#archived-hdrp

1 messages Β· Page 77 of 1

turbid matrix
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it's one of the main things people complain about so can't really blame unity for doing that...

summer glacier
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I'm more blaming them for how slow it's been, not that they're doing it (it's good that they are)

turbid matrix
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even that blog post said they need at least year to get something to land on release

summer glacier
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ouch

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I feel like 2022.1 will be a small update in terms of new features similar to 2021.1 for urp

turbid matrix
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also considering that + their past track record, I don't even expect the new shader setup to be production ready in 2022, we may get first experimental versions then at most

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also about that SSAO... it's still SSAO πŸ˜„ meaning the fancier AO algos still will look better. been testing HBAO on URP and it is a clear improvement over URP 12's SSAO

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I'd love to port GTAO to URP but that's kinda hit and miss where it works proper IMHO

summer glacier
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Damn, urp will be like built-in

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want better stuff? get a special asset for it

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if it exists

turbid matrix
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yeah I guess

summer glacier
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Yeah heard good things about hbao.

turbid matrix
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that hbao asset works in URP VR SPI too now

summer glacier
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Lost in random, made with URP use hbao because urp's SSAO is not good enough.

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pretty nice looking game.

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Although that entirely relies on fog lol.

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And they ported Aura Volumetrics to urp...

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so they're entirely depending on an asset.

turbid matrix
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ah, that must have been a pain

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even Aura dev is taking it's time to get Aura 3 (aka URP edition) done

summer glacier
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lol yeah

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They also did some custom graphic stuff a bit to create some fog that isn't volumetric, but looks like one

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might have been for less powerful platforms, don't remember

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they actually started with hdrp

turbid matrix
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I can see how that path went

summer glacier
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and it looked really good. But switched to URP because they wanted to support switch, more platforms

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Although using HDRP as a benchmark, they got pretty close in visuals, looks good. Even though they did that by using assets :/

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Decal asset, AO asset, Volumetric asset, fog asset

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plane reflections asset

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man, urp was missing a lot lol.

turbid matrix
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at least you don't have to use decal assets anymore

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unless the built-in setup is fine

summer glacier
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And they actually disabled shadows for all objects completely. Tanked performance way too hard.
They used proxy shadows, big cubes set as shadows only, and they set it up in the world to get shadows, a lot faster.

turbid matrix
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also URP has had decal + planar reflection assets from Unity staff / samples

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is there some blog post from that title or where do you source all this info from? πŸ˜„

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would be interesting read

summer glacier
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URP needs shadow caching really badly. Shadows tank performance so much, I remember when I was using it, a ton of all performance was being eaten by static objects.. it hurts just thinking about it.

summer glacier
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for some reason didn't upload it to youtube. Even though it's by far the most interesting one they did.

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Not to put down others, but I found none to be anywhere near as interesting and valuable as this one, some house cleaning game forgot it's name, and another one.

turbid matrix
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I did enjoy watching this one (used HDRP): https://www.youtube.com/watch?v=pu9krs6rHKQ

Immerse yourself in the handcrafted world of Harold Halibut, as the Slow Bros. team joins us on Twitch for a deep-dive into their singular stop motion adventure game. We’ll look at how the team brought the physical models into the game through photogrammetry, how they built their cutscenes, and get an exclusive tour of the studio where the game ...

β–Ά Play video
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I've missed most of these talks though

summer glacier
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I missed that one, but I know about the game. Interesting stuff

turbid matrix
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I don't see the lost in random talk in twitch stream list though, maybe it's gone

summer glacier
turbid matrix
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ah, my searching skill's just suck πŸ˜„

summer glacier
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they're in preview, will be production ready soon. Adam

summer glacier
# turbid matrix ah, my searching skill's just suck πŸ˜„

If you're interested, I did a pull for steamdb and I added HDRP and URP detection for all games using them on steam.
This is the best and more accurate list of game engines. 98~% of everything on steam is caught.
Although if a game is using il2cpp, steamdb can't know if it's urp or HDRP.

turbid matrix
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huh... how can it tell that πŸ˜„

summer glacier
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file names

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all urp games have special file names, so does hdrp, unity, unreal, etc

turbid matrix
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oh right, you did mention IL2CPP

summer glacier
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steamdb has depots which captures all file names of all games on steam

turbid matrix
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altho IL2CPP has files that still let you identify things

summer glacier
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for URP, I detect Unity.RenderPipelines.Universal.Runtime.dll

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there's a seperate unity list. All unity games are added there.
But if a game is using urp, you can't find the file names of it's managed .dlls

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so no Unity.RenderPipelines.Universal.Runtime.dll, so you can't know what renderpipeline it's using. Although steamdb will know it's still unity.

turbid matrix
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and yeah, I can see IL2CPP titles missing, for example Pistol Whip is using URP afaik and it's not in that list

summer glacier
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Most big HDRP games are using il2cpp, and they aren't in the HDRP list :/

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although there's plans to eventually manually add games to lists based on manual checks. (dumping il2cpp)

turbid matrix
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that might not work that well in the future, didn't Unity reduce the info on those extra IL2CPP files recently?

summer glacier
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Nope, dlls still there if you dump them

turbid matrix
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I mean like bleeding edge now

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altho I have no idea where I even read about that

summer glacier
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I tested latest alpha a while ago, 2022, and dlls still there

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when dumping il2cpp

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Plus, if it were to be added, it'll take some time for people to start using 2022 LTS πŸ˜„
one day at a time

turbid matrix
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I still wonder why Unity does this... like have those files there

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they clearly just don't care

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they could have just done some trivial obfuscation to them

summer glacier
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Pretty sure it's required to get things to work, something about communicating with mono, etc etc

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Although to be honest. il2cpp alone stops most script kiddies that open up dlls and change them.

turbid matrix
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yeah, that's the main reason I've used it + hide my hideous coding

summer glacier
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Plus, performance gains are nice πŸ˜„

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they're doing some il2cpp runtime optimizations to 2021 or 2022 I believe too. Script math operations.

turbid matrix
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but like, I've seen tons of bugs caused by users running mods... and users are kinda silent about that side so having that possibility just opens the door for endless bug hunts for nonexisting bugs

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I'm not against about modding itself though, it's nice thing to have

summer glacier
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If you got mods it'll be a pain yeah. Although you can make it work, car mechanics 2021 uses HDRP and il2cpp.

turbid matrix
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would just be nicer if one could choose what to expose to users

summer glacier
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They got a setup to add mods

turbid matrix
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it totally depends on the scale of modding you want to add.. just having custom model importer is easy, or if you use some simpler scripting language like lua etc, that can open some doors too

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I'm actually going to work soon on runtime model importing as it makes sense to have that in my case

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just have to have some ingame editor tools to be able to hook things up proper

turbid matrix
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ah it was this ```md

  • IL2CPP: Reduce executable size by reducing generic metadata output
  • IL2CPP: Reduce some internal metadata allocations related to array method naming.```
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I guess they still stuff a ton of metadata there

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also math improvements were in 2021.2 already

turbid matrix
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GitHub

Unity Graphics - Including Scriptable Render Pipeline - Graphics/whats-new-12.md at 9db72a9423a75d0bf9396fbc2349e0f0f8b78745 Β· Unity-Technologies/Graphics

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not yet on official doc site but merged to master

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The Probe Volume system supports volumetric fog. You can also use it to improve Screen Space Global Illumination results. This is an experimental release which is intended to gather feedback. This means it is not recommended for use in a production context.

In its current state, use the Probe Volume system as a replacement for the per-object Light Probe system, not as a replacement for lightmaps. This feature works best in a scene that uses large, static GameObjects.```
iron flame
summer glacier
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Yeah, the volume system is exciting

whole plover
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I'm having some issues with my hdrp project

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I have a lot of draw calls (500) for just 3 simple shapes

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lighting and some UI

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ping me if you can help

inner parcel
summer glacier
wild oasis
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Is there any tutorial/unity talk on how rendering works in unity(built in and/or SRP)? I understand the basics: renderers are culled, batched and rendered using their shaders. But I kinda miss the point of when is it actually drawn to the screen? When does the output of each shader is combined? Do they draw to the screen buffer(texture?) right from the GPU or is it returned back to the main thread like compute shader output? And if so, what's done after that? Does unity combine shader outputs on the CPU side and the upload it to be displayed on screen?

still charm
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Thanks, that makes me feel better

dawn sorrel
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this is probably a really simple fix but i was curious if someone could help me wrap my mind around this issue i'm facing

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basically, i started with a blank unity project, version 2021.1.19f1

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i made sure to select the "URP" preset

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i made a map using probuilder, made materials, and set up baked lighting with no issue

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this is what it looked like

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looks as intended! however, I then went to install a post-processing asset called Beautify, and it shot me this error

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when i navigate to project settings / graphics, there isn't anything selected under "scriptable render pipeline settings"

true zealot
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Did you at some point delete your URP asset then?

dawn sorrel
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are URP assets stored in the Assets folder?

true zealot
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Yes

dawn sorrel
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that might actually be the problem, and if it is i'm gonna facepalm so hard

true zealot
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Well, you can recreate one and add it to your project, and upgrade your materials back to URP

dawn sorrel
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hmm, i ended up generating the assets in the project view and assigning them properly, but it broke the baked lighting completely

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i ran into the same problem in my last project

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even when re-baking lighting, it looks like this. shadows are pitch black and everything is generally very bizarre looking

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is this intended?

true zealot
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I have no idea, I haven't seen banding like that from light baking before. The URP light values are different from the standard pipeline though, so you may need to adjust them.
Your previous screenshot didn't seem to have bounce lighting either? I could be wrong though, it's hard to see

dawn sorrel
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super odd. i'll try again on a fresh project and see what changes

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i ran into an identical problem on my last project with URP where every shadow was pitch black and everything was behaving strangely

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seems to be working now! thank you

tepid isle
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cant use bakery lightmapper on radeon cards, sigh guess i will toss this 6900xt and go buy a 3090

lofty dawn
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Anybody know how to get camera color in custom pass after post-process?
I want to get after post-processed color in my custom fullscreenpass

turbid matrix
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created this state of art test project for one bug report... but.... why is this HDPR scene utilizing 60+ % of the GPU? πŸ˜„

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144Hz / 1440p btw

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all stock HDRP settings and running on RTX2070S

heavy crypt
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does anyone know if it's possible to disable the antialiasing that URP uses when setting the render scale below 1?

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since this functionality seems to be entirely separate from the MSAA found in the quality settings

turbid matrix
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@heavy crypt you probably just see softening on the image because of the scaling?

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camera itself may have FXAA enabled but that's not related to the scaling

heavy crypt
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the camera doesn't have any anti-a configured, but I've done some more reading and found a thread where the members from the unity forum discuss how the camera in urp has bilinear scaling applied to it, and there seems to be little you can do about that

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people were specifically discussing it because they wanted to use alternative algorithms, like those used to upscale retro games

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not quite sure why they've taken the decision to do that, but the means to intercept that upscaling process simply isn't exposed

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specifically someone wanted to use HQ2X, that's not the case for me, but by upscaling with bilinear turns the render into the blurry mess you might expect. I struggle to imagine a use case for it, mobile maybe.

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it appears the only way to avoid this is by using a render texture, sounds kinda lame, if custom post processing effects were available, I could achieve what I desire with those, but sadly not.

jade trail
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To disable that, on any script on awake call QualitySettings.vSyncCount = 0

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To double check, set Application.targetFrameRate to a high number such as 300

turbid matrix
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@jade trailah that wasn't the point... point was more like, getting 63% utilization on few objects using rtx2070s is kinda... a lot

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that sample obviously capped at 144Hz due to vsync

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and yes, I'm aware HDRP has tons of things enabled by default, it was more like rhetoric question πŸ™‚

verbal apex
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Is there still no workaround for applying different types of AA to different cameras in a camera stack in URP? Right now it just applies FXAA to everything in the stack regardless of camera settings, SMAA appears only to affect the base camera.

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I want to use FXAA on the Switch, but using a UI Overlay camera completely destroys fonts when using AA.

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I'm not against modifying my own pipeline, I've already got a few customizations, though the problem is I don't know if is a) possible and b) where FXAA/AA gets applied in the camera stack (I really only care about AA on the base cameras)

upbeat badger
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@turbid matrixwondering is there will be any improvements if you enable that pass skip property in frame settings

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dont remember how its called

turbid matrix
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@upbeat badger there's plenty of savings possible by stripping things from both HDRP Asset and frame settings

upbeat badger
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In my experience it doesn't matter much if you disable something or not. But i've tested HDRP pretty long ago maybe this is changed now

turbid matrix
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I have no idea what that specific settings does in particular though

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you will not get huge savings by disabling things from frame settings, it's just there are some things you can't disable from HDRP asset itself, like distortion etc

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and yes, that one costs you even if you don't use it

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(unless you disable it from settings)

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what makes it tricky for users is that to disable such feats, you have to do it individually from multiple drop down menus on that frame settings as it can apply to several places there

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I actually only found about the extra cost of distortion by looking at gpu timings via nvidia nsight, wouldn't have caught it from Unity's tooling

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I do hope we get access to that new gpu profiler in Unity soon (and that it will catch things like that)

summer glacier
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@turbid matrix I wonder why unreal and unity HDRP don't offer HBAO.
I've been seeing some comparisons and the quality difference is pretty crazy. And I don't think the performance cost is that big compared to SSAO -- not as extreme as VXAO for example

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Although I've yet to do a unity HDRP SSAO and HBAO asset comparison, don't have the asset yet.

summer glacier
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Otherwise, without this, if it's enabled in settings, it will always run

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It usually gives measurable CPU gains, and very small GPU gains.
Although it depends on your scene and view at any given time.

if in play mode, you can go to Window > Anlyaze > Rendering Graph and click on Capture Graph. It will take a capture based on your camera view at the time (game view), if dynamic culling is enabled, passes culled will be in black

inner parcel
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finally

wild oasis
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I've asked before, but didn't get an answer, so I'm looking for resources on how rendering in unity or in general works in terms of how the shader output of all the shaders is combined and drawn on the screen.
From my understanding, every shader draws pixels on a texture in order and then unity uploads it to the monitor(?). Is that correct? If so, how does a shader know what texture to draw to? And how exactly unity uploads the final image on the screen?

inner parcel
wild oasis
lofty dawn
lofty dawn
# lofty dawn Turns out unity use TEXTURE2D_X(_InputTexture) as a default variable for getting...

Well It don't work well, the _InputTexture doesn't contain screen image effected by custom post-processing with after post-process injection point

Both sampling _AfterPostProcessColorBuffer directly and use CustomSampleCameraColor function only produce black color,
CustomSampleCameraColor only works before post-processing injection point, but after post-process injection point only black color, is this a bug, or it's intended ?

broken lichen
wild oasis
# broken lichen Everything like this is done via commands to the GPU. It's ultimately the GPU's ...

Oh, thanks for the info. So at some point unity sets the monitor as the render target? How is the intermediate image passed between the shaders? Let's say I have 2 draw calls with different shaders. Does unity call issue a command to the first shader, gets the render texture from the gpu and sets it to the second shader, then the second shader draws right to the monitor?πŸ€” Still feels like I'm misunderstanding something...

broken lichen
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The texture is continually updated, it doesn't need to be fetched and assigned again

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And everything stays on the GPU

turbid matrix
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@summer glacier I've only done perf comparison in VR (with Q2 resolution) and HBAO was almost twice the cost of URP SSAO

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But URP SSAO is very cheap too

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There are some things in HBAO algos that I dont like.. It kinda gives bit blocky fade out on extreme values. It happens on HBAO+ from nvidia too

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And why Unity does not offer it... Well perf is one and on HDRP where they would allow higher cost they have GTAO which is visually more high end solution

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Old Amplify Occlusion v1 was HBAO btw. Their v2 is GTAO

wild oasis
broken lichen
wild oasis
# broken lichen You might be able to bind a structured buffer as if it's the vertex input, but U...

But on a lower level, is it unity that decides what to upload to a vertex shader? Or is it something defined in HLSL - that a vertex shader takes a specific input? Also, are fragment shader and vertex shader bound together? Does the GPU know to execute the fragment shader right after it's vertex shader? Or is it something that's called from the CPU at some point? And can we call vertex and fragment shaders separately?

Sorry for the wave of questions. I'm just really curious to understand how it works and I can't seem to find any good resources on that. I'm not even sure what to look up. Is it part of HLSL? Do you happen to know any?

broken lichen
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Unity decides what data it binds, but a shader also defines what data it wants

wild oasis
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Anyways, gotta look into directx. Thanks for the guidance!

broken lichen
inner parcel
broken lichen
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It wouldn't be useful to get the raw vertex buffer in the shader, because you don't know what data is in it or in what order it's stored

wild oasis
broken lichen
turbid matrix
wild oasis
broken lichen
wild oasis
broken lichen
wild oasis
inner parcel
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btw in Infinity Ward (cod warzone) there wasn't any major difference at all bw hbao and ssao in terms of raw fps at 1080p. So maybe I'm hoping that when it comes to hdrp someday we it feels the same or atleast we get enough parameters to fine tune it

turbid matrix
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@inner parcel main issue with using that on HDPR is that it can't currently take lit areas into account with HDRP due to it running the effect on HDRP's custom PP (there's no injection point before actual rendering with PP, only for custom passes)

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that asset can reduce AO from directly lit surfaces with URP and built-in though

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I did discuss with the dev about the HDRP situation, he might do the custom pass approach eventually for HDRP but I wouldn't count on it

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the real question is, are you having some issues with current HDRP SSAO? (which is GTAO)

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if you can dial it's built-in AO to work proper for you, you'll probably get more realistic results with it

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basically the "new" is GTAO and "old" is HBAO

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you can see the blockiness on the gradients on the old one there, all HBAO implementations have that

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I probably wouldn't really use it for HDRP unless you need to give the players some options or are struggling with the GTAO (there are specific cases where it kinda fails hard due to lacking the required data)

inner parcel
turbid matrix
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apparently users specifically asked the current approach (you can stuff custom PP effects on HDRP volumes which you can blend but you can't do that with custom passes)

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but yeah, custom passes is the right way to do this

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if it's important to you, you could probably mention it to the dev, he's been super responsive to me

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it's totally doable

inner parcel
turbid matrix
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the issue on the switch thing is that the dev would have to maintain two separate versions then but I don't really think the volume approach is even needed

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I guess it's nice to be able to tweak the effect per region

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also I'm not sure if one could still mix the two

inner parcel
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yep not just that. anything other than color/gradient effect I have a switch for almost all options. It's a bigger pain to swap assets at some cases to save some petty performance

turbid matrix
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main issue here is that the custom PP approach is just missing a HDRP injection point... it makes sense that they don't have it because it's.... post process.... but on the other hand, it's their only way they can have things on regular volumes

inner parcel
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I heard about something where they were able to preserve lighting data. I don't remember if that was by a unity dev or someone else. Or might be my memory

turbid matrix
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basically the injection point you'd need for this is "After Opaque Depth and Normal" which is available for custom passes but not for custom PP

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well, you still miss movecs and depth pyramid there

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where movecs is the real bummer

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(if you do any temporal filtering)

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basically only way to do this proper is to manually modify HDRP source code

inner parcel
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yes custom pass is the way out. in fact I was even under the impression that this asset was a custom pass based approach

turbid matrix
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it's just.. even that is not ideal due to missing out on movecs

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oh btw, that HBAO asset doesn't have hard requirement for movecs but you are then missing out on the temporal filtering

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which is probably why it was more costly for me than SSAO

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well, URP SSAO is really built perf in mind too, they could have done fancier blur etc with extra cost I think

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as for the timings, I didn't really do much testing on that, just something I observed while testing other things with MockHMD running at 2540x1440 resolution

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there SSAO took 0.8ms and HBAO took 1.5ms

inner parcel
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If you look at pc version of URP it just feels like anything you do unless you do it very badly you'll never have any issue with the perf. Maybe that's the reason why URP takes lot of time to add something because above anything else they need performance for mobile devices

inner parcel
turbid matrix
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it's just.. if the perf is concern, you could do less work on the HBAO and have temporal filtering smooth it out

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but yeah, you do get more headroom with URP

iron flame
eternal laurel
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damn finally got the right frame timing stats for my dynamic resolution scaling. Game runs at 6ms avg now πŸ™‚

iron flame
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I should do a similar comparison in Unity Spaceship demo πŸ˜„

turbid matrix
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if you do, do put TAAU into mix

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(unless you meant to do that in the first place)

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also what...

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"AMD patented its alternative to NVIDIA’s DLSS on May 20, under the name AMD GSR”Gaming Super Resolution (GSR)”, formerly known as FidelityFX Super Resolution (FSR)."

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so FSR is GSR?

iron flame
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Spaceship demo with HDRP 13 2022.1 alpha
AMD 6900XT-AMD 5800X
Native 4K 110FPS.
TAAU 75% 4K 180 FPS.

turbid matrix
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with FSR you still have to use TAA, otherwise it'll just look horrible

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(or some other AA solution)

inner parcel
turbid matrix
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it isn't any kind of antialiasing solution afaik, just upscaler

inner parcel
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true but I wasn't talking about fsr not doing the anti aliasing. I just wanted to say that the specular aliasing looks horrible with fsr but is much better with taau

turbid matrix
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even with FSR + TAA combo?

inner parcel
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yes

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I can show you the images here in like 12hours. traveling right now

turbid matrix
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that's not really necessary, it does make sense that the aliasing gets worse if you go lower resolution first

inner parcel
turbid matrix
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yeah it looked horrible when I tried it as is πŸ˜„

sinful locust
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I have noticed that whenever I origin shift I get a noticeable light intensity jump (using HDRP). Anyone know what is causing this or how to work around it? I tried shifting the directional light as well but that had no affect.

sinful locust
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hmm it might be limited to light + fog

devout viper
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I'm trying to use Deferred rendering with URP, but it doesn't seem to be effecting anything, it hasn't changed the maximum lights per object.
I've added the script compilation entry ENABLE_RENDERING_PATH_UI and set the rendering path on the URP asset to deferred.

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Are there other settings I need to enable or something?

main rune
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Is editing sub graphs in the shadergraph broken for anyone else?

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I get a bunch of UI errors which stop it working properly

devout viper
main rune
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It only appears to happen on graphs created by right clicking existing nodes and converting to a sub graph

devout viper
main rune
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Oh wait no

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It happens whenever a property is added to the graph

devout viper
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under the graph inspector window in shadergraph what does the added property look like?

main rune
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It looks like a known bug that was fixed in 2021.1.7f1

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So I suppose it's update time for me

devout viper
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what version are you currently?

main rune
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2021.1.0f1 or something maybe?

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I think I updated purely to fix a different bug at the time lol

devout viper
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Apparently these combinations are known to not have that issue from the unity issue tracker:

2021.1.a9, 2020.2.7f1 with Package version 10.3.2, 10.3.1.
2021.1.17f1 with Package version 9.0.0-preview.71.
2019.4.21f with Package version 7.5.3.```
main rune
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That's an odd assortment, I assume it's not exhaustive?

devout viper
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im personally using 2020.3.14f1 (with shadergraph 10.5.0) and i cant reproduce it

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nah it wouldn't be

long dagger
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Why does my character have these weird lines? I am using URP. No custom shader. Texture has no problem since i also tested it with a default material.

cloud lantern
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why are the shadows acting up here?

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Basically my camera sees the shadows only from certain perspectives, otherwise they just disappear and everything is lit

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weirdly, in scene view it's all perfectly normal

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Ok I think it's something to do with the far plane somehow?

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(I'm making a space game so it's quite big and the far plane is very far away)

cloud lantern
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It seems if I have the far plane beyond ~10^7, shadows just stop working properly

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idk why

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seems it's just bc it's large and you incur inaccuracies over that distance that make shadows stop working

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great...

long dagger
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@broken lichen Thank you very much, for some reason depth and normal bias in my URP pipeline was set to 0. Fixed after settting both of them to 1. Edit: Set normal bias back to 0, since giving it any value makes my characters shadow look like a noodle.

turbid matrix
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I love to track the Graphics repo's master branch via RSS but it's also very spam-heavy πŸ˜„

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if I cared enough, would do some middle-man filter for this

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why it is set on the node settings? (also one could ask why is node settings even a thing as it's not very good UX IMHO)

#

I just don't understand the concept even.. like why config half of the settings on the visual node and others on the hidden menu, could just have some extendable advanced mode etc for extra settings on the visual node

eternal laurel
#

@turbid matrix Hey I've been meaning to talk you. Do you know why a urp render feature with the draw mesh aproach(was using full screen blit before but as we know that doesnt work anymore) set to before transperants render pass messes up maskable elements in a word space canvas. They no longer work as masks. At first I tought it has something to do with the stencil but now I just dont know.

hearty peak
#

I seem to recall using LOD blending in URP but somehow can’t get it to work again… is there a specific shader or feature that needs to be enabled/selected?

old meteor
#

How can i change the darkest color to more of a dark blueish color, instead of a complete black

hearty peak
civic turret
#

hey , just had this happen to me , what should i do (building the game on mobile)

last blade
#

will fog ever be a post processing effect

#

since its a rendering feature i cant use it with volumes

#

rip

old meteor
#

oh

#

nevermind

#

i fixed the skybox thing

#

but still global illumination no workie

hearty peak
shrewd moon
civic turret
#

mobile games dont use HDRP or they dont render at all

shrewd moon
civic turret
#

idk

#

thats why am asking

shrewd moon
#

Perhaps you started the project in HDRP, or used some HDRP related asset?

#

Make sure you've done every step to configure the project for built-in RP or URP

eternal laurel
#

Im at my wits end. For some reason my custom render feature in UR SPI breaks Ui masks on a world space canvas

turbid matrix
#

@civic turretgo to packge manager, uninstall High Definition RP package from your project there

#

@eternal laurel I have no idea on your issue :/

eternal laurel
#

This is really sad. I tried your example as well it can be reproduced there as well

turbid matrix
#

I'd probably start testing where it does work and where it starts breaking

#

also if it's clearly not working as it should, probably worth sending a bug report

eternal laurel
#

thats the thing I'm not sure if its me or unity

#

since I need to sample the opaque texture and then redraw to the color target

#

if I inject anywhere after transperants I loose them

#

since they are not present in the opaque texture

#

so I go for RenderPassEvent.BeforeRenderingTransparents. And that works. Effect is applied to all opaques in the scene and then ui gets rendered on top, but the UI masks are broken like they are passing the stencil test

#

The SSAO feature doesn't cause this issue so I'm thinking it must be coming from my feature missing something

eternal laurel
#

Well It doesnt happen when not rendering XR so I send a bug report

#

If blit is broken and this is broken wtf can I doπŸ˜†

turbid matrix
#

@eternal laureljust to be clear, this is same with _CameraColorTexture and _CameraOpaqueTexture ?

eternal laurel
#

yep

#

you can try it out in your example I reproduced it there too

turbid matrix
#

can you give me full repro steps using my project?

eternal laurel
#

Sure

#
  1. Change render pass event to RenderPassEvent.BeforeRenderingTransparents in the constructor of the pass 2. Set up a world space canvas with a panel that has a mask component. Set up a image that has maskable enabled. Make sure the image is masked from the panel(Like being half way outside of it) 3. Run scene and notice that mask no longer applies to image
turbid matrix
#

btw I don't think you can compare to stock SSAO, unless you use that extra checkbox that renders it afterwards on top

#

stock SSAO behaviour is that it just renders the effect on SSAO buffer which is then sampled by Lit etc shaders (this is how they can adjust the amount of AO in direct sunlight)

#

well, something along those lines anyway

eternal laurel
#

well yeah sure. I think it has something to do with the render pass event

#

anything after and including BeforeRenderingOpaques breaks the ui mask

turbid matrix
#

maybe they only render the UI mask internally there

eternal laurel
#

wait no thats if its not running

#

so if I use RenderPassEvent.AfterRenderingSkybox+1 then it breaks

turbid matrix
#

I really struggle to even get the repro running, I have no idea how you'd get the mask working in world space regardless the renderer feature being there or not (but then again, I've never used UI masks since I've pretty much avoided this now-old stock UI system)

#

but then again, I dunno if I can really help on this, I'd start looking at the frame analysis to see why the thing fails, it sounds like something overwrites the stencil data etc?

#

@eternal laurel^

#

it's basically similar example to what I have now on github for SPI

eternal laurel
#

Im a bit confused on where to read the actual doc

eternal laurel
#

ah thanks will check it out

turbid matrix
#

this is almost 1:1 to what I have on that git repo now, altho I'm not overly fond of using that CameraOpaqueTexture as someone can just downscale it for all renderer features from URP asset

#

(so if you rely on it for final image production, whole game renders first at full resolution but will display downscaled result

eternal laurel
#

its the same as mine but this RenderPassEvent.BeforeRenderingPostProcessing will simply wipe the world space canvas from the final render

turbid matrix
#

I'd still suggest either doing bug report (if you are positive it's not working as it should) or making a forum thread with repro project etc so people will have really easy way to see what is failing, now it's bit like finding the needle on the haystack unless you know specifically what to look for πŸ™‚

whole fossil
#

guys, isn't something wrong with me or spotlights cannot cast realtime shadows in HDRP? It is weird because it seems that terrain (with two sided shadows) seems to be casting shadows properly, but other objects cannot

#

light source is on the right side

#

testet it both on HDRP 10.6 & 12

verbal apex
#

From what I recall, shadows are only rendered at certain distances based on your quality settings.

#

You may be on a lower quality setting in the editor which is why you aren't seeing the shadows. Also make sure your objects/materials cast/receive shadows.

viscid solstice
#

Hey guys

#

However

#

So, im kinda of confused here

#

Someone ping me if anyone knows why this is the case?

summer glacier
#

Do it from global settings, if it still doesn't work, go to quality and click on the Render Pipeline Asset, and then activate the volumetric clouds for that asset in the project assets

summer glacier
#

Actually, you enabled it on your camera, not asset, I just realized that when I noticed the quality level above volumetric clouds. You need to enable it on your HDRP asset

whole fossil
indigo summit
whole fossil
#

yeah, I didn't knew that hdrp uses this range for the last cascade for punctual lights. I always considered it only as screen space cascades for shadows (as it is for directional lights)

indigo summit
#

there's also additional per light settings to cull shadow and light by distance

tidal lodge
#

I noticed that adding shaders to the Project Settings β†’ Graphics β†’ Built-in Shader Settings β†’ Always Included shaders doesn't modify ProjectSettings/GraphicsSettings.asset. Which means that it's not picked up by version control. Does anyone know why? I can manually add the shaders by editing GraphicsSettings.asset in a text editor. Seems like I shouldn't have to do that.

tidal lodge
#

Adding shaders to build, apparently changes Library/SceneVisibilityState.asset instead,

#

Is there any reason why I shouldn't just modify GraphicsSettings.Asset?

turbid matrix
#

you mean shaders you add there with editor tooling doesn't end up in build?

#

that part has always worked for me for actual shader inclusion

#

with SRPs there may be some other shader stripping that gets in the way but it doesn't strip away your manually included shaders (just can strip away things that they depended on :D)

topaz quartz
#

I'm using the latest beta (2021.1.0b13) and shader compilation take ages and it seems the shader cache doesn't work, do you guys have a similar problem ?

#

I'm using URP

turbid matrix
#

@topaz quartz URP 12 compiles absurd amount of shaders atm, they've fixed some of it recently via shader stripping improvements but I don't think those improvements have yet landed on the betas we get (they are merged in github already)

#

meaning this round of fixes is probably going to be in some of the upcoming betas, they are still doing some work on it though so should improve even further

topaz quartz
#

@turbid matrix Thanks for the info, I'll try to switch to 2022 or the next beta when it's out

#

We needed 2021 for URP supporting deferred rendering but it blew up build times

turbid matrix
#

@topaz quartz it's probably going to be a whole lot better in future 2021.2 once we get the version with the fix (could be next beta or one after that etc)

#

if you are in a hurry, you can also just use 2021.2/staging branch from github

#

it works on current beta, just bit tedious if you don't use Unity's graphics repo otherwise

topaz quartz
#

@turbid matrix I had to modify the URP v12 so I put it separate from the package manager, wouldn't that cause a lot of trouble ? Also is there a way to build only scripts + prefabs and not shaders ?

turbid matrix
#

not sure what you are asking now

#

running URP package from local folder is fine

#

it's just pain when you update the engine

topaz quartz
#

I'll make a branch and try it out

#

I was just wondering if there was a way to build only prefab data + scenes + scripts and not shaders, since that's the longest part and it doesn't change much.

#

Similar to what script only builds do, but with prefabs, since my scripts don't move much but my prefabs does.

turbid matrix
#

shader compilation stage should be brief if you've already done it and haven't changed URP graphics settings

#

there's been some issues with "Mesh Optimization" option lately though, so toggling that off may help a ton on build times

rancid kettle
#

Hello ! I want my mesh tu use less video memory so I was wondering if it's possible in unity to change the data type of the mesh ?
I want to do something similar that what is explain in this video : https://www.youtube.com/watch?v=VQuN1RMEr1c

kindred crane
#

Is there a way to check via code which renderer the camera is currently using? I know there is an option to set the renderer but I found no option to see which one is currently active

worldly minnow
#

Is geometry better for foliage than using transparency maps? How bad are transparency maps?

unkempt laurel
#

depends on how much overdraw actually is happening.

patent sun
#

how to make CCTV in HDRP? Afaik there should be only one camera at a time

#

is there a way to do it?

unkempt laurel
#

rendertotexture?

patent sun
turbid matrix
#

@patent sun there can be many cameras, it's just slow in HDRP

#

old style camera layering doesn't work in HDRP (you need to use HDRP's composition tools for that but CCTV doesn't need that kind of setup)

#

@kindred crane afaik there's no way to set some cameras use different RP's than others so there's no camera specific setter/getter for that either

#

you can read current RP from GraphicsSettings.currentRenderPipeline

#

it's probably null for built-in renderer

kindred crane
turbid matrix
#

ah I see what you mean now, my bad πŸ™‚

#

I don't immediately spot any getter for that either and seems like the camera's stored value is internal..

kindred crane
turbid matrix
#

@kindred crane hmmm, can't you just get scriptableRenderer from the UniversalAdditionalCameraData (which you get from your specific camera)?

#

still not clear what you need this data for

obsidian quest
#

This is a post processing question more than RP: colorGrading.colorFilter.Interp(Color.white, Color.black, (Time.unscaledTime - t) / fadeSeconds); when I interp between the two colors in the post processing Color Grading Setting it works between white and black except it also affects the "intensity" value of the HDR, I don't know why that is also changing, any ideas?

kindred crane
# turbid matrix still not clear what you need this data for

Im switching between renderers to activate some features needed at specific points in the game. By setting the renderer I can instantly switch between the two. However I am unsure about the performance impact of always setting the renderer to a specific index when not needed. But my workaround is to store the index locally and checking against it. Still unsure about the impact or of the engine is checking internally if the index already matches as to not to switch needlessly

turbid matrix
#

@kindred crane but that scriptableRenderer from camera data is not what you want?

#

you will not get index by it but you can probably detect which asset it is still

#

I don't see any issue on the locally cached value as long as Unity itself doesn't swap the renderer at any point (so basically would need to just make sure the value matches from scene / prefab loads if they hold such cameras

turbid matrix
#

nice to see it's finally getting some love

#

HDR hardware output is currently only supported in built-in renderer

sterile mesa
#

Can I make a mesh absorb more light in HDRP , like just be brighter than objects around it?

#

And how is that done in the editor?

turbid matrix
#

you can make mesh use another lighting layer and add extra light for it there (can't do shadows for extra directional lights though) or just... make the thing emissive if that fits your art direction

#

@sterile mesa

topaz quartz
#

@turbid matrix Here to confirm that shader cache didn't do anything : I've built yesterday, I'm doing it again, and it's re-compiling every shader.

summer glacier
#

Damn

#

is HDRP adding an ocean/water system?

#

check the commit content

#

i was surprised since the branch name doesn't fit

turbid matrix
#

@summer glacier not the first time they try to fool us πŸ€”

#

I must admit that one was a good try

#

wonder if this is based on the past work on water system (that just never got merged) or something completely new

summer glacier
#

it's an addiction to be honest, haha

turbid matrix
#

if they really didn't want us seeing something, it wouldn't go to public github (which is why more secret stuff gets often only added right before merging)

summer glacier
#

water system in far cry

#

(although I don't know to what extent, it's probably just one of the many things they refer to)

turbid matrix
#

that was a lot simpler setup, no SG integration

summer glacier
#

interesting

#

the person working on the new water is anisunity, he did the volumetric clouds coming in 2021.2

#

and in the end they turned out pretty good, so I am looking forward to the water πŸ™‚

turbid matrix
#

he's one doing the commit for that, doesn't mean he did all the work (but could be)

summer glacier
#

True, but it seems like he'll be the one to work on it

turbid matrix
#

considering how much work Unity puts on that guy, I wouldn't be surprised though πŸ™‚

summer glacier
#

I wonder if it'll be extra performance focused like the volumetric clouds, I hope there's more quality possibilities, if someone wants more performance, they can tone down the settings. Although that means more work, perhaps

turbid matrix
#

they seem to be quite understaffed on this segment

summer glacier
#

Yeah they need more people working on graphical features

turbid matrix
#

he does most of the realtime raytracing work for HDRP side too, and bunch of other stuff

worldly minnow
#

Why do some people leave the plane for the transparency mask square and others cut the foliage? Isn't it better square because it's only one face?

summer glacier
#

I wonder if he is here in this discord

#

i don't think so

turbid matrix
#

he's here alright πŸ™‚

exotic tide
# worldly minnow Why do some people leave the plane for the transparency mask square and others c...

It's a trade-off. If you're concerned about fill rate, such as on mobile devices or in high densities of overlapping transparent polygons, it's probably going to be faster to spend a few extra verts to reduce the surface area, especially if there's a lot of dead space in your texture. However, if you happen to be vertex bound for some reason, maybe you'll want to optimize in the opposite direction

worldly minnow
#

That's interesting, thank you!

rotund mantle
#

does it really suck this much to write a custom lit shader with URP?

tough pulsar
#

why? I have enabled it in frame settings and my hdrp asset and still the same thing

rotund mantle
#

I was kinda hoping I could just write my code to generate the albedo and plug it into some function and move along...

tough pulsar
summer glacier
#

see what is green ticked under the monitor icon

#

then go to HDRP under quality, and click the equivalent asset to the ticked setting in quality

#

and activate it from there

#

Notice that you also need to activate it on each camera you want to render volumetric clouds, frame settings

tough pulsar
#

ahh there we go

#

thank you

#

ok so another question - maybe you will know how to fix this "leaking" light issue?

summer glacier
#

Shadows

#

need shadows to cover it up, lights without shadows will always leak

#

the light needs to have shadows, and the mesh needs to cast them

#

you can also try putting reflection probes

tough pulsar
#

Yeah but when I will come closer it disappers, I already have reflection probes

summer glacier
#

depending on your version, go to global volume and add a shadow override

#

increase distance

#

if it's not there, then it's in the HDRP asset

tough pulsar
#

oh yeah you are right, I forgot about that

tough pulsar
summer glacier
#

Weird

#

does it still happen when ambient light is off?

tough pulsar
#

where to turn this off?

summer glacier
#

in global volume

#

add visual env

#

and set it to none and ambient light to dynamic

tough pulsar
#

I have only ambient mode and changing it takes no effect

summer glacier
#

is there a light right above that cube/plane

#

or is it directional light

tough pulsar
#

directional

summer glacier
#

try increasing thickness, make it doublesided

#

the cubes

tough pulsar
#

it is double sided already ;v

summer glacier
#

maybe something within the reflection probe settings can fix it

#

since it only happens when you are far away

tough pulsar
#

okey I will try to find what is the issue, it is not such a big problem

cobalt idol
#

Hi, I've found a quite nasty bug in URP, not even sure how to begin reporting it or if I'm doing something daft. I am inserting some draw calls (nominally before shadow maps are rendered) which I use for rendering some metadata to a temporary render target. Anyway, the bug is this: it seems sometimes a race condition can occur where drawing can occur before parameters such as unity_OrthoParams are set. In my particular case, it causes a flickering artefact in editor as it draws consecutive frames sometimes with, and sometimes without these values set

#

I was able to fix it by bumping the call back to 'BeforeOpaques', which presumably gives a chance for these values to have been set by the time I then do the drawing

jade trail
#

You can fix that using contact shadows as well

#

But that won't fix objects at the edges of the screen

#

No cube behind

#

Cube behind

tough pulsar
tranquil isle
#

Hi!

in unity 2022 i do not find where to upgrade materials to URP!

it says Edit-rendering but there is no option there except generate shader

turbid matrix
#

from URP 13.1 changelog:

* Fixed the LensFlare flicker with TAA on SceneView (case 1356734).```
#

but... there's no built-in TAA for URP?

#

also... am I supposed to know what MAOS means? πŸ˜„

#

yes the tooltip did hint it's probably metallic, ao and smoothness, but tooltip also said it does emission as well, so why isn't it then MAOSE?

summer glacier
#

URP doesn't even have AA selection in scene view πŸ™‚

turbid matrix
#

yeah I suppose so

proud gulch
#

There still is no easy way of fully converting materials along with textures to HDRP, right?

desert wharf
#

Does anybody happen to know approximately when in the update loop the SRP Render function is called?

turbid matrix
#

@proud gulchthere's still the material conversion script that has pretty much always been there πŸ™‚

#

it can't convert shaders, so if you have custom shaders in project, it wouldn't know how to map the HDRP material so it only can convert stock built-in shaders materials to hdrp shaders materials

proud gulch
#

because it still doesn't create mask maps and etc.

turbid matrix
#

it does if you have those values setup in built-in renderer's standard shader

#

it has always done that btw

#

not sure about detail masks because I think that part worked differently in built-in but for metallic / smoothness maskmap, the conversion script definitely channelpacks a proper map for you

proud gulch
#

I've been doing the texture conversion through substance painter whole the time.. so if there is a built in function that does that.. I would save a lot of time

proud gulch
turbid matrix
#

The Built-in Shader to HDRP Shader conversion process combines the different Material maps of the Built-in Standard Shader into the separate RGBA channels of the mask map in the HDRP Lit Material.

#

@proud gulch ^

#

this has been one of the main reasons to use this conversion tool and it has worked for me for years, I don't remember it even being broken in past

proud gulch
#

and by the conversion tool.. you mean this?

turbid matrix
#

yes

proud gulch
#

I need to test it again then

celest rose
#

hello, I'm using the universal pipeline, and have recently been unable to build my project, the build immediately stops with these errors:

#

this is one example but this error pattern is repeated for all shader graph shaders

#

until recently building worked, so I must've changed something? any way to reset them to have the appropriate subshaders? thanks for any help

tough pulsar
#

why is this happening when I had baked lights?

#

and when I baked it ealier it took about 5 minutes not whole day and I didnt change any thing in scene

#

and why enlighten is not available ? (2021.2 beta)

lethal grail
#

I am getting these jagged edges on mesh in HDRP but not in SRP. How to solve it?

turbid matrix
#

only realtime gi

#

(these are two separate things)

tough pulsar
#

ah ok

forest chasm
#

Anyone know if I can get a forward render feature by name as opposed to index ?

tough pulsar
cinder root
#

I'm having issues with ray tracing and the project going slow for no apparent reason

#

even with the only light source off, the only camera off, the FPS is only around 160 on a i7700k + 2080ti with just a small ish sample scene

summer glacier
#

is the perf much better when raytracing is off?

#

when the camera/lights are disabled?

cinder root
#

I'm saying I suspect there is an issue when even without a camera and any lights things are not running as fast as I expected

#

with 1 light and 1 camera, I'm getting 45 fps

#

when I disable all the post processing stack (so disabling the settings for the ray tracing) it only makes 10fps difference

#

and that's most the global lighting. So it's almost like the ray tracing isn't even costing the performance

#

unless just being enabled as possible in the settings is part of the performance hit

#

it makes me wonder if there is something else in HDRP that's slowing it all down though

summer glacier
#

Check the profiler and you'll know

#

there's a good chance it's an Editor loop

#

so it wouldn't be there in a build

#

check CPU and GPU timings in profiler

cinder root
#

did a build and was the same

summer glacier
#

if you don't use profiler much

cinder root
#

hm I've done something but not sure what

summer glacier
#

profile it and save it, send it here

cinder root
#

it's now going 110

#

I was turning things on and off to see where a difference could be found

#

thought I restored it to how it was but hm...

#

maybe I got the DLSS running properly

#

I'll disable it again and see...

summer glacier
#

Doing things blindly can be a pain, you should look into the profiling window.
It'll save you so much pain and guessing, and it's extremely easy to use with good ui

cinder root
#

a ha. The change was with DLSS

#

must not have been working every other time I tried

summer glacier
#

nice

cinder root
#

I did look at profiler but couldn't make sense of it

#

right up the top thought the 'other' category was clearly the biggest hit

#

not even rendering

wild oasis
#

Other is usually the editor loop

#

Can't say for sure without seeing the details though

cinder root
#

yeah I did see it say editor loop

#

but didn't know what that meant

#

and as mentioned, was having about the same speed in a test build

wild oasis
cinder root
#

yeah I'm thoroughly confused

wild oasis
#

Well, we can't help you unless you share some of the profiling data/screenshot.

cinder root
#

how it was is gone now so I can only show how it is now

#

and the bit I'm confused at is I thought how it is now is how I've had it in the past but it's acting better

#

yeah profiler is nothing like before

#

the 'other' before was going above that 60fps line

#

is there a way to change the Dynamic Resolution setting Forced Screen Percentage while in runtime?

#

I want to be able to change that as a kind of quality/performance setting

summer glacier
cinder root
#

just found another way my scene run faster. Was because I used Mesh Combine Studio to combine draw calls

#

but it did nothing without enabling static batching

#

it would be good if it could change the screen percentage to hit an FPS target

summer glacier
#

but you have to code it yourself, the timings

#

gpu timings

cinder root
#

so you turn off forced and you can set min and max

#

and that's to set up some other kind of variable which is rated 0 to 100 percent?

#

so your min is 50 and so when this other thing is set to 0... it's returning value 50?

summer glacier
#

so you have to code it yourself, there's an example in dynamic res documentation

cinder root
#

ok thanks

#

though I use Playmaker

summer glacier
#

it's not ready out of the box, you have to do it yourself

cinder root
#

I can't code myself

#

maybe I can bug someone to do a script for me though.

summer glacier
#

Unfortunately you have to do it in code, maybe one day HDRP will provide it out of the box. That would be really nice.

cinder root
#

how much hassle would it be on someone if I ask em to do it?

#

it a big deal or just a quick script?

#

actually here is some weirdness again. So I set it on forced 10 just to see how much it can help. I know going from 50 to 100 is nearly the same fps coincidentally enough

#

but on 10, it's still the exact same 110 ish

summer glacier
#

I imagine it wouldn't be a big deal although i couldn't tell you since i haven't done it, the sample in the doc helps, you need to do the extra bit to change it based on your game's performance

cinder root
#

8ms render latency. Same as before

summer glacier
#

you're CPU bottlenecked

#

not GPU

cinder root
#

hm

#

from ray tracing?

#

or HDRP overhead?

summer glacier
#

like I said, all of this would be apparent if you used the profiler

#

I can't tell without seeing the profiler

#

maybe i'll make a tutorial for the profiler, it's a really powerful tool people need to use more often

cinder root
#

I don't know what part to show

summer glacier
#

Wait i will make a video guide for the profiler

#

long overdue anyways

cinder root
#

I don't understand how a CPU bottleneck happens with low usage:

summer glacier
#

usage means nothing

#

wait for my video, almost done

cinder root
#

ok thanks

wild oasis
wild oasis
# cinder root

Also, not much is clear from these screenshots. Change the profiler to hierarchy mode(where it says Timeline). And select a frame on the graph.

cinder root
summer glacier
#

watch it in full and you'll know everything

cinder root
#

I'll have a look

#

thanks but to open a whole different question

#

how do I stop that orange reflection from popping in too suddenly?

#

you see those two shots aren't far apart but the orange is suddenly visible.

#

thought I would find that there (Post processing) but maybe not?

cinder root
summer glacier
cinder root
#

yeah the ray traced does come under SSR, but I'm just not seeing anything about any kind of distance

#

don't know what the ray length means but doesn't seem to change anything in that regard

mellow condor
#

just don't use it. use a reflection probe

cinder root
#

the point being it's all RTX. My son got a card but there is barely any games to use with it. Also out of the games that have it, they only partially do it

#

So you are saying there is a hard coded setting on how far RTX reflections will show?

mellow condor
#

screen space reflections work a certain way

#

even raytraced ones

#

that make them not behave like true reflections

cinder root
#

my issue is they appear so visibly and suddenly

#

go from nothing to POP you see it appear like an orange light turn on

mellow condor
#

i know, that's exactly a consequence of the limitations of screen space reflections

#

in all game engines everywhere

#

screen space reflections are inferior to a reflection probe in terms of physical accuracy

cinder root
#

ok so nothing I can do?

mellow condor
#

you can use a reflection probe

cinder root
#

since I mean I can't combine an RTX reflection with a probe, or?

mellow condor
#

for that geoemtry you would use a planar reflection probe

#

RTX doesn't accelerate reflections, it accelerates screen space reflections

cinder root
#

yeah just trying to keep it true to being all RTX

#

but you are saying just turn it off?

mellow condor
#

okay, lemme ask you a question

cinder root
#

or have it suck

mellow condor
#

which is more physical

#

screen space reflections, or reflections

cinder root
#

I don't understand your question

#

ssr shows what is on the screen space

#

I suppose

#

and the baked or probed is everything

mellow condor
#

alright, i think a simple way to prove to yourself one of these limitations, is to place an object behind the camera and see if it appears reflected in a metallic material

cinder root
#

but won't do realtime well

mellow condor
#

have you tried a realtime probe?

#

another limitation is that screenspace reflections behave glitchy with surfaces along the edges of the screen

#

which is what you are seeing

cinder root
#

they kill performance pretty bad

mellow condor
#

you tried it?

cinder root
#

if you do it every frame

#

in the past of course

mellow condor
#

did you try it now

loud leaf
#

He's using ray traced reflections, not screen space reflections

mellow condor
#

in your current scene

cinder root
#

I mean if they are the answer then you wouldn't need rtx

#

you also can go into a probe

#

which breaks it

#

like I have a probe in middle of room, walk into it, suddenly whole room looks like me

mellow condor
#

that's why it's a check box inside screen space reflections

loud leaf
#

That's not how it works

cinder root
#

so needing heaps of costly real time plus the placement issue is why I don't like probes and I think is the whole point behind RTX

mellow condor
mellow condor
cinder root
#

it's not missing data based on being off the screen space

#

I know about that. It's not that

mellow condor
cinder root
#

I can show you an off camera object reflecting with rtx

mellow condor
#

there is a different issue with surfaces at that angle near the edges of the screen

cinder root
#

this is about an object saying 'I'm too far away, I won't project'

mellow condor
#

i googled "limitations of screen space reflections"

#

here is one example

#

"Due to this approach, reflections near the screen borders are problematic."

#

it's just nuanced

cinder root
#

no see that's talking about information off screen

#

not range

mellow condor
#

no he's not

#

he's talking about what you're seeing

cinder root
#

I'm seeing objects too far away don't project

mellow condor
#

i don't know what to tell you, you asked my opinion on a visual bug

cinder root
#

not edges of screen

#

it's in the middle of the screen

mellow condor
#

i know the object is in the center of the screen

#

but the surface that is reflecting it is not

#

and both matter

#

listen it's okay

#

try unbiased raytracing

#

you need the pathtracer

cinder root
mellow condor
#

you've been conflating raytracing with pathtracing

cinder root
#

orange wall too far

mellow condor
#

it's fine

cinder root
#

one touch forward

#

boom, orange

mellow condor
#

i'm telling you you are seeing a limitation of screenspace reflections

cinder root
#

it's so visible it's jarring

mellow condor
#

if you turn them off and use a reflection probe it will behave correctly

cinder root
#

so how do I fix performance of real time probe?

#

and fix walking into probe

mellow condor
#

in this scene

loud leaf
# mellow condor i'm telling you you are seeing a limitation of screenspace reflections

This has nothing to do with ray traced reflections. You could try playing with the min/max smoothness + fade start settings to see if it improves the situation, or try disabling LOD for the mesh that is popping up in the reflections. There have been some recent changes to the way LODs are handled by the acceleration structure manager that could behave differently in an older version.

cinder root
#

no but it wouldn't be just 1

#

it would be like 10

#

a probe can't see through objects

mellow condor
#

in this scene

cinder root
#

look at that

mellow condor
#

alright well

cinder root
#

would need at least 1 on either side that middle divide

mellow condor
#

i think this is a long journey πŸ™‚

#

you'll figure it out

cinder root
#

but not just 1 each, more like 6 each side

#

then I will walk into one

#

or, it will be too high or too low

#

and will give warped projections

#

then there is probe blending

#

I've tried to do all this stuff before, it sucks

#

but really I was just trying to do a legit RTX game

#

so don't get why there is a limit on distance

loud leaf
#

There is not (other than the maximum ray length), it is probably a LOD issue.

mellow condor
#

the experience of using unity HDRP being pretty complicated compared to say, Unreal, to achieve basic effects is common

#

maybe try opening the RTX sample in Unreal

#

it will be set up correctly

cinder root
#

look at this. There is a mirror in the middle of the hall at the end. It's got a black side on the left

#

it's cutting off the furthest part of the wall

#

I have a light there so it's not about being unlit

#

it's too far away so cut off from the reflection

mellow condor
#

who really knows

cinder root
#

ok LOD is a hint. So you think it may cut things off like this?

#

so I should dig through the HDRP setting for LOD?

mellow condor
#

sure

#

i think you should use unreal

cinder root
#

I'm invested in what I know about Unity. Don't want to start again.

#

also assets

#

tools like Playmaker, etc

#

not going to switch unless Unity stops existing

mellow condor
#

i can just tell you're an unreal user at heart

#

which is a good thing

#

it looks better

#

they have blueprints

#

great asset library

#

have you seen metahuman? it's amazing

#

everything in megascans

cinder root
#

yeah I know it's good, but I'm still stubborn about sticking to what I know. It's already hard enough continuing to learn more about things "I know"

keen pivot
#

i tried to use SSR a while back, wasnt RTX, but i had similar cut off issues

#

my scene is viewer from above and you can see everything, so actually a bad case for using SSR

#

but there was some distance setting i remember and i had to crank it up to 1000, i could see the hard line moving as i increased it

#

by the time i got what i wanted, it was a slide show

summer glacier
#

@mellow condor Pretty sure raytraced reflections aren't screen space

keen pivot
#

duh, course, sorry i wasnt thinking πŸ™‚

summer glacier
#

Wasn't meant to you, replying to doctor

#

Unreal is nice, especially nanite

#

but as an indie, unity HDRP is much better imo.

cinder root
summer glacier
#

Hence why unreal has next to no successful games with small teams (5 and under), unity has a ton.
Even HDRP has one, even though it's fairly fresh. Where unreal still has none that are a big success.

cinder root
summer glacier
#

Yes, Raytraced GI is inside Screen Space GI

#

but it's not screenspace

cinder root
#

yeah totally not screen space

#

it can show things off camera

summer glacier
#

It's simply a convenience.

cinder root
#

another example of my problem. This is actually looking into a mirror

#

the black is the cut off mostly

summer glacier
#

Try posting in the forums, HDRP forums

#

devs check it out regularly

cinder root
#

I back up a little and the yellow handle appears in the reflection

#

(because going back away from the mirror moves closer to the yellow handle)

mellow condor
mellow condor
cinder root
#

but what about it means you can't change the distance?

#

you said before no it's not just fixed, but clearly there is a distance set

mellow condor
#

i think you should try pathtracing

#

because it sounds like that's what you're looking for

#

raytraced reflections under screen space reflections do indeed use "off screen data"

summer glacier
#

raytracing uses off screen data, how is it screen space

cinder root
#

it's just to render?

mellow condor
#

because it is mechanically otherwise very similar to screen space reflections

#

and has other limitations

#

such as the one the user keeps seeing

summer glacier
#

Would it still be called screen space though if it's not screen space?

mellow condor
#

why do you think the ray tracing checkbox is under screen space reflections?

#

i don't erally wanna argue semantics

#

the substantive part of it is the technique, which happens to be called Screen Space Reflections

cinder root
#

just tried path tracing. Was full of noise, bad FPS, then the editor crashed

#

I think I seen that described before as just what you render for a screenshot with

mellow condor
#

i've been telling the user over and over again that the issue has to do with the location of the reflected surface and something else that's kind of subtle, that doesn't occur with reflection probes

cinder root
#

not playing a realtime game

mellow condor
#

if you want reflections, use reflection probes

#

that's what unreal does

#

people don't understand when they look at demos of RTX versus non-RTX that, also, the the comparison enables realtime probes

#

i am not the nvidia marketing department

cinder root
#

I know about realtime probes

#

I said what issues I have

#
  1. they can be blocked, 2) part of 1, they need to be positioned around like grids to not be blocked by the geometry, 3) when you have lots real time, that's a huge performance hit
mellow condor
#

you haven't tried the probe so

#

i don't know, why help out

#

you won't try things people say

cinder root
#

I haven't right now, but have in the past

summer glacier
#

I'm no graphic developer but although it may have similarities, i don't think it's screen space.
Same thing with screen-space GI, if it works with things off the screen, then it doesn't make sense calling it screen space. For example HDRP raytraced documentation states that raytraced reflections are a more accurate solution than screen-space reflections.

mellow condor
keen pivot
#

in other news, i was playing with HDR after watching a unity vid, and i thought you could just...enable it for awesomeness

summer glacier
#

convenience, UX design, you name it

mellow condor
#

πŸ˜‘

summer glacier
#

πŸ˜„

mellow condor
#

yeah i don't know, not really render pipelines talk anymore

summer glacier
#

This is the perfect time for a unity developer to show up and answer, i could be wrong but I need to be convicned πŸ˜›
where is kecho in these dire times πŸ˜„

mellow condor
summer glacier
#

Voodoo just use reflection probes

cinder root
#

to change settings in numerous pages

summer glacier
#

they can also work alongside screenspace reflections

cinder root
#

to do something I've extensively tried before

#

all while not telling me how to avoid the issues I clearly listed

#

how do you not clip into a probe?

cinder root
summer glacier
#

actually i remember it doesn't, limitation

#

i think

#

Pathtracing is really good btw but needs beastly hardware. It also doesn't have a denosier so you need a seriously high number of samples for a clean look. It's not meant to be realtime though.

#

just a source of truth and for animations, i suppose

keen pivot
#

but it didnt look right, not sure if this is hdrp specific or normal behavior

mellow condor
summer glacier
#

Not sure I'll be able to tell if it is or is not screenspace from looking at the code

mellow condor
#

ugh

#

don't even worry about it

summer glacier
#

Although, if you do, then I'll take your word for it

mellow condor
#

pretend it's named "Warblegarble"

summer glacier
#

lol

mellow condor
# cinder root

honestly i think the user probably just needs to set the mode to quality instead of performance in this page

keen pivot
#

trademarking that name....

mellow condor
#

the user should just switch to unreal

summer glacier
#

well that's a drastic suggestion lol

cinder root
#

that doesn't work

mellow condor
#

then ther'es nothing you can do

#

because that's the only substantive change that matters

cinder root
#

it's just so odd that someone set a distance that the reflections reach

mellow condor
#

there isn't

#

it's okay

cinder root
#

I guess I don't but you haven't said anything about why it's limited

#

it's collecting data from a distance one way or another

#

distance is 100% the factor here

#

not on screen or anything else

summer glacier
#

You really should post on the forums, HDRP section

cinder root
#

have

mellow condor
#

like i have

cinder root
#

that doesn't fix RTX though

#

I mean why have a feature that sucks to use

mellow condor
#

you don't understand what RTX is

cinder root
#

my god man

mellow condor
#

you're conflating raytracing with pathtracing

cinder root
#

why on earth would you say that

mellow condor
#

you're expecting pathtracing

#

you're getting "raytracing"

cinder root
#

so what I'm saying is people came up with the thing called 'ray tracing' to do reflections. But right now if you use it, then it has a jarring effect

mellow condor
#

i assume at this point you've tried all the settings

cinder root
#

and the only solution to that system is to not use it

mellow condor
#

i think maybe you should return the 2080 if you're dissatisfied with it πŸ™‚

cinder root
#

yeah tweaked so many things and none had any effect on this

#

well I make games for a hobby

#

so trying to just do an interesting project

#

but it was my son who just got a 3060ti and was disappointed

#

which spurred me to trying to do an all rtx project as something interesting and just so there is 1 thing he has (other than quake 2 rtx) which uses all, not just shadow, or just reflection, etc

#

also really another big hope for (future) RTX is ease of development. To not spend an hour or 10 per room optimising probe position, blending, quality, etc

#

to just have it work because it's on and that's it

#

which is what the global lighting can do...though it'

#

it's slow of course

summer glacier
#

I think reflection probes would work alongside Raytaced reflections, on last bounce set it to Reflection probes

#

or Ray miss

#

Although I understand it would be a pain setting that up

#

It might work well though, if ray miss is set to probes

dreamy fox
#

I saw someone posting stuff about HDR, I am working on HDR output as we speak πŸ™‚

summer glacier
#

@keen pivot

#

Reply from dev above,
How come you enabled HDR in HDRP when it's still not added? Is there a different option?

dreamy fox
#

The option is on every Unity project not a part of HDRP specifically, in theory the engine should do some auto magic, in practice it works fairly bad. Proper support is coming soon. The option shows up outside our control.

Also to be clear, we are talking about HDR output, the option on the camera is about HDR rendering in the pipeliene which must be on for HDRP to function.

keen pivot
#

yeah so its output i was talking about, i posted in the forum as i thought i'd got lost in the shuffle

dreamy fox
#

I can answer more on the forum if you want, but if you want to try I have a branch that is not definitive but can already get you a start.

keen pivot
#

weeeelll, now that you've told me it doesnt actually work yet...and that i'm a professor of logic and all, i'm going to assume that its never going to work on 2020.3 LTS which i'm currently kinda locked into

#

i'm not desperate for it, i just kinda though that since its a console game it might be expected that its supported.

#

that said, if me trying it out on a new build helps you out, i'm willing to do my part

#

i didnt realise it wasnt something everyone is using yet

dreamy fox
#

We are criminally late, but sadly COVID is a big culprit here. We haven't returned to office yet and up until recently I did not have an HDR screen to work with πŸ™‚

I think it is unlikely it will be backported to 2020, sorry about this.

Re: feedback, all feedback is incredibly appreciated and helpful, but don't want to waste other people's time πŸ™‚ If you are curious to give it a spin feel free to (https://github.com/Unity-Technologies/Graphics/tree/HDRP/hdr-device-support) but as I said there is no need.

In the branch once HDR is enabled in the player settings all the options appear in the tonemapping volume component. Also, there are some debugs useful to see the parts of the color gamut covered by your image in the debug menu under Lighting -> HDR.

GitHub

Unity Graphics - Including Scriptable Render Pipeline - GitHub - Unity-Technologies/Graphics at HDRP/hdr-device-support

#

Important to notice that with this change we are moving our color grading space to a different color space (a wider gamut one), even for LDR pipelines. However it is possible to go back to the legacy one with an option in the global settings asset (Color grading space)

keen pivot
#

havent had an HDR display myself very long

#

so this is HDRP 13

#

2022 alpha branch?

dreamy fox
#

I have been working on 22.1.0a9 but should likely work with any 22 alpha branch yes. Haven't checked just yet.

keen pivot
#

i'll give it a poke at the weekend just so see how it is, not sure how useful the feedback will be but we'll see πŸ™‚

#

thanks for the update

dreamy fox
#

No problem! Any feedback is good feedback!

lavish zealot
#

Any idea why my visual effect would show up when in playmode (on a Quest 2), but not when I build it to the device?

plain mural
plain mural
#

any idea why shadow filtering has so many artifacts in hdrp?

#

imo those are not really acceptable quality

queen jewel
#

Hey guys, I'm using a render texture to render out a pixelated version of the scene to my camera. I'm using SRP 2020.3, and I have my camera Clear Flags set to Solid Color with a black background. What is causing this glitching effect? Also, what is that effect called?

inner palm
#

surely im missing something right, does HDRP really have no way to allow for graphics settings in a menu of some sort

#

like the render pipeline assets cant be edited at runtime

#

ive scowered google and the only post i saw that had replies was from 2019, unity staff replied saying it was something they were looking at, and there were 2 posts from 2021 asking if this had been implemented yet

#

hmm looks like I need to find some other ways to allow players to change settings, from me scouring through the results for "hdrp" in this server

keen pivot
# dreamy fox No problem! Any feedback is good feedback!

i tried out the HDR output in the git branch. i cant really post a picture here as it doesnt come out like it looks on the display. but it looks as i'd have expected it to look, the bright lights are brighter, more intense, the image feels a bit more intense really.in all it just kinda works as expected. i chose ACES 1000nits, not sure at this point what to expect from that setting

#

it kinda points out that i have some scene lighting thats probably actually way too bright

#

i dont know how i'd tune a scnee to look correct in both, i guess you tune it to look right in HDR and SDR has to yield to some degree

summer glacier
dawn sorrel
#

Interesting how tesselation used to be fancy and modern but it seems it's not supported on consoles πŸ€”

#

Wonder how people do it then.

inner palm
#

janky workaround just added a script to all my volumes that adds overrides

fickle shuttle
#

Please help me, I can't set up the First person view in the URP normally, then it doesn't work, then my hands shine through, I don't know what to do anymore

summer glacier
#

reflections in template are baked

fickle shuttle
#

i'am cleared all baked data

#

problem not fixed

sinful locust
#

I see that HDRP added a compositor shader which allows camera stacking, but the documentation is also clear that this shouldn't be used in games due to performance. What is the correct way to render very distant objects (say planets, distant stars) in HDRP given this limitation. Clearly setting far clip to absurd distances isn't the answer.

chrome locust
# fickle shuttle

It looks like depth test is disabled on your hands. That's why you see the fingers going through. Check the material you are using. Ensure it's opaque

#

I don't know how urp works in that regard, but depth testing is off in your hands

fickle shuttle
#

absolutely any material as soon as I put a layer becomes like this, depth test - always

plain mural
tough pulsar
#

Ok I have very strange problem and this is the biggest mistery I have seen

#

Can somebody tell me what is the issue?

plain mural
#

how do i switch the active hdrp asset during runtime

dawn sorrel
sinful locust
# dawn sorrel Maybe you can render them in a custom render pass with a custom FOV?

I have been looking into what something like that would entail. Thinking CustomPassUtils.RenderFromCamera(ctx, viewCam, ctx.cameraColorBuffer, ctx.cameraDepthBuffer, ClearFlag.None, layerMask, overrideRenderState: depthTestOverride) might be the key, but not sure exactly how to present these objects. I am thinking ill need to scale their distance and size from camera by some factor and make sure they render behind near field objects.

dawn sorrel
#

@sinful locust I think there is a breakdown of space rendering by that wacky space dudes game dev team somewhere.

#

Kerbal Space.

sinful locust
#

they do it much differently. They are using standard render and as such can use the old multi-camera hacks.

#

With HDRP its not quite so straight forward πŸ™‚

dawn sorrel
#

Ehh. Surely you can do forward rendering into a separate render target and then blit it back somehow.