#archived-hdrp

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iron flame
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It's not in beta, it's also available on github.
Half rest mode (4x performance) .
Denoise improvement .
Reflection probe, Skybox fallback, probe volumes fallback.

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RTX 3060 (leptop) 1080P halfres SSGI 160 fps (fixed the denoise issue in the screenshot)

inner parcel
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i havent tested hdrp yet in 2021.2, because i was more interested in urp deferred. but it seems like a regression to me since raytracing gi seems to perform better for you compared to ssgi.

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are you on dx12 btw? i personally wouldnt stick to dx12 if im not using raytracing

north belfry
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I've noticed that Terrain doesn't show up in ray traced reflections, I've tried to modify the terrain materials shader but still getting nothing.

turbid matrix
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@north belfry it's because terrain isn't supported by current raytracing implementation

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your only option is to use meshes for terrain (or at least for terrain reflections)

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list is long, so it's not just terrain that is missing

north belfry
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I see

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Good thing I bought that terrain to mesh package on the store

iron flame
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I tried 4 SSR shaders. I'm having trouble with the URP's Matrix operation in all of them. SSR works fine when camera angle is 0.0.0. when the camera angle changes...

ember breach
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Yeah there is something wrong in URP with that, was coding my own SSR in URP last few days and it took so much effort to get matrixes right, feels like every other value is just the opposite of what it should be :/

ember breach
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my current SSR is well, rough around the edges, need to look as something called binarySearch, which should improve it, gotta use a lot of noise to not show steps, and absolutely look at blurring it out a bit

ember breach
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Got one specific question.. Does overdraw on one object matter? its all one object, but overdraw is quiet obvious, will it hurt or if its one object it just gets the first one it hits?

iron flame
# ember breach my current SSR is well, rough around the edges, need to look as something called...

I modified KODE 80's shader for urp. all the shaders I tried were hlsl but this one is glsl. I think urp is sending wrong matrix to hlsl

https://github.com/kode80/kode80SSR

GitHub

An open source screen space reflections implementation for Unity3D 5. - GitHub - kode80/kode80SSR: An open source screen space reflections implementation for Unity3D 5.

inner parcel
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what gpu do you have? until you implement vsync or fps limit hdrp will run at the highest possible fps and usually its gpu bound, which leads to 100% gpu usage which is normal for high end devices too

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why would there be? you need to limit it yourself as per your choice. vsync will limit fps based on the refresh rate of monitor

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vsync doesnt work in editor. you can implement nvidia's vsync from the control panel to make it work in editor, but usually for editors you need to lock fps by using Application.targetFramerate check the casing once

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how much fps do you get?

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then i guess you have a 90hz monitor. then yes vsync works. for optimizing gpu usage i'd recommend a visit to profiler

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how does it look on an empty scene with just a directional light?

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tested last in 2020.3.11f1, on empty scene i get frame time of around 0.0013ms to 0.002ms which is somewhere above 500fps without any fps cap. in builds.
i guess you should look more at frame timings rather than gpu usage at first

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for ex: when you're limited by the fill rate i've noticed it that your gpu usage% remains less despite gpu being the clear bottleneck here

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depends on your level of optimization

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in my case thats clearly not normal and my game remains at steady 0.005ms with every quality/effect lowered or disabled

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oh btw my results are based on rtx 2070s + i7 9700f

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optimization in hdrp is not just 3d geometry rendering on your screen. you also need to remove unwanted ticks from the hdrp asset aswell. there are many more smaller micro optimization which in whole gives you a better performance

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theres a json file which initializes some function on load. initializeonload.json something inside the game folder. you can inspect that game to know if its based on hdrp or not

ember breach
# iron flame I modified KODE 80's shader for urp. all the shaders I tried were hlsl but this ...

Yeah, I tried Kode aswell on URP and it was just total mess of a time. So I went to look at openGl tutorial https://www.youtube.com/watch?v=K2rs7K4y_sY which I used about concept of how it should work, and after that I basically went I got everything I need in HLSL tested if it gets me the result it should and then merged everything together, main problem was getting the camera direction as I am using DrawFullscreenPass or how its called, it gives weird data to me

Get the complete source code here: http://imanolfotia.com/blog/update/2017/03/11/ScreenSpaceReflections.html

Schlick's approximation: https://en.wikipedia.org/wiki/Schlick's_approximation

Hash function: https://www.shadertoy.com/view/4djSRW

Music:
Both from Dark Souls 1
Firelink Shrine and Dragon Slayer Ornstein & Executioner Smough boss fi...

โ–ถ Play video
ember breach
turbid matrix
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talking of urp and reflections, is there any proven setup that works in URP VR for planar reflections?

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all mirror / planar reflections I've tried so far just fail on aligning them for VR (I think HDRP's stock planar reflections work in VR though but can't remember for sure)

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I'm not talking even about the SPI issues URP has atm, none of the planar approaches I've seen so far don't align right even with multipass mode

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this includes the planar reflection from boat attack too

queen jewel
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Hi, I have this weird issue with shadows using URP on Unity 2019.3.7f1. Any ideas what's causing this?

turbid matrix
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@queen jewel I'd guess faulty mesh normals messing with the shadow rendering (you can make the issue less visible by adjusting the shadow bias settings from light source (I think it's there, not 100% sure) but I'd fix the mesh normals

ember breach
turbid matrix
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@ember breachthanks for getting back to me on this. and yeah those are the stereo instancing macros you need to have in the shaders for it to work with VR single pass mode. In case of planar reflections it's bit more complicated since you have to actually capture the view with extra camera though and have that align properly with SPI. With multipass, you could just take two captures and route them "per eye" like this approach did: https://github.com/Avdbergnmf/UnityURPMirrorShader

GitHub

A mirror shader that works with VR in URP Unity Latest version (2019.3+), though only with multi-pass - GitHub - Avdbergnmf/UnityURPMirrorShader: A mirror shader that works with VR in URP Unity Lat...

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that latter one looks more promising but apparently current version is still WIP

ember breach
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Yeah, no problem, and one of them does look better, I just feel like I would not really use planar reflection in VR for sole reason you gotta render the scene again right? so 2 eyes plus 1 planar camera or even more expensive two camera planar for VR, I feel like, optimized SSR can do pretty "good" result in fraction of the time it takes to capture them. Aswell as SSR does not have to perform ray bounce on pixel where smoothness is so low, just discard it and thats saved performance. dunno

turbid matrix
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All realtime reflections can get heavy in VR but I'm still exploring my options. In ideal case one could use planar reflections for select "hero" elements and SSR for rest but I'm really looking to have real raytraced reflections as primary reflections source and then some fallbacks that are cheaper / run on non DXR hardware

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I have doubts on SSR being really feasible in VR too perf wise but that's something to test really (if one first gets SSR to work in VR proper)

ember breach
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yeah cool, made Raytracer for URP but its just so slow, also tried DDGI but I have no experience using plugins or how would I use CPP in Unity.

ember breach
turbid matrix
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there's one paid DXR asset for built-in that is now getting URP support, dev just got it to work on URP VR using SPI

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that's pretty impressive IMHO

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VR and expecially SPI is something that is really stupidly complicated in Unity SRPs atm

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what's kinda silly here is that I basically want HDRP featureset in URP. only if HDRP ran anywhere as good in VR as URP does all this painful stuff would go away ๐Ÿ˜„

ember breach
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I bet yeah, does Unity already resolution scaler based on where you are looking? saw that used in Alyx I think to get better performance to rendering lower res on the sides of your vision.

turbid matrix
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HDRP VR is totally nogo atm

ember breach
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HDRP on PC is nogo ๐Ÿ˜„

turbid matrix
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I'm not sure if Alyx actually does foveated rendering atm

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in general, I'm fine with HDRP performance altho I wish it would be faster... but having optional VR mode is what has made it pain for me in past.. now evaluating plan b where I could just use URP for everything

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I have bunch of prototypes of runtime swapping between URP and HDRP but that's not officially supported and it leads to all kinds of other pain

ember breach
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I am targeting 360 fps on 1070, when run in HDRP in empty scene I get around 120-160fps, in URP in empty scene I get above few thousand FPS

turbid matrix
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that's pretty ambitious target ๐Ÿ™‚

ember breach
turbid matrix
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what I loved about HDRP the most was that it actually has a ton of features out of the box, only have to mod it a bit for few things but in general you don't have to reinvent the wheel with it as much as you have to with URP or built-in

ember breach
turbid matrix
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also HDPR is where most fancy stuff lands with Unity nowadays... we still don't have virtual texturing on URP for example even though everyone expected it to get it year ago already

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URP also used to be super bare bones for years

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URP 12 got finally huge boost on features

ember breach
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like Probe Volume is kinda cool, tried to recreate it but dont have enough experience so made physics based Occlusion which runs really fast, does not capture colors but for just occlusion is cool.

turbid matrix
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bit like occlusion probes in book of the dead then?

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pretty sure those can be made to work with URP with relatively little effort btw

ember breach
turbid matrix
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I ported those occlusion probes into UPM package a long time ago but only did demo with HDRP with them

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Unity does support texture mipmap streaming now but that probably doesn't help with texturearrays

dawn sorrel
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@turbid matrixhey man whats up ?

turbid matrix
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that itself is something most users don't seem to even know it even exists

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@dawn sorrel sky? ๐Ÿ™‚

dawn sorrel
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u mean sky hdrp ? XD

turbid matrix
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they got fancy clouds alright

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having different sky setup on hdrp and rest of the renderers is bit silly too

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it's one big issue with the crosspipeline goal too

dawn sorrel
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i hope u did upgrade ur hdrp repo XD

turbid matrix
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which one?

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DXR ?

ember breach
turbid matrix
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@ember breach oh wow, someone actually tried to use it ๐Ÿ˜„

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what broke on newer unity?

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I know it never worked with HDRP's high intensity lighting

ember breach
ember breach
turbid matrix
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the high intensity lighting was out of my hands as it seemed to fail on the Unity's own bakers, it just gave out blank white texture

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yeah, sounds like what I saw on my end, I tried to ask Unity about it but that didn't really go any further

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that being said, since URP doesn't suffer from that, it could still work on URP

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altho afaik APV's are supposed to be supported in URP eventually, most of it is in unity srp core (afaik anyway)

ember breach
ember breach
turbid matrix
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didn't it have like option to have local volumes? you still get seams if you have local volume inside of one large main volume on the occlusion probe thing?

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pretty sure they fixed some horrible wait times for the bake at some point on APV

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I've never tried it myself though

ember breach
turbid matrix
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ah my bad ๐Ÿ™‚

ember breach
turbid matrix
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so, you were probably not affected

ember breach
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yeah might give it a try again

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Is BOD occlusion physics based?

turbid matrix
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I'd imagine the baked data is correct but how you apply that is where it matters

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i just put some naive injection to baked GI in the demo I did I think and some other probably totally messed up stuff there on the built-in's version ๐Ÿ˜„

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BOTD had some stuff around spherical harmonics on that, it's totally out of my expertise

ember breach
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In URP I got no clue where to apply it, If I use it to multiply base color I got hard black spots, If I use it in Occlusion I get those spots only in shadows

turbid matrix
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also pretty sure BOTD didn't even make it physically correct on the final application as they wanted more dramatic effect etc

ember breach
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This is my volume in top down setup which works pretty well as the size of the volume does not have to be that big. (if player gets over grid based threshold volume gets moved and updated)

turbid matrix
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I'm actually going to give those botd probes a go in URP now, will see if it works at all on latest beta

ember breach
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what I would like to know if you can async await JobHandle, it always gives me errors which is really sad as I cannot await big volume even tho raycast command batch can go longer than one frame

turbid matrix
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have you asked on that at #archived-dots, they seem to know more about job system there

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my naive approach on such stuff would be to split the task to multiple jobs (across multiple frames) and adjust the task size based on the execution time

ember breach
turbid matrix
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people tend to claim that's possible but I've yet to see a single example of it ๐Ÿ˜„

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(yes, I'd love to know if one can do that too)

ember breach
turbid matrix
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I'd also imagine you could also skip the job system, use regular threading and run stuff on threads using burst if it lets you

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I know you can at least just burst tag regular static functions to run on main thread now, haven't tested if it works on other threads

ember breach
ember breach
turbid matrix
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you know the static function tag thing? it's stupidly simple now (no need to use those tedious function pointers anymore)

ember breach
turbid matrix
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I mean the tag is just same [BurstCompile] but what's different now is that you can put it into any static function that doesn't box stuff or do other things that Burst isn't compatible with, you don't have to use job system at all

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that is, if you use burst now.. ๐Ÿ˜„

ember breach
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I do use burst, so I can create like static calculate direction between two vector3s and use BurstCompile without jobs??? WTF

turbid matrix
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cool thing about that is that it's stupidly simple to optimize stuff that only needs to run on main thread with that, also don't have to pay for job scheduling overhead if you don't really have to split the work across threads

turbid matrix
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just put the tag to your static function and boom

ember breach
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Wow, that looks like I can do some optimisations across the whole game

turbid matrix
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yeah it's really handy if you do any brute force math

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converting things to job structure is kinda pain if you just want to test something

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plus most things don't really need to run on extra job threads

ember breach
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yeah thats true

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then I have one more thing to look at and that is new unity math which looks so fast but no clue if it also already works on main thread etc. or just in jobs

turbid matrix
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@ember breachhttps://docs.unity3d.com/Packages/com.unity.burst@1.5/manual/docs/CSharpLanguageSupport_Lang.html#directly-calling-burst-compiled-code

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basically the new math lib works everywhere but the main reason to use it is if you use Burst as they can make faster paths with it

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for non-burst stuff the new math lib can be even slower that Mathf

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with Burst it's practically always fastest option

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that example on the docs has everything on static class but I'm pretty sure you can just stuff those direct calls inside regular monobehaviours too

ember breach
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So use static function with new math and you got free performance I guess

turbid matrix
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yeah

ember breach
turbid matrix
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so basically what I was suggesting earlier would have been to just use .net threading or some other threading setup and use these direct calls to burst within those worker threads... can take all the time you need then

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if Unity just lets you do that (I'd assume it would work but haven't tested)

ember breach
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Yeah, I just need to test if I can raycast in .net threading aswell

turbid matrix
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also just checked my real project, there I def use those static burst functions inside monobehaviours, only place where I put BurstCompile tag is on the static function itself. it def works, I'd measured the perf on these using profiler

turbid matrix
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just tested that URP occlusion probes... the old code still works, had to just redo the SG's for URP

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here's view from unlit debug shader that just shows occlusion on materials:

turbid matrix
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gpu baker did have some funky stuff, but cpu baking works like it used to

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I always thought gpu baker would fallback to cpu version for baking these extra workloads but it def didn't do everything same way for this

ember breach
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Hmm yeah

turbid matrix
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this is the cpu version (works right):

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progressive gpu does this

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I have no idea why it clips at that point

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results look different elsewhere too where cpu version looks more correct to me

ember breach
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yeah, looks kinda like GPU doubles the resolution but does not make big enough array kinda

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or probe position is off

turbid matrix
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yeah, that's what I thought first but the probe is outside of these objects, there could be some threshold to the volume limits on gpu baker though

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I don't adjust the probe volume parameters between these bakes

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but yeah, it's possible I need to feed the probe volume data bit differently to the gpu baker

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gpu version just arrived when BOTD was released so it never got used for this

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also pretty sure the gpu version didn't do anything when I did the package port

ember breach
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gotcha

turbid matrix
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it's not a huge issue, one could just bake the probes on cpu baker and then swap to gpu baker for rest if you need it. just need some extra hooks in so the OB data doesn't get overwritten

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I have no idea on how to get this properly on URP shading though, they don't have baked gi input on lit shader like on HDRP

ember breach
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Like this is my current frame rate at sitting around 300 fps, SSR, probe volume dips dips minus 20fps every 1 second as it recalculates, and I need long distance probe volume which I can update in an offset so every .5s I will dipp minus 20fps hmm

turbid matrix
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one can always do naive multiplication on albedo but that's not going to look right

ember breach
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using it in occlusion output makes it only in shadows which isnt as bad, but still not looking at all correct

turbid matrix
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yeah was about to say the same thing

ember breach
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hmm

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I dont think we can bypass SG's fragment pass as you can with vertex

turbid matrix
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black spot issue is more of baking issue though

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but like what I meant that pushing the occlusion to albedo doesn't stop the material getting lit, it's just lit black color then ๐Ÿ˜„

ember breach
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well its not as dark in baking

ember breach
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wonder if I could do it in render pass and use kind of a overlay

turbid matrix
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yeah that could work

ember breach
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because description of lightmap says its overlay on top of geometry

turbid matrix
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it's not a bad idea, but I kinda liked the simplicity on just injecting it on the regular shaders ๐Ÿ˜„

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could do like pass using unlit debug shader and then compose it with the color, it's actually quite simple to do

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I don't really like the idea of rendering everything twice though

ember breach
ember breach
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I think of just sampling volume on world pos reconstructed from depth and slapping it on top of MainTex xD one draw call, maybe even downsampling for more performance

turbid matrix
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ah I was thinking of most naive approach, basically just rendering OB data using the meshes... but I think you could do this on just using OB texture and depth

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yeah, that

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that just sounds like a lot of... math ๐Ÿ˜„

ember breach
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๐Ÿ˜„

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f.ex for SSR im using DrawFullscreanFeature from ToonExample, which grabs basic data, computes my shader and then uploads it back

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I feel like more you know the harder is to think about which approach to take ๐Ÿ˜„

ember breach
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why does unity do this, my head ๐Ÿคฏ

turbid matrix
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some unobfuscation tool could probably sort that into more readable form

ember breach
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yeah

ember breach
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actually gonna look how does it look in HLSL when standar shader is trying to apply lightmap

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I learned.... nothing

ember breach
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@turbid matrix this is just lightmaps as what I found is that it kinda just multiply the base color with lightmaps, so I might just look at using less saturated/contrasted and more lighter textures hmm

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dithering removes banding but increasing the darkness even more

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dunno if its just monitor but even with dark stabilizer im getting full black spots

turbid matrix
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if one did better diffs on these changes, it would be easy to see what parts truly need to be changed to get proper results on the urp shading

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(easier than looking at BOTD changes because they did some extra stuff there for the different foliage

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that's from the old repo btw. in hindsight, I should have just renamed that one and added more branches as it's bit confusing to have two repo's on same thing

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(basically did another repo for the upm package version)

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what I do wonder though, didn't Unity implement occlusion probes some way in URP's light probes at some point?

ember breach
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its cool, I see how some stuff work, I only wish there was like one line saying this is Lightmap value and multiply it with color or something ๐Ÿ˜„

ember breach
turbid matrix
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this has been merged since URP 6.6

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well, was LWRP back then but same deal

ember breach
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oh you mean Probe Proxy Volumes

turbid matrix
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I dunno what that uses but changelog added:

- Added support for Baked Indirect mixed lighting.
- You can now use Light Probes for occlusion. This means that baked lights can now occlude dynamic objects.```
ember breach
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No clue what it does.. is it occlusion like GI or occlusion like disable object if its not on screen kinda deal

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how does this work hmm, proxy volume is injected here, could we inject our own occlusion?

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bakery seems to have done it

turbid matrix
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ah, good catch

ember breach
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not sure how it works and bakery's download links dont work anymore

turbid matrix
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that >Download shaders< link works for me

ember breach
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nice, I just got my page refreshed

turbid matrix
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ASE itself has some custom lighting input btw, wonder if this uses it

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it's meant for custom lighting model

ember breach
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yeah I guess its for that

turbid matrix
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could try using bakery too I suppose

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if you just bake the 3D texture, it's basically similar approach as what those occlusion probes do

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also probably a lot faster baking with it :p

ember breach
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yeah, but seems static, you bake it before hand for small area, I want to get something working on the fly ๐Ÿ˜ฆ

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what I see in those shaders u sent in that they only seem to change light.distanceAttenuation?

turbid matrix
loud leaf
ember breach
turbid matrix
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to be fair, we now have most of the items on that last post ๐Ÿ™‚

ember breach
turbid matrix
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but yeah, URP 12 was kinda exception, they stuffed all long running work into it, a lot of stuff was supposed to land few versions earlier initially

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according to Jason, Unity still had URP deferred code in few weeks prior to 2020.3 LTS launch, which they then stripped from URP 10

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and as we know now, URP deferred launched on URP 12

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point light shadows were hanging on the github for a year or so, it looked like it would have been merged ages earlier

ember breach
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yeah, im not sure but it feels like 5 people are working on it and then they delay everything and now feels like they are delaying stuff for the Unite 2022

turbid matrix
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there's definitely more than 5 people on URP team ๐Ÿ˜„

ember breach
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not quite sure about that one ๐Ÿ˜„

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where is terrain graph? If I could literally trick the Terrain system and make whole set out of it, how can they not just put it out

turbid matrix
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there's a lot of basic stuff like that missing, but that terrain part applies to HDRP too

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doesn't seem like it's just any priority

ember breach
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also did you try terrain shading? every tangent seems to be opposite, height does not match texture heightmap, they will probably redo whole terrain system pipeline for terrain graph

ember breach
turbid matrix
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they just redid the terrain system on 2020 cycle

ember breach
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either they are planning something I do not see, but I know about layers, but I made my own layers system already ๐Ÿ˜„

turbid matrix
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I was more of talking of the core framework behind terrain, not about the fancy parts on top or even shaders ๐Ÿ™‚

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also nobody knows what's happening with the layered terrain editor anymore ๐Ÿ˜„

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Epic just caught up with Unity and released their own version, after that radio silence from Unity

ember breach
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yeah, but is it best thing? it seems like they are generating terrain mesh in wrong order ๐Ÿ˜„

ember breach
ember breach
turbid matrix
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I actually think that happened with Graphine (makers of Granite VT)

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Unreal had granite like VT running way ahead of Unity and they kept improving it. Unity acquired whole company and all development speed went to crawling

ember breach
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yea what happened with that, wasnt Unity making some deal ?

turbid matrix
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they took one year to give barebones VT for HDRP and there's nothing else out but few bug fixes since

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it's been few years now

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I really like Granite, but I wish they would actually get that stuff out, procedural VT's would be so handy

ember breach
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like you can't tell me otherwise that only one person works on whole Texture stuff... Like 3 years ago or something they told they stopping work on Texture streaming to go VT route, and literally they needed to do one last thing for Texture streaming to be done and thats TexArrays, now no arrays and no VT

turbid matrix
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they've had PVT API in Unity 2020 already, but no actual implementation on how to utilize it

ember breach
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Uff

turbid matrix
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that's from 2020.3 API docs

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this would be really handy especially for the terrain work

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ubi uses something like this on their games (far cry etc) to texture the terrains

ember breach
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what I do not like is how every VT seems to get its own block every time you include it in shader/material, would't that mean that if I had two terrains I would have double the VT's?

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But I definitely see potential but woah, there is no usable API if I do not even know how to put it in

turbid matrix
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I asked about it last year and got this response:

ember breach
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so I changed to 2021.2 and its same page xD

turbid matrix
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PVT scripting API is still identical on 2021.2

ember breach
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๐Ÿ˜„

turbid matrix
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if I had to guess, this work has been on hold ever since but that's just me

ember breach
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Im going with you on that

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also WTF is this warning xD

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okay got it, current render pipeline does not support virtual texturing

turbid matrix
ember breach
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guess what enabling it in Player settings did...

turbid matrix
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made the error message more visible?

ember breach
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even less

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aka nada

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will see how BigFry's GameJam will go, will have to do 7 days of full time work in this hell of a mess ๐Ÿ˜„

turbid matrix
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ah, so it did it's job

ember breach
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oh yeah

crystal dock
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any advice here? when I click "install nvidia package" nothing happens

summer glacier
crystal dock
turbid matrix
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oh, Unity actually upgrades these templates mid beta release:

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it must have been broken some way, usually they just ship minor changes to next engine release

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URP template got upgrade too

verbal apex
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Quick URP question; we're gonna upgrade from standard and I've got a script that modifies the projection matrix of the camera to shift from ortho into perspective (part of a cutscene), however, can I still access the projection matrix in the URP (maybe not the same way, but can we edit it?)

turbid matrix
#

@verbal apexyou have same access to proj matrix from camera regardless the render pipeline in use afaik

verbal apex
turbid matrix
#

well... it kinda works but it's not perfectly aligned

#

I currently just alternate the eye captures per frame so it's running reflections half the speed

#

that small offset is probably some math error as I just hacked existing planar reflection asset for this

#

it also feels horrible in VR atm, brain can't handle the small error in projection

mint carbon
#

Having a weird issue. I am using the Universal Render Pipeline. The material in question shows up fine in the editor, however, when I build in run the apk on my Oculus Quest 2, the material shows up pink. It is only for the one cube. I can confirm that the material's shader is "Universal Render Pipeline/Lit".. Anyone else run into this at all or any advice? Thanks

turbid matrix
#

meanwhile, tested HDRP planar and I'm seeing this even on single camera...

inner parcel
mint carbon
#

I did and it is. I am about to test this because apparently I had a cube on there that didn't have a material? So, I removed it. Will report back if that was the issue or not lol

#

Yep. That seems to be what it was lol. wonder which one of the team put that cube in there.. Thanks tho @inner parcel

inner parcel
heady elm
#

hey, just wanted to make sure but does hdrp work under the linux systems now?

#

while ago had no luck but idk now

inner parcel
heady elm
#

ayeah i got that

#

thanks

indigo summit
turbid matrix
#

I dunno, HDRP SSR felt about right to me when I tested it in VR

#

just expensive to run

#

I feel like SSR itself could be feasible in VR but HDRP itself has too much overhead for VR resolutions, hence looking at URP

#

it requires engine side changes too so chances are that it'll not make it to 2021.2 anymore which is a bummer

#

one can always hope though

#

what's interesting is that that new frame timing api this uses appears to work at runtime builds too, would be lovely if we could like report gpu stats in-game with this api

indigo summit
#

This is the current HDRP SSR

scarlet hull
indigo summit
#

oh i think you are right

scarlet hull
#

I checked in with the rendering debugger, definitively an issue with the normals from the asset

indigo summit
#

it work fine here

scarlet hull
#

We have automated tests for reflections, I would have been very concerned if it didn't catch that ๐Ÿ˜…

indigo summit
#

changing the mesh normal import settings to calculate fixed it though. But it kinda weird why the mesh normal data suddenly changed ๐Ÿค”

#

ah well :p

scarlet hull
indigo summit
#

right. . . that's a good question ๐Ÿ˜…

#

i mean ssr was fine before in this room

scarlet hull
#

Maybe dumb to ask, but did you try using a decal material with some textures ?

zealous widget
#

Hello, I'm using URP for the shaders, but when I export to Altspace, looks like this, how can i fix this?

scarlet hull
static jackal
#

Using HDRP. Everything was going fine. I went into Project Settings, and my lighting randomly broke. Now my scene looks like this, and I have no idea what happened. It is supposed to be very dark, and the hallway has point lights. None of it is working.

#

And the buildings are textured

turbid matrix
turbid matrix
#

so.. in other words, FSR is coming to URP after they get the RTHandle and DR ported to URP... and DLSS will not come to URP but it will be available for Built-in RP

#

DLSS is kinda oddball but if nvidia does it themselves, they dictate where they do it

trim bone
#

im not really familiar with it but is fsr a worthwhile feature? ive seen people kind of slag it off vs dlss on other game forums I visit

turbid matrix
#

people seem to dislike it but it's still perf improvement that isn't limited by new nvidia gpu's

dawn sorrel
#

Why is occlusion culling still not on any roadmap, not even under consideration ๐Ÿฅฒ

livid bay
turbid matrix
#

@livid bay Unity doesn't typically / almost ever backport features, meaning you have to wait for 2021.2 to stabilize (end of this year) or 2021.3 LTS to release (next spring). Also since it's a new feature, even that doesn't mean it will be stable then

#

as for being able to use it... there's one way to figure that out ๐Ÿ˜

livid bay
#

I see... maybe I can update to 2021 and wait the LTS then. Or is that 2d urp pipeline open source? Maybe I can try to config that by myself ๐Ÿฅฒ

scarlet hull
#

Did you also check if the frame settings for camera have decals enabled ?

inner parcel
# scarlet hull Did you also check if the frame settings for camera have decals enabled ?

adding to this
if you are going to use decals across all cameras, you can just enable it in hdrp default settings and it will work in all cameras (or scenes) seamlessly.
but if you dont want to enable it across all cameras, then you like Remy said you need to enable the camera override setting and enable Decals from there.
to preview decals in scene tab, you need to enable Decals in scene debug window aswell.

scarlet hull
#

Did you check the default frame settings for camera (not only the HDRP asset setup) ?
Also if you have multiple quality levels with multiple HDRP assets, check that the current used level doesn't have decals disabled

#

Yeah, I'm on an alpha of 2022, but you found the proper setting.

#

So, if it's enabled here, and on the hdrp asset itself, it should definitively work

#

notice the "unity staff" role ๐Ÿ™‚

#

So, the decal is definitively doing something. Now to understand why it's like this.
Do you have any error in the console maybe ?

#

What does this decal material look like ?

#

Ha ?

#

Well, happy that it works now, but it makes it even more difficult to understand why it happened

#

Unless you start to compare the old & new hdrp settings

turbid matrix
#

wonder when public 2022 alphas start, we are at a6 or a7 already

#

Unity has gone later and later for first public ones recently.. altho I do get there's not much new to test on the first ones

balmy edge
#

very new to unity, after switching to urp the shadows of my barrel became weird looking, and the side facing away from light almost pitch black, any fixes other than turning up detail settings (and a fix for the very dark backside)

inner parcel
shrewd moon
marsh marsh
#

How are magnifying scopes done in HDRP?

#

For example like weapon scopes?

#

I tried render textures, but they cause massive FPS drops.

brave wharf
#

hey everyone i cant see the particles im in URP does anybody know something?

brave wharf
#

fixed it

long trail
#

anyone here know anything about shader graph?

lost saddle
#

how can I make my camera like this?

#

Sorry if I asked in wrong place

#

And yes my project is URP

analog rock
#

Im using the version 2020.3.16f1 with HDRP and im getting this error: Assertion failed on expression: 'SUCCEEDED(hr)'

#

Does someone know how to fix this?

true zealot
#

is it causing a problem?

analog rock
#

the editor seems to be laggy and it's spamming my console

true zealot
#

Hrm. Have you tried the ol' restart? It looks like one of those internal assertions that Unity throws every now and again that you can ignore. Usually they don't spam you though!

analog rock
#

seems to be fixed in 2022.1.0a6... wow

inner parcel
lost saddle
#

but i found out

#

thanks anyways

turbid matrix
#

from 2021.2.0b9 release notes: Graphics: Fixed flickering events in frame debugger. (1341163) First seen in 2021.2.0a19.

#

finally.. that really annoyed me ๐Ÿ˜„

iron flame
dawn sorrel
#

Are there even going to be any updates to URP during the beta?

#

The last update was like August 10 and forward+ is still messed up.

#

Light cookies are also messed up. โ˜น๏ธ They ignore the culling mask layer and also the light creates a global shadow all over the world despite being a small spotlight.

iron flame
dawn sorrel
#

Yeah.

#

It even started turning pink for me.

iron flame
#

URP reduces shader quality on mobile platforms. but isn't that too much?

#

Specular is a very large white circle after Smooth 0.8

balmy edge
#

shadow masking turns my objects too dark at a distance

#

any way to make it less dark? (when further away)

iron flame
whole fossil
#

guys - do you think it is possible to write depth from... decal shader (hdrp)? I am trying to project for example a circle on a terrain with grass - but I want to make it ignore grass. I am wondering what would be the best aproach here. If I could conform a mesh onto terrain then I could just use material with appropriate z-test and voila, but it doesnt seems like a great idea in the terms of performance and workflow. I am thinking about custom passes but it also doesnt seems right.

junior monolith
#

new project 2021.2.0b9 and only added HDRP and followed the window to fix everything, all i see is white

dawn sorrel
#

anyone online rn?

#

i have a question involving using UV's

inner parcel
pulsar panther
#

does 2k textures get pixelated like this ? substance to unity metalic

#

specular to 0.8

#

i think its the normal map

pulsar panther
#

also the roughness value is inverted

pulsar panther
#

I figured .. needed to use glossiness2 which is inverted

iron flame
opal vapor
#

Hey, I was wondering if someone had any theories for what's happening here.

#

My render Pipeline is showing the correct output, and yet the preview shows the incorrect one.

#

You can see in the pipeline that the outline is much thicker than the sprite

#

Yet, in-game and in the preview, the outline is only 1 pixel around the sprite

#

It seems to be acting like my Sprite Mesh is on Tight when I have it set to Full Rect

long wagon
#

I remember having a similar problem, it maybe using physics shape as well. Play around with Asset settings. Because it won't extend beyond the shape it restricted to, so it needs some extra space.

waxen lantern
long wagon
#

Beta 9 is out as well. Can't wait for Beta 10, where reportedly post processing with 2d renderer breaking UI was fixed.

opal vapor
#

Physics Shape is also set to a full box, btw

#

So I'm not sure what the URP is doing to my sprite to make such a botched outline

long wagon
#

It could be fixed by adding some additional barely transparent shadow outline. (in the sprite)

opal vapor
#

I need to dynamically change the colour of the outline, because it's used for Player Visual Feedback

#

to allow the player to tell who is on their team, and who isn't

long wagon
#

I meant to say barely having any color, almost transparent

#

Would give extra edge to work with

opal vapor
#

Generating a MipMap seems to make the outline bigger, but not a lot

long wagon
#

Oh yea, having box outline might be the problem here. It might be filtering using strictly alpha on the sprite. So having an outline might give you a space to expand the outline.

opal vapor
#

how would i go about turning off the strict alpha?

long wagon
#

(So you have slight outline on the edges where alpha is not at 100% - the area where outline works properly) In this case adding more slightly transparent outline to the sprite itself would help as well, like I said.

long wagon
opal vapor
#

I did a few things with my shader, and now the outline shows up properly but

#

Unfortunately, the messy background glitch, and the rest of the sprite, are also coloured yellow

long wagon
#

Probably because you are adding color on top of it instead of using image as a mask

long wagon
opal vapor
#

Alrighty, thanks. I'll look into it

hidden iron
#

Any idea why on android Graphics.DrawProcedural would work on vulkan but not GLES3, but CommandBuffer.DrawProcedural works on both? The attached frame debugger doesn't show the draw call at all in GLES3. I'm not using any compute buffers in either case.

opal vapor
#

@long wagon do you know what this weird background glitch is?

long wagon
#

Have no idea, probably has something to do with how it processes transparency.

opal vapor
#

Alright, so i figured out what's going wrong

#

that glitched background is also being subtracted from it

#

hence the outline is being removed because it overlaps the background

#

Clamping the Alpha Channel to 1 gives this result

opal vapor
#

So, as a temporary work around, I removed the bit of the Pipeline where the sprite and the outline are tried to be added back together

#

I then created a second child object and made it draw the outline onto that, and then change the sprite colour in the Sprite Renderer instead of the Pipeline

#

Result

next terrace
#

whats the difference between creating a new project with URP vs unity 3d project?

opal vapor
#

@next terrace you have to import URP if you just make a normal new Unity 3D Project

#

If you pick New Project with URP, it starts already imported

next terrace
#

alright thanks

dawn sorrel
#

guys I'm using HDRP and I want to disable receiving shadows for the water shader I created.. but HDRP doesn't have a receive shadow option so how can I stop it from receiving a shadow just for that object/material?

dawn sorrel
#

I am using Universal Render Pipeline and the trees are pink with it
I want to use the trees material instead of changing it into URP Materials

iron flame
timber flume
#

I recently switched from URP to HDRP which was a little messy and probably not such a good idea since I couldnt find much about doing so online. Either way, I just have HDRP now. However, Im getting this error and I cant assign HDRP to any materials

#

I did assign an HDRP asset in the graphic settings, i even deleted the first one and tried with a new one but it still wont work

#

Anyone know why? or a fix for this?

inner parcel
timber flume
dawn sorrel
#

Why should I use URP when it don't support deferred ๐Ÿ˜ฆ

inner parcel
dawn sorrel
outer carbon
#

Then don't use URP? Seems like an easy answer.

dawn sorrel
outer carbon
#

So then use URP if you think it's better than built in. Seems like an easy answer to that as well.

junior monolith
#

again both that and my first post were all default stuff, so is 2021.2.0b9 HDRP broken? Does anyone have the same issue when creating a new HDRP template project?

#

feels like exposure is broken

#

if I get closer to the grass it turns down the brightness

dawn sorrel
outer carbon
#

I love URP. They just didn't want a real answer.

#

They're only here to complain.

#

(Also because deferred is only in beta URP)

dawn sorrel
#

And funnily enough, it's the only new rendering thing that works in beta ๐Ÿคฃ

#

@outer carbon

#

I really don't get how they managed to unintentionally implement a caching system for light cookies where they stick around even if you disable the light or remove the cookie.

#

And well, forward+ doesn't work at all.

inner parcel
# junior monolith so i had an issue with HDRP on that unity version, decided to make a new project...

its how the automatic exposure works. if youre in a completely dark room and you turn on your mobile screen which with max brightness, you would feel blinded for a short duration until your eyes recover back to normal.
since the screenshot you shared is an image and not a video and also since its been a long time since i've been on that scene i cant comment if thats the correct behaviour or not but the second one looks natural and correct. you should probably do a scene comparison between 2020.3 LTS to see if thats the expected result or not

waxen lantern
turbid matrix
#

main issue with URP deferred is that asset store publishers need to catch up with deferred passes, half of the things are broken with it now

#

and when some people just want to support LTS, it means some of the fancier 3rd party stuff will be deferred compatible only next spring

inner parcel
junior monolith
#

it behaves completely normal and looks amazing in 2021.1 but in the .2 b9 its as you seen, completely white and looks weird :/

junior monolith
#

so in 2021.2 the "baking shaders" thing took like over an hour, i got constant critical errors etc, im just gonna stay away from testing hdrp for 2021.2 then xD 100% broken currently

turbid matrix
#

I really dislike whole UAS situation with SRPs as a) Unity makers it major PITA for 3rd parties to keep up b) 3rd parties give limited and slow support for SRP updates due to first point

#

also Unity not having mature srp api, not having enough hooks for custom solutions and constantly swapping how things work is Unity's fault

#

I'd get more 3rd party stuff if the situation weren't what it is... but I'd also prefer Unity to ship with most of the features out of the box too

inner parcel
#

yeah I do get that. it's just that SRP is too young at this point to cover all that aspects by not providing enough hooks.
Not just that, but also how the existing api constantly changes without enough documentation also makes it challenging for the publisher to maintain even existing features in newer versions and not to mention those poor publishers who support different render pipelines.
I honestly like what unity is doing here, but I wish there was a pipeline you know which is the true alternative to built in, which works seamlessly in mobile and pc and consoles, and also supports every feature out of the box in which your frame time is based on what feature you use from the engine without an overhead. That way most people wouldn't waste time switching and wasting dev time between the render pipelines and most asset publishers would focus more on just one pipeline. Maybe it's too much to ask or maybe that might be impossible but we do have some engines out there which does that

turbid matrix
#

the fact that we have 3 separate renderers with then different renderers (URP 2D) inside some is problematic

#

it's just so scattered

still sierra
#

hello guys im having an issue with lights

#

i have 6 lights on this gate, but you can see only 2 of them works, why ?

inner parcel
# still sierra

if its urp, you can check for max lights per object limit in the current active SRP asset

still sierra
#

yes its urp

inner parcel
still sierra
#

ok its worked ๐Ÿ˜„ i change from the urp asset

dawn sorrel
#

@turbid matrix doesn't Unreal have separate renderers too?

#

A mobile one, a VR one.

#

You are an ex Unreal pro, right?

turbid matrix
#

I've used Unreal, yes... but that's bit different there... they have forward (VR) and deferred paths on desktop... that's like equivalent of URP forward and deferred

#

swapping between rendering paths in unreal is also problematic but that's another discussion

#

also, extending ue rendering is def a complicated task, I'd say it's way more complicated than doing similar things in Unity (srp or no srp)

inner parcel
#

the confusion in renderers is mostly between URP desktop and HDRP desktop.
for mobiles its a clear choice that URP is the way because HDRP isnt even supported. but that being said, unreal's mobile isnt too much dependent on third party solutions.
i'm not a VR guy but i think VR has the same renderer as mobile.
the confusion in HDRP for desktops is mostly the mid end pcs which are too good for URP and are not good enough for HDRP.
you cant really make a game with HDRP which can scale down to perform better at the cost of visuals

dawn sorrel
#

Sounds like HDRP should have been using GPU driven rendering from the start then.

turbid matrix
#

it has

dawn sorrel
#

Games in 2015 were already using it.

inner parcel
#

it does

turbid matrix
#

HDRP has been designed to be compute based from day one

#

it's URP that has gotten compute based feats recently

dawn sorrel
#

Oh really, it batches material patches, dumps them into a single buffer, culls it on gpu and then dumps them into indirect draw calls?

turbid matrix
#

I don't really know the exact specifics on that one or how it should be so can't comment on that ๐Ÿ˜„

dawn sorrel
#

Well, it's the setup I see in every single rendering GDC talk since 2015.

#

From what I know, HDRP doesn't really have much of that. Same CPU frustum culling, optional Umbra CPU culling, no per triangle culling or occlusion culling obviously...

inner parcel
#

even if different material, if they share the same shader variant, SRP batcher will batch them

turbid matrix
#

I've read a lot of people complaining about the culling side of things but I wouldn't know anything about it ๐Ÿ™‚

#

but I can imagine that part is really outdated atm

dawn sorrel
#

From what I gather, in the modern pipelines most of it is in a fat compute shader.

inner parcel
#

cpu emits the draw call which is submitted to gpu. srp batcher is a cpu based batching. im not even aware if theres any batcher which fully works just on gpu

dawn sorrel
#

I heard there are these things called indirect drawing command lists in DX12 or something.

inner parcel
dawn sorrel
#

I'm just really curious if we had the same rendering pipeline AAA games have, would we get perfomance by default.

#

Cause for example Trials Evolution can just not give a shit about batches with every object being 20 separate prefabs cause it all gets assembled on the GPU so it's free draw calls.

inner parcel
# dawn sorrel I'm just really curious if we had the same rendering pipeline AAA games have, wo...

i think thats a highly subjective topic. in the end its a combined result of the level of optimization you're doing as a developer for your game, and the optimization done in the engine by the developers working on it.
optimizing anything for a general solution is really hard and i think thats why unity is going with open source graphics approach because it can allow bigger companies with bigger team sizes to maintain their own fork of hdrp which is stripped on engine level rather than just turning off the features they dont need.

#

i've seen some really good looking games in unity and unreal engine both. take example of rust and cod mobile

dawn sorrel
#

Yeah, but AAA games run better on my rust bucket ๐Ÿ˜›

inner parcel
#

but yes ofc, theres yet to see some AAA title based on hdrp. performance reasons perhaps

dawn sorrel
#

Does I am Fish count ๐Ÿ˜›

#

Their VFX artist had a big rant posted on writing shaders in HDRP.

inner parcel
dawn sorrel
#

Hopefully some day they will consider putting occlusion culling under In Consideration status on the roadmap ๐Ÿ˜„

inner parcel
#

its there out of the box. urp and hdrp both supports occlusion culling

dawn sorrel
#

Umbra is buggy tho.

#

I want an inhouse solution. Maybe even one that supports dynamic objects owo.

#

Unreal style.

#

Would be very pog.

inner parcel
#

i;ve been using it in hdrp since hdrp 6 and its never been buggy for me before

#

dynamic objects occlusion culling?

dawn sorrel
#

Yeah, without baking.

#

Completely on the GPU.

#

The 2 major ways are Hi-Z and occlusion queries.

#

The trouble with the asset store assets is they all only support shadowcaster aware culling for 1 directional light.

#

So if you have a spotlight shining on a tall object behind you, well rip, you ain't getting that shadow.

inner parcel
#

honestly at where hdrp currently stands, i wouldnt want to shove everything to gpu. my game is completely gpu bound by a large margin

dawn sorrel
#

Hell, Unity themselves turn off occlusion culling when rendering shadows which is like come on ๐Ÿ˜ข

dawn sorrel
turbid matrix
#

getting better culling would mean less things to render though, so it would help on the gpu load

dawn sorrel
#

Maybe you are noticing a trend of me wanting to play with AAA toys without switching to Unreal.

#

Yeah, with GPU culling if you go ham you can cull per mesh patch AND also per triangle.

turbid matrix
#

Unity might actually support that some day through DX12U but that's pretty limited to few targets

dawn sorrel
#

Does the U at the end stand for Unihigh Definersal Pipeline?

weary fog
#

ultimate

#

dx 12 ultimate

turbid matrix
#

Ultimate RP

#

maybe in 5+ years

inner parcel
dawn sorrel
frank ridge
#

hi

#

may i ask something cinemachine-related here?

#

how to code with it

inner parcel
frank ridge
#

even if its code?

#

is the code part i have problems with

inner parcel
#

this channel is definitely not where you want to bring code related issues

frank ridge
#

yes, thanks

waxen lantern
# weary fog dx 12 ultimate

directx 12 ultimate being a microsoft marketing term around feature extensions to existing feature levels that will eventually become directx 12.2 / feature level 12_2 https://devblogs.microsoft.com/directx/new-in-directx-feature-level-12_2/

Whatโ€™s a feature level? If youโ€™re a game developer who has spent any amount of time with computer hardware, or perhaps a computer game which simulates working with it, you will know that graphics cards are not all the same. Thereโ€™s differentiation.

inner parcel
#

Microsoft is collaborating with Qualcomm to bring the benefits of DirectX feature level 12_2 to Snapdragon platforms.

lyric gazelle
#

Salut ! I just wanted to skip by and ask something.
Is the HDRP production ready ?
I want AAA Graphics, which doesn't go by "Lets smash 4 K Textures together and call it a day".

Does it work ?
Are there any known games, using it ?

dawn sorrel
#

I am Fish and ughhh.

#

Ughh.

#

๐Ÿคทโ€โ™€๏ธ

#

Oh, I got one: Recompile.

#

It just came out.

summer glacier
#

So yes, it's more than production ready

forest chasm
#

How difficult would it be to apply a pixelisation post processing effect to only visual elements on a set rendering layer in URP ?

#

I think this should be possible with a custom render feature, but I'm unsure whether it's worth even trying for someone with little experience with SRP and rendering in general

dawn sorrel
#

@forest chasm very easy.

#

Depends on what your objects are tho.

#

Oh damn, Road 96 looks pog.

inner parcel
dawn sorrel
#

It's kinda weird how they added new Render Layers so you can use em instead of regular ones, added support for them to the scriptable pass API and then Render Objects feature doesn't support them ๐Ÿ˜‚

prime nexus
#

hello,im having i problem were i render my object and a sphere appears, this is because i use blender and there i made the particles but then turned off the rendering of that sphere but when i render it to unity i can see the sphere, is there a way i can fix it?

inner parcel
inner parcel
forest chasm
#

@inner parcel How can I set a volume mask for a post process volume? I can't seem to find the option anywhere

inner parcel
#

then to change layer of your volume, you just need to change the layer of its gameobject

forest chasm
#

@inner parcel So I'd need to run a two camera setup then? Can't I somehow make it a custom render pass instead?

inner parcel
#

no?

#

you can have multiple volumes for applying different post process to different layers but why different camera setup?

forest chasm
#

because I still need post processing effects on all the other visual elements that I am masking out

#

so I'd inevitably need two cameras, unless I'm missing something

inner parcel
#

a different post process you mean?

forest chasm
#

I guess. I'd need a volume for everything-non pixelated

#

a separate volume for everything pixelated

#

and then actually even a third volume for all post processing applied on top

inner parcel
#

is that URP 2d you're working on?

forest chasm
#

no, URP 3d

inner parcel
#

what does pixelated mean? ui?

forest chasm
#

I'm not sure yet, I think post processing effect

#

not UI, applied to meshes being rendered in a custom render pass

inner parcel
#

generally in 90% cases in URP you don't need a multi cam setup.
I'm not even able to understand what's your goal and what do you exactly want to do. so I'll pass

dawn sorrel
#

There is no dropdown for Render Layer in its inspector. That's what I mean.

#

@inner parcel

inner parcel
dawn sorrel
#

@inner parcel no, that's a dropdown for regular layers we always had.

inner parcel
#

what other layer do you need for render objects?

dawn sorrel
#

I'm telling you, SRPs have a concept of Render Layers that are separate. Every renderer has a dropdown for it on the component.

inner parcel
#

that's the same as normal layer stuff but for a different purpose. I don't know why you would use that for render objects?

#

that's for stuffs like light layer where you want a light to affect just one layer. why do you want them to be in render object?

dawn sorrel
#

Why not ๐Ÿคทโ€โ™€๏ธ

inner parcel
#

I'm not sure if decals have layer too in URP cos it's still beta and I haven't explored yet

#

but there's no purpose of it

#

it's like saying why does my light not have a box collider attached to it whereas a light doesn't need one

dawn sorrel
#

Also pretty sure Light Layers are a separate int list as well ๐Ÿค”

inner parcel
#

int list?

dawn sorrel
#

Well idk how else to call Unity's layer sets that you bitshift to get a mask ๐Ÿ˜„

inner parcel
#

normal layers are just int

#

int is made of 32 bits. 32 1s and 0s so basically 32 different flags which you can set as true or false

#

anyway it's getting offtopic now

dawn sorrel
#

I know.

#

Also URP lights don't use light layers or render layers.

#

They only have a dropdown for regular layers you share with physics and gameobjects.

inner parcel
#

don't confuse gameobjects layer with the renderers layer. they're different

#

Renderer layer has a different purpose

dawn sorrel
#

That's the thing, the only way to use render layers rn is to write a custom pass that calls cmd.DrawRenderers and pass the render layer argument.

inner parcel
#

not the only way

dawn sorrel
#

You wanna elaborate on that?

inner parcel
#

what is it you want to achieve with renderer layer? this conversation is just getting stretched out without any point

dawn sorrel
#

Well, the popup on the render layer says it's for custom rendering with custom passes but I'm a lazy pos so I don't wanna write a custom pass just to selectively render when render objects already does it for me with regular layers ๐Ÿ˜„

inner parcel
#

so what's the point of it?

dawn sorrel
#

I think Unity finally realized sharing 32 layers between physics, rendering and gameplay is silly.

#

Hence the addition of light layers in HDRP as well.

inner parcel
#

light layers aren't there because unity thought "oh let's add a different layer for lights because we want to increase the number of layers"
light layer comes with a cost. and hence it's optional. so does decal layer. they're different layer than the regular because if light had followed the original 32 layer pattern then it would mean that in each loop cycle in a player loop, lights need to run many more times if there was a layer.
if you don't need light layer, it will just run once for all layer. hence there's no unwanted performance wastage

#

anyway I'm off

dawn sorrel
#

I see.

torpid escarp
# dawn sorrel Well, the popup on the render layer says it's for custom rendering with custom p...

@dawn sorrel In case you haven't seen it yet - you might be interested in this forum topic (and other linked topics and PR) The question seems to come up regularly, but response continues to be a little... noncommital. https://forum.unity.com/threads/renderobjects-rendere-feature-is-missing-support-for-rendering-layer-mask.867391/

dawn sorrel
#

That's funny. Well, not like it would take very long for me to add it to Render Objects. I already have a custom one anyway.

#

Bruh, 20 out of 32 layers are reserved for internal usage, wtf.

torpid escarp
dawn sorrel
#

Yeah, it's a big oof. Since culling does a big for loop over all objects anyway, I don't see why they can't have a separate InternalRenderLayer and UserRenderLayer.

torpid escarp
knotty thicket
#

in urp2D

#

2D lights are super wonky for me

#

a global light with no targeting sorting layer will light up everything

#

the same with a point light

dark dirge
#

Hi everyone, I have a potential (universal) render pipeline problem. I wanted to upgrade my unity version from 2020.3 to 2021.1, but unfortunately something went wrong, I have no idea what they mean but I did recieve a number of errors in the console, including:

#

Unloading broken assembly Library/ScriptAssemblies/Unity.RenderPipelines.Core.Editor.dll, this assembly can cause crashes in the runtime

#
UnityEngine.Rendering.Universal.UniversalRenderPipeline.InitializeCameraData (UnityEngine.Camera camera, UnityEngine.Rendering.Universal.UniversalAdditionalCameraData additionalCameraData, System.Boolean resolveFinalTarget, UnityEngine.Rendering.Universal.CameraData& cameraData) (at Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/UniversalRenderPipeline.cs:669)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/UniversalRenderPipeline.cs:296)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/UniversalRenderPipeline.cs:256)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <f7f0a900fdf94a2a9316bb3d4c5aa3e8>:0)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, System.Collections.Generic.List`1[T] renderRequests, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <f7f0a900fdf94a2a9316bb3d4c5aa3e8>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)```
#

There were 2 versions of the longer one, but I do not want to spam 99% identical errors. the others refer to "RenderCameraStack" instead of "RenderSingleCamera"

#

the editor and game windows both don't seem to recieve camera input and end up as completely gray and completely black respectively...

#

would appreciate any insight onto this, as this is unfortunately way beyond my current understanding ๐Ÿ˜ฆ

turbid matrix
#

why upgrade to 2021.1 at this point though? URP 12 is so much more featured and 2021.1 support ends in few months when 2021.2 is out

#

but for the issue you are facing, I'd close the editor and wipe whole library folder from your project and start editor again

#

@dark dirge

#

it's unfortunately quite common for things to go sideways when you upgrade and there's some old cached files left behind

#

not sure if that happen on URP a lot but it's def common on HDRP

dark dirge
turbid matrix
#

2021.2 is at beta 9 atm, it might still take several months for the first release but it's definitely happening this year ๐Ÿ˜„

dark dirge
turbid matrix
#

for 2020.2, they went all the way up to b14 before full release

#

you could also just upgrade the probuilder package to latest supported by your engine version

dark dirge
#

it was already at the latest version, the remaining files were from an older build, im not sure why it wasnt removed

#

ive moved the library and starting up the editor again

#

@turbid matrix my man you are a lifesaver! at a glance everything seems to be working right as rain!

#

lesson learned, i need to bloody back up every time i upgrade ๐Ÿ˜… (and when it doubt delete the library)

turbid matrix
#

as totally another thing... it's time to rant a bit about URP's new conversion tool again

#

why they do this?

#

when they could do this:

#

well, I'd take those extra boxes fully out when there's clearly no data yet, just have checkboxes for what you want to convert

#

it's just... current UX of this tool is quite poor the way it works atm

dark dirge
#

Good thing i just straight up start with URP now ๐Ÿ˜…

#

never had the (dis)pleasure of having to switch from builtin to SRP

turbid matrix
#

I think it's good to have a better conversion tool than the old brute force scripts, just feel like the new tool could use some UX love

#

I also wish they would have better indicator if this thing does anything or if it's just plain stuck for 12 minutes doing nothing...

#

this is really stupidly simple scene too, only one custom model, few materials

#

on my dev rig, it should take few seconds to convert

#

I'm going to go with "straight up broken"

#

that log size is quite lovely, it's filled with same repeating messages

dark dirge
#

am i reading that wrong or is that 675 Mb... im concurring with the "something went wrong" sentiment

#

but this is a scene conversion? not a conversion of the whole project?

weary fog
turbid matrix
#

nice to get some raytracing in URP now ๐Ÿ™‚

#

wish Unity would provide that out of the box though

weary fog
#

I'm on b8 rn and it's not there, haven't checked b9

turbid matrix
#

@weary fog just to be clear, you are looking at it in dynamic resolution filter list, right?

#

it should be last item on the upscale filter list under dynamic resolution

weary fog
#

Yeah I have a very different list

#

Catmull, Lancoz, CAS, edge adaptive something

#

When I get home I'll update to b9 and check

turbid matrix
#

ah yes that's the old setup, they removed some of the unneeded ones to debloat the list

#

too bad github hasn't been synced for b9 tag, would be easy to check it from that tag (b8 indeed doesn't have it)

#

doesn't look like b9 has it either

#

it def works on 2021.2, have tested it from github before

#

that being said, I have no idea if they will merge it to 2021.2 or if it'll be officially 2022.1 feat

#

you'd think it would still make it to 2021.2 but who knows

#

I'm pretty sure 2021.2 is well past feature freeze stage so that's what makes it bit iffy

#

as for the URP conversion tool... it's just all broken :/ wish they kept the old upgrade scripts around till they get this right

#

I now tried to only convert the materials, now it doesn't freeze but it doesn't start processing either... button just doesn't start anything ๐Ÿ˜„

#

have to manually do this now I guess

#

(or convert in older Unity version and see if the material upgrader still works

dawn sorrel
#

How can I adjust the specular intensity (as you would in UE4) with the metal/rough model in HDRP?

#

I'm well aware that changing it means physically incorrect materials in most (not all, it really should be exposed) cases, but I'm going for a very specific effect.

#

Alternatively, how can I create a custom shading model so I can add the specular input myself?

inner parcel
# dawn sorrel How can I adjust the specular intensity (as you would in UE4) with the metal/rou...

I'm not aware of a direct method to handle it. but if you're using HDRP, you can enable light layers, duplicate your light affecting mesh, add it some light layer called "specular light"
add the mesh to this rendering layer. in duplicated light in somewhere in advance setting you have an option for "Affect diffuse"
Disable that. Now you have a light which just adds specular light to mesh. Change intensity/multiplier accordingly.

This should be possible using URP too but I'm not fully sure about the specifics there.

Other than that if there's a simpler approach for default lit shader I'll be interested in it too :)

spiral sail
#

whats the best way to tweak the built-in shaders in the HDRP package? should i 'fork' the whole package and pull in my own?

i just need to add or tweak some of the built-in shaders, for example a skybox tint

turbid matrix
#

@dawn sorrel you can't use specular shader mode in the first place? Just swap to specular instead of metallic for your shader. HDRP has this option, Unreal doesn't.

dawn sorrel
#

That's distinctly different functionality.

What you're referring to is switching entirely from the standard metal/rough shading model to spec/gloss - this loses the metallic input, and exposes a PBR "specular" node that has very different functionality from Unreal's (by design - the two are using the same word to describe very different properties).
What I'm referring to is modifying the reflectance (as Adobe calls it - Unreal calling this "specular" is clearly causing confusion) value of the material. Unity likely limits this because changing that value is physically incorrect in most scenarios - many more primitive engines lock it to the usually correct value of 0.04, but it needs to be changed in certain cases in order to get physically accurate results on materials with unusual IORs.

turbid matrix
#

you can control the specular occlusion in StackLit shader at least, it lets you input custom dielectric IOR value for example

#

(probably not what you are after though)

#

you can also just make a copy of HDRP Lit shader, name it something different and use it instead

#

you don't have to fork whole HDRP for it

#

main issue with this is that it's kinda PITA to maintain if you upgrade HDPR often

#

stock Lit is mostly contained on shader includes, so you'd have to make custom HD Lit shader that had include to some custom lighting shader

#

or... fork the whole HDRP and modify the files there

#

it's just incredibly annoying to maintain now that HDRP is a core package, meaning every minor engine version could have some changes for it (which isn't documented nor is HDRP version bumped for it so you have to figure it out yourself)

#

one alternative would be to use ASE if you have it, it has HDRP shader template which is easier to modify than the stock one and you don't have to go modding the stock HDRP

#

@dawn sorrel ^

dawn sorrel
#

I'll probably give that a shot

#

Thanks

turbid matrix
#

main issue with ASE is if you use betas etc as it only supports released Unity versions, otherwise they do keep up with Unity releases fairly well

#

it's not impossibly hard to update their template for beta changes (I've done that in past) but it's extra work for sure

#

as for unreal's specular hack, I remember faintly that their hack wasn't even that complicated for it (I know what you refer to with that). Could probably check how Unreal did it first since they do allow you to learn from their codebase (just can't copy/paste code directly)

turbid matrix
#

basically it now shows how to do VR SPI compatible blit for color buffer - without extra intermediate texture as URP already has _CameraOpaqueTexture (this does however make the global downscaling option to affect the opaque texture too)

#

but frankly at this point the official sample is fine already, main reason I put the example out was because there were no public example of this...

stable mirage
#

Hey, im having an issue where Draw Mesh Instanced Indirect works perfectly fine for 100.000+ mesh instances when used in a gameobject update loop but fails to render more than 1000 mesh instances when used in a SRP callback context

#
public class DMII_TEST : MonoBehaviour
{
    public Mesh mesh;

    public Material material;

    public uint count;

    public ComputeBuffer argsBuffer;
    void Start()
    {
        uint[] args = new uint[5];
        args[0] = mesh.GetIndexCount(0);
        args[1] = count;
        args[2] = mesh.GetIndexStart(0);
        args[3] = mesh.GetBaseVertex(0);
        args[4] = 0; //offset

        argsBuffer = new ComputeBuffer(1, 5 * sizeof(uint), ComputeBufferType.IndirectArguments);
        argsBuffer.SetData(args);

        RenderPipelineManager.beginCameraRendering += Draw;
    }

    // Update is called once per frame
    void Draw(ScriptableRenderContext context, Camera cam)
    {
        Graphics.DrawMeshInstancedIndirect(mesh, 0, material, new Bounds(Vector3.zero, Vector3.one * 1000.0f), argsBuffer);
    }
}
#

this barely gets me 90 frames for 1k meshes

wild oasis
#

Anyone has a clue how Camera.SetReplacementShader works in terms of submeshes? It seems to render every submesh with the replacement shader, but is there a way to filter out submeshes that get rendered?

#

tags don't seem to work. Unless I'm doing something wrong...

turbid matrix
turbid matrix
#

it's cool to see people do this in production, most custom RP's seem to be more of prototypes

#

I still do kinda wonder what they gained with that vs just using tad modified URP for that title

#

unless that is, their custom SRP is just tad modified URP ๐Ÿ˜„

wraith rover
#

idk if this is the right channel, but global volumes won't work for me. i've tried everything on the forum, but the effects won't show

turbid matrix
#

@wraith roverURP/HDRP?

#

also can you give example of one effect

wraith rover
#

urp

#

im using vignette as an example

#

but it won't show

#

i've enabled post processing in camera settings

#

@turbid matrix

low dirge
#

Does anybody know what would cause this in URP terrain? Getting weird artifacts. Tried messing with resolutions.
My terrain texture is a solid white image so I can paint flat colors.

broken lichen
low dirge
#

oh that could be, I do have that on

#

that's it, thank you @broken lichen

#

that's unfortunate, because it looks great on everything else

broken lichen
#

@low dirge Is it any different if you change the ambient occlusion to use depth only instead of depth+normals?

low dirge
#

not really sad

dawn sorrel
#

What is Resolution? Is this mean higher sky quality?

low dirge
#

I may just need to keep my terrain really smooth

dawn sorrel
turbid matrix
#

@wraith rover you need to have post processing enabled also from the urp asset that is used currently

#

do note that you might have multiple URP assets in your project and have different one assigned per quality level so make sure you get the right asset to test with

inner parcel
#

also needs to enable it in camera^
scene view should show it by default if it's enabled in asset tho

turbid matrix
#

Summary

Realtime upscaling is the process of reconstructing a rendered frame from a lower resolution to the native resolution of the output screen. Multiple approaches use various software and hardware techniques for spatial and temporal upscaling, produce different output quality, and might have specific hardware/platform requirements or l...

wraith rover
#

@turbid matrix apparently i had hdrp and urp installed it's all fixed now tho

drifting widget
#

How do you make a 2d post processing data? I got the URP converted to the 2d rendered but whenever I tried to implement post processing nothing happens, even if I make a new one. I am wondering if there is a way to switch it to 2d like the rest of URP or if there is something wrong that I am doing preventing it from functioning as intended?

drifting widget
#

Please @ me if you have a response

#

(I have notifications off unless its an @)

frosty spear
#

does light layer work in URP?

opal vapor
#

does anyone know how to overlay a Point Light 2D onto a 2D Render Pipeline to make a field of view type thing?

turbid matrix
#

URP 12 has light layers

#

(so you need 2021.2 beta to use them)

opal vapor
#

I managed to get a 2D renderer working for a field of view, but for some reason the viewCone only works in some parts of my map

#

Like, you can see that the cone is being calculated, but the renderer isn't drawing it

opal vapor
#

also, my player doesn't disappear when not inside the cone

undone pecan
#

Got a pretty specific question about Unitys HDRP. Has anyone been using the Compositor Graph? Im trying to get the camera stack working in HDRP, but the documentation about the Compositor makes my head ache. I cant get any wiser the more i read. Can anyone help?

stable mirage
frosty spear
inner parcel
turbid matrix
#

@frosty spear it was an honest question. we see all kinds of vague questions here where people actually are asking something different all the time, hence asking for clarification

#

and yes, the question was vague

worldly flame
#

Any way to debug why this procedural shader provided by the MPUI asset fails to render until I click on the encapsulating object on the hierarchy view?

#

Or is there a way to reload the shader in the same way you can set layouts and materials to dirty?

worldly flame
#

It just appears that the shader not working properly and I've taken to the solution of just disabling it

gusty trellis
worthy spear
#

Hi, has anybody tried new motion vectors in URP beta? They are bleeding through the geometry on certain distance..

wicked token
#

I'm considering converting my project to HDRP from URP. Anything I should be aware of? I know HDRP takes a while to convert to, but I haven't got a lot of data on how much it increases editor build time, etc. and how much simply converting it might impact performance. Is the performance impact only in what you do with HDRP, or the implementation of HDRP itself?

lunar cargo
# wicked token I'm considering converting my project to HDRP from URP. Anything I should be awa...

Hmm, first of all, do you really need to convert to HDRP? There is a specific feature you need? Or it is only about the graphic stuff?
Just take in mind that its creative workflows are totally different, how it uses the Volume framework, how it deal with Physical based Light (using exposure values, HDRI Sky and so on).
I found it very trouble some at first. But if you already have some HDRP experience it might not be a problem.

#

Now about the transition. I don't know if the HDRP Material Updates converts URP Materials. If not, you will need to convert manually all your materials to use Built-in shaders first before running the HDRP Wizard

wicked token
#

I may just be inexperienced with the physically based lighting system but there are a lot of things I've had trouble doing in URP like shining a light from inside an object and having the light actually affect the surrounding area. I've tried a lot of solutions, like reversed normals, putting them on different light layers, transparent shaders, other things, and nothing seems to work perfectly. Glow just seems to be very hard to do right. I've tried MK Glow, but that just gives me selective bloom.

#

Light also doesn't seem to affect a majority of my things in the way I expect.

#

Even after talking to artists and adjusting the shaders, materials, AO maps, etc. we seem to be unable to get the control we want over the lighting.

lunar cargo
#

Hmm, I would suggest taking a look at Indirect Lightning through Lightmapping before really deciding to move on to HDRP.

wicked token
#

I've had some problems with baked indirect as well because our maps are dynamic

#

We swap out room prefabs for the roguelike aspects

#

And the baked lights don't seem to behave properly when I'm swapping out huge chunks of maps with instantiated objects

#

Which is why I think I need a more robust realtime lighting system

#

But I might have done it wrong

#

I'm early enough in development where it's either put a lot of effort into getting this system working the way we want it or to go to something that might do what we want more easily

#

The things I want to glow are MOSTLY just instantiated objects in the rooms that spawn when you complete tasks. I tried Halos and couldn't get those to work either.

#

Is this kind of effect more easily achieved in HDRP or am I better off just messing with URP?

lunar cargo
#

Hmm, depending of the instantiated object that needs to glow, you could just try the Post Processing Bloom effect and set it intensity as high as it satisfy your art direction.

But if you need something more complex, like a realtime Global Illumination, you could try Enlighten which is supported on Built-in render pipeline.

#

If it still doesn't help to achieve what you want. Then you could try moving to HDRP, but it seems a overkill if glow is only what you want.
Anyway, this is one of the best video about its volume framework system:
https://www.youtube.com/watch?v=yqCHiZrgKzs

In this video, you'll learn how to create AAA-quality visuals for current and next-gen games. Weโ€™ll also show you HDRPโ€™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...

โ–ถ Play video
wicked token
#

I will say I didn't really like the high bloom effect... I did get that working via MK Glow and I'd rather have some kind of volumetric glow using simulated particles but I'm not knowedgable enough to do that. I also own a volumetric lights plugin but it didn't come with a point light feature

#

just spotlights

lunar cargo
#

Yeah, in the case of volumetric light, it is possible to do on all pipelines, but HDRP is really the only one with a out of the box solution

wicked token
#

awesome well that helps to know

#

I might try to see if I can get the Volumetric Lights plugin to do a Point Light perhaps?

lunar cargo
#

Yeah, it could be a better idea.
I mean, I am not trying to discourage you moving to HDRP, but in my experience it is kind risk to do on an on-going project already with URP. ๐Ÿ™

Anyway, I dont know if this is already the plugin you're using, but there is a very famous URP volumetric fog (but it is not that cheap on a solo/indie level studio): https://assetstore.unity.com/packages/tools/particles-effects/ethereal-urp-volumetric-lighting-fog-187323

Use the Ethereal URP - Volumetric Lighting & Fog tool for your next project. Find this and more particle & effect tools on the Unity Asset Store.

wicked token
lunar cargo
#

Oh cool, I was afraid it was a free assets which generally is hard to get support. In this case it might be cool to e-mail the developer if he has some idea about the point lights.

wicked token
#

Thats a good idea

inner parcel
sweet dock
#

anyone know why this error happen

#

i tried update my project to newer ver and yeah

smoky orchid
#

is it possible to have different post processing volumes for different cameras in URP ? Someone asked in the unity forum but was never answered (i need one camera to be blurred and the other not)

trim ridge
#

Anyone know why a Windows HDRP build would be running ~15 fps slower than the in-editor version running at the same resolution?

inner parcel
inner parcel
trim ridge
#

I've been profiling it, the slowdown seems to be on the GPU side, but I'm mystified as to why that same slowdown doesn't appear in the editor at the same resolution.

turbid matrix
trim ridge
#

Er, scratch that, I'd accidentally enabled Vsync in the editor (it's off in the build). With editor vsync off, those 10 fps came back.

turbid matrix
#

that still doesn't make sense, the impact would be the opposite

#

(also vsync in editor is bit sketchy)

trim ridge
#

I know, right?

turbid matrix
#

I'd still double check the vsync value in actual build

trim ridge
#

Here's a snapshot of the build profile:

turbid matrix
#

that implies there's vsync still enabled

trim ridge
#

And here's one of the editor profile:

#

Vsync is off in the Quality settings, any other secret place in Unity where it might be enabled?

turbid matrix
#

you've set it off from all quality levels you are using in build?

#

also would double check it's not forced on from your gpu drivers

trim ridge
#

I'm assuming it's off in builds, HDRP profiles don't appear to have Vsync settings outside of the broader Quality tab. Also, vsync on a build as fast as the editor version would clamp me at 60fps (editor is hitting 70fps), whereas the build is still struggling to reach 55fps

#

I'll check and see if nVidia is screwing with things in the build

#

Most of the nvidia control panel settings were set to Global, turned a few off but didn't get any performance increase in the build.

inner parcel
#

i'd also suggest to double checks scripts for QualitySettings.vSyncCount if you're accidently triggering that in build somewhere

#

other than vsync and some nvidia settings, everything should be same about editor and builds. i get almost 1.5x - 2x (~2-2.5ms) performance gain from editor to build in hdrp

jade trail
#

To match the editor performance with the build you can enable vSync on the game view by enabling here

#

To fix the other way around, just place this line on any script on the Awake() method

QualitySettings.vSyncCount = 0;
#

That will uncap the FPS (switching on the Quality Settings dropdown doesn't always work)

#

Also check if Application.targetFrameRate isn't capping the fps as well

#

@trim ridge

trim ridge
#

Thank you @inner parcel and @jade trail, turns out both of you were right! An addon's script was messing with vsync and target framerate from code! Also thank you to @turbid matrix for talking me through it

slate lantern
#

I have a weird problem, I'm trying to improve performance by using GPU Instancing but when I instantiate the objects, GPU Instancing enabled or not the number of DrawCalls remains the same, am I missing something?
The prefab is just a default cube and I've tried a default material and one with a ShaderGraph applied, doesn't work either way

#

Also I don't know if this is the right channel where to ask this so tell me if you think it's more suitable somewhere else

slate lantern
#

URP

jade trail
#

If SRP batcher is enabled, GPU instancing has a lower priority (means that SRP will be acting instead)

#

It may look like the draw calls number is high, but it is just the wrong values being shown on the stats window

#

Let me find the Unity helper profiling tool for SRP batcher

#

But basically it will pack every material/mesh using the same shader variant on a single batch

#

Therefore GPU instancing isn't needed

slate lantern
#

Ok ok so when there's written 302 batches and -301 saved is the SRP batcher right?

jade trail
inner parcel
jade trail
#

And be aware that SRP batcher isn't working on some platforms before URP 10.6

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OpenGL for example wasn't working

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If you wan't to use the old ways (static batch and gpu instancing), disable the SRP batcher option on the URP asset

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Its located at the bottom of the data

slate lantern
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Does this have repercussion?

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I mean, since I'm planning to use Shaders Graphs provided from URP is this going to be a problem?

jade trail
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No, shader graphs are SRP batcher compatible by default

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But if you disable it, it's not going to break anything

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Then you'll relly on GPU instancing and/or static batching (check the conditions necessary for both of them on the documentation)

slate lantern
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Check everything I could on GPU instancing and Batching, the SRP batcher was the only thing I didn't know was acting! Anyway, I tried GPU instancing and there isn't much improvement so I guess I'll just still with the SRP batcher until I find a scenario where the other options might be better

Thank you so much for the info, without it I would have been floating on this for days haha

verbal sandal
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Does anyone know how to fix HDRP making everything disappear, Version 2019.4.15?
All the materials are using "Hidden/InternalErrorShader" after using the hdrp wizard and viewing the scene in Albedo allows me to see some outlines

inner parcel
verbal sandal
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im using unlit but the materials are blank, is there something im doing wrong?

inner parcel
verbal sandal
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ok ill try that

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from research i saw there were a lot of bugs in 2019 versions for hdrp

verbal sandal
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it work now i thought i lost my project lol

inner parcel
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A quick question, is there a reason why someone wouldn't use SVT over previous mip map streaming if disk size reduction because of compression wasn't an issue?
does SVT work with default shaders hdrp?

turbid matrix
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@inner parcel you need to use VT nodes on SG so you do have to author your own SG's for it. Main reasons to not go for SVT are: it doesnt support asset bundles/addressables (afaik anyways) and it does have it's own overhead (you also have to reserve fixed amount of RAM for it regardless how much you use it at any given time

scarlet birch
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Hello, is it possible to use lit meshes in URP VFX graph ?

turbid matrix
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@scarlet birch you could as about that in #โœจโ”ƒvfx-and-particles . we have limited amount of vfx guys on this channel :) I have a faint memory that they added support for that but it might only be in urp 12 etc

inner parcel
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yeah I was aware about shader graphs, but not being supported in default lit shaders is a bummer, cos those used at more than 50% of my materials.
But yes not being addressable supported is a bigger turn down for me

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Thanks for the crisp response ๐Ÿ‘

turbid matrix
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I'd probably try to make SG that maps inputs same way as your regular materials, then it's just shader swap from materials (no need to redo inputs for all materials then)

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Unity doesnt support that officially (they reserve some common property names) but it still worked last time I did it

inner parcel
turbid matrix
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You can like mass select all materials and swap the shader for all selected at once

inner parcel
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yepp, i've done that with a custom shader before by writing my own editor script to map between the different inputs. so thats not an issue for me

void mortar
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i upgraded my unity project from Standard pipe line to URP but it is not upgrading the materials

turbid matrix
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They've had addressables and urp on their "will do next" roadmap.. For 2 years now.. Wouldnt hold breath waiting

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@void mortar you have to manually trigger the upgrade script.

inner parcel
turbid matrix
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@void mortar and it will only convert stock materials. Anything with custom shaders will not convert (it is material conversion from builtin to urp shaders, it cant convert custom shaders)

void mortar
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oh so i have to do my stuff in a new URP project

turbid matrix
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@void mortar urp docs should point you in right place. On older urp it is somewhere in edit menu etc. On URP 12 they have different thing on tools menu

void mortar
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okay thanks bro

turbid matrix
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(not on my computer atm so cant tell the exact path)

void mortar
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thanks bro

scarlet hull
void mortar
worn hull
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what am I missing here?

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also unable to edit HDRP materials, it says the pipeline asset isn't assigned, but it is.

turbid matrix
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what I do wonder though is why did Unity silently land SG functionality for built-in RP on SRP 12 if they don't plan on supporting it?

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there hasn't been any official word on this functionality either which makes one wonder if it's some experiment that will get removed before 2021.3 LTS goes live?

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having features clearly in the editor that are not supported (nor does the editor communicate the lack of their support in any way) is kinda confusing for users

smoky orchid
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is there a way to have different post processing volumes for different cameras in the same scene in URP ?

keen tulip
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speaking of srp batcher. is there a way to know if we're using SRP batcher or the good old static batcher?
if my gameobject does have static batching enabled and if SRP batcher is also enabled in asset then which batching will be used?
one thing that has been mentioned clearly is that the SRP batcher has a higher priority over GPU instancing. but this case has never been addressed anywhere

inner parcel
# turbid matrix this got closed as "Won't fix" <https://issuetracker.unity3d.com/issues/xr-sdk-s...

yeah it actually makes sense too. until they officially announce the support of shader graph for built in with a blog post it seems unlikely that they will actually acknowledge this as a bug. maybe its a way of testing things out silently and then just removing it if it seems not feasible and nobody can blame them because they never said they would bring shader graph to built-in in first place.
by seeing this report getting closed instead of being delayed until the decision is made, it seems more likely that they will either remove the shader graph support for built in even in 2021.2 or that the staff who marked your report as "Wont fix" didnt think well of the situation or isnt aware of the fact that shader graph does work with built in for some cases or err, might be well informed.

inner parcel
scarlet birch
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Does a game built on HDRP straight away requires better hardware than URP ? Or it depends on what effects you are using

grizzled flame
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pretty much straightaway

exotic pumice
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yeah but Decal Projector makes it almost worth it

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:p

inner parcel
inner parcel
exotic pumice
inner parcel
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ofcourse

sharp hornet
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Guys, do you know why I can just see the color material if I'm very very close to the object? I'm using URP

indigo summit
dawn sorrel
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RTXGI 1.1.40 UE4 plugin is out

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what about unity ???????

turbid matrix
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pretty sure the shelved it a long time ago

slender patrol
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Hey guys, any idea why I get this grayed out shader? When I add a TMP text it stays grayed out like that and I can't edit the shader. Old gameobjects with TMP I already had in the scene are fine and I can edit the shader no problem but copying them still gives me the grayed out shader

inner parcel
# indigo summit i'm curious about this though, what is the most lightweight HDRP settings.

hdrp by default has almost all the effects enabled maybe to provide more visually appealing fidelity to people new to the pipeline out of the box
just disable them in the hdrp asset.
and during runtime, if you want to provide an option for your user to customize the graphic setting according to their pc, you can make use of multiple quality settings and camera frame setting override.
although im not sure if youre allowed to modify hdrp asset properties at runtime from the build

severe prawn
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Hi, does anyone know where I can make features requests to Unity for URP and HDRP? I want to add a feature, but I don't have the correct RenderPassEvents.

near barn
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uhm i need help with my 2d light

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it shows in scene window but not in the game window

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already tried many solutions i found on the internet

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but non worked

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scene window

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game window

severe prawn
dawn sorrel
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Alright, now that I made a building 3d model with a bunch of lights it's time to test the beta URP again.

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Beta 9, here we go bby.

dawn sorrel
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Compilation error on project start, always a good sign...

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Also, HDRP bois up in here, do on-demand shadow updates help significantly lighten the poopy perf on mid to low hardware?

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Or does it still do only 60 FPS like an old grandma.

summer glacier
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What do you mean? It will improve shadow performance, how much that improves perf for your game depends on how much perf costs come from shadows

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I found it to be very helpful, I update it once every half a sec/sec, for all static obj

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since it's based on camera frustum, and I increased cache size

inner parcel
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cant imagine hdrp running decently on mid end devices even without shadows. baked shadows might help incase of a static scene

summer glacier
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what is considered mid end?

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I'd say my laptop GTX 1070 is mid-end, after all this time, and it runs many HDRP games with nice graphics at good FPS (+75 avg) with settings at high to ultra, games like road 96, car mechanic 2021

near barn
summer glacier
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onto a new topic, something interesting i found out is

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there's a new game (#1 top seller rn) called pathfinder: wrath of the rightous

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it uses the SRP, although they made their own render pipeline using it

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runs really well, very nice looking. They still use VFXgraph and shadergraph. And obviously the core of unity.

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Their old game, pathfinder: kingmaker uses unity builtin

dawn sorrel
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Unreal can do it.

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Why can't HDRP ๐Ÿคทโ€โ™€๏ธ

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I was more or less wondering if anyone here has shipped anything and had actual data.

summer glacier
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Because they're very different. HDRP provides you with a ton of c# callbacks, hence it's more single-threaded than unreal. The benefit is clear, con is more single threaded load on the CPU.
But it's improving, 2021.2 will use burst + jobs for decals, and maybe visiblitylights (PrepereLightsForGPU) although the latter might get pushed to 2022.1