#archived-hdrp

1 messages ยท Page 73 of 1

spring shale
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but thats what it was here anyway, just not with textures

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๐Ÿคทโ€โ™‚๏ธ

spring shale
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ok not fixed

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it reverts after I deselect the animation

spring shale
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if anyone has any ideas, that'd be helpful

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maybe I just need to rip out everything I had for animations and re-import

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I had a blend tree setup on the standard pipeline project

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for a walk animation

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forward/back and strafing

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it was working, now it's not playing at all

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the animations also used to have this guy

sterile mesa
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beast computer: Ryzen 9 one of the top ones, 64 GB ram, 3200 ms ram, EVO 960 SSD m2, etc etc. My video card tho is just middle road 150$ stuff.

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My rendering FPS problem is over. My new problem is: >>>>>>>>>How do I make a HDMI Skybox or rotate one vertically?

analog meteor
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when's urp 12 slated for full release?

turbid matrix
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@analog meteorwhen 2021.2 is out

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there's really no clear "experimental" / "preview" / "release" stage anymore on SRPs since they ship with Unity core now. But if you use alpha or beta version of the engine, you can assume the SRPs shipped with that engine preview are not final either

waxen lantern
mortal current
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Question:
HDRP and URP does not work with VR, right? I need to export my app for 'Oculus Quest 2', but every single "material reflection" I searched about seemed like something that does use HDRP or URP.

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I wanted to make the floor reflect the "buttons and the lower portion of the background", trying with just the Reflection Probe and the shader "Standard (specular setup)" gives me that terrible reflection.

turbid matrix
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@mortal current HDRP and URP work both in VR, HDRP VR is heavy and HDRP doesn't support Quest

mortal current
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As I assume URP isn't that heavy.

turbid matrix
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URP and built-in are both fine for VR and Quest

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many popular VR games are using URP nowadays

chrome locust
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t-40 mins ๐Ÿ˜Ž

trim bone
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wow I see surface shaders are planned on the product board for both renderpipelines

chrome locust
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t-25 mins ๐Ÿ˜‰

chrome locust
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t-5 mins

outer carbon
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@chrome locust Is there a reason for this countdown?

chrome locust
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we are about to release something great ๐Ÿ™‚ in 5 mins

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that hopefully makes a positive impact on HDRP ๐Ÿ™‚

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and I want this channel to try it out, since its a great energy/community

outer carbon
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Oh that is impressive for sure

loud leaf
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Looking good Kecho, will give it a shot

trim bone
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@chrome locust do you work for amd?

chrome locust
sterile mesa
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My only regret is it is the same SS as above, lol sorry for droll boredom bros

summer glacier
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Is there anyway to check / get a boolean if dynamic res is enabled or not

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and if it is, some function or something to get the current screen percentage?

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Checked the doc, no luck

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HDRP

sinful imp
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Hey everyone, I'm trying to render a different post process volume on my UI by using a different camera that only renders the UI, but the post processing completely overrides my main camera post processing. I tried following this thread from a couple of years ago, but apparently this just isn't supported in HDRP https://forum.unity.com/threads/is-there-a-way-to-use-two-cameras-with-different-post-processing-settings.550858/

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If there's no solution in the HDRP, would switching to the URP allow me to achieve this?

chrome locust
turbid matrix
turbid matrix
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I get that without DLSS and FSR, you'd often prefer dynamic resolution.

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it's kinda confusing because there are articles around that imply that DLSS and FSR already do scaling on their various presets but it doesn't really seem to do so with Unity's implementation

keen tulip
mortal current
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Hi, it's me again. This time I'd like to thanks @turbid matrix for the URP suggestion earlier.
And now, for the new issue:
The app is rendering the directional light but it does not render any of the point lights or area lights I put. Does anyone knows what could be the reason?

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Baking it doesn't make it show up either.

keen tulip
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@turbid matrix thanks for the help! i already had set it to update manual in the URP asset but I wasn't unaware that it should be called from the Camera and not the volume
That being said, is there any other way to update just one volume because i have an open world game with multiple volumes and at various places and I dont want to update all of those volumes from the camera anytime i want to update just one

turbid matrix
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no idea on that, the new API seems to update all

keen tulip
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thanks for the help!
it think that will not be available in anytime in future because i guess its camera which does the updating part and volume is just like a data container which is stored in camera

inland halo
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Hello! I've been struggling with the ambient occlusion in my urp project. When I go to renderer features under the forward renderer apparently there are supposed to be options for it, but I see nothing. I was wondering if I was doing something wrong

turbid matrix
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@inland haloyou use new enough URP to support SSAO?

inland halo
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?

turbid matrix
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you need at least Unity 2020.2 / URP 10 or newer

inland halo
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I'll update my unity

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thanks @turbid matrix, it's working now!

dawn sorrel
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this is not a renderquestion but i dont know where to ask it... it might be an error or something .... I made this shader material that moves , which is working... but in the inspector it doesn't move unless i hover my mouse over it and keep on moving the mouse

outer carbon
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You need to turn on animated materials in the drop down at the top of your scene window.

dawn sorrel
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and i am in the prefab ... not the scene

outer carbon
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It's in one of the dropdowns at the top of the scene window.

dawn sorrel
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thanks found it

brittle crag
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hdrp question: this leaf texture material has a strange box around it
how do i remove that?

true zealot
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it allows specular on transparent surfaces, similar to how glass behaves

brittle crag
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i think i already have that

true zealot
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You want that unticked

brittle crag
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ah

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unticking that doesnt change anything

true zealot
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Going to need a screenshot of your material settings then I think

brittle crag
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theres a bit more underneath that

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there we go

true zealot
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hrm, I cannot see why it would be like that, as I can make a material with the same settings that behaves just fine. What HDRP version is this?

brittle crag
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where do you find that?

true zealot
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in the package manager

brittle crag
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11.0.0

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oh wait

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it just fixed itself

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what

true zealot
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๐Ÿช„

brittle crag
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๐Ÿช„

true zealot
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Why we continue to work in software is a mystery to us all

brittle crag
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yup

steel bridge
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Hey there, I have a big problem with occlusion culling which doesn't behave as expected. Many objets which should be hidden are still visible even if no visibility lines are going to them. I don't understand , i have tried all the values for the occlusion culling baking parameters, and i also set all my walls to occluders/ocludees and my objets to ocludees. If i am watching completly at the opposite for example, these objets are culled correctly so the problem really come from the occlusion process ... I have merged my objects (for example one bed = 1 objet) to reduce drawcalls but now with this problem they are entirely shown in many cases where they should be occluded.
Can somebody help ? Thanks a lot , I searched for hours and found nothing ...

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(it's a top view of my scene)

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another example :

loud leaf
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Just had a go with FSR + DXR, so far it seems to do better than DLSS, producing cleaner visuals at a higher framerate, both rendering at 60% resolution scale

proper haven
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FSR should just be treated as a very good sharpening filter tbh, it can get very messy very quickly from what I've seen. It could be useful to sharpen some of the blurriness that comes as a result of TAA

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(but don't use TAA use SMAA because it's infinitely better thanks)

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Unless FSR does anti aliasing as well, which it might, since DLSS does anti aliasing as well as up scaling.

turbid matrix
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issue with SMAA is that it leaves a lot of jaggies behind

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there's no perfect AA

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from traditional AA solutions, CMAA2 is quite interesting as it's a lot simpler (and cheaper) than SMAA but has similar results

proper haven
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Idk I'm just salty that TAA has been so widely adopted

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Because it just... Doesn't look good

fringe oak
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Hello, I am using URP and I have custom toonshaders, I want to use volumetric lighting, is there an easy way to do the transition to hdrp ?

proper haven
proper haven
fringe oak
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Okay I'm going to try

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ty

turbid matrix
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TAA is great for things that don't move ๐Ÿ˜„

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you can't really beat TAA on certain cases, but it also blurs things in motion and is prone to ghosting if not used carefully with tweaked TAA + materials that work with it. Also foliage in general is problematic with TAA

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SMAA is about best you can get on traditional PP AA without typical temporal AA issues (altho SMAA has some temporal variant too afaik but it's not used in Unity I think)

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MSAA would be nice for some things but it's pretty broken setup on HDRP since you lose a lot of fancy stuff with it

summer glacier
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Anyone knows how you'd change the currently active HDRP asset settings through code?

proper haven
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but smaa is brilliant

proper haven
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Because that depends

proper haven
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I know this is a really fringe question and that you may not know what reshade even is lol so apologies in advance

summer glacier
proper haven
summer glacier
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Anyone knows how to apply dynamic res through the API?

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My attempts didn't quite work.

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    {
        mainCam = Camera.main;
        DynamicResolutionHandler.instance.SetCurrentCameraRequest(true);
        settings.enabled = true;
        settings.dynResType = DynamicResolutionType.Hardware;
        settings.upsampleFilter = DynamicResUpscaleFilter.Bilinear;
        settings.forceResolution = true;
        settings.forcedPercentage = 20.0f;
        DynamicResolutionHandler.instance.Update(settings, null);
        DynamicResolutionHandler.UpdateAndUseCamera(mainCam, settings, null);
        DynamicResolutionHandler.SetDynamicResScaler(DefaultDynamicResMethod, DynamicResScalePolicyType.ReturnsMinMaxLerpFactor);


    }```
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When checking DynRes it says it's on, and that the screenPerc is 20, but it doesn't seem to be active through the camera.

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print(DynamicResolutionHandler.instance.DynamicResolutionEnabled()); //prints true
        print(DynamicResolutionHandler.instance.GetCurrentScale());  //prints 0.2 (20) 
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I tried it without SetDynamicResScaler, same result

summer glacier
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If anyone knows and is replying, please tag me.

eternal laurel
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Why did CMAA2 never got merged
๐Ÿค”

next crystal
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is QualitySettings.softParticles setting still a thing in URP?

dawn sorrel
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I started using URP do things get different when it comes to camera ... there are a couple of objects I can't see

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they are there in the inspector but the camera can't see them

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when I looked into the camera i couldn't see layers it can or can't see

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turns out it is a camera seeing layers thing... but what is my alternative in URP

outer carbon
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It's the same in URP. Change the culling mask on the camera.

dawn sorrel
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someone knows why in URP i have pink prefabs meanwhile in preview of prefab its not pink

mild stream
# chrome locust https://twitter.com/unity3d/status/1415688281203879936

i'm confused by the way the announcements are worded. there currently is an FSR preview for HDRP, but "[FSR] will be available in Unity 2021.2b soon" in the tweet or on the forum do not mention HDRP explicitely. will FSR be coming to all render pipelines in a 2021.2b beta, or just for HDRP?

analog meteor
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did you switch to a srp from built in?

summer glacier
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currently it's in a special branch, later it'll be in the beta

mild stream
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yes exactly. is "later" for HDRP only?

dawn sorrel
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I have a question in shader graph, I have a cube and i gave it a moving material... how can i specify the movement direction ON EACH OF ITS FACES

fringe oak
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Is there a way to add grass on terrain editor with HDRP ?

deep aspen
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is there any way to use urps render feature to have a material be added ontop of the objects current material and not override it?

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ah wait nvm, I figured it out by having my overlay material be transparent

subtle moat
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How do I set lens flare for lights in URP ?

mystic sand
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hey, I started using HDRP for my low poly game but is it a normal that every material is so shiny on it? on standard render pipeline it's not, can I avoid it somehow? Thanks

fair coral
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From the point of efficiency: In a 2D game, should I use Full Rect or Tight Mesh Type Import Settings? Check these 2 screenshots, one is Tight the other is full Rect.

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Obviously Triangles and Vertices Count go down a lot, but I wonder if this adds more to the draw calls because of the need to render empty pixels?

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Game will run online, WebGL build.

dawn sorrel
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your gpus power may not be sufficient

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consider changing

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or upgrade from vendors website

deft shoal
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Hi gyus! i am using urp and 2d sprites in 3d. Why one side of the sprite is so dark? Environment lighting source is color

keen tulip
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can someone guide me on how to access URP renderer list from c# scripting?

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@ 0lento can you help

barren goblet
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how to use FSR in unity ?

turbid matrix
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@keen tulipno idea, maybe try sniffing it from URP asset?

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@barren gobletyou are using the custom branch from github?

barren goblet
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what custom branch?

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@turbid matrix

turbid matrix
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FSR hasn't been merged yet, so only way to use it today is to take FSR changes from graphics repo on github

barren goblet
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and compile to a DLL ?

turbid matrix
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nah, you have to swap the whole HDRP

barren goblet
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๐Ÿ‘

turbid matrix
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here's hoping there will be many more places they can find extra perf with Burst now ๐Ÿ™‚

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URP already uses these for some things

loud leaf
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Agreed. ๐Ÿ‘

dawn sorrel
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sorry wrong section

subtle moat
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I thought this was related to render pipelines

summer glacier
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It's not in the HDRP beta right now, but later will be -- there are no current plans to bring it to URP or BultIn.

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Still looking for help with this

outer carbon
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I would keep the settings, just because you'd need to remake those anyway. But everything else you can delete.

turbid matrix
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@dawn sorrel if you don't care of the template, you can just start from blank 3D template, import URP package, create URP Asset with it and assign it to graphics settings

iron flame
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URP TAA + Object motion blur
Snapdragon 835 1080P 30 fps

iron flame
chrome locust
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My next big thing will be to push the LightAccessArray so light components can be accessed through burst / jobs. So far its working, seeing huge perf boost. This means I can optimize things like PrepareLightsForGPU in HDRP ๐Ÿ™‚ lets hope it all works out

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You can see here in my prototype branch I can now access 100s of lights in a parallel fashion. ๐Ÿ™‚ so I think the future is bright and we will be able to unlock more CPU perf for HDRP and SRP in general ๐Ÿ™‚

chrome locust
chrome locust
# summer glacier Still looking for help with this

Hey, so right now this API is only meant to be used by the SRPs and not the user, with the exception of the scaler.
The only way to enable / disble DRS is through the quality settings assets, or you injecting a quality setting asset. I am trying right now to propose offering an API to override these settings so the users can do what you are doing easily.
What I can recommend on the meantime is:

  • Turn it on always on your quality settings, control it from the camera allow/disable function (use the HDCameraAdditionalData).
  • Send a custom dynamic res method through the SetDynamicResCaler function, send your own c# delegate and control from there the percentage. (this only will work on playmode)

This obviously only works on HDRP. URP is not doing anything wiht this at the moment. Let me know if this works / makes sense.

fallen mica
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Hi! Recently, I have started a project using the default URP template that Unity Hub provides.
All works perfectly except for one thing: I clicked on the Bake lighting button that's in the lighting settings and It took like 20 minutes to "bake" but after that time, it was at 0% so I closed it. I saw a button to use the GPU instead of the CPU to bake the lighting so I tryed it. When I clicked on Bake lighting, it crashed after 2 or 3 minutes.
I wonder if I can do something or it's a bug related to the version that I'm using (2021.11.f1).
Thanks for reading! ๐Ÿ˜„

modest violet
trim bone
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@modest violet looks like "z-fighting", simplest way to fix it would be not to overlay your meshes where the faces overlap so exactly.

modest violet
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oh..

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okay

summer glacier
chrome locust
round holly
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Hey, I have a problem.

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Like you can see, I can't see my herbs when it's a little too far

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I have a 250 detail distance and not a "giant world" someone can help me? I want to see my herbs far, ty.

summer glacier
chrome locust
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as I said, the asset is the only way to change the filter. The DynamicResolutionHandler then obeys the filter from the pipeline settings.

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The only way is to inject your own asset pipeline unfortunately

summer glacier
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I see -- thanks, I appreciate the help.

chrome locust
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np, hoping to free up some time and provide an actual API so you can set the filter from anywhere and override the pipeline asset

tough pulsar
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lol, why Lit shader I have in "Failed to compile"? I checked for updates for HDRP but it is up to date

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also it works but when I apply there normal map whole material looks weird and I must use another shader

whole fossil
steep rock
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Has anyone else noticed that translucency in HDRP glows in dark areas based on indirect light? Like foliage in shadows is brighter than it should be? I can't find anyone else mentioning this but it's a pretty severe limitation IMO. How are you supposed to create realistic scenes with foliage if it literally glows in the shadows?

Very unnatural (translucency on):

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Natural shadowing (translucency off):

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Obviously with that specific example it looks fine in the sun with translucency off, but in my other scene it looks terrible in direct sunlight with translucency off, but also looks terrible in shadow with translucency on, so I'm not sure why this is a thing. Why does HDRP add extra light to translucent objects even when they're in shadow?

turbid matrix
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just checking that you sure that's HDRP specific issue and not a flaw in the 3rd party asset you are using for the rendering?

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@steep rock ^

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when not sure, I usually do some comparison test with the same mesh using stock HDRP shaders

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the reason I ask is because I've seen a lot of funky broken stuff with 3rd party shaders, especially if they've not been designed directly for the engine version one is currently using

steep rock
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@turbid matrix I did exactly that. I tested with the stock HDRP Lit shader on the same mesh and textures (but placed on the terrain by hand rather than as a terrain detail since HDRP doesn't support terrain details yet) and it looked exactly the same.

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Although it was in that same sample scene from Nature Renderer so I'll test again with a fresh HDRP project and just copy in the bare minimum (mesh + textures) to test

turbid matrix
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ah, that's fair

barren goblet
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hi, where can I find this scene for unity ?

eternal laurel
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Pretty sure this is fron the directX12 ray tracing demo nothing to do with unity

outer carbon
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Also don't crosspost please.

barren goblet
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how can you find me ?

outer carbon
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Lol, what does that even mean?

fervent dove
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Have someone faced with a situation where you have an HDRP package installed, but the editor doesn't see it? I've upgraded my project to a new editor version (2021.2 beta) and HDRP 12 package, but the editor behaves like it doesn't know anything about the HDRP package. No hdrp wizard, all materials are pink, their interface is broken, no mention of HDRP in project settings, all HDRP scripts (like camera additional data) turned into missing scripts, etc.

turbid matrix
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@fervent dovecurrent betas have issue with HDRP Wizard not showing up unless you've assigned HDRP asset to graphics settings

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it's been fixed in github already afaik but fix hasn't propagated to latest beta yet

fervent dove
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Hm...that's interesting, but everything else hdrp-related is missing as well...

turbid matrix
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also if you can't load HDRP specific scripts, there's probably some error somewhere on the console

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compilation errors do prevent the components from loading

barren goblet
# barren goblet

@turbid matrix Hi, do you know are there any free scene assets in unity, looks like this PICA PICA scene ?

turbid matrix
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I don't think there are any that look like that

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there are some raytracing samples though

fervent dove
turbid matrix
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I'd start by checking you have HDRP asset assigned to project settings->graphics

fervent dove
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No, its not assigned.

turbid matrix
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also if you upgraded the project, make sure your package manager is using HDRP 12

fervent dove
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But it can't be assigned there, because there's nothing to assign, if I open that window.

turbid matrix
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I've seen autoupgrade fail once if I manually interrupted the conversion once

fervent dove
turbid matrix
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right click on some folder on your project tab, select Rendering->HDRP Asset

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it will create new one

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then assign that there

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after that run HDRP Wizard

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if it's still grayed out after assigning HDRP asset, just restart the editor

fervent dove
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I'm in the middle of the reimporting the library folder tight now, so I can't check this immediately, but I'm pretty sure there will be no "HDRP asset" option there. I don't even have the window - rendering - hdrp wizard tab.

barren goblet
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@turbid matrix I have PICA PICA models, but it doesn't import correctly

fervent dove
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I mean, my project looks exactly like if it was on built-in. Except the package manager says that HDRP 12 and all dependencies are installed. But that's literally the one and only place that have some signs of the HDRP presence.

fervent dove
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So, I had to delete version control package to make HDRP work. Very strange.

fervent dove
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But now everything in the scene is invisible for some reason. Objects can be seen only through outline and wireframe view.

turbid matrix
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@fervent doveyou need to upgrade your materials to use HDRP shaders

fervent dove
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That's weird, because when I deleted version control, there was a system message that indicated that materials will be updated to the latest HDRP version or something like that. And then there was a reimport process for all the mats and meshes.

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But everything still remained invisible after that. Although, the rest of HDRP had been restored by that moment.

fervent dove
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  • Deleted HDRP
  • Installed it again
  • Did "edit - rendering - materials - upgrade hdrp materials to latest version"
    Still get this:
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Unity can't even render its own cube with the default mat

turbid matrix
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@fervent dovecan you close editor, wipe whole library folder and open the project again

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just to make sure there's no funny business on the generated files

fervent dove
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Yep, just did exactly that.

turbid matrix
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no idea then, hdrp works on my end on latest beta :/

fervent dove
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That resulted in a bunch of errors that can be cleared and nothing new:

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Then I rebooted the editor one more time and now there are no errors at all and everything is still invisible

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๐Ÿ™

turbid matrix
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I dunno, I'd start from fresh project without all those extra packages, then bring them in one by one if you need them

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I also very much doubt ASE works on current beta's HDRP without modifications

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it might but in past I've always had to update bunch of things from it's HDRP template if running it on some prerelease Unity engine

fervent dove
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Well, i'll try to go downgrade to the initial version of the editor I was using before the upgrade and then upgrade first to the latest stable release and then to this beta.

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Thanks for helping! ๐Ÿ˜€

turbid matrix
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np

wise sapphire
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i hate render pipelines

turbid matrix
scarlet hull
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You need to clean your light bulb

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Jokes aside, with a such low resolution image, the "noise" on the tiles (if this is what you call dirty) could be from the texture

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Oh, so this is a baked lightmap ? 2 like "2 texels pr unit" ? What is the size of the object you're showing ?

hexed mulch
#

Just a quick question: I just started with a new project after some time off.
Properties: URP (2021.1/11.0) and VR (Quest 2 via Link)
When I place some geometry in the scene, I start getting โ€žlighterโ€œ image artifacts when i rotate my head. Just as if some screen-space shadows would leak and stay on the screen (the artifacts move with the headset and are only visible on geometry, as overlay)

jaunty shell
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Hello guys I just started out with using URP and did a small Area, but everything looks super foggy / muddy. What do I need to change/would could couse this?

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fixed

turbid matrix
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that person would have a really bad time with HDRP with all it's default effects enabled :p

rapid delta
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just created a new HDRP project and scene view is completely white. Game view is fine. Any ideas?

turbid matrix
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@chrome locust as heads up, filed two issue reports today related to DLSS: #1352619 and #1352630. These are more of platform side issues but both are related to DLSS

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tl:dr; DLSS binaries now deploy on all windows builds, even with non-HDRP 3D template without Nvidia module being installed and... dlss dll's break IL2CPP builds on windows 7 now, I'm assuming the dll's aren't compatible

chrome locust
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yes, 1352619 (nvidia binaries) is somethign i complained to the build system guys. I opened several tickets to them

turbid matrix
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basically 619 breaks 630 for all windows 7 users

chrome locust
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heh!

turbid matrix
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because now it's forced there and it can't run

chrome locust
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thats no bueno

turbid matrix
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should have written that mono builds still work

chrome locust
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the build system guys told me no we wont fix it ๐Ÿ™‚ so i guess this is soething they will have to address now for sure.

turbid matrix
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anyway, I gotta go, just wanted to give heads up ๐Ÿ™‚

chrome locust
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weird il2cpp would break for w7

turbid matrix
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also, Win7 SP1 is currently min spec on Unity 2021.2 so it should work ๐Ÿ™‚

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it probably fails to load the nvidia dll's since it still works on versions right before the DLSS dll's appeared

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it doesn't even load unity player since there's nothing on logs

chrome locust
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@turbid matrix take a look at 1332465

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its one I opened with a comprehensive reason why I couldnt strip the module on windows.

turbid matrix
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it's not public so can't view it ๐Ÿ™‚

chrome locust
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ah ok ๐Ÿ™‚ well the jist is that they didnt want to fix it.

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i tried to do the stripping myself but it wouldve required touching jam / internal unity build system

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the other question is... wow people still developing on w7

#

Thank you @turbid matrix for keeping an eye โค๏ธ i will start moving things internally and get the scripting team on board with stripping.

chrome locust
turbid matrix
#

@chrome locust according to Steam HW survey, 5% are still on Win7 x64. Of course that's a minority still and 90% are on Win10 x64 so it's not a huge issue, that minority can be quite vocal though + Unity officially supports Win 7 still ๐Ÿ™‚

chrome locust
#

super weird though

#

if it works in mono i dont see why it would break on il2cpp

#

has to do with how dll is binidng and dot net

turbid matrix
#

if you bind incompatible dll in mono, I don't think it crashes at all, on c++ side that's instant no go

chrome locust
#

right

turbid matrix
#

pretty sure I had situation like that when I wrapped windows.gaming.input dll to Unity, that only runs on Win10

chrome locust
#

that must be then. Likely mono has more checks and such

#

the thing is that there should be no code referencing the dll. That is, eveyrhting in c# is wrapped on a #define if you dont use the package.

#

so in theory, the dll is just sitting there.

turbid matrix
#

there's of course always possibility that something else broke IL2CPP at the same time ๐Ÿ˜„

chrome locust
#

ah but i see, its likely then the module itself is referencing the dll

turbid matrix
#

would be pretty wild coincidence tho

chrome locust
#

yep lets see what the scripting team says. They need to help me here because this is way out of my jurisdiction ๐Ÿ™‚

#

i tried to strip but there is no mechanisms in the build system to do so. When I asked, they told me its by design

turbid matrix
#

yeah I kinda assumed it was different people handling that side but those people are not here ๐Ÿ˜„

chrome locust
#

yep no worries will fwd them the bug ๐Ÿ™‚

turbid matrix
#

thanks, appreciate it

chrome locust
#

once our QA presses on it

junior lotus
#

So my shadows are pitch black meanwhile lighted surfaces are bright, how can i make the shadows look bighter please

#

Also im using URP

turbid matrix
#

"IL2CPP accidentally started using the CopyFile2 API in the runtime on Windows Standalone, rather than just on UWP (where we intended to use it). This API was added in Windows 8, and thus any binaries using it will not load on Windows 7. "

#

so, crazy that it happened around the same time as DLSS got added ๐Ÿ˜„

#

anyway, there's a fix on the way for that one, so all good

#

I don't really think Win7 is that meaningful platform anymore, I just happen to have my low end test rig running it as it has everything setup to have oldest possibly supported stuff in. By the time I set it up, Win7 still had bigger user base ๐Ÿ™‚

waxen lantern
turbid matrix
rapid delta
#

I'm really stuck and searching for the problem leads me to believe it's not a problem that happens if you just do everything right in the first place. I've created an HDRP project, new scene, and I want to put in some post processing to get some bloom. I've got a global volume and a volume profile with some stuff in it but it's just not having any effect.

inner parcel
turbid matrix
#

also DLSS being supported on HDRP or not is not really the main thing here, what is that they deploy those nvidia DLL's that bloat the build regardless if they user has enabled nvidia support module or not ๐Ÿ™‚

#

you can have HDRP project that doesn't use DLSS for example and then those extra binaries are not needed

#

I'd imagine most wanting to enable it though

inner parcel
#

and the last time i tried dlss in hdrp in the update it was released into beta, it still wasn't working for me sadly

turbid matrix
#

I suppose so, still bit dangerous path if we have to identify extra dll's on our own ๐Ÿ™‚

rapid delta
#

In VFX graph, is there any way I can generate a random number that's unique to a particle, and then use that random number in all the particles spawned from a gpu event on that particle?

indigo summit
#

anybody know how to access/modify custom pass property from scripts?

buoyant junco
#

How could I switch from URP to HDRP?

rapid delta
#

This GPUEvent comes from a trigger on die node. In this state the entire vfx graph doesn't work at all. If I connect the GPUEvent directly to the initialize node, it's fine. Can you only have one spawn context node?

turbid matrix
inner parcel
#

the cases in which i know where a restart is required in other engines is when switching the graphics api which isnt possible in unity afaik
to customize settings runtime you can create your own implementation and use PlayerPrefs to flush and read the keys from disk.
apart from that if you're using srp, you can assign separate assets in each Quality level and each of the asset having different settings which you can just switch at runtime

turbid matrix
#

also do read this: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/HDRP-Asset.html: Unity only allocates memory and builds shader variants for features you enable in the HDRP Asset. This means that you can disable features your project does not use to save memory. Since certain features require shader variants or other resources when Unity builds your project, you can only enable and disable features at edit time. However, it is possible to toggle the rendering of particular features at runtime, just not using the HDRP Asset. Instead, Frame-Settings control the features that cameras in the scene render. Frame Settings can only toggle features that are enabled in the HDRP Asset; they cannot enable features that are disabled.

#

basically how you'd do this is that you can do multiple higher level HDRP Assets in your Quality levels (like malloc mentioned) for different scalability tiers and then additionally toggle feats on and off from frame settings

#

combining both will give you best results altho the setup for this is quite clumsy

#

this isn't enough alone though, you also need to be able to adjust post processing AA from camera and volume settings separately as they have their own scalability settings per effect

#

@fair socket^

#

of course those resolution and refreshrate, fullscreen mode and vsync are all set in various places too ๐Ÿ˜„

#

because... reasons

#

all settings in HDRP are scattered all around

#

a lot of those reasons are coming from old legacy things where Unity bolted new things on top but kept some of the old structures... so now it's totally mixed bag

spiral timber
#

how shader used in Graphics.Blit get vertex data?

heavy beacon
#

Can I automatically transfer shaders to match HDRP / URP requirements?

cobalt idol
#

Is it possible to change the render buffer format in URP?

cobalt idol
spiral timber
#

is it possible to get and change unity built-in shader variables which may be used by other shader globally?

sinful imp
#

Is there a way to set the source camera of a graphics compositor from a script in the HDRP?

summer glacier
#

I have a simple locked interior, made with cubes -- yet the visual environment/sun light seems to still effect it and light it up. Anyone knows why?

#

I'm using the Physically based sky -- when I disable the visual environment and the physically based sky it, it starts acting correctly and goes dark.
Note that the sun is still active.

#

How do I prevent The environment (physically based sky) from lighting the interior when it seemingly shouldn't?
I can't figure it out, tried everything I can think of.

#

HDRP

whole fossil
#

Try adding reflection probe to the inside of the environment

eternal laurel
#

Might be stupid but is your directional light casting shadows?

summer glacier
eternal laurel
#

Are they the build in cubes ?

summer glacier
eternal laurel
#

Hnn I will have to recreate this cant think of simple solutions off the top of my head

summer glacier
#

Been really bugging me :/

#

Two things seem to turn the interiors dark: Turning off both visual env & Phyiscal sky turns it dark
and disabling the light

eternal laurel
#

Well yeah

#

Some indirect intensity is too high

#

Or the exposure

summer glacier
#

Sky has 0 exposure, the exposure mode is set to Automatic histogram

#

although I've tested it with everything else and between

#

and the light isn't that high, it's at 30515 lux

#

I don't think there's any indirect lighting, it's realtime

calm onyx
#

is there a reason why I'm not seeing all this list even tho I'm on urp?

#

I only see that much

jade venture
#

Heya, I am using the latest unity version with the URP and 2D Render Pipeline. I calculated a mesh as a field of vision. How to hide (darken) everything which is not inside it? I know that for 3D you could use render features as an example. But I am completely clueless how to approach this in 2D.

pulsar prism
#

I've created a panel and assigned it a material with HDRP/Unlit shader. (I'm using the HDRP.) In the Scene-View the panel appears yellow, as defined in the material. But in game view it appears blue. What's wrong? Thanks for any hints!

hollow frigate
#

Anyone have any guesses as to why my triplanar shader isn't receiving indirect lighting?

summer glacier
#

Tried reflection probes, shadows, two-sided meshes

#

it seems to be caused by the visual environment/procedural sky ambient lighting. I want to keep the exterior look, but fix this.

inner parcel
summer glacier
#

I can, but at that point i'm not adhering to anything realistic or physical. I'll be running up numbers down and right with no reference hoping it looks right, while the exterior is completely different. I'd rather not go down that rabbit hole.

summer glacier
inner parcel
#

you should in that case try to reduce the ambient lighting overall. been a long time and i dont remember volume components much, but theres an intensity component out there

summer glacier
#

I don't think there's anything for that

#

i can reduce the sky's exposure, but that completely changes how it looks

#

I tried everything in the indirect lighting controller, no luck

inner parcel
#

I have a similar scene but with more realistic use case with procedural sky with the ambient light not reaching all corners of it.
I'll look that up for you

summer glacier
#

sounds good

junior lotus
turbid matrix
#

@junior lotus it's "normal" behavior. you haven't fixed the exposure

#

easiest way to fix this is to:

  • if not done already, run through HDRP Wizard so everything is green
  • after that first step, create a new "outdoor HDRP" scene from the new scene menu entry
  • take note of the directional light intensity on that scene (if I remember right, it's 10 000) and then make a prefab out of the volume gameobject on that scene
  • go back to your old scene, change your directional light to the same value as on new outdoor scene
  • add the volume prefab you just made to your old scene
#

basically what you see currently is autoexposure trying to correct things. Your sky has very high exposure so autoexposure tints everything else black - unless you only look at the ground

#

other way to fix that issue is to manually adjust the sky exposure + regular exposure values yourself and match those with your directional light intensity

#

also worth noting that since you are just starting out with HDPR:

  • HDRP has global/default settings set under Graphics settings -> HDRP global/default settings. This is where the default sky and exposure and various PP effects come from you get out of the box.
  • you can override the defaults also per scene by putting a global volume in scene and overriding the specific components
junior lotus
#

thanks a lot

junior lotus
#

also is there a nature shader in HDRP?

sick hinge
#

Hi there! I'm trying to use an overlay camera to render world space UI on top of everything. This camera stack has to output to a render texture that will be visible on a raw image inside a canvas. Right now only the content from the base camera is visible

#

Does somebody know if it is possible to render a camera stack to a texture?

hidden karma
#

Hi, is this the best place to ask a question about a problem I'm having with the URP shader graph ?

keen monolith
#

Yo, out of curiousity, does anyone have some kind of cheat sheet to setting up quality settings?

jaunty shell
#

Anyone know what is going on with my Shadows? URP

analog meteor
signal osprey
#

does changing variable resolution on the fly cost something? ie: if I vary the resolution every frame

jade venture
jaunty shell
toxic vine
#

what is this error, and why is my editor acting crazy after switching to urp

tough pulsar
analog meteor
shrewd moon
summer glacier
# shrewd moon Did you try baked lighting

That's not really a solution, i don't want to use baked lighting for the interiors, although from my testing, the ambient interior lighting is gone, but then again so is the sky/enviroment, not sure what's up with that.

summer glacier
shrewd moon
#

The methods you listed aren't capable of blocking ambient light, besides reflection probe under the right circumstances, but that is a form of baked light usually

summer glacier
#

The other option is to lower the exposure with a volume, but then all light references are out of the window and your back to random light numbers that look right

#

Even reflection probes didn't really help

shrewd moon
#

You either need baked light or a realtime GI solution

summer glacier
#

Maybe enlighten would do the trick

tough pulsar
#

any good tutorials for baking lights for HDRP?

tough pulsar
shrewd moon
summer glacier
#

it will be

tough pulsar
summer glacier
#

in beta yeah

shrewd moon
#

@summer glacier On-demand updated reflection probes are an option that could work

trail flower
#

camera allowDynamicResolution is a writeable property, but writing in it doesn't affect the value. Is this a known fact?

shrewd moon
#

But consider that reflections are per-object, so you can't have the interior and exterior walls be the same object

trail flower
#

in HDRP is that property supposed to be readonly?

summer glacier
shrewd moon
#

Same as realtime but not as prohibitively expensive

summer glacier
#

Not sure why but it had next to zero effect on the lighting which comes from the environment/procedural sky

tough pulsar
#

try setting your directional light to night for ex. X rotation 185 and you will see results when shadows are blacker

#

or more blackish

#

I dont know how to spell it correctly

#

MORE DARKER

#

fuck me

summer glacier
#

Yeah I tried that, didn't get quite the results I wanted, although I didn't try changing the rotation. Will do that next time and report back

shrewd moon
#

@summer glacier Found one type of solution
Reflection probe of type "custom" with just a black texture as a cubemap

#

It basically just sets ambient lighting to zero, and then you can switch it out for an on-demand baked cubemap if you want actual reflections

#

Otherwise if you bake it'll simply bake an image of the interior that's falsely lit by the sky

summer glacier
#

will test soon

tough pulsar
#

I get this effect

shrewd moon
tough pulsar
#

hmm

#

wtf xD

#

same settings

shrewd moon
#

It still seems to work in removing the sky "sheen"

#

Could be competing with some other lighting stuff in your scene, hard to say

tough pulsar
#

what type of texture did you use?

#

just default or something other?

shrewd moon
#

Dunno if it needs to be Cube shape

#

But nothing special really

#

Try it in a blank outdoor scene if it doesn't seem to work right

tough pulsar
#

I create cubemap in Unity with Legacy->Cubemap

shrewd moon
#

That seems unnecessary
Anyway I don't think it matters how the texture is set up as it has no data in it

#

Experiment with a blank scene

dawn sorrel
#

guys I just switched to URP and now 1 simple realtime light is taking like 2 minutes to bake, on top of that, my scene consists of 4 cubes??? Is this normal and also why is it taking so long to bake if it is realtime lights?

#

The main issue is when it bakes it takes like fricking 97% of my cpu

eternal laurel
#

Well if you dont want baked lights turn off auto generate

shrewd moon
#

Sometimes the bake progress bar gets stuck
Or for me, always, but it's only a visual bug

dawn sorrel
shrewd moon
#

Why not bake with that

#

CPUs suck at ray tracing

dawn sorrel
#

well my cpu is pretty decent as well

dawn sorrel
#

but im asking why is it baking when there is literally 0 baked lightings

#

???

shrewd moon
#

Plus you'll probably want to use the CPU power for something else while the bake happens

dawn sorrel
#

It wasn't like this when I used the default render pipeline

shrewd moon
#

You can view the bake progress by clicking the blue progress bar

#

To see what it's working on

dawn sorrel
shrewd moon
#

And to confirm that it's not stuck
What Lightmapper are you using

dawn sorrel
#

and Im still confused on why tf is it even baking when there is nothing to bake in the first place?

summer glacier
#

disable auto generate, probably that

dawn sorrel
#

im supposed to turn it off?

dawn sorrel
shrewd moon
#

Maybe it's not baking really

summer glacier
#

if you don't want it to auto generate, yeah turn it off

shrewd moon
#

Hard to guess what's happening over there

#

Do some baking tests in a scene with static geometry and lights to get a feel for what the settings do and how it's supposed to work

dawn sorrel
shrewd moon
#

With an RTX card you might reach like 10-20 second bake times in simple scenes

shrewd moon
dawn sorrel
#

but then what is it doing if it isn't baking?

#

because it definitely is doing something cuz my cpu goes from 7% to 97% when it says it is baking

shrewd moon
#

I really don't have an answer to that
You'll have to get more familiar with the lightmapper system

#

It'll start to make more sense as you use it

dawn sorrel
#

thanks for the help

#

I think it is probably I bug with URP

shrewd moon
#

My advice is to switch to disable automatic baking and enable Progressive GPU lightmapper as the very first thing

#

are the Screen Space Reflections of HDRP this crunchy for everyone else?

eternal laurel
#

And 2 mins for a default bake on the cpu is pretty decent. Our bakes take anywhere from 2 to 28 hours

iron flame
dawn sorrel
turbid matrix
#

I'd dial that as low as possible where the artifacts are not annoying anymore

dawn sorrel
#

also when I was adding post processing in URP i noticed that the chromatic aberration looked a lot worse than in the post processing stack for the default render pipeline.. is there anyway I could make it look smother or customize it more?

shrewd moon
#

I would've rather expected some smoothing option for the artifacts

shrewd moon
#

URP effects may seem a bit simplistic in some ways compared to built-in, probably because URP is optimized for mobile devices as well

dawn sorrel
#

the game is just better with the built-in

#

nothing works perfectly for every game

fresh meadow
#

Noob question, but how can I apply URP affects and bake lighting in a game where the scene is procedurally generated?

dawn sorrel
eternal laurel
#

Depends on the amount of procedural generation. There is no light bake at runtime

#

If the game is modular and you construct a level out of prefabs

#

You can bake for each prefab and then blend the ligjtmaps at runtime

#

Thats how the elder scrolls blades did it. There was a video somewhere

fresh meadow
#

Can you make shadows visible at further distances.

turbid matrix
#

@fresh meadowthere's a distance setting on URP asset

#

but you have to up the overall shadow resolution for things to not get too blocky if you do so

shrewd moon
iron flame
turbid matrix
#

yeah, merged now ๐Ÿ™‚

#

been testing that in VR yesterday

#

basically tested DLSS, FSR and TAAU in HDRP VR, only one that felt useful was TAAU

#

FSR didn't notably improve the visuals at modest 80% scaling but it did bring big overhead on PP

#

DLSS however gave extra 4ms to the postprocessing time, meaning you'd have to do really heavy lifting on HDRP itself for it to be worth it

#

basically in my slimmed down HDRP test, DLSS almost doubled the frametime I got with 80% + TAAU on ~native Quest 2 resolution running at 120Hz

#

And then I tried URP VR exactly same scene and even with MSAA x4 + FXAA enabled, URP was twice faster than anything I got running on HDRP VR

weary fog
#

is TAAU supposed to land in 2021.2?

turbid matrix
#

considering it's in current master, would expect it to

#

it's fully functional on current 2021.2 beta so would be weird for them to leave it out but include FSR and DLSS, I just don't see it happening

ember breach
wind badger
#

is it possible to set the scene view to use my entire URP camera stack?

sinful imp
#

is it possible to have layer specific post processing in the HDRP without the use of the compositor?

opaque crown
#

Hello, I've been having an issue with LWRP. I'm using the 2019 LTS and have LWRP installed in my project but cannot choose it to create an pipeline asset. Nor can I choose LWRP as my pipeline. I am running Ubuntu 20.04. I've tried to search this, but haven't had much luck. Any thoughts or ideas?

inner parcel
turbid matrix
#

@inner parcel I'm testing PCVR by using Q2 on airlink, native Q2 can't even run HDRP

inner parcel
#

oh rip. i thought you were on a quest build

turbid matrix
#

nah, it's not something I'm looking to support

#

Quest 2 hardware is bit too limited and if you go for oculus store, you are expected to support Q1 as well (altho there's now one game coming only to Q2, resident evil 4)

inner parcel
#

yeah i usually test things on my quest 1, but usually my standard pipeline project runs fine at 72hz in either of them so im not super concerned about that.
urp is currently too limited for my VR project and hdrp would be nice to have, but its a bummer that hdrp only supports high end pc/console

turbid matrix
#

HDRP VR is very expensive to do even on high end PCs

#

URP is where it's at

inner parcel
#

i might switch to urp probaby once 2021.2 comes out

turbid matrix
#

I did test built-in renderer at Q2 resolution and 120Hz too, but URP was clearly fastest on that naive and simple test

#

had the workbench scene running with enlighten realtime gi there on all three renderers

inner parcel
#

urp is clearly faster in my case too, but it lacks many feature i want to make use of

turbid matrix
#

yeah it has it's painpoints

#

URP 12 is better but it's still lacking on things like shadow filtering + it got movecs now but nothing uses them yet

inner parcel
#

and also for my other pc project i'm still stuck in a confusion between both because hdrp doesnt scale well with low end devices,
and urp is too limited for higher end devices which can make use of hdrp
so its hard to make a project which is fully scalable for all hardwares. just disabling the features in hdrp isnt enough unlike the built in.
so thats why many are still back to built in pipeline

#

and thats why my quest project is based on built in too. so that in future when srp gets better, theres a slim possibility that i might have 2 options to choose from

turbid matrix
#

of course URP still runs twice faster on the same computers ๐Ÿ˜„

#

I have dualcore i3 + gtx670 on my low end test computer atm and it can do stripped down HDRP quite well

#

there are tons of small things that are enabled on HDRP that really don't need to be on low end devices

inner parcel
# turbid matrix you can make HDRP run acceptably on old PC's unless they are some integrated int...

my pc project is a fps shooter. the higher the frames i have, the better considering the response time.

but that being said, i've struggled a lot in hdrp to bring the frame time to 16ms on a laptop with i5 7200u + intel hd 630

with standard pipeline i can get upto 100fps (10ms)
with urp i get the same, around 110fps
but with hdrp im unable to come below 30ms mark.

my game looks to be gpu bound even with a rtx 2070s but i get 2ms frame time on that after stripping hdrp

turbid matrix
#

ah, I got same gpu here on my main rig ๐Ÿ™‚

inner parcel
#

2070s was probably like the best steal in 2020. its not surprising that many have that now xD

turbid matrix
#

and yeah, I've seen HDRP choke on weaker gpu's in past.. I used to have nvidia GT610 on my test rig in past but it could only do like 14 fps on simple scene

#

there are some things that go past stripping HDRP asset though, you have to disable a lot of things from frame settings as well

#

some notable gains can be had by removing SSS and distortion

#

those are only seen in frame settings

#

also if you use moblur... this is default hdrp moblur ๐Ÿ˜„

#

well, that was bit extreme case as I had forgotten it enabled in VR, it's probably cheaper in desktop

#

but it's still among the expensive post effects

inner parcel
#

yep. my game looks very ugly with everything disabled in the default hdrp settings and everything disabled in hdrp asset.
using the lower option whereever i could, be it pp buffer format, custom pass (i use one draw renderer to replace traditional 2nd camera)

turbid matrix
#

new TAAU is nice

#

HDRP runs a ton better if you can lower the resolution

inner parcel
#

i didnt even have any post process in either of my tests

inner parcel
turbid matrix
#

with TAAU you do pay the price for TAA high preset but the lower resolution still gives you more gains

inner parcel
#

lower resolution doesn't seem to change anything in either of the pipelines as of now for me. is that the same for you?
the change is less than 5% for me on all devices ive tried

turbid matrix
#

I don't know how that scales on weaker computers though, I've only done TAAU testing for VR in mind, not for low end computers

#

huh, I guess it depends where you start at

#

in my case, I'm running VR on 3936 x 1984 resolution @ 120Hz so being able to drop that resolution gives quite notable gains ๐Ÿ™‚

inner parcel
#

on my laptop all the way from 1080p to 720p doesnt change anything much.
same for my desktop tho. i dont have any monitor above 1080p to test it

#

ah for VR i might give a spin with 2021.2.0f1
just being too careful with that with the built in pipeline

turbid matrix
#

I don't know how it goes with AMD but at least on nvidia drivers you can select that gpu does the image scaling automatically and then create a custom resolution. I've tested 4k performance on my 1440p monitor that way

inner parcel
#

oo thats nice. i havent heard about that

turbid matrix
#

basically that just tells windows there's 4k resolution available but gpu scales it to your native resolution after it's rendered

#

it's essentially forced super sampling that way

#

I dunno if there were some driver settings for forcing super sampling directly too

#

(there could be)

inner parcel
#

i dont have an amd either.
Had an amd gpu like 4 years ago and probably wont even look in that direction anymore

#

i could give a try in 4k. i'll see how that goes with my hdrp project and urp version of it with almost no visuals

turbid matrix
#

tried slimmed down HDRP with FXAA and Enlighten enabled on integrated Intel HD4000, no surprises here

#

that's at 1080p

#

same computer, GTX670 runs that in little under 5ms

#

nobody should target Intel HD4000 with HDRP though

#

there's still some potential gains to be had by not doing depth prepass and not doing autoexposure but that's not really going to help in the big picture

#

same thing on URP

#

gpu time goes from 100ms to 50ms, not that it will matter that much yet either

#

and finally same thing on URP but with fully baked lighting, previous one was with Enlighten GI:

#

so, now around 32ms which is acceptable already, but this is also very simple scene

turbid matrix
#

also that final PP pass is FXAA alone, meaning FXAA costs 7.7ms on integrated HD4000 ๐Ÿ˜„

#

@shrewd moon motion vectors, you need them to be able to do things like Temporal Anti-Aliasing and better motion blur

shrewd moon
#

Ah, missed the acronym

#

Is that Unity's own frame debugger you're using?

turbid matrix
#

nah, Nvidia Nsight

#

I'm not aware of any tool on Unity editor that gives you proper GPU timings

shrewd moon
#

Yea me neither

turbid matrix
#

nsight does work on other brand gpu's too, you miss some of the stats but like in this case, you still get the figures you are after

#

it's dead simple to use too

#

microsoft also has PIX that does similar thing but it's targeting DX12

shrewd moon
#

I'll get right on it
A lot to learn about performance analysis

turbid matrix
#

it might require nvidia developer account to download it but that shouldn't be an issue

shrewd moon
#

I had trouble earlier trying to find out why built-in was using 99% GPU, but I couldn't find anything odd in the profiles because the frame times were okay

#

Not sure if that sort of issue is even visible there

turbid matrix
#

99% gpu sounds like no vsync

shrewd moon
#

I considered that, but it was enabled

#

I do get a stable 700 fps in a simple scene, but I also get that in URP with only 30% GPU use

#

Suppose there isn't some way to see what the GPU is doing overall, rather than what's happening in the frames

dreamy fox
#

Hey! I see some love for TAAU, glad to hear. In terms of its performance, yes at the moment is locked for high quality however keep in mind that:

  • Disabling speed rejection (setting to 0) saves a bit of the overhead for high quality.
  • Disabling history sharpening (setting to 0) saves a fair bit of the cost of reading the history even at high quality (though I'd definitively suggest against it).

Also I have some plans to make TAA a bit faster, but time for it has not been allocated yet and I am not sure when it will be ๐Ÿ™‚

I will also experiment at some point to try having TAAU running with also the medium preset, but I am not so confident it will be a good idea and/or worth it ๐Ÿ™‚

turbid matrix
#

@dreamy fox is TAA going back to compute? I did see some comments that suggested that might still happen

dreamy fox
#

Yes it is my plan to do so at some point, though unfortunately I have no ETA to give on this as it is just a vague intention rather than an already planned thing. Note that the move will happen only if it will be a perf win, not otherwise.

cobalt sapphire
#

Has anyone here used HDRP with the recent screen space global illumination? I am finding the emissive materials get very dull when SSGI is turned on

shrewd moon
keen tulip
scarlet hull
shrewd moon
#

Oh, issue is gone if I disable Use Influence as Proxy Volume

#

So it was still using proxy volume to begin with

#

Thanks for the idea!

unborn mountain
spice sparrow
#

converting to urp just reduced my fps by like 80%??

shrewd moon
unborn mountain
#

Thanks!

turbid matrix
#

yes, it's nsight frame profiler

#

I like that exclude TAA stencil bit got reused this time around. I think SMAA's stencil bits are still separate despite them not being able to be used at the same time with TAA ๐Ÿ™‚

turbid matrix
#

wouldn't probably be difficult to slap rest of the kMotion to this as half of the shaders are already in URP

summer glacier
#

Can I not upsample using DynRes? can't get over 100.

iron flame
#

There are a lot of motion blur leaks. Hopefully unity adds some quality motion blur to the URP like Keijiro Kino motion.

sick fable
#

Does anybody know why ScriptableRenderContext.DrawRenderers() produces 2 Drawcalls?

#

Maybe it's got something to do with antialiasing?

#

The Execute Function of my ScriptableRenderPass looks like this

public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
    {
        CommandBuffer cmd = CommandBufferPool.Get();

        var sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags;
        var drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
        drawingSettings.overrideMaterial = m_Material;

        context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings);
        cmd.SetGlobalTexture("_DepthNormals", depthNormalsHandle.Identifier());

        context.ExecuteCommandBuffer(cmd);
        CommandBufferPool.Release(cmd);
    }```
#

First I though its because of the SetGlobalTexture()
But this produces the same results

public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
    {
        // CommandBuffer cmd = CommandBufferPool.Get();

        var sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags;
        var drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
        drawingSettings.overrideMaterial = m_Material;

        context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings);
        // cmd.SetGlobalTexture("_DepthNormals", depthNormalsHandle.Identifier());

        // context.ExecuteCommandBuffer(cmd);
        // CommandBufferPool.Release(cmd);
    }```
dreamy fox
turbid matrix
#

Meanwhile, URP VR SPI seems to be a quite mess :) they broke the old blit api in VR and now seriously lack of documentation on how to deal with it. Staff mentioned on the forums you should use DrawMesh instead and that "docs" are essentially the existing URP PP code :)

#

In result, none of 3rd party render features work in recent urp vr properly and half of the asset publishers have tried to hack it in various different ways

#

Most just straight up exclude VR support for their URP extensions

sick fable
#

Probably Its by design, that it issues 2 drawcalls.
If you Enable Depth Prepass, it also generates 2 drawcalls.

#

Can somebody explain what the ScriptableRenderPass.Configure is doing actually?

#

Why does it need 2 drawcalls?

eternal laurel
#

So how can I change what material is created from the asset menu in HDRP ? I already tried to copy and modify the HDRenderPipelineEditorResources and change the DefaultHDMaterial there to have the settings I want, but when I hit Create->Material the build in Lit one is still used

turbid matrix
#

@eternal laurel does it work on overriding some other shader as default?

eternal laurel
#

if I change the shader in the default asset ?

turbid matrix
#

I mean if you put some different material as default that uses say, HDRP SG or Unlit etc, does it work?

eternal laurel
#

no

turbid matrix
#

wait, are you changing it from the resources currently assigned for HDRP?

#

I mean, if you don't have that stuff setup, HDRP Wizard should make a local copy of those files and assign them properly

eternal laurel
#

Yep the default editor resources assigned in the HDRP Default Settings in the Project Settings is my "custom" one

#

Then again the wizard did not create it. I had to copy it from the package dir so I can edit it

turbid matrix
#

which HDRP version is that?

#

they had some of that non-local config nonsense on the older versions

eternal laurel
#

11.0.0

turbid matrix
#

ah, I just checked, you have to manually override the file even today

#

I don't see a way to override material itself here, there's materials entry but it's empty

#

I can swap the Shaders->Default PS to whatever and new materials will default to this (just checked)

eternal laurel
#

do you mean in HDRenderPipelineResources ?

#

cause I did that and it's still not creating it with the right shader

sick fable
turbid matrix
#

ah, it could still use that API underneath

#

no real idea tho

turbid matrix
#

@eternal laurel does HDRP 11 already have Global Settings asset or is that a new thing in HDRP 12?

#

anyway, the settings would be in project settings->graphics->HDRP default settings if the global settings asset is not a thing yet there

eternal laurel
#

Im not seeing a global settings asset no

turbid matrix
#

yeah its probably HDRP 12 thing then

eternal laurel
#

yeah and there we have Render Pipeline Editor Resources

#

that contains the default materials

#

maybe I need to restart unity ๐Ÿ™‚

turbid matrix
#

oh, I overrid the player resources ๐Ÿ˜„

#

wonder if that's dumb thing to do

eternal laurel
#

well worst case the default lit shader will not be included in builds

#

๐Ÿ™‚

turbid matrix
#

lol

#

well, you can force it in build from Graphics menu still

eternal laurel
#

we are starting a trailer/animation project

#

so building is not a thing

turbid matrix
#

but yeah, I remember faintly being able to swap the actual material, for me the option to do so is locked on HDRP 12

#

can't swap this

eternal laurel
#

nope restarting did not help

#

I can swap it

#

but swapping it and changing the materials does nothing hah

turbid matrix
#

you could try renaming the asset to make sure it has unique name

#

it should still be ref matched

#

I mean the hdrp editor resources file now

eternal laurel
#

nope renaming it did nothing

turbid matrix
#

you can see your own asset assigned by the new name on the settings still?

#

just making sure the editor didn't screw up the assigning

#

I'm still wondering why they disabled editing for this on HDRP12

#

could be a bug

eternal laurel
#

Yeah its my own asset

#

And the default material on my own asset is my own material

turbid matrix
#

sounds like it's bugged somewhere alright then

#

I don't have 2021.1 installed to check that one out

#

one could always push HDRP as local package and edit the DefaultHDMaterial directly from the HDRP package but that's kinda nonsense way to fixing this if you don't need custom HDRP for other reasons

eternal laurel
#

Yep

#

Well I might need iy anyway

turbid matrix
#

I can come up with bunch of hacky ways to fix that but nothing I'd really use in production ๐Ÿ˜„

eternal laurel
#

To get the juicy filmic motion blur from the sherman project

turbid matrix
#

like, you could just put some write protected material somewhere with the same name and symlink that material to packagecache's HDRP package but yeah, that's going to break in so many ways

eternal laurel
#

At this point doing a custom create menu and telling the artists to use that seems like the most reasonable

#

hope Unity enjoy the bug report ๐Ÿ™‚

turbid matrix
#

it's probably a minor issue

eternal laurel
#

I very much doubt it's because the shader is from a custom package

turbid matrix
#

but if the material swap doesn't work even for local shaders, it's still something they need to fix

eternal laurel
#

yep my poor artists should not bother with silly custom menus ๐Ÿ™‚ haha

turbid matrix
#

just moving HDPR package alone into Packages folder and pushing that into version control could be still easiest way to patch it temporarily

#

just have to update HDRP package manually for version control then

#

you don't need any dependencies on local packages, just the main package

eternal laurel
#

yeah I will do that if I need to modify it to get the custom motion blur working

turbid matrix
#

I just find it silly that they can't come up with basic example to get everyone going quickly, especially since it's very clear that people are struggling with this

#

HDRP docs give nice sample on how to get going on something similar and then users are on their own after that but at least they have some starting point

eternal laurel
#

Oh dont get ne started

#

I wasted 2 days to get a fullscreen blut working in urp vr single pass instanced

#

I had to dig trough the bloom to see what to use

inner parcel
turbid matrix
#

I wouldn't use word lazy since I'm sure people have a lot on their plates. It's just when you do big changes like they've done with these, it would be nice to have at least some example how things used to be and how they are now

#

what sucks in this particular case is that the things Unity staff references people to look at are something that have been built from scratch for current approach, there's no reference to how it used to be

#

usually when there are some API changes, first thing I do is fire up git and check what has changed on the implementation from old to new days

#

when you don't have such data, it's immediately a whole lot harder to decipher

#

it's not insanely hard, it's just tedious and time consuming

inner parcel
# turbid matrix I wouldn't use word lazy since I'm sure people have a lot on their plates. It's ...

they might have lot on their plates true. but imho they shouldn't neglect maintaining a proper documentation for it. leaving people to decipher and figure things out themselves sometimes can be turned into a disaster because whatever they figured out "works" but is not the proper way to do so.
i've found myself in either of the scenario's and it gets frustrating at one point.
besides having lot on their plates doesn't sound like a proper excuse because its not like they are doing some charity to us. people literally are paying hundreds of dollars to buy the assets from store only which gets broken by something like this and slows down the whole system.
not just that, there are so many beginners who just get frustrated because of the lack of documentation and just give up because they have no proper starting point

turbid matrix
#

ah, I don't really disagree there. I've seen Unity losing edge of their doc side since they moved to package format

#

before that you got practically some example snippet on most API's

#

I do rant about this occasionally but it's something that's not really only Unity's issue, it's actually way worse on some other game engines (not an excuse still)

#

I've always wondered why these game engine manufacturers don't pay extra effort on docs unless it's some super beginner level thing

#

it seems like every time you get some tad more advanced topic, the assumption is that users can reverse engineer the intended use

#

and that of course is slow, tedious and wastes everyone's time

edgy tree
#

Hi. Has anyone tried making a minimap with interactive elements in HDRP? We are making a strategy game with hundreds of units and all are needed to be on the minimap.
What do you think would be the best approach?
We tried working with the Shapes asset but when we switch the canvas from overlay to screenspace camera. I found some way to work over that on forums, to make the screenspace camera canvas ignore post processing through custompass but it still left some ghosting (maybe TXAA?) artifacts when moving the camera.
We've been using GL class for our prototype but it has lots of limitations and isn't the best to work with.
Any leads on how to make it work or where to look?

wind fox
#

On the point of documentation (or lack thereof): where can I find a modern, up-to-date source to implement my custom renderer feature? Seems like something broke in 2021.2b

turbid matrix
#

@wind foxcan you be more specific on what broke?

#

there's no official guide at all afaik

wind fox
tall plover
#

Hi, has any of you experienced a bug with 2D URP where sprites duplicate when moved? Happens on mobile, but not on the editor.

#

Here's an image.

#

The first time it happened I thought it had something to do with the URP Pixel Perfect script, but the issue persisted after removing the script from the main camera.

#

Any help would be greatly appreciated, thanks.

summer glacier
wind fox
wind fox
tall plover
#

Googled for some mins, found out that the default renderer uses the "clear flags" option for that, which is not present in urp camera settings

#

But I have solid color selected, so the camera should work correctly

lucid tangle
#

having a struggle with the material/shader im using for an ocean - really happy with how it looks when the sea is gentle but once you have tall waves you can see the backface of the wave really clearly through the frontface of each wave and it looks really janky. Any ideas how to fix? - I'm using HDRP ShaderGraph with transparency created by scene depth

dawn sorrel
#

nevermind I fixed it after playing around in settings, sorry for cluttering chat

shrewd moon
summer glacier
#

So I've downloaded the github SRP repo

#

master branch

#

how would I go into adding it into unity to test new HDRP features?

#

Cloned it using github desktop, already got git lfs

#

I'd like to test some new stuff that just got merged into the master branch

#

I got the latest unity beta version open, how would I go around adding the new packages

long wagon
#

(Don't need to clone anything)

summer glacier
#

'please wait, installing a package'

#

No loading indication or anything, so I guess I'll have to wait and see if it works out

summer glacier
#

Any other way, or maybe I didn't do it correctly

long wagon
#

I would guess you didn't point to the root of repository/branch. You shouldn't be doing it anyway. Latest supported package should be listed in packages. And toggling show experimental packages would give supported experimental options.

light spade
loud leaf
#

Hey @summer glacier , what I always do is this. I create a new HDRP project using the hub, let it do it's thing until the project is open in the editor and everything is ready. I then close the editor, navigate to the project directory in windows explorer, go to the "Packages" directory and paste the folders (from the cloned repository) into there until it looks like this (I'll add an image). After that, I delete the "Library" folder (it's in the root of your project), then re-open the project (through the hub) and done.

summer glacier
spice sparrow
#

how can i optimise extra cameras? theyre all render targets and theyre taking up a load of cpu usage

#

im trying to lower their framerate by manually rendering them or something but its not really working

#

im on urp

#

i wasnt really getting these performance hits with them before i switched

keen glen
spice sparrow
#

lmao i literally just found the problem, i forgot to disable the cameras before calling camera.Render()

#

so i was just doubling the already high vertex count 5 times a second

#

no wonder my fps was so low

#

i went from 70 fps to 200 fps by fixing that

keen glen
spice sparrow
#

i cant build with urp, taking hours to compile shader variants

#

what can i do?

#

it was 2 hours and 3 build attempts to get to that point

inner parcel
#

you're not the only one bud (this is my build process taken live)

#

my peak build time has reached even 12hours in urp on significantly not weak cpu: i7 9700f

dawn sorrel
#

@loud leafhey man

#

can u update ur hdrp projects? fsr?

#

this

spice sparrow
inner parcel
# spice sparrow is it every time?

i bet you're in unity 2021 and it seems like a common problem in here.
it happens mostly when you change anything in the renderer asset or something which triggers the compilation of shader variants.
but after your first build, if you dont touch anything related to material, shader, graphic setting, urp asset, urp renderer, and few player settings like optimze mesh..
then your consequent build will be ready within 5 mins, depending on your project size and your pc power

#

i've ranted a lot bout it in the forums and filed a bug report of it too by showing the difference in build between 2020 and 2021 and pretty much everyone i know using urp in 2021 has it, surprisingly its only the unity staffs and the qa who arent able to reproduce this regression ๐Ÿ˜„

spice sparrow
#

so ur saying

#

no touchy graphics?

#

sure am glad i got all of that sorted out in one go

#

i think

#

my game is multiplayer over steam so i gotta build to test

inner parcel
#

i just enabled depth texture in one of the assets, and the next build took me 8 hours

spice sparrow
#

jesus christ

#

this has gotta be a bug

#

no way this is intended

inner parcel
spice sparrow
#

i cant

inner parcel
#

dependent on deferred?

spice sparrow
#

unity 2020 gives me issues

#

and deferred yeah

#

i have night vision cameras that use deferred rendering

spice sparrow
inner parcel
#

unity is already 2 weeks late with their beta build

inner parcel
spice sparrow
#

i will stalk people that report bugs until they help me reproduce it

#

btw have you had any issues with tree billboarding in urp?

#

it doesnt work for me

inner parcel
#

i'll check and let you know. i for my project dont use it

#

i use decals, but yeah that doesnt work for me either in builds. works fine in editor for this case

spice sparrow
#

o

#

they dont work at all for me

#

i just get aroundit with fog

inner parcel
#

and i dont think theres much focus on urp either at this point. i keep a constant eye on PRs and most of them seem to be only for hdrp

spice sparrow
#

oh great ๐Ÿ˜ƒ ๐Ÿ”ซ

spice sparrow
#

@inner parcel another question, is there anything after forwardlit?

#

my biggest fear is seeing this finish and then seeing "deferredlit"

#

and waiting another few hours

inner parcel
#

yes dont worry. theres one more forward lit with same fp count.
i think it should be "deferred lit" but the message still says forward lit

spice sparrow
#

oh dear god

#

whyyy omg

#

i hate this

inner parcel
#

if you have enabled shader log in urp asset settings, maybe you can create a bug report with the logs.
they'd probably consider actually looking into it instead of saying "not reproducible" when many people have the same problem

spice sparrow
#

i enabled shader logs but i cant complete a build

#

it uses up my entire pc and i cant do anything else

inner parcel
#

yep

#

it eventually does. but takes a long long time

#

good thing is, if you cancel the build, your next rebuild will continue from the same shader. rest will be taken from cache

spice sparrow
#

im changing to unity 2020 rn but the input system is giving me issues now

#

great

tall plover
spice sparrow
tall plover
spice sparrow
#

huh

#

thats weird

#

are you sure the background color is fully opaque

tall plover
#

Yep, it was transparent before for some reason, gave it full opacity but it still happens

spice sparrow
#

thats weird

tall plover
#

it sure is

#

I'm downloading a pre release editor to see if it fixes the issue

#

if it doesn't then guess I can't do anything

cobalt idol
#

Is URP 12 available on UPM? No matter what I do I can't seem to get the package to appear

turbid matrix
#

@cobalt idol you can only install it by using Unity 2021.2

cobalt idol
summer glacier
#

What do you guys think about the new temporal upsampler?

#

From the time I tried it out, it was pretty good!

#

I need to do more testing, but I actually think it looks better than FSR, although FSR does look really good nonetheless for what it is

#

Also, TAA got some improvements with the Temporal upsample pull, so that's always welcome

keen junco
#

Hi guys , This is my understanding of unity render pipeline, is it correct?

fresh veldt
#

Anyone managed to work with _CameraSortingLayerTexture and a 2d renderer (URP) ?

turbid matrix
#

@keen juncono idea what the foreign words mean but I don't think RG is available in URP yet

#

they want to use it there too afaik but pretty sure it's not being used today there

keen junco
#

@turbid matrix Hi Oleto ,sorry for the foreign words. this is the english version. Thanks for your answer, Is it correct?

turbid matrix
#

I wouldn't document SG going to be in URP at all at this point ๐Ÿ™‚ also built-in renderer can be a lot easier to customize in many ways. There's still the black box for the renderer internals there but in a way, part of SRPs are in unity engine side too which we don't have access to

#

I guess the customization depends how you interpret that

keen junco
#

Haha, Got it^^, thanks for you answer๐Ÿ‘

inner parcel
#

i might be wrong, but imho you can think SRP as a way for unity to way to expose the rendering part in c# and allow developers to customize it in c# without having the source code for whole engine.
thats probably one of the biggest reason why many AAA games go for unreal because the renderer is very customization friendly and the src code for complete engine is available too

bleak otter
#

Is built-in renderer related to SRP in anyway?

inner parcel
#

i dont think that would be the case. but SRP might still be related to built in, in some ways we might not know of

summer glacier
#

using HDRP, Is there no way to set a 'start' distance from camera for the fog to start like in Built-in, URP..

#

The fog attenuation distance doesn't really give acceptable/similar results. Tinkered it with it for ages, just not possible to get the same results. This is already there for built-in and URP.
Unless I'm hopefully missing the feature and it's somewhere out there in a menu?

gloomy condor
#

I am unable to exceed 62.5 FPS no matter what I do

inner parcel
gloomy condor
#

It appears the problem only happens in the editor. In play mode I get 1000 FPS

#

Is this a known bug?

inner parcel
#

my bad i didnt notice the play button.
in that case that should be good enough

gloomy condor
#

I have spent the entire day profiling different scenarios in editor mode where it is easier to control what is on-screen. Apparently for nothin

#

In the profiler there's a bunch of things related to culling. But these CPU costs remain there even if I uncheck culling on the camera

bleak otter
#

vsync is probably applied somehow

inner parcel
#

In my game which is based on hdrp and targeted for windows pc. i have a in game custom resolution picker for changing the games resolution which uses Screen.SetResolution, but there's absolutely no change in terms of the frame time for a resolution from 1920x1080 to 1024x768 at all in fullscreen(~6ms), but i can see the resolution being changed, and the quality getting decreased. At this point i was convinced that fillrate is not my bottleneck.

Then today coincidentally while testing something, i found out something weird. in my game with max res, i switched to windowed mode using alt+enter, resized my screen to approximately 3/4th of my screen, and pressed back alt+enter to re enter fullscreen and i noticed that my frame time dropped to 4ms.
approximately 3/4th of my screen area would mean a resolution of around 1440x810.
then i tried forced dynamic resolution with 75 percentage in the hdrp asset, and again there was no change in frame time compared to the initial test which yielded 6ms.

any idea whats happening or if it theres something wrong in my test case?

PS: all results were tested on a release build and not editor

deft ermine
#

Is there a way to sample the projector depth (in projector space) for decal projectors in HDRP?

dawn sorrel
#

guys i'm trying to export old rendering to URP, but there's no option for exporting shaders in the Edit menu

#

i'm looking for the Edit > Render Pipeline > Universal Render Pipeline in 2021.2

#

also Edit > Rendering has no other option besides Shader Includes

bleak otter
#

You sure URP is properly installed?

dawn sorrel
#

idk, URP shaders work ๐Ÿคทโ€โ™‚๏ธ

#

in what steps can I check if it's properly installed?

bleak otter
#

Haven't gone through the process myself. I would just carefully follow the upgrade guide

dawn sorrel
#

there was no upgrade. I created a fresh URP project

#

i'm trying to convert shaders imported from external assets

bleak otter
#

Did you check what is in Rendering?

#

Oh you mentioned

#

Maybe it moved with the apparent menu rename

dawn sorrel
#

you are right lmao

#

i can't express with the English language how much I hate these changes

tall bobcat
#

(Probably not the best place for this) but I'm trying to add like a void-less black at the end of a hallway (something quick). Basically this is an endless game and the visual of the next spaces iterate and it looks like you're going forward

#

So it would essentially just look like that

tall bobcat
#

So I guess it would essentially be softening the Far Clipping Planes, but how would I do that?

#

Kk think I got it.

main osprey
#

What will be a good place to start learning about Render Pipelines? Any video/series recommendations?

shell atlas
#

would this help

#

or do you want a more complicated one

main osprey
#

I basically don't know anything about how RPs work

#

So yeah

#

I want to learn how they work and how I can make modifications to them according to my needs

main osprey
tight ibex
#

i'm trying to setup a hdrp custom pass or fullscreen pass that works on ui and preferably uses shader graph
what's the best way to go about this?

shrewd moon
#

Multiplying by a radial gradient is how I made the fake light/shadow here

dire lagoon
#

hi all any idea why im getting 30fps max in play mode locked in the editor in a blank scene? This didn't used to happen, I've no idea where this frame lock is coming from.

Target Windows (always)
URP
Vsync Off
Settings Low (No Vsync)
Nvidia settings 60fps max

inner parcel
dire lagoon
#

wondering what is the audio thread is that what it causing my frame lock?

#

theres nothing in this scene, just a camera/skybox

inner parcel
#

looks like gpu to me

#

what gpu do you have? do you have the proper drivers?

dire lagoon
#

but its not drawing anything

#

gtx 970

#

not had this issue before

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i tried resetting nvidia settings

inner parcel
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which version of unity are you using?

dire lagoon
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2021.1

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what is the audio thread?

inner parcel
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just remove unity from nvidia settings. nvidia drivers are trash

dire lagoon
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i dont fully understand the profiler!

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ill try updating nvidia

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although, i just feel like its me, something im doing wrong!

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im trying to work with dots, except everything goes to max 30fps

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even 27fps with nothing in scene sometimes locks to that

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i thought it was my code that was wrong, but after much optimising, and then testing with no jobs, no code, no objects, 30fps lol

inner parcel
dire lagoon
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well clicking on the audio thread solved nothing, just said audio thread

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anyway, i tried closing everything else on windows

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that seemed to fix it, i think

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maybe i need to reset my computer, i do maybe once a month!

pearl tundra
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hi, i hope this is the right place to ask this. But i am extremely new to unity, this is my first assignment with the program for my uni course. My game has no missing textures yet when i build it i get a pink screen, i tried a lot of the common solutions i found online such as resetting my graphics settings. I thought it might be URP so i reset all my objects manually to the standard unity shader and am using the default rendering pipeline in project settings. I am using unity 2020.3.14f1

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i know this probably isn't a very helpful screenshot, but this is what my build looks like

dawn sorrel
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strange problem.. I have made a shader graph and it is working HOWEVER when I change the color . the material turns invisible ... that happens when the selected color is blue green and purple (range between them) , but red and yellow are showing perfectly... how can I solve that?? thank you

sterile mesa
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How do you change the rendering color in HDRP through script? In URP this line always works. In HDRP only sometimes: rend.material.color = new Color(2f, 3f, 6f);

junior lotus
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how to do tree leaves in HDRP?

sterile mesa
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Render a physical tree or software tree of hierachy?

junior lotus
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i mean material

spice sparrow
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it increased for me

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i sent a bug report describing EXACTLY how i got it