#archived-hdrp

1 messages Β· Page 74 of 1

spice sparrow
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new xr project, upgrade to urp, add the attached folder to the assets (all of my custom shaders), try to build for windows

inner parcel
spice sparrow
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not sure

sterile mesa
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you need to pick a material compataible with hdrp

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to fudge

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Pick a matrial compatible with hdrp and remove old skybox

inner parcel
# spice sparrow not sure

what you can do is, just make a backup of your project. load all materials in your asset database, and check their shader name.
if the name is "Hidden/InternalErrorShader" add them to a list, and then list delete all files from that list.
then try if you can build your project fine

i think for me it got resolved too because i got rid of all hidden/error shaders in 4 beta and then deleted Library folder before opening the project with 5 beta

spice sparrow
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ill try it

lilac crown
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Question, I don't know if this is related to the render pipeline but I'm not sure. I'm using URP, and my directional light when I rotate it, the shadows appear to ping pong back and forth very subtly as they grow or shrink

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I'm also lerping the rotation of the light, but they seem to be jumping back before they move forward

shrewd moon
sterile mesa
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Is there a way to use non HDRI skyboxes in HDRP?

lilac crown
sterile mesa
lilac crown
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That's what I was doing, I don't even know if it's a setting. I've tried directional light setting, the pipeline settings, and then the lighting window settings but nothing quite fixes it.

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I was looking it up and people said something about cascade stuff but that didn't do it either

shrewd moon
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I guess it's related to resolution

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Looks like the pixel edge of shadow drifting

inner parcel
spice sparrow
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wdym

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i just did it manually

inner parcel
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the crash happened at build?

spice sparrow
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yeah

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i was building and it crashed during compiling compute shaders

inner parcel
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try deleting Library folder maybe. but be wary that it'll delete all your previously compiled shaders, hence increasing the build time by a lot (but in my case, my shader variants count reduced drastically, so even compiling all shaders from 0 took faster than waiting for all 70k variants to compile)

dawn sorrel
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guys I asked this before and still no one helped me so i will ask it again.. "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"

inner parcel
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also in my case, i used an editor script to delete all materials from the project which had invalid shader just for testing

inner parcel
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well thats very unfortunate then

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hopefully it will be addressed in next update completely

spice sparrow
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yeah

inner parcel
dawn sorrel
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ooooooh i thought it is supposed to be asked here ... sorry and thank you

spice sparrow
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fuck me ig πŸ˜ƒ

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at the 50/min its currently going its gonna take over 9 hours

shrewd moon
spice sparrow
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heres the thing

long wagon
spice sparrow
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ive been to that exact link at least 10 times

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the consensus there is "fuck if i know"

long wagon
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There are number of solutions solving it.

spice sparrow
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that dont work

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ive done every single trick in that thread, and like some other people in the thread, they didnt work for me

spice sparrow
long wagon
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And some solutions include stripping unneeded shaders. Which would fix it definitively.

spice sparrow
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ive done that

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i dont have this problem in unity 2020, its a problem with unity 2021

inner parcel
# long wagon And some solutions include stripping unneeded shaders. Which would fix it defini...

its a regression in 2021.2 urp possible with deferred rendering (i haven't tried that with forward yet)
its reproducible easily and happens in the URP template project aswell. but still no clue why it doesnt happen anymore only in my project
i've ranted my insanely huge 12 hour initial build time on this forum, and seems like they're working on a fix. i dont have a tracker tho
https://forum.unity.com/threads/is-there-a-way-to-avoid-compiling-shader-variants-part-of-the-build-time.609991/

long wagon
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I think some solutions included stripping manually as well, just hunting down the shader files.

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That might work

inner parcel
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in my case, i happened for me in a project using only 3 different shaders (since i wanted to just test deferred rendering and migrated from hdrp)
i used 2 built in shaders for simple lit and lit.
and one custom shader graph based shader for masked map

i only had like 100 materials, 2 scenes and a bunch of materials in Resources.
i tried all the manual stripping i could, removed all renderer features from urp asset (apparently few of them double the variant) but i still couldn't cut the variants count

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this is a live screenshot from my 2021.2.0b4

long wagon
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Were you using materials in Resources?

inner parcel
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yeah i have bunch of weapons i want to spawn on demand

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the same project takes less than 2 hours on hdrp in 2020.3 with around 2k variants for Lit shader (haven't tested on urp because the project is heavily dependent on deferred rendering)

long wagon
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Did you clear the Library as well?

inner parcel
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yeah ofc i always clear my library to do the initial build time test

spice sparrow
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this is unity 2020

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its purely a unity 2021 issue

sterile mesa
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I have a true question.

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One that is easy to think about

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I'm making a MMO which may have thousands of players in the same zone (DOnt ask how this is done networking)

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Should I be using the URP instead of HDRP?

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Even if my game is planning on running for 5+ years?

inner parcel
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it depends on many factors. you can do it with hdrp too, but if are willing to make some sacrifices to the visuals, you can get roughly 2x better performance on a stripped down urp compared to a stripped down hdrp.
urp is quite limited for now, but by the time you are worrying about the limitations in urp, i hope and i believe that urp will be on par with the built in

iron elk
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Hello. I just created my first project with HDRP and all of the materials, that are not specular type, are glowing. Can someone explain to me why and how to fix it?

waxen lantern
inner parcel
tall bobcat
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Oh? Can you kind of explain how you do that? How can you just multiply it by a base gradient like that? Also wouldn't this not change based on distance from the point?

shrewd moon
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At least compared to coding shaders

tough pulsar
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okey I am backing to it.. How can I make this indoor much darker? (HDRP Physically Based Sky) πŸ˜‚

iron flame
# tough pulsar okey I am backing to it.. How can I make this indoor much darker? (HDRP Physical...

In this video, you'll learn how to create AAA-quality visuals for current and next-gen games. We’ll also show you HDRP’s key rendering features and how to tune settings for anti-aliasing, lights, shadows, exposure, and more.

Speaker:
Pierre Yves Donzallaz (Senior Rendering & Lighting Artist)

Did you find this video useful? Room for improvement...

β–Ά Play video
shrewd moon
tough pulsar
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yeah we talked about this situation some time ago and your solution was reflection probes

iron flame
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After baking, you can change the brightness with the Indirect Light Controller according to the time of the day.

tough pulsar
shrewd moon
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I'm sure you can find light baking guides

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Reflection probes can be used to override ambient lighting in situations like these, but using them alone can be a bit unwieldy
If you place a probe in the room and bake it, it'll save the interior as is, with the leaking ambient light, so it doesn't actually fix the problem

iron flame
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@tough pulsar

tough pulsar
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first baking always take so much time?

shrewd moon
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Every bake takes a long time, especially if you have high resolution/samples and/or are using CPU for it

tough pulsar
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No Im baking it with RTX

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and I have set it to use GPU

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so every light/map change I must bake it again? :V

tall bobcat
iron flame
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5000 Lux sun

diffuse light multiply 10.000

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diffuse light multiply 400

shrewd moon
tall bobcat
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Yeah I think it works for it. I messed around more and distance fog seems to do the trick

tough pulsar
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lol I accidentally found your YT channel

opal ibex
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Not sure if should post this here or in editor extensions, but i'm having an issue with the URP/HDRP and the PreviewRenderUtility. I have a couple of tools that utilize a custom preview window to display background texture + object + foreground texture. In standard everything works fine, but URP/HDRP the background texture no longer shows up? Code hasn't changed, and i've never had issues in standard. Code basically looks like this ```cs
_previewUtil.BeginPreview(r, background);

            _previewUtil.camera.targetTexture.filterMode = _currentFilterMode;

            if (_bgTexture != null) {
                _bgTexture.filterMode = _currentFilterMode;
                GUI.DrawTexture(new Rect(0, 0, r.width * 2, r.height * 2), _bgTexture, ScaleMode.StretchToFill, true);
            }

            _previewUtil.camera.Render();

            if (_fgTexture != null) {
                _fgTexture.filterMode = _currentFilterMode;
                GUI.DrawTexture(new Rect(0, 0, r.width * 2, r.height * 2), _fgTexture, ScaleMode.StretchToFill, true);
            }

            _previewTexture = _previewUtil.EndStaticPreview();

            GUI.DrawTexture(r, _previewTexture, ScaleMode.StretchToFill, true);
Was tested using 2020.3.13f1 HDRP/URP/Standard and only standard works fine.
dawn sorrel
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@iron flamecan u share that project on github ? whats ur repo name ?

iron flame
proven harness
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I followed a Brackeys tutorial on how to add lights in a 2D scene but they are not showing up in the game view?

keen tulip
summer glacier
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Only real way I found is using Volumes covering your interior and add a gradient sky override, then in the options switch top/bottom etc to Black.

The problem is there will be a light switch when entering the interior...
another option is using a lower exposure value with the volume, the benefit of that is that it blends so it's not as dramatic as the first option, the con is that you'll be back to using random light values until it looks 'right'.

shrewd moon
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I suppose you could use something like this temporarily to bake an indoor reflection probe without any outside light leak

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What's your problem with the light switch?

tough pulsar
shrewd moon
tough pulsar
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are you sure its physically based sky?

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I got so far this

shrewd moon
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Quite sure

tough pulsar
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I just changed Ambient Mode to static

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but why the ground texture is so bright I dont know

shrewd moon
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Your walls seem perfectly unaffected by ambient light

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Maybe the issue is with the floor

tough pulsar
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changed material and it is the same

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okey cleard the baked data and it works

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no it doesnt, I had turned off physically based sky override

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turned it back on and its the same xD

inner parcel
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@spice sparrow now i know why my project doesnt have a high build time. i apparently re created the urp asset and i happened to have removed all these.
if you disable the features mentioned in here, you can get a much faster build time. for me it was a factor of 32 (2^5) and which seems accurate now
but by the looks of it it does look ready and you can use this if you want reduced build time in 2021.
or maybe wait for b6 hoping that this gets merged by then
https://github.com/Unity-Technologies/Graphics/pull/5060

spice sparrow
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oh thats sick

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honestly i think ill just stay on 2020 until 2021.2 is stable

inner parcel
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yea

tall plover
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woo! urp bug was solved in most recent build

tall plover
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I think his tutorial is kinda outdated as of now

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URP is the way to go

proven harness
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It works now

tall plover
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oh ok

tough pulsar
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Unity 2021 have realtime GI or no?

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Can't find any info about that

shrewd moon
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2021.2. does for all RPs
Before that only for built-in

tough pulsar
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ok so I think its time to learn baking lights in unity :v

maiden temple
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how do i fix this?

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here on the materials tab it looks fine

long wagon
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If preview is fine it's likely the model UVs are messed up or shader messes them up.

maiden temple
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im a beginner to modeling

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how do i model a sphere? I suppose I need to use blender for this or can I do it with probuilder?

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if id use a sphere from probuilder i get this uv map

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I feel like if i draw straight lines through all sides it would still give me not the result i want but i will try it.

lunar cargo
turbid matrix
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@maiden temple you could also just use the default sphere in unity and convert it to probuilder asset if you need it there

tough pulsar
shrewd moon
river lodge
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Hello! I'm having huge stutter during first SkinnedMesh rendering. It looks like there are some kind of lazy initialization. How can I fix that?

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The issue can be seen in the Profiler

crystal portal
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ok , i've googled and i'm plum googled out. what the fuck does invalid stride for compute buffer mean and where am i to look to fix it. It only happens in the build, and i've hooked up debugger to catch it and it doesn't, even with all exceptions enabled

proper current
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unity wont render it right

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there is this blue tint without adding one. the light has one but its on a light yellow and the material is on full white

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can someone help

crystal portal
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turn on pp layers in editor (to the right of lightbulb button) then go look at camera and lighting settings and lights and shaders blah blah blah

timber flume
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I'm having an issue with flickering point lights in URP. I have about 20 lights in my scene and only a few work at a time, and moving away from some will cause them to turn off. I turned up my object light limit to 8, and seperated the lights onto different game objects so the limit wont be an issue, but that didnt help. I also turned off my post-processing game object but that did nothing. Any idea what would cause this?

timber flume
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Nope... I was wrong, it was the light limit.

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But then how do I get more than 8 lights at once in URP?

lunar cargo
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Deferred Rendering calculates Lights on a per pixel base instead of a "per pixel per light per object" that Forward Rendering does. The pros of Deferred rendering is this, but note that it also carries some cons.

eternal laurel
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@turbid matrix I got a response for the bug report. They say its by design and the default editor material is only used when creating a new object in the scene, but I cant test this at all right now.

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So in conclusion not being able to change the material that gets created from the Create menu is by design πŸ˜†

inner parcel
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that happens to almost all the bug reports i make. either i get a reply saying its not reproducible, or its by design.
for me what has worked is sending a video of it. and then explaining the video with time caption.

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but again if you dont want to take this much effort just let it go xD

turbid matrix
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yeah sounds pretty typical

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I mean I get their point but I'd rather still have option to swap the thing IF it's displayed in the editor

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I feel like it's still UX issue if they deliberately show users fields they can never change

summer glacier
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this is the second use of burst in HDRP that I can think off

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so far

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really great stuff, both done by the same guy πŸ˜„
Burst in HDRP is opening tons of performance doors and i'm all for it.

loud leaf
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Yeah, looking great πŸ˜„

turbid matrix
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I really like it. Altho these burst optimizations mainly benefit you if you are CPU bound atm / run HDRP on weaker cpu

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my biggest painpoint in highend rig with HDRP is currently on gpu side, but I do see the cpu getting loaded on my weak i3, so these do help there

summer glacier
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Unity has major cpu bottleneck problems so this is very welcome.
On the GPU side you can play with dynamic res using the new upscale filters (TAA / FSR)

turbid matrix
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I've played a LOT on slimming down HDRP, it's just it has a ton of overhead on gpu side you can't get rid of

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this is especially problematic in VR

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for example, this is half of the graph of totally slimmed down HDRP

summer glacier
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Oh, VR -- yeah that's tough stuff.

turbid matrix
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actual ForwardOpaque is 0.8ms

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  • which is the part where downres would help
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but that's not the main cost even

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do note that this is captured from 2070 super and I think at 1440p (not sure but I assume mock vr thing uses native desktop resolution)

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URP still flies in comparison

summer glacier
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What's your FPS goal?

turbid matrix
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I don't have such thing, I'm mainly trying to cut the overhead as far as possible. In VR the goal is to run 90-120Hz natively atm but that depends a lot on the hardware

summer glacier
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VR has high FPS requirements that don't go along well with HDRP's overhead, it does better later on the more lights and stuff you have, but the overhead limits the high FPS numbers VR usually requires

turbid matrix
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obviously that sub 3ms capture I showed is well under what you need for this but this is relatively empty scene with higher end gpu

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URP does the same setup well under 2ms

loud leaf
turbid matrix
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but things get way worse with HDRP in comparison when you go to weaker gpu's

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@loud leaf yeah I assume there is still some correlation on these things

summer glacier
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I'm on a GTX 1060 laptop version, and it does pretty well for +60 FPS

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GTX 1070*

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Also ran the spaceship demo on latest beta + github HDRP, runs pretty well.
Although it's pretty small in scale, I wish unity would do more open world HDRP demos.

turbid matrix
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my current low end test rig does this same scene without VR at 1080p near 200fps using HDRP... and it's ancient dualcore i3 with gtx670 in it

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that's kinda doable today πŸ˜„

loud leaf
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I still wonder if clearing and compiling the render graph is necessary every frame or if it's just the naming of these that make it confusing. Same for culling/volume system which it spends a lot of time on, even when not necessary.

inner parcel
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yeah im pretty much limited with the GPU in hdrp. even in URP im gpu bound, but it seems like hdrp has quite a lot of overhead which is unavoidable.
one thing i've found if the vfx in my case which takes up too much of the gpu time, but then again i'm not using it as frequent.
I even thought of moving vfx to old shuriken to offload some gpu but oh well

eternal laurel
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Hdrp VR we were completly gpu bound. Could not reach 8ms target no matter what

heavy ice
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@loud leaf are you online?

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I am currently looking at the bug you reported with the reflection probe and the GI, there is an issue in your setup. (why it is too bright in quality)

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There is indeed a small issue, but it is more on the perf side

chrome locust
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Likely i might roll this one out with a checkbox to ensure we have a kill switch if any feature gets broken.

loud leaf
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@heavy ice I'm here

heavy ice
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Your reflection probe has a blending region that includes the walls

loud leaf
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Kecho, do we need to wait for an update on the editor side or is your PR already compatible?

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I will open the repro project now (about RTGI)

heavy ice
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The first issue that i see right now is that the perf mode is not taking the sky even if there is no reflection probe

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which i am looking at

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Also your cluster size was smaller than the size of your room

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which mean that when you were at one side of the room, the reflection probe was ignored at the other side (10 meters)

loud leaf
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I have it open now. So, the thing is, I am making a ray tracing-only game, no reflection probes. In the repro project I linked, there is no active reflection probe (there is one, disabled, for testing purposes). If there is no light in the room, shouldn't it all be dark, like in the Performance mode?

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I don't see how the sky should contribute to RTGI if it can't reach the inside of the room

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Only if you'd remove the side wall, it should light up, like in performance mode:

heavy ice
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The performance mode is the issue right now (at least to fit in our convention)

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The Sky lights your scene from 3 sources

  • Ambient Probe
  • Cubemap (in case of a ray tracing miss)
  • As a global reflection probe , for additional bounces (if there is no reflection probe)
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i'll add an option

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to skip it as a global cube map

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it will just make things easier for ppl

loud leaf
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I understand

heavy ice
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when you have a bleing region for a single reflection probe, it blends with the global probe (sky)

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in that region

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anyway i'll fix the perf and add that toggle

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on rtgi and rtr

loud leaf
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Will it be possible to replicate the behavior of the current performance mode, in quality mode, using the toggle?

heavy ice
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yes

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or in perf mode with toggle you get the current behavior you have

loud leaf
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yep

heavy ice
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i'll do this and send you the link of the pr for trying it out

loud leaf
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I appreciate it πŸ‘

heavy ice
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i'll also add the fallback hierarchy for tracing rtgi (as we have it in ssgi and rtr) @loud leaf

loud leaf
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Looking good. Yes I think I ran into these situations with both RTGI and RTR, this extra bit of control should be able to make it fit

dry bone
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Not entirely sure if I'm asking this in the right place but does anyone have any idea what is causing these artifacts on the shadows?

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I've noticed it only happens when I'm moving and seems to only affect the terrain.

dawn sorrel
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I can enable forward+ lighting in 2021.2 beta 😱

iron flame
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It wasn't working when I tried it 2 days ago.

dawn sorrel
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Dammit πŸ₯²

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Only a single directional light is working properly.

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All the other light types don't show anything when they are enabled.

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And when I disable them, it actually shows the proper lighting.

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But it doesn't update with the light settings anymore until I enable and disable it again.

iron flame
dawn sorrel
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I wouldn't say lights only showing up when they are disabled could be called working πŸ˜›

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Oh god, and it's pulsating so bad in playmode.

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I can't even find a thread on beta forums for this feature.

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Oh well.

iron flame
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I want Forward+ for my mobile racing game.
Clear coat is forward only.

dawn sorrel
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Hey, at least your game isn't first person and set in a permanent night city πŸ˜„

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At least deferred works.

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When I disable light layers in the pipeline πŸ€”

iron flame
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In my night scene, the Clear coat gets stuck at the light limit. I can add Defered Clear coat. but this is where I need to add an additional render pass (that's the easy part) and make changes to the URP Deferred light shaders (it's a bit tricky).

dawn sorrel
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Yeah, not learning how to write deferred shaders is like the primary reason I want forward+ πŸ˜›

iron flame
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This is Deferred rendering TAA + Dither Clear coat. Errors are not obvious in the screenshot and require TAA to remain open.

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TAA disable

dawn sorrel
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Sounds fancy for mobile.

iron flame
iron flame
summer glacier
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Oh, nice

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I assume URP will get TAA in 2022 otheriwse I'll be disappointed to be honest, now that they have motion vectors in

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Hoping for some fancy features to land in 2022 as well, tired of years on development just for feature parity :-

analog meteor
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it’s starting to pick up, lots of new features were added in urp 12

dawn sorrel
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Are we supposed to report bugs in beta or...?

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Like I'm pretty sure camera stacking is broken in 2021.2.

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It makes the screen flicker no matter if it's forward, forward+ or deferred.

summer glacier
dawn sorrel
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Ugh, I guess I'll try to see if I can repro this.

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But first gotta check 68 pages of known issues, blergh.

turbid matrix
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@iron flame have you tried URPs own Forward+?

turbid matrix
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I actually did some tweaking with it a while ago, but I feel the image is quite blurry with it

iron flame
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Yes, it was merged in May. but i never got it to work properly

turbid matrix
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(all TAA's soften image a bit though)

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one thing worth noting is that URP TAA port is totally broken in VR with URP 12

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I might give porting HDRP's TAA or TAAU a go in the future, I dunno if there's any blockers for the dynamic resolution though because that's handled differently on URP side

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TAAU would be lovely there

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also of course, I'd rather have Unity do it :p

iron flame
turbid matrix
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that might take a good while

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I feel like the DR could be bigger blocking issue there

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custom pp api would just be convenient but renderer features do the job already

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also just read back a bit, didn't notice you had already the forward+ discussion there πŸ˜„

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mb

dawn sorrel
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@iron flame

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can u plz tell me how i can have same rim motion blur looks insane

iron flame
dawn sorrel
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i use hdrp

iron flame
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can be better. we are still working on it

dawn sorrel
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i was looking for such mb since forever.

timber flume
dawn sorrel
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@timber flume you have to install 2021.2 beta.

timber flume
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Thanks

dawn sorrel
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Deferred actually works, I tested it 😳

timber flume
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I just updated yesterday which I figured would work but I guess I have to again lol

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And 8 light limit thing just really pissed me off, I know nothing about renderers but how am I supposed to work with 8 lights?

dawn sorrel
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8 lights per object.

timber flume
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I tried putting them on different objects but it did nothing

inner parcel
inner parcel
timber flume
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That still doesnt really describe the problem I was having, only 8 lights would be on at a time and they would flicker

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Either way I need more than that so I'm switching to deferred

dawn sorrel
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Is there a way to sort my game objects so that it reduces the number of opengl texture bind calls?

iron flame
turbid matrix
iron flame
turbid matrix
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ah ok

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I've looked briefly into SSR with URP, there's basically one really bare bones solution on git + one paid asset that doesn't work in VR (altho SSR is very demanding in VR)

iron flame
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I had tested Planar SSR for URP. Now that there is Deferred rendering, a real SSR can be made πŸ˜„

inner parcel
iron flame
iron flame
eternal laurel
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Cool

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Now if only my dream of the hair simulation getting done comes true

iron flame
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(The last screeshot is using the com.unity.unityhair package in 2021.1, so it was created when testing the backport PR.)

eternal laurel
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Interesting. Never heard of this package

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Im on a sorta vacation and dont have a unity capable device haha. Have you used it? Does have hair sim or just handles rendering ?

iron flame
eternal laurel
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Yeah cause the card on the hdrp product board is under consideration for some time

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Maybe that package just has some hair samples in it that are set up with the hdrp hair shader

iron flame
eternal laurel
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Yeah TressFX is cool but I dont have the resources to integrate that

dawn sorrel
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Cool, camera stacking isn't bugged in beta 6 so I don't have to report it.

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Light cookies are tho.

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Darnit 😒

inner parcel
dawn sorrel
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Yeah.

inner parcel
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oh well good stuff

turbid matrix
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re: hair stuff. I think the whole movec spoofing thing is related to the hair coming to HDRP

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they don't typically add things like this unless they have specific reason for it

#

com.unity.unityhair also doesn't exist yet on public packages registry

summer glacier
#

what unity version?

summer glacier
#

it says the gpu is taking 60ms but i can't see it in the profiler

#

Ideally, build a developement build and autoconnect the profiler

#

and check the profiler for real results

#

editor has big overhead + unexpected hiccups effecting perf

inner parcel
#

53ms gpu doesnt look right even for deep profile. whats your hardware?

#

expand render the InternalRenderer and keep expanding until you find the last tab. it will show more detailed report such as post process, or anything else

#

how many cameras do you have btw

summer glacier
#

Yeah something is very wrong

#

expand the profiler elements, the expensive ones as malloc mentioned, to find out what is causing this

#

the profiler is a godsend, learning it is extremely easy and worth every second

inner parcel
#

its not additive which is the problem
expand this

#

also 4k draw calls seems to be too much. maybe you do have a complex game but you need to check with that numbers once

exotic pumice
#

strange my game is only supposed to be at 720p. 1080p max..im trying to target openGL but even a simple scene and about 6 lights unity struggle

#

my graphics arent even colored sprites just simple geometric shapes using square sprites

inner parcel
#

turn off vsync

exotic pumice
tidal quest
#

After adding the Universal render pipeline to my 2d game the sorting order by Y axis doesnt work
Does anyone know how to fix it
Any help is appreciated

dawn sorrel
#

Is there a way to sort my game objects so that it reduces the number of opengl texture bind calls?

eternal laurel
# exotic pumice Didn't help

4k draw calls is way too much. Batching might be broken for some reason. Check the frame debugger see what is going in there.

eternal laurel
#

I have no idea how the new 2d lights work but this just seems wrong to me haha

modest wolf
#

when baking light maps is there a way to tell unity to not merge certain objects in same uv space when generating them?

eternal laurel
#

Reading this its something about the settings on the lights and sorting layers

#

Causing the system to calc each light multiple times

#

I cant really help since Ive never used 2d lights but its somethibg with the settings and the scene set up

#

Make sure that the lights on a certain sorting layer have the same blend settingc etc

inner parcel
#

turn off every gameobject in your scene except your main camera. if you have multiple cameras just dont use more than 1. you can basically achieve most things with a single camera and render pass.
turn on lights one by one. also if theres any missing component in any script remove it.
in urp asset remove all the features you donot use.
remove all the lights from scene just keep 1 active. send screenshot of how that light looks in inspector with all components visible and all tabs opened.

#

turn on each and every object one by one and keep an eye on your profiler

#

your lights have insane amount of draw calls. but thats not it. your profiler shows that almost 90% (116ms and just 1 draw call) of your gpu time goes in Device.Present
expand that further to see whats causing it

pseudo plank
#

Hi, just started using URP and my imported textures and models have a slight brown tinge to them? I'm using the Gamma colour space and in my material it is black and white, and in-game/editor it looks brown. I created my project from the URP preset. I can find no answers online so hopefully someone smarter than me can figure it out :P

#

I know it's not a lighting thing because I set sun and ambient light to white and it even shows brown tinge in the model preview window in the fbx import window.

#

FFS. It was not the render pipelines problem, but instead the compression on the import

dawn sorrel
#

I have several questions with vfx ...
how do I make the vfx get destroyed when it hits a collider? i just want it to get destroyed

whole fossil
dawn sorrel
whole fossil
#

And thats an excuse to spam the other channels?

last blade
#

is URP a stable release good for long term projects?

inner parcel
#

Unless theres a need for you to write your own c# renderer feature there's no need for URP yet.
URP has less features than built in as of now.
Performance for some people has increased but whereas for some its decreased compared to built in.
To be safe/if youre a beginner start with built in. Theres a long time left until that gets replaced by urp

true zealot
#

It depends on the project. Personally I would not use the built-in renderer. It's going to be deprecated, its rendering is less performant, and many of the features that are missing can be found by third parties.

last blade
#

the main draw for me to URP over the built in was the included decal shader

#

and also future proofing the project

turbid matrix
#

For me urp just performs better on computer

shrewd moon
#

It's definitely stable if you pick a version that's stable

dense sinew
#

I added hdrp to my game to see how it will look like then I removed it before I did anything but now my skybox and lighting became stranger how do I fix this

shrewd moon
#

It's best to back up your project before making drastic changes like that so you won't have to deal with this sort of problem

wind quiver
#

Anyone know why build times are taking upwards of 1 hour? It seems to get stuck on these, I have like 12 unique materials in my project.

#

Urp 2021.2.0b2 Beta

turbid matrix
#

could be and issue with the shader stripping logic or some setting on your project that makes the shader preprocessor not being able to strip all unused variants

#

for what it's worth, while testing URP in some more weird conditions on 2021.2 betas, I've seen build times of 10h with only two custom shader graphs driving all materials on the scene πŸ˜…

#

(using 12 core ryzen)

#

your cpu will also make a big difference on the build time

wind quiver
#

i5 7500, not the best, but it still works for most things

turbid matrix
#

I'm fairly certain there's something off with the current urp shader preprocessor but I never cared to report it as I'm not testing supported use cases myself

#

also "optimize mesh data" can make the current builds super slow

wind quiver
#

i've turned that off

#

i've tried all the different stripping modes on the builds and it doesn't seem to make a difference

turbid matrix
#

just to make sure, you have URP asset assigned to the graphics settings, right?

wind quiver
#

Strip unused, strip all and keep all

turbid matrix
#

asking only that because without that, that shader preprocessor can't run and it'll compile all shader variants (but that would take way longer than one hour)

#

on the bright side, once it's done once, next build will be fast again .. until you update the project engine version again

wind quiver
#

thats this, right?

turbid matrix
#

yup

wind quiver
#

awesome

#

i've already built, and it still takes just as long, if not longer?

turbid matrix
#

there's also overrides on the Quality settings, so if you don't need more than one asset there, it's beneficial to remove the URP assets from different Quality levels

#

huh

wind quiver
#

i built my project yesterday (took an hour, same thing happened with the shader variants), and building today is taking longer

turbid matrix
#

same project and unity beta version on both days?

#

it really shouldn't take that long on iterative builds

wind quiver
#

yep

#

its a shame because i need cookies for my project, i would use 2020 because apparently its faster when building?

#

it does seem to keep my shader progress whenever i cancel the build though

#

so i think it is caching

turbid matrix
#

@wind quiver

#

basically each quality tier can have ref to different URP asset

wind quiver
#

ooooh

#

i see

#

that makes sense

turbid matrix
#

if you've assigned multiple different ones, it will compile shader variants that fit all these URP assets configs

#

if you only ever need one URP asset for whole project, you can leave that field blank afaik and it'll just use the main one from graphics tab

#

some Unity templates may setup 3 different tiers for SRP assets on different quality settings for example

wind quiver
#

i installed via package manager, I think i only have one

turbid matrix
#

should only be one in that case

wind quiver
#

hopefully unity does something about the times, its really hard to spend 1+ hours building lol

#

i think i'm gonna downgrade to 2020, the build times are too much, thanks for the help πŸ™‚

turbid matrix
wind quiver
#

oh awesome

crystal portal
#

besides the built in, i'm scared of any and all render pipelines, how can i be less scared?

turbid matrix
#

built-in is a lot simpler beast alright, a lot less things to go wrong on your end πŸ™‚

#

how I see it, your main trouble with SRPs come if you use 3rd party extensions for them, like custom SSAO, PP etc as then you have to rely on asset publishers on keeping up with Unity versions on that - which these people publishing these extensions REALLY struggle with

#

even if you find your asset has either URP or HDRP support, most of them don't work on latest Unity versions out of the box. For example some of the 3rd party stuff go as far as only even trying to update their stuff for Unity LTS versions only when it comes to SRPs - and even then with some delays after first Unity LTS versions are out for the previous years LTS

#

the issue with extending this stuff is that Unity likes to change their API's and approaches all the time and Unity does document these changes poorly (read: doesn't document them) so it's kinda huge pain for people running custom stuff

#

if you stick with what Unity offers with these out of the box, you'll be having a whole lot better time in general

crystal portal
#

i want to make a outline effect, and all the free shit (kino) is like, i use pipes now

final idol
crystal portal
turbid matrix
#

@crystal portal worth noting that HDRP especially is quite featured out of the box so you don't really have to rely on 3rd party offerings that much with it

#

you might get away with stock URP too unless you happen to want specific things URP doesn't support yet

wind quiver
#

Honestly URP is pretty good right now

#

I though the render pipelines were extremely scary but using them now is really nice

wind quiver
#

HDRP has so many features, it's extremely easy to get lost in it and lose scope

#

But the transition is worth it for features like Shader graph (a godsend for a Programmer who doesn't want to learn shader languages lol)

turbid matrix
#

built-in also has bare bones Shader Graph support now in 2021.2

#

you just have to install SG package from package manager and you should be good to go

#

it has some bugs still, reported few and Unity's QA has verified them so would expect some at least get fixed

crystal portal
#

thats like, why i was thinking about it for shader graph

#

but it said i needed urp and this frightens me

#

but i'm on 2020.3

dawn sorrel
#

Built-in, URP, HDRP: Which one you prefer for horror game?

tight junco
#

Just started using HDRP, whenever I use triggers on a controller this menu shows. Can't find much about it on google. How do I disable?

sinful locust
turbid matrix
#

@tight juncodoes this option still exist on your HDRP version?

#

that screenshot is from REALLY old HDRP version, just only image I found with quick googling about the setting

#

I feel like the recent HDRP's should disable that menu on real release builds but can't remember 100% certain

#

dev builds should have it

inner parcel
# dawn sorrel Built-in, URP, HDRP: Which one you prefer for horror game?

HDRP has best visuals but requires compute shader and only pc/console. Harder optimization required to get the reqd frame time
URP has best SRP compatibility and can run on all devices. Less features but you can basically make yours if you can
Built in has good features, is compatible for all devices has excessive documentation, APIs will not change for a long time, community support, etc. Shader graph not fully supported. Vfx graph isnt aswell

solemn leaf
#

Hi! Is there a way to get rid of these hard edges around close objects in HDRP Depth of field high radius blur? (Tried increasing Buffer format in HDRP asset and increasing sampling)

keen tulip
#

does anyone know if the built in pipeline Standard (Specular) shader supports single pass instancing or not?
in VR devices, its only rendered in left eye
@turbid matrix sorry for the ping, but since you seem like a VR guy you might have some idea about it.

summer glacier
turbid matrix
#

@keen tulipno idea on the specular shader, I tested regular metallic standard shader recently using OpenXR and SPI on 2021.2 beta and it worked

#

built-in SG doesn't work in SPI atm, I've sent bug report about it

solemn leaf
solemn leaf
#

it appears clearly when changing focus distance and creating a depth of field behind out of focus near elements

loud leaf
#

HDRP 7.6 is quite old, there have been quite a few improvements to depth of field this year.

#

The minimum editor version required for HDRP 10.x is Unity 2020.2, so your best bet would probably to upgrade to 2020.3 LTS. Make sure you're using something like version control before you try upgrading. πŸ‘

solemn leaf
#

I've tried the same case in 2020.3 and HDRP 10.5.1 and got this result

solemn leaf
keen tulip
loud leaf
solemn leaf
#

this is using the physically based DoF

loud leaf
#

Are you using realistic values for the lens in your physical camera? You could try using custom settings in the dof volume, physically based dof shouldn't break that quickly

#

I usually look up a lens I like and then replicate the values in the physical camera component. Also, just to make sure, "use physical camera" doesn't mean you're using physically based dof, it is actually a toggle that can be exposed if you enable "Show Additional Properties".

solemn leaf
digital spire
#

Hi all. Why does the inside liquid does not render properly when I turn the liquid into transparent material?

#

I render the above pic with opaque and it's render correctly but if I change the material to transparent it turn in to this

dawn sorrel
digital spire
#

No, I use HDRP

#

Some how the transparent material does not stack

dawn sorrel
#

ok

#

did you import it from somewhere?

digital spire
#

I use FBX

#

I think it's not my mesh. Using the default sphere also have this problem

digital spire
#

Turned out HDRP can't render transparent object behind refraction. I solved this using Raytracing & Recursive Rendering

indigo summit
#

@digital spire did you set the liquid rendering pass to Before Refraction ?

foggy knoll
#

New Question: Isometric Tilemaps and universal render pipeline for lighting. I have a pretty empty project that I just threw an isometric Z as Y tilemap onto. Got the tilemap working, and then installed the URP, created a URP asset and a 2d renderer, Threw the 2d renderer into the URP asset, and the URP asset into the project settings

Here's the problem. When my materials become lit, the bottom layer is drawn over the top layer. I have no idea why.

foggy knoll
#

Images incoming

#

Top picture with light on, bottom picture with light off

#

SOLVED: After importing URP, my sort axis changed.

turbid matrix
#

somehow... I don't think I'm going to succeed by waiting here

#

I mean it's a new tool but it's super raw.. they will be lucky if that is "production ready" by the time 2021.2 ships

#

so far it has failed to convert any project I've thrown at it

#

now it's been stuck on first step for 15 minutes and this is really simple scene only

#

I feel like they took away the old URP material upgrading scripts bit too early

#

still stuck after 20..

#

also no cancel / kill option for the conversion so have to go through task manager...

grizzled flame
#

The cancel button doesn't work?

turbid matrix
#

huh, I see it now πŸ˜„

#

nothing seemed to respond but I don't want to do this again just to verify that πŸ˜„

turbid matrix
#

was looking at the URP transparency ordering out of the box:

pure isle
#

i can not for the love of me figure out how to light everything without a black shadow

#

please help me

dawn sorrel
#

guys, I have an HDRP template and i'm trying to add decals using the decal projector and I just can't, I've watched many tutorials and im doing exactly what they are doing yet it won't work.. I found a forum where a guy had the same problem but he fixed it by turning on decals in the HDRP asset and when I tried to do that I found out that it was already on, what could be the issue?

#

here's an image of the decal projector

scarlet hull
tight junco
#

Is it possible to change materials to HDRP/Lit and have them maintain their texture? I've got 934 materials I wanna change but I don't wanna have to manually add the textures again ;-;

scarlet hull
#

Or in the HDRP wizard :

tight junco
#

You're a god. Thank you ❀️

dawn sorrel
#

thanks, I would've spent days figuring this out

#

Out of anything I would've never thought to look in the lighting

scarlet hull
# dawn sorrel I cannot believe that actually worked

HDRP is set up by default to use physical light units (understand : way higher intensity values than built-in).
The default sky is very bright compared to a directional light with intensity set to 1. What you were seeing is your objects only lit by the ambiant light, but as HDRP alse uses auto exposure by default, and a big part of your screen was showing the sky, the bounced sky light on the objects is way less visible than the direct sky hitting the camera, resulting in very dark objects.
When you've set the directional light intensity to 80k (measure real sun a clear sky is around 80k and 100k lux), the sky and direct light intensity match better and the overall lighting in the scene works.

dawn sorrel
edgy tree
#

Hi, I'm working on a minimap for our strategy game. I'm using compute shader to display positions of our units (into a RenderTexture) and we have few other animated effects showing some events that happen. These animated effects are made with the Shapes asset and we have to use ScreenSpace-Camera canvas for that. So I need to put the effects on top of the render texture and that on top of our camera. I think we have to render it after our main camera and post processing so it doesn't get smudged by TAA. I tried using the HDRP compositor but I'm having trouble setting the right sub layers.

Is there any API for the HDRP compositor so I can change the camera on runtime?
We have a GameBase scene which is the main one (manages levels and switches between normal and VR logic) and a logic scene that contains the player controller with the camera.
Only way for me to set the camera is when I create the camera sub layer and it sets it to MainCamera (this gets reset when I go to playmode) or to move the Camera to our game base scene, drag it to the compositor and then move it back. For some reason that approach doesn't display a cross-scene reference message but it also gets reset on play mode (probably because the logic scene gets loaded after the game base).

I looked in the package code and all methods (including the ones that would actually be useful to me) are in internal classes.
Should I continue trying to somehow get the compositor working or should I try using a custom passes?

scarlet hull
#

I would suggest to look into o custom pass as compositor is not really optimal for realtime

edgy tree
#

So I assume the right approach would be to use the DrawRenderers custom pass and let it render my minimap layer after the post processing?

scarlet hull
#

Yep

spice sparrow
#

so im on urp, for some reason my walls are having this weird banding going on, im not sure what i should do about it because i dont even know what to call it

#

its a vr game so i cant really just leave it

#

it gets very dramatic close to the wall

#

lowering the tiling fixes it but makes the wall texture look stretched

#

the culprit was mipmaps

#

on the emission texture

turbid matrix
# scarlet hull It looks like you have some lighting issues mostly that would explain why all th...

this is problematic as EVERY new HDRP user will have to learn this the hard way unless they start with the bloated HDRP template and go from there. How I do quickly new test scenes myself is just import HDRP package to new 3D template and run HDRP wizard and then create a new scene and pick outdoor HDRP template... but users new to HDRP at least skip that last part and they won't get right volume + lighting values on their scenes by default

scarlet hull
turbid matrix
#

I can't think of any non-hacky way to making it better though. some wizard could check if the current scene's directional light intensity is in the right ballpark with currently set exposure values but that's bit sketchy

#

yeah, new blank templates for URP and HDRP would be nice

#

if it were up for me I'd go as far as making the blank ones defaults and have some pop up asking users if they want to install sample scene along with the template

#

empty templates should be starting points IMHO

scarlet hull
trail forum
fiery marsh
#

It's because your texture is set to Clamp rather than Repeat. (The sampler state allows you to override that in the shader, but you could also fix it by changing the setting on the texture itself)

keen tulip
# scarlet hull We're indeed considering such solutions.

that will be highly appreciated. the hdrp default scene for new projects is really complex for beginners and the lighting results in hdrp are done on trial and error.
the moment i clear light bake from the demo hdrp scene the interior light gets totally bright and as a beginner I have no idea how Unity team decided to keep light and volume at so and so, so that after baking it will look like so great
im not able to explain clearly but i hope you got my point

#

no clue how unity team had a weird looking scene like this before bake, and then clicked bake and then bam professional looking realistic scene

tight junco
#

I'm fairly new to HDRP, and was wondering how to setup a night scene? I'm working on a car game, but whenever I make the scene dark; my car shader turns completely black as it's metallic and smoothness values are 1. Is there a way around this?

dawn sorrel
#

Gamma or Linear if I am using HDRP?

summer glacier
feral perch
#

What version of Unity does URP 7.2.0 support?

barren goblet
#

lightmap will be deprecated in 2 years ?

turbid matrix
#

Doubt it

#

Why would it be?

inner parcel
shrewd canopy
#

hey. anyone experienced hdrp problems ? like having errors in console for hdrp dependencies

shrewd moon
inner parcel
shrewd canopy
#

this folder in the root of the project ?

#

@inner parcel sorry I have tag u

shrewd canopy
#

hey that seemed to have fixed my problem

willow coyote
#

A very strange thing has happened, and it's quite destroying my workflow. I woke up today and this ui option, "Select Material" that was here yesterday, simply just isn't now. I've no idea what's going on, but I'm too afraid to reinstall due to the potential of losing my prefab file paths.

#

Anyone got a clue?

shrewd canopy
willow coyote
#

It's on every material, yeah.

willow coyote
shrewd canopy
#

seems like youre missing a couple more options as well

willow coyote
#

Yes

#

I used to have those too

#

I've no clue what happened

#

@ . @

#

I'd reinstall but again, very afraid of these thousand or so prefabs breaking

shrewd canopy
#

can you try creating a new material and see if it works ?

#

without going into the prefab>material , just straight from the material's inspector

willow coyote
#

same problem

#

just made it now

#

I am using an older version of unity ofc, but shouldn't be an issue. It was working fine this entire time until today haha

shrewd canopy
#

i'm sorry but i'm out of ideas :(

willow coyote
#

Heck

#

works fine in a new project so...guess i might try moving over or something

shrewd canopy
#

that's weird

dawn sorrel
#

why does my light do this?

willow coyote
#

Further edits: Upon importing solely my assets and their associated metadata files, the UI options disappear again. This is baffling.

willow coyote
#

2019.1.04 iirc

#

might be 4.01 also. I can't check till it opens.

#

Ah ok found a ver file

#

2019.1.0f2

inner parcel
#

2019.1.0f2 is like the first ever released version of unity 2019
you should probably migrate your project to 2019.4.xx where xx is the latest version available

willow coyote
#

I'll see if Tabletop Sim supports a later version, but I don' tthink it does

#

Either way, it has worked fine so far on this version for almost a year. I just have no clue what happened

inner parcel
#

it does. there arent much changes from 2019.1 to 2019.4 especially if youre in built in renderer

inner parcel
willow coyote
inner parcel
#

according to unity hub, 2019.4.29f1 is the latest version

willow coyote
#

Thanks

inner parcel
#

its still weird to hear that you're getting this now after a whole year of using the same version without any problems.
but then again an upgrade is still worth it because the current version you're at is missing 2 years of bug fixes from unity 2019

willow coyote
#

Oh huh. That's important to note

#

That version of Unity is..frustrating.

#

How do I actually change the version of the project by the way? Do I need to install a new version manually (with unity hub) and then just open that with it?

#

So ya, naked TTS project has no such issue, it's only once I've imported all my assets. So very strange.

inner parcel
#

just install a new version in hub with required modules.
then on the project selection screen under the Unity version tab, just select the version you want

willow coyote
#

Alrighty that'll be my next step

inner parcel
#

if the only thing you need is Select Material feature, well in inspector itself under the Renderer component, theres a Materials section.
you can click on the material from there and it'll show up in your project window

willow coyote
#

πŸ™ƒ

#

I imported some assets and its still working, so.....eeeeeh?? guess i'll get back to you on it.

willow coyote
#

I added it all back in just one by one to the exact same project (new instance) and version and it just works now, I guess? Thanks fo rthe help anyway. Unity does what Unity wants I guess.

main spruce
#

Not sure if this is the best channel for this question. Does anyone know if it's possible to use realtime GI (from 2021.2) with additive scenes that change their position on load? I'm trying to find a way to have GI on a fully procedural level. Additive scene realtime lightmaps work but do not update after the position has changed. If not now, are there any plans for this working in future versions?

proud gulch
#

How can I separately render my weapons in HDRP without using another camera (another camera works as long as it doesn't force the game to render the same thing twice)? I also want to stop the weapon from being warped by the original camera's FOV

keen pivot
#

okay i has some of the confused, i'm trying to put this into Shader Graph: float4 pos = tex2Dlod(_PosTex, float4(x, y, 0, 0));

#

there is a sample 2d lod node...but it seems..different

#

its puts out this: float4 _SampleTexture2DLOD_RGBA = SAMPLE_TEXTURE2D_LOD(Texture, Sampler, UV, LOD);

#

am i looking at two totally different functions here with similar names?

dense sinew
#

I removed hdrp from my project and my terrain is pink but it's not letting me fix it

keen pivot
#

its got the wrong material assign to it

#

you can swicth to debug and change the material i think

dense sinew
#

I made the terrain thing new

keen pivot
#

and its using the default terrain material?

dense sinew
#

no but when I do i can't paint on it

keen pivot
#

the default terrain material? not the default normal material?

#

think its just called Terrain or TerrainLit

dense sinew
#

ok fixed

keen pivot
#

noice

dense sinew
#

I'm making a forest and I want to upgrade to hdrp but the tree stuff don't change what do I do

shrewd moon
dense sinew
shrewd moon
dense sinew
shrewd moon
#

Then I'm not really sure

dense sinew
#

the texture is the problem

shrewd moon
#

The shader probably is, if it's pink

dense sinew
#

I have no shaders the materials don't seem to be able to upgrade

shrewd moon
#

Even if you select the problematic materials and choose "Upgrade Selected Materials to High Definition Materials"?

shrewd moon
#

Darn

dense sinew
inner parcel
dawn sorrel
#

guys I need help with HDRP ray tracing... So I went to the HDRP asset and tried to enable ray tracing and then it said my device couldn't support it and told me to check the documentation and when I did it said that it could support nvidia geforce rtx 2070 super which is exactly what i'm currently using... what's going on?

dawn sorrel
#

sorry if it's a dumb question

buoyant junco
#

Should I update my unity version to the newest beta? The Universal Render Pipeline finally introduced deferred rendering, but Idk if i should

dawn sorrel
#

about time

dawn sorrel
buoyant junco
#

but I don't know if I should upgrade to a beta version

dawn sorrel
#

but it's really up to you

buoyant junco
#

alright, how long is that?

dawn sorrel
#

how long do they usually take?

#

In my opinion I just wait for anything in beta

buoyant junco
#

ok

#

ill find another way to have decals in urp. That is what I needed

dawn sorrel
#

I couldn't figure out how to wrap it around edges if it met one, it would just get cut

turbid matrix
#

@dawn sorrel it def works on my 2070 super. For raytracing I'd suggest going for bleeding edge Unity (2021.2), they keep fixing and making raytracing better all the time. also do run your HDRP Wizard and select HDRP + Raytracing (or RTX or whatever it says) and make sure everything is green there

summer glacier
# dawn sorrel how can I check?

go to project settings, go to Player, uncheck auto graphics for windows, press the + sign and add DX12, and move it to the top

#

then restart unity

turbid matrix
#

that HDRP Wizard can swap it to DX12 too for you

summer glacier
#

dx12 is required for raytracing

turbid matrix
#

basically just open the wizard select that raytracing tab and hit fix all and let it do it's magic πŸ˜„

#

(that's what most do - instead of manually fixing the settings)

analog meteor
#

check this out, works pretty great

dawn sorrel
#

I am giving up HDRP. I don't understand. Sometimes it's very dark, sometimes it's very bright and sometimes just normal. What's wrong with lighting? in hierarchy I have to click on directional light if the scene is dark in order to make it bright.

#

I am using 2020.3.12 LTS Do I have to upgrade?

turbid matrix
#

@dawn sorrel concept of having higher intensity (close to real-life) lighting values is what makes it more tedious for you. basically since the lights have higher intensity, you have to fix the exposure for the camera and sky to match these things too

#

by default you also have autoexposure enabled for the global volume which kinda hides this

#

I'd start with fixed exposure values first to get things dialed in and only use the automatic mode if really needed

buoyant junco
summer glacier
#

I'm actually wondering, how do you get a night in HDRP? The sun is always there, there's no moon, the sky physically based sky just disappears into the darkness and it doesn't feel like it's the night time.

#

Or i guess you gotta do it yourself?

turbid matrix
#

I'd assume it's just some HDRI sky swap

shrewd moon
#

It's all a matter of getting the lux and exposures right, I suppose

eternal laurel
#

It is plus the moon is a quad at about 3000 on the z away. We initially made our night scenes based on that demo so its good

#

Also the color temp of moonlight

scarlet hull
#

Now you could also use the PBSky with a directional light for the moon, and change the celestial body texture to use a moon image.

keen tulip
scarlet hull
keen tulip
#

Just 1

scarlet hull
#

Could it be the fog that is just preventing the sky to be visible ?

keen tulip
#

I dont have any fog in the scene

scarlet hull
#

Intensity to low ? If it's not this, I don't really see

keen tulip
#

I have 2 projects and its works without any problem in project 1 but not in project 2
Both use same 2020.3.2f1
Visual Environment is setup proper. Light Intensity is 0.5 lux else its just too bright and I dont want to use Exposure Volume much. I used 10000lux too and it didnt work. Only 1 light in scene and camera and volume. Nothing else.
Project 1 was created fresh with HDRP. Project 2 was migrated from Unity 2019 few days back if it matters

scarlet hull
#

Hum, really I don't see on top of my head what is missing

inner parcel
turbid matrix
#

RTHandle is a SRP core utility class that helps manage unity RenderTexture resources and has DynamicResolutionHandler support. It is currently being used by HDRP and RenderGraph modules. The class also has built-in support for render target dynamic scaling. This will add dynamic resolution support to URP and unifies URP’s render texture management. It also opens the way for URP to integrate with RenderGraph in the future.

#

would be lovely to get FSR and DLSS on URP πŸ™‚

inner parcel
#

about time

lone glen
#

how much time will that take?

turbid matrix
#

could be minutes, could be days

lone glen
turbid matrix
#

wave hands, drink coffee, I don't know πŸ˜„

#

it totally depends if that's expected or not

#

which is not possible to tell from here without knowing any background of that project

lone glen
#

but when i added it i got an error and this

lone glen
teal osprey
#

Question, I'm using URP, and I'm considering looking into making my own renderer (like my own MeshRenderer).

The motive is that I'm using Tilt Brush art for my VR game, so lots of vertices and strokes, but in the end it's just many long quad strips. Also, the player can only see within 25 meters with linear fog. Most of the art is static and baked, and the lights are all going to be baked as well. I hope that the final renderer could be baked into the lightmap (possibly using emissives). The materials used are custom unlit opaques (no cutoff).

I think I can take advantage of the limited range of stuff I need rendered, the consistent type of meshes rendered, and the consistent tiny pool of materials for some fancy Compute shader-based rendering, with culling, rendering, batching, instancing, and LOD optimizations I couldn't achieve just using the mesh renderer. Also, since my game is exclusively grayscale, I think I can pack the data I need within the compute buffer data limit

I'd like advice on:

  1. Is this a reasonable task assuming good enough experience in using compute shaders for rendering effects
  2. Could this approach, with the given constraints, theoretically be used for better results than the rendering solutions available
buoyant junco
#

How can I turn off fog for a certain camera?

inner parcel
buoyant junco
#

Ok

brave wharf
#

does anyone know where terrain layers are found i cant find them anymore πŸ˜„

crimson kettle
#

why does the particle system have so many "squares"? this is with URP, should i use a different shader for particles?

#

using a legacy shader fixed it

brave wharf
lean estuary
lean estuary
lone glen
dawn sorrel
#

help please, I dont know if it is something i did when running the game , or settings can someone tell me why there are those squares at the other player's face?? thank you

gloomy condor
#

I don't understand Project Settings / Graphics Tier Settings. Is this something I should add as a selectable option to my graphics options screen or is it automatically selected based on the user's hardware?

turbid matrix
gloomy condor
#

Not quality setting, graphics tier

turbid matrix
#

oh that one, I thought you meant with SRPs (I think that setting only exists on built-in renderer) πŸ™‚

#

I have zero experience on that though, been ages since I've worked with built-in renderer πŸ™‚

turbid matrix
#

hope that helps someone

#

there's probably a ton of mistakes there, but may get people going better than without working sample

outer carbon
#

Change your display name to something visible please.

turbid matrix
#

just assign the volume yourself to the script or find it using traditional Unity getters

outer carbon
#

I wasn't asking you to change as a way to help with your problem. I was asking you to change it, so that it would be visible. Invisible/unselectable names are obnoxious.

zinc osprey
#

I'm using URP for lighting in my 2D game, and I'm trying to add lighting to my particle effects, but under the lights section of particles, I can't drag in my 2D point light into the light slot, it only accepts 3D lights.

Am I missing something obvious or can we not attach light to 2D Particle systems?

dawn sorrel
#

There is no Deferred renderer option why? I am using URP. I want to use deffered renderer but there is no option.

true zealot
dawn sorrel
true zealot
#

That's not a number

dawn sorrel
true zealot
#

That's not latest

dawn sorrel
true zealot
#

Probably because you're not on a version of Unity that supports 12.0.0.
I'm not sure if 10.5.1 has deferred, but if it does it doesn't appear in that list, I think it's a switch in the forward renderer?
At least, as of 12.0.0 they have renamed the forward renderer to Universal Renderer and have added the switch in the UI there.

summer glacier
#

Deferred renderer is in 2021.2, which is in beta, not released yet.

true zealot
#

Technically it's still a package and can be updated

summer glacier
#

Although you can still download the latest beta to test it out, I think deferred is already in

true zealot
#

But yes, it's built-in to ensure people have better compatibility. 12.0.0 should be available on the beta.

turbid matrix
# true zealot Technically it's still a package and can be updated

while true, it's not something most can do easily anymore now that SRPs are part of unity core. PM itself will not give you any update options for these anymore on 2021 cycle and you are basically stuck with the version it gives you unless you a) update whole Unity b) grab some different version from github and add all SRP packages manually from it

#

and yeah, to get deferred in URP, you have to use 2021.2 beta atm

rain bluff
#

Hi, everyone. I was wondering if someone could help me out here. I'm trying to set my material's texture to whatever an additional camera is rendering. But my material just appears black. I am using the URP and a custom shader but I don't get any errors. Here is my code: https://gdl.space/yupugubako.cs. Thank you!

keen pivot
#

since its moved on a bit

#

and i'm just wondering really, just using the selection V2 method to draw outlines around some objects, seems to be a 10 fps hit on my target platform.

#

is drawing lines around things normally this heavy? it doesn't feel right to me

inner parcel
#

the outline custom pass is a bit expensive tho, i think its because it has to render the outlining object twice (i might be wrong)

keen pivot
#

frame time is at a premium, there is no way i can spare that

#

yet on the face of it, its an effect that doesn't seem to cause a problem for games, yet this seems to be such an issue on HDRP

#

or at least thats my perception of it

inner parcel
#

i haven't looked into how the outline is achieved but generally you can optimize it for your need with some compromises

#

you can start with downsampling

keen pivot
#

is stencil 'the way' its normally done?

inner parcel
#

there might be some other approach too i guess

keen pivot
#

i just lumped a fresnel shader with the Z set to Greater and while its really crude, its almost free

odd gale
#

So I was thinking that is it possible to make AAA title or maybe not that quality half that quality projects with "no render pipelines" that is with standard unity 3d projects with no shader gaphs, what you guys think ?

#

General scope and its capacity to expand over lifetime, as the project grows.

inner parcel
#

its possible definitely possible to get amazing graphics even without SRP.
take a look at Rust and i guess Escape from tarkov too

odd gale
#

Nice. Thanks I will do that.

keen pivot
upper palm
#

very newb question here , i have upgrade my project to URP . I have upgraded my assets to URP and everything its working besides a particle effect
I have tried to change the shader from said particle effect but still not working
How can i fix this ? 😦

odd gale
#

@keen pivot Yes good point,

#

Maybe for compatibility sake among different platforms.

#

@upper palm Edit=>renderpipline->upgrade materials to .... did you did that already?

upper palm
#

yes

#

have a look please maybe you can spot my mistake(along the 500 other ones πŸ˜„ )

odd gale
#

In shader it says legacy shader

upper palm
#

i have changed it already to all shaders from URP still not working

#

unless you can give me more info on how to fix it...

odd gale
#

Can you try putting urp shader here for checking if it works with that

#

``code

#

^ Some legacy shaders do, for example additive particles from Unity 4. Anything using surface shader don't.

If you want to make shaders with blend control and keep your sanity you buy Amplify Shader Editor.

#

Check this link

#

@upper palm I am having similar problem with my project.

#

BTW so we both on same track πŸ™‚

upper palm
#

@odd gale it works with these setings now but now how i want it

odd gale
#

Nice. Maybe find suitable shadergraph /shader that supports your pipeline.

upper palm
#

i cant do it this drives me crazy

upper palm
#

@odd gale i have sent an email to the developer of the asset , i m gonna carry on with the project and fix it later(is this bad practice ? )

odd gale
#

If thats assets then he should have clearly mentioned which pipeline asset supports or is for, for changing to certain pipeline you can request he should give you pointers.

upper palm
#

out of boredom may i ask you what project r u working on ?

odd gale
#

Its underwater life, or something similar, at very start.

#

It was earlier in 2018.4 but when I changed to urp some shaders failed even though i upgraded via edit_>renderpipline->upgrade to

#

I am just like you learning. πŸ™‚

upper palm
#

when i made my first 3 games..... i was just making games.... today i m just adding stuff in unity and then break it 😦
Is it the same for you ?

odd gale
#

For me upgrading issue is kinda big thing, taking alot of time just to find out that pipeline renders previous shaders to white pink and some other non sense of depcrated methods.

#

But will over come it, unity is so far so easy.

upper palm
#

for me it seams easy until i start doing stuff πŸ˜„ , you got itch.io page ?

odd gale
#

Nope.

#

And you?

upper palm
#

yes but i dont use it

#

where do you publish then ?

odd gale
#

I work for some one else.

#

So not my problem where he publishes lol

#

XD

upper palm
#

damnnn you are a big shark then !

odd gale
#

Not really, but would love to be baby shark someday

#

what about you where do publish google steam or ios market?

upper palm
#

give yourself some credit, working for someone means you are good at what you do

#

google play

#

tiny games only

#

now i m working on a simple story 3d game with a few levels

odd gale
#

Yes thats interesting prospective and actually true one too. πŸ™‚

#

Nice can I play your games ?

upper palm
#

i would be honored

#

Spear Depth Hunter is my biggest/best so far . Do not let yourself deceived by the screenshots as the game is quite nice once you start playing , It has skill tree, 2 levels, achivements, leaderboard , and many other things. I lost the files for that game due to a hdd error otherwise i would have worked on it more

#

also that's the game i learned the most while making it .... both art and programming it took ages πŸ˜„

odd gale
#

Looks nice 40+ ratings too

upper palm
#

The best thing about that game is that strangers played it and they actually gave me 5 stars for it (even got an email saying how much they have enjoyed the game ) , was the best feeling ever

odd gale
#

Nice must be great feeling as developer.

upper palm
#

so you never made a game to publish ? even the tiniest ?:)

odd gale
#

Have but cant share, NDA agreement.

#

Also the code i wrote is copyrighted. But i saw your game those fishes you draw it, so its a step towards great opening I blelive. Like dany or somethign similar .

upper palm
#

i see no worries

odd gale
#

But takes time who konws.

upper palm
#

yea like 5000 years

odd gale
#

haha, well 5000 of us remanins diminished to make one dany on the other hand, if we had similar kinda succes like dany then there would be no dany to remember.

#

πŸ˜‰

upper palm
#

haha true

#

do you have yt channel then ?

odd gale
#

but nothing serious

upper palm
#

it takes huge amounts of time right ?

odd gale
#

for being dany ?

upper palm
#

any kind of PR yt/streaming etc

#

if i m to start a yt channel i would need few months to learn how to edit videos

odd gale
#

Yeah I guess if you are good at something you eventually get spot light. But well saw many spammers getting ahead in a way. But in general real deal is better even with or without spot light but its important to have fun and meaning in what you do otherwise no point.

#

Did you made this project in unity 2018 ?

upper palm
#

i m a man of principle i would not spam for my own gain xD

#

i cant remember exactly but i know for sure it did not have nested prefabs

odd gale
#

Say hi to your wife principle from me.

upper palm
#

haha

#

so as a main job you are a programmer then ?

odd gale
#

yes

heady obsidian
#

Hey I'm having some major issues with point filtered pixel art sprites and the way they interact with floating point cameras. Does this have anything to do with Render Pipelines, because all the solutions people are trying to give me have to do with locking my sprites to a pixel grid which I should not have to do, I feel like there's a larger issue with the way they're being told to render

honest jackal
eternal laurel
#

Seems like you havit the max lights per object limit in urp. You can increase it from the srp asset

honest jackal
#

oh, thank you so much, it works now!

silent beacon
#

Are HDRP planar reflections at resolutions greater that 1024 working for anyone else. I believe this property is HDRP 11+

#

i get a wierd artifacting at higher resolutions

#

at lower it is fine

#

the chrome gizmo always works, so it has to be the projection onto the plane

#

ah, at 2048 it seems to only render the skybox

scarlet hull
#

I guess that what is happening is you're trying to render a probe bigger than the atlas, and it will just fall back to the most relevant cube reflection

eternal laurel
#

Anybody know where in the HDRP lit shader they handle receiving point spot etc light shadows? I need to copy that part

vague glacier
#

I'm currently using v8.2.0 for Unity2D rendering, and I'm encountering a problem with shadows:

I have a composite shadow caster on my scene, and the shadow caster supports either "cast shadows on self" or not. What I'd like is a combination of the two: I'd like shadows to NOT be cast on the nearest wall, but other walls in the same layer would be occluded. The sprites do have normal maps.

I've tried this shader, but it resulted in pink textures on everything:
https://pastebin.com/gcXpQZF1

What I have:

vague glacier
dawn sorrel
#

I am making horror game using built in. Am I doing right? I tried using hdrp but it was hard.
I think hdrp light is based on skybox and my sky is dark. So that makes my game very dark.

turbid matrix
inner parcel
turbid matrix
#

you got way more tools on making HDRP look good on horror game than with built-in (unless you want to buy tons of 3rd party assets for the built-in)

eternal laurel
#

Im going to ask again. Does anyone know where in the hdrp lit shader receiving punctual light shadows is handled?

eternal laurel
#

I am checking the source wanted to skip the time if anyone knew of the top of their head πŸ™‚

chrome locust
#

Hey guys, I have finished the first round of optimizations for PrepareLightsForGPU.
Moved a bunch of stuff to burst , using better caching pattern and removing dumb logic.
https://github.com/Unity-Technologies/Graphics/pull/5294
Getting ready now to stabilize this branch and run tests (ensure regression is good).
Please let me know if you guys could test this in your projects and see some CPU gains.
I am seeing around 50%-70% improvement on PS4. Perf might degrade with more shadows, but should be an overall win.

GitHub

Purpose of this PR
Optimization of PrepareLightsforGPU on HDRP using burst, in a ECS friendly way. Still work in progress.

Testing status
So far seeing a huge perf boost:
0.055ms (this version of ...

keen tulip
chrome locust
#

no

#

its for everything.

#

lights dont have dots support yet anyway

#

so technically you should be able to sync to this branch and see some perf improvements.

keen tulip
#

thanks i'll give it a go. PrepareLightsForGPU has been bothering me for a while ever since I've seen this PR first πŸ§‘β€πŸŽ„

chrome locust
#

Didnt bother you before this PR?

#

πŸ™‚

keen tulip
#

honestly at one point i accepted the fact that this is what hdrp performance would look like. but nice to see some improvements on it

eternal laurel
#

Hey Kleber can I ask you if you know where in the hdrp lit shader receiving shadows from punctual lights is handled. Ive been stuck in meetings all day and cant find the time to look trough the source. Can you point me to it ?

#

Its somewhere in light loop something or other

chrome locust
#

EvaluateBSDF_Punctual in com.unity.render-pipelines.high-definition\Runtime\Material\Lit\Lit.hlsl

#

you will have to dig all the way in ShaderSurface_Punctual

#

inside you'll find the function EvaluateShadow_Punctual

#

you'll find there the shadow kernel & filtering

#

which is huge πŸ™‚

#

the LightLoop.hlsl is what iterates thourhg the GPU tiled light lists and through macros etc it calls it

turbid matrix
#

wish we had like one Kleber here all the time so we would get instant answers to all our problems πŸ˜„

eternal laurel
#

I dont think I need to dig that deep. I just have to call something in my custom toon shader to get the shadows and implement them in the custom grading

chrome locust
#

got it, use the EvaluateShadow_Punctual function

eternal laurel
#

Thanks for the pointer I hope I can dig in soon

#

Oh ok thanks

chrome locust
#

Its declared inside LightEvaluation.hlsl inside Runtime/Lighting

eternal laurel
#

Ah many thanks you are great

chrome locust
#

np, its not gonna be easy though. Also be super careful this code isnt public API

#

so it could change someday although I doubt.

#

best is to wrap this function with your own custom code so whenever the API changes you have 1 location to look at

eternal laurel
#

Well if it breaks it breaks

chrome locust
#

youll have to dig into LightLoopContext and all the boiler plate around

eternal laurel
#

Thanks a bunch again

chrome locust
#

if you do it right though your custom lighting will get all the features (RT + screen space etc)

#

cheers mates. If anybody tests the PR i posted I would greatly appreciate it πŸ™‚ i need content to test the perf results

eternal laurel
#

Our curent big game is behind on srps so I cant easily pull it in 😫

chrome locust
#

gotcha

#

you know what versions?

eternal laurel
#

7 something I think

keen pivot
#

i don't know if this is an HDRP only thing or not, but when i baked lighting, some, but not all of my mixed lights stop showing shadows, is this supposed to happen?

#

as soon as i clear the baked data the shadows come back

#

the lights are set the same as they are all from the same prefab

eternal laurel
#

Ah mixed lights using the shadow map have a overlap max limit

#

I think you cant have more than 5 or 6 overlapping and casting shadows

#

There is a light overlap debug mode in the scene view. It will paint dropped lights in red

#

Its if more than 4 lights overlap I just checked

#

Unity precomputes shadows cast from staticΒ GameObjects
Β onto other staticΒ GameObjects, and stores them in a separate Shadowmask Texture for up to 4 overlapping lights. If more than 4 lights overlap, any additional lights fall back toΒ Baked Lighting. Which of the lights fall back toΒ Baked LightingΒ is determined by the baking system and stays consistent across bakes, unless one of the lights overlapping is modified.Β Light ProbesΒ also receive the same information for up to 4 lights.
Light overlapping is computed independently of shadow receiving objects. So, an object can get the influence of 10 different mixed lights all from the same Shadowmask/Probe channel, as long as those lightΒ bounding volumes
Β don’t overlap at any point in space. If some lights overlap then more channels are used. And, if a light does overlap while all 4 channels have already been assigned, that light will fallback to fully baked.

#

From the docs

inner parcel
keen pivot
#

sweet, will look into that

inner parcel
#

will there be any significant performance boost for gpu bound games?

keen pivot
#

i've just purposefully overlapped 4 lights and baking, in theory this wont change it, if i then add another 4 perhaps i'll see the overlap in the view. this being the case, i can rule out overlap as the cause

#

i'd expect to see some overlap here:

eternal laurel
#

@keen pivot Light overlap colors the gizmos red

#

I should have mentioned that, enable the gizmos in the scene

keen pivot
#

it doesn't tho 😐

#

i think you are right, that it is overlap, but i just dont seem to be able to tell

#

i changed it to realtime and baked again and it looks correct

#

its a bit of a frame rate drop, i'd rather fix the lights

#

maybe its not overlap, i have a lot of lights

chrome locust
keen pivot
dawn sorrel
#

I switched to URP from built in. Why my project still thinks that I am using built in? Camera has no urp script.

#

There is no render pipeline asset in my project

keen pivot
#

create one and assign it in the graphics settings

dawn sorrel
keen pivot
#

i'd worry about that after you create the render pipeline asset and then assign it

dawn sorrel
#

No need to create

keen pivot
#

i fyou use a template, if you convert then you have to create it

dawn sorrel
keen pivot
#

thats why you have to create the asset and then assign it

dawn sorrel
keen pivot
#

i dont think so

#

first, create the asset

#

then, assign it

#

then, see what happens

dawn sorrel
#

Not working

dawn sorrel
keen pivot
#

its assigned in the graphics settings?

dawn sorrel
keen pivot
#

okay sorry i dont get it then 😦

inner parcel
eternal laurel
#

Many thanks to @chrome locust for the info and pointers. Still some work to do but at least it works now πŸ™‚

eternal laurel
#

Again many many thanks Kleber, you save me a whole bunch of time.

keen pivot
#

Turns out btw that the light overlap gizmo only works after a shadow map bake.

eternal laurel
#

Did I forget to mention that ?

turbid matrix
#

@iron flame shiny ssrr?

#

(it works in URP, just tested it few days ago)

#

that asset doesn't work in URP VR though

iron flame
#

I add Gbuffer normal to planarSSR shaders written for URP on github πŸ˜„

turbid matrix
#

I looked at that a bit but was quite raw... also only planar

iron flame
turbid matrix
#

haven't done perf benchmarking on it so can't tell much from that side

#

quick test using that asset with URP (chess scene from AMD SSSR demo):

#

I do like that it doesn't seem to suffer from temporal filtering issues we have on HDRP SSR and some stochastic SSR solutions

iron flame
turbid matrix
#

you can get it bit better on mirror reflections if you tweak the settings, those chess pieces are also really hard on SSR πŸ™‚

#

it also has blur pass which you can conf too in addition to the fuzziness thing

#

basically if you can accept bit blurred reflections, it's blur pass can get rid of all the noise

#

main issue on that is that it's only for DX12 and Vulkan

iron flame
turbid matrix
#

yeah I've also wondered what up the HDRP SSR denoiser, even their own DXR reflection denoiser is way more stable

#

I do wonder if there's some platform limitation there (haven't checked the denoising code)

#

I mean, DXR denoisers probably can use higher shader feature set than rest of the HDRP as you can only run DXR on DX12 anyway on Unity HDRP

chrome locust
upbeat badger
#

Btw what's up with SSGI in latest 2021.2 beta? I'm getting like 10 fps with it. Even raytracing GI runs a lot better