on-global-illumination-2021.1067015/
Quote :
we will continue to support Enlighten Real-time GI. Our team will maintain Enlighten as-is, without adding any new features, until Unity 2024 LTS ends. As part of this plan, we will add support to URP and will re-enable support for HDRP. Additionally, we will extend the platform reach of Enlighten Real-time GI to Apple Silicon, Sony PlayStation(R) 5 and Microsoft Xbox Series X|S platforms.
yup so im waiting for it to go out of beta
Do you have a dynamic reflection probe, or a planar reflection probe ?
why am I getting this error? I have the HDRP asset already in the SRP settings
assigned on Graphics tab of settings?
do check Window->Rendering->HDRP Wizard
or where ever that is on your version
yeah, this is what it looks like
Also look at the SRP asset(s) assigned in the different quality levels.
the one I have assigned at the moment uses the HDRenderPipelineAsset as well
you don't have to have SRP assets assigned on the quality levels but if you do have URP asset there, it will override it
so, should def check that place too
oh huh that fixed it
I reinstalled the pipeline and uninstalled the URP package from the package manager and that seems to have worked
thanks!
am i right in assuming the typical 'mesh combine' script used in unity actually works against the SRP batcher in HDRP?
it reduces the setpass count, and shadow casters by around 70% but runs 10fps slower at runtime and seems to double the vert count
I don't have any one of them, although my environment lighting is set to dynamic but I don't think that it's the culprit
Im using universal render pipeline to add lightining to my 2d game but the light goes through walls or doesnt collide with them, im new to 2d, how could i fix this?
how do I reset the HDRP default settings tab?
I'm trying to use vulkan on linux
to use HDRP
and my scene looks like this
game looks like this
seems something is off? with scene for sure
@spring shale your exposure values are off
it has nothing to do with Vulkan/Linux
do this to get better starting point: run Windows->Rendering->HDRP Wizard (or where ever that HDRP Wizard is on your HDRP version), make sure you get it all green with "fix all"
then create a new scene with Unity Editor and pick HDRP outdoor scene templates there (or whatever it's labeled on your version)
this will create a new scene for you with volume component and directional light set to have functional values together (light has high intensity and volume has exposure + sky exposure preconfigured for this)
can any good soul tell me why HDRP needs 5 render targets when I disable all the possible effects/shadows/pp? I understand that the number of RTs during the gbuffer phase changes according the effects using, in fact I can go up to 7 RT, but why I cannot go lower than 5? I have nothing enabled, I literally need just lighting with normal and color, why is the extra unused data computed anyway?
(using URP) anyone know what this error means, possible causes, and possible fixes?
is URP ready for use for a beginner?
I just started a new project from scratch based off the URP template
instead of trying to upgrade a 3D one to it
I really hope Unity gets equivalents for Lumen and Nanite. Lumen alone is making me consider swapping to UE5, since procedural games in Unity look like ass without any real-time bounced lighting (and no, ssgi is not a good enough solution)
Is there any way to get rid of shadow acne in real time URP lighting? I've tried every solution I've seen online, even in fresh URP project files and nothing has worked. Does Unity have a plan to fix this in future version of URP?
Settings I'm using:
It certainly is a tricky thing
i did. isn't helping
@drowsy cosmos What kind of results do you get with depth and normal biases at 1
I'll grab a picture real quick
is URP worth it for your first 3D game?
I've done shaders in glsl
I want my game to look nice and modern
but I don't want pain
Are you sure you're in the right industry? 😄
Depends on the needs of your game
All of the options are pain
Just different kinds
yeah
URP is less painful than the regular render pipeline, trust me
It's very similar but with more options
that's what I assumed
And less things that you need to import
but hard to get simple info like that
on the differences
I'm going to work with URP today
and see if I can make a simple shader or two
URP comes with more post processing options, better camera settings, etc. It's basically just the 3d pipeline but with a whole bunch of very useful imported packages
right
I haven't done much GLSL work, so I can't help you there
Though I don't think that will have changed much
glsl doesn't apply really
I was just saying
I'm not a complete noob
and I like math lol
If you want, try using HDRP if you're feeling ballsy
it sounds like that's better if you have a big team
If you want things like screen space reflections, you need to use it
I don't have that
Not really tbh, it's just URP but with even more stuff that you may or may not want to use
I want my game to look modern but I'm not trying to compete with nanite xD
hmm
the breckeys video made it sound like overkill
Also screen space reflections look really, really good on floors and HDRP supports them and URP doesn't.
Not exactly. There are certian thing you can do with URP or HDRP that you can't do with the old pipeline. HDRP especially.
that's probably more advanced that I need rn
but thanks for sharing about it though
@drowsy cosmos The settings that work for me are option A: both biases at 1
No acne but shadow has holes around fine detail
Option B: shadows in small crevasses and details are gone, but no shadow holes
I think brackeys made it seem more daunting than it actually is, because you don't actually lose anything when you move from URP to HDRP (HDRP can be URP if you want it to, but URP cannot be HDRP), but it's probably a good idea to start off with URP otherwise you'll get hit with a whole load of stuff and it might get overwhelming.
I mean some stuff in URP isn't in HDRP but for the most part that's true
yeah trying to keep the overall learning curves as low as possible
but high enough to actually learn something useful
and just get the first game out there
The built-in is in some ways more advanced than URP
But URP is better optimized if your target is decent looking budget graphics, from what I understand
Personally I find URP's documentation clearer than built-in RP's
As some parts of the built-in documentation are nearing a decade in age
I don't think there is a particularly good reason to use built-in RP over HDRP or URP
and strong math background
But the thing is, if you want to use the graphical features, you'll have to learn them
It really depends on what you intend on making
Suit the tech to the game, not the game to the tech
Sorry for the slow response. Got an unrelated crash when I hit play
good to hear
I mean I figure this chat would be a good place to get help too 🙂
Also I'm pissed off that enlighten is just dead
I'll give those a try and post a picture as soon as it loads back up
You might wanna check out sebastian lague, he makes really interesting videos on various unity projects that he makes
Revived in 2021.2.
Wait what
yeah I'm subbed
love his work
very up my alley for sure
Holy shit I had no idea they brought back enlighten
@shrewd moon Depth and normal bias at 1:
Ah that sucks
If you increase depth now, would it get rid of that
Wait can Enlighten work on procedurally generated scenes or is it only for moving lights in static scenes?
Depth at 5.9
Both for URP, realtime only for HDRP
The unity docs say it can only do moving lights in static scenes, since it works by breaking down the scene into voxels and then finding out which voxels and "see" one another ahead of time
So it's semi precalculated
So I don't think it'll work for a procedurally generated world
I don't know about that
This was about the best I could get it, but it seems like even if I get it looking okay for a sec, the sun just moves a little more and it looks bad again
"In the Unity Editor, Enlighten Realtime Global Illumination splits the Scene into small surface patches, and determines the degree to which these patches are visible to each other. At runtime, Enlighten Realtime Global Illumination uses this precomputed visibility information to approximate how the Realtime Lights bounce in the Scene, saves the results in a set of lightmaps, and then uses these lightmaps to apply indirect lighting to the Scene."
Unless you have some way to generate static geometry
So I think I need something like SEGI (which only works for built in RP)
SEGI?
Btw, is it just me or are the normal maps of your bricks inverted
If you've played around with Minecraft shaders, you'll have heard of SEUS
Sonic Ether made a realtime GI system for unity a while back
Either that or they are way too strong, yeah lol
It's basically just a fully dynamic lighting system, similar to Lumen in UE5.
Oh yea I've seen some of those, pretty magical stuff
Hmmm, that might work. And this is coming back in the 2021 version?
Minecraft is inherently really hard to make look good without Ray tracing
It's already back I think, but I wasn't referring to your problem. It probably won't effect how your shadows look. You should try baking your lightmap, it'll probably fix the weird artifacts.
Assuming you haven't done that yet
As far as I'm aware I can't take advantage of baked light maps since my game requires real time lighting
Is the entire game procedurally generated?
If not then you can use enlighten to solve your problem
No, it just has a day night cycle
Then yeah, Enlighten should work.
You just need to wait for 2021.2
Or try out the beta which I think is out
We're also using netcode though so we're kinda stuck on 2020.3 until netcode has LTS for 2021 versions 😅
Then you don't really have many options, unfortunately.
ikr 😔
Then, as my father used to say, just sit down, take a deep breath, and give up.
Or move to UE5
That's what all the cool kids are doing these days
I've always seen some shadow issues but never so much at once as with Rob
lol if we weren't so far past the point of no return we might have. Might for the next game though
Your indoor areas might look pretty bad, but you should be able to salvage the outdoor scene by screwing with your ambient light colours until it looks somewhat realistic.
But yeah large areas that aren't directly lit by the sun won't look brilliant unfortunately
I figured it was something I had configured wrong, but even when setting up a fresh URP project I was getting intense shadow even on a simple cube
Without any form of light bounce, shadows will always look very intense unless you have a bright ambient light, since effectively the only lighting is the first bounce from the sun and shadows are otherwise pitch black.
You've just kinda gotta make it work with what you have, which unfortunately isn't much.
I can't think of reasons why my scene isn't suffering of the same issues
Different ambient light settings?
That's what gets me about it. It seems like other people aren't experiencing this as badly
Maybe try changing your shadowmap resolution?
I've had it maxed out for all my screenshots
I've tried lowering it too but that doesn't solve it either
Doesn't make a difference on my end either
@shrewd moon @proper haven @drowsy cosmos so a little info on my game, I can't give the concept away but it is a 3D 3rd-person game, (semi) open world set in cities, to give some context
has GTA elements you could say (though is in no way a clone)
What style of graphics are you going for?
well, probably not low poly
at least sort of decent
we have 3d scanning tech
check this out
that took me about a minute to scan
so getting high quality assets is no problem for us
You should have a mental image of the artstyle you want
The most important aspect of a game visually is the artstyle
see above
Turning off soft shadows really heightens the effect. Does it look like this for you too?
@drowsy cosmos my "max distance" is 50
How about try that
Isn't that just a photogrammetry scan? That's not really an artstyle, since depending on how you did the lighting that would heavily change the look of your game.
I want to answer this definitively but I'm not quite sure what you're looking for
LiDAR
art style would probably be something close to GTA 5
but nowhere near that polished or detailed
Huh! Well with soft shadows turned off that did help. It's still pretty jagged though
If your a small team, I wouldn't reccomend going for something that realistic. It will just look meh. Going for something deliberately low-poly and highly stylised means that your game looks more unique and takes much less time to make.
With soft shadows on? It looks a whole lot better already
yeah, we probably will be doing something along those lines
low-poly and highly stylized I guess, but not suuuuuuuper low poly
A good example of stylising would be Windwaker or Team Fortress 2. Those games are extremely low poly with fairly plain textures, but hold up extremely well in the present day visually, compared to games from the same era.
"Stylized" just means it has a style
Think about what style that would be, what mood would it convey and what colors and shapes would define it
gotcha
Another good example of a stylised game is Hades.
yeah we in the phase of planning this kind of thing
for our art
we are storyboarding
and making assets here and there
It's an improvement:
while also experimenting getting the game mechanics made
If you want your game to stand out, come up with something unique in terms of artstyle. Hades got traction because when people looked at it, they thought "wow, I've never seen a game that looks like that before".
Passable at a glance, even!
I think if the sun wasn't constantly moving it would actually look pretty good like this. It's just that with the movement of the sun, those jagged edges move too in a way that's pretty noticable
I'll record something real quick
Yup
Also, there's a GDC talk that I can't remember the name of, but it's basically saying: do your art and detailed models AFTER you make basic gameplay mechanics, specifically movement tech. Use temporary art, or even just graybox maps and a capsule for characters, for as long as you want. Artstyle can wait.
Still this seem to be at least an improvement from what it was
I'm also noticing some partial pop in on the shadows as I get closer to them
But only some of them? Which is kinda odd
That's fairly normal, unity makes close shadows higher res.
Okay I just set the normal bias back to 0 and that seemed to help too. It's actually getting pretty close to passable at runtime now. I had never seen anyone recommend turning down max distance but it's definitely helping so far
Just fuck with the settings till it looks good
Hmmmm. It's not gone, but it is less noticeable than before. It becomes more noticeable at certain times of day as the angle of the sun changes. The trade off seems to be that shadows behave a bit strange as you approach them now.
That's basically how this entire game dev thing works lmao
Yeah the most noticeable issue is the sawtooth movement at the edges at this point I think
Increase your shadowmap res
It's maxed out
@drowsy cosmos One last thing I'd check is that are your buildings using real world scales of 1 unit = 1 metre?
I think so, though I have scaled it in the scene
Actually nvm, this particular building isn't even scaled in the scene
Only scene scale matters
ok, I'm just messing around with stuff right now and I tried to load Windridge City into just the URP template project
I know it's an old asset/scene
but I got it to load fine in just the 3D template project
Gotta update those materials
np
Yup
Unity will upgrade the mats that it's familiar with, but stuff like nature manufacture materials, or other 3rd party materials, it doesn't know what to do with those
ah
For each broken mat, just check to see if they have a URP version of that asset. If they do you'll wanna use that. If not, you'll need to either upgrade it yourself (not your best bet) or find another mat that works
Yup, for the most part
yeah, I don't think we plan to do too much of that
the team is 2 full time coders and 1 full time 3D modeler / texture artist
why rendertocubemap report error ?
[Error : Unity Log] RenderTexture.Create failed: width & height must be larger than 0
The destination of rendertocubemap was created using integer value(4096) as sidelength
Why can we create this if its empty?
is CustomPass with MotionVector still can't work together?
@indigo summit soon ™️ https://github.com/Unity-Technologies/Graphics/pull/5049
it's merged already
is it included in beta3 already?
welp 🥲
so, give it few weeks
yeah i'll wait for the next release then
you can of course merge that change yourself to b3 version
if you want to try it out
nah i'll wait 😅
why rendertocubemap get two exactly same images in stereoscopic mode?
This may be unrelated, but how can a cubemap be stereoscopic?
@turbid matrix i'm still trying to make this thing work 😅 , still broken with TAA, Motion Blur and Decal though
https://streamable.com/ijinyq
@indigo summit are you using the fps example from the custom passes -repo?
modified version of it
@indigo summit so the issue is that the gun area gets movecs that shouldn't be there, right?
in which case, getting access to the readonly movec buffer doesn't really help you at all, what you'd want to do instead is override the movecs that are on that gun area
which you can already do with additional movec pass
I dunno if you can do that via custom pass but def can do with custom postprocessing pass
I wonder if you could do it on the gun render pass too with right settings
@turbid matrix
yeah that the only thing which i'm not sure how to handle it yet.
at least i manage to find a work around for the decal issue.
Just the Movecs now
wait what do you mean additional movecs pass?
kinda lost on this part
@indigo summit here's one example where movecs are overwritten by custom shader: https://forum.unity.com/threads/hdrp-wheel-motion-vector.986826/#post-6412101
you could just write zero value in the shaders movec pass
actually, that approach doesn't even require custom pass at all since you can put the queue with shader tag like in that example
so it require custom written object shader then?
it requires custom shader yes
with wheels, that approach had separate cage mesh for this
if you change the weapon fov to be different than main camera fov, you can't just naively do it on regular shader though
so, would need some custom pass solution still then
interesting, i'll check it out.
i do remember in built in RP i do need custom movecs pass for viewModel rendering
the old style movec pass shader still works in HDRP, just need those few changes I mentioned on the forum post
there is also this thing coming up https://github.com/Unity-Technologies/Graphics/pull/4931
but for whatever reason, it's only additive thing
you can't use that PR's change to fully override movecs
ooh
I dunno why they don't allow that, even as option because it would often be beneficial to be able to spoof the whole thing
How do you get PEAK speed from HDRP? HDRP= 27 FPS in a scene that in Standard Render = 70 FPS
I am bringing HDRP in for soon updates in different levels to be ready, however, it is slowing down all my old zones. So I want to strip all options down to bare minimal to run my old zones as fast as possible to get closer to the Standard Renderer's FPS.
Any tips?
Right now I'm just randomly clicking check marks and making values 0, then running to see if I get any FPS improvement. I got about 1.4 FPS peak more so far doing that. I will continue, but I wonder if there is a list of all check marks to check and stuff to turn it to maximize Frames per second performance. I don't want to revert, my world editor is proud of his work:
Starfighter General HDRP, but FPS 1/3 what standard render
sounds about right
I have a beast of a computer and I'm only rendering like 12 objects on the screen
Not that scene
And its only 27 FPS
Is HDRP just not ready for modern computers?
it is, but your scene is horribly heavy if it only runs 70fps on built-in with modern computer
HDRP is also a lot heavier out of the box
in editor
you also can't make HDRP run as fast as built-in or URP
Maybe I should see a way of seeing FPS in live game, maybe it is passible
HDRP is the future tho right?
I'm making a game for the long haul.
Olento, this is extremely valuable info
We spent about a week porting my game to HDRP
I want to see if I keep running with it or revert
yeah, I get that, you can try disabling feats from the HDRP Asset to see if it helps but you will be losing most of the eye candy
HDRP also scales down quite badly on weaker hardware
so if you run it on say, mid tier laptop, it's a no go
How do yo disable feats from asset? Like every individual asset?
I mean your HDRP Asset(s)
No this is for upper quality desktops, like last 4 years and medium + vid card
So I highlight em and disable... K, this is extrodinarily good info
just toggling the feats off from scene itself doesn't stop HDRP from reserving resources for the feats, you have to turn them off from HDRP asset itself or from frame settings
Any easy way to get frames per second via script?
Or a hot key to display in game?
I wanna see what a standalone looks like...
maybe 27 FPS in editor is passable, most people say it scales by 2x
Could I calculate by putting a count in update, then waiting for a second to pass, and displaying total?
there are profiling tools that do that, or just use stuff that unity itself reports
Time.deltaTime etc
kk ty
Every update is a frame right?
monobehavior update in one single script
I should be good to go. Thanks bro. I learned a lot.
If you ever see me making 100s of millions and you find me on the street, don't pull a gun for money, just a pen, and I'll write a check. lol
Already upped my FPS by 7 by changing random menu items
it sounds like you may have to take some steps to reduce geometry and such
you probably won't get from 27 fps to something playable just with settings tweaks
see if you have any areas with high overdraw
I got to 35 fps and when it plays it normally 2.5x as many
so we good
My problem now is skyboxes
I need to know how to make an HDRI skybox, or rotate it vertically.
Once I get a skybox, I update my game today 🙂
Ok I hope someone answers. Gonna go to the grocery store for vegetables and fruits, had mild kidney failure and if you don't treat it fine and recover, you die a painful death, so I treat it serious, so no more burgers,pizza, fries til kidneys fully heal.
I'll be back in about 1-2 hours. God bless everyone.
amen brother
Define a "beast of a computer". HDRP is not inherently computationally expensive.
It depends entirely on what you do with it
