#archived-hdrp

1 messages ยท Page 78 of 1

sinful locust
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I think that is what the custom pass would do?

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I found that which seems to be similar to my problem. My scale is just quite a bit larger (unvierse is approx 2billion km end to end).

dawn sorrel
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Wew lad, you sure do pick your battles ๐Ÿ˜…

sinful locust
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Indeed, I have all of the other large world problems solved, I am sure ill figure this one out heh.

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I just hope I don't have to go too far down the rabbit hole like I did with my own ecs and math library to do it heh.

dawn sorrel
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๐Ÿ‘€ And here I am working on janky parkour movement for half a year.

sinful locust
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I can get them to render, but sadly only one one plane of the camara frustrm by doing funky business with the near/farclip heh (yes some of those are 2billion km away), stars scaled up in size to be visible

inner palm
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yeah I just slapped a script onto all my volumes with quality overrides

plain mural
inner palm
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yeah

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couldnโ€™t figure out how to make ambient occlusion optional

summer glacier
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In your active URP asset, enable depth texture and opaque texture, maybe that'll do it

inner parcel
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I do it using quality settings. maybe there is some other way for it aswell

keen glen
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is your material rendering both sides? Are the normals flipped?

fickle shuttle
fickle shuttle
fickle shuttle
keen glen
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yeah, just add a fresh camera and look at your hands with it in sceneview, does it render correctly?

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I still think its the model itself. Just throw a sphere on th eposition of the hands, is it rendered correctly, then your model is either flipped or you have to enable normal import or recalculate in the import settings to check

wild oracle
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Hey guys ๐Ÿ™‚ I'm playing with some procedural terrain and populated with some trees. However, I have some problems with my main camera. Trees directly under the camera (I use a top-down camera) in a circular area are not displayed unless i zoom in. Someone has an idea to fix this? I tried playing with the near plane, disable occlusion but nothing worked. When i rotate the trees in x/z axis, they will display so I think it has something to do with angles and culling

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when i zoom, the area changes a bit

outer carbon
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Looks like those trees are made of two intersecting quads? If they have no thickness to them, you won't see them from above.

wild oracle
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it's a prefab with a lod group. think on this level it's only a billboard

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is there a way to force unity to still render it?

outer carbon
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To render what? It is rendering them. But you're looking at the quads from directly above. They have no thickness.

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If you change the LOD so that it still renders the non-billboard at that distance, do they appear?

wild oracle
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thought some billboards should still be rendered, despite the relative angle to the camera is only 1 or 2 degrees, however it semms like they are not rendered at all. but you are completely right, when i don't use the billboards or tweak the lod distances, i can fix the problem. thank you very much ๐Ÿ™‚ saved me a lot of time ๐Ÿ˜„

turbid matrix
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is HDR400 supported by that? I know it's entry level, just only kind of HDR display I have on my dev rig atm ๐Ÿ™‚

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as a side note, I'd really wish Microsoft would make HDR work like on standalone TV's. it's a major PITA to use on current Win10

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can't enable it on demand

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meaning, one would need to burn their eyes out on regular desktop work all the time if one kept it enabled...

dreamy fox
turbid matrix
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neutral is still the hable based setup, right?

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I still wonder why it doesn't quite work as nicely on Unity like it does for video content on players that do have that option

dreamy fox
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Custom and External currently not being supported on HDR Output (will fallback on Neutral). Not sure I can squeeze some support in for the imminent release given that those are tonemappers really meant for LDR content and I need to come up with something new that resembles vaguely the same shape and it is equally parametrizable.

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Apologies, was wrong, Neutral is indeed Hable for LDR

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But not for HDR

turbid matrix
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ah ok, I know the old one was hable based, just wondered if the HDR one will be too

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if you call both "neutral", it might be tad confusing

dreamy fox
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Neutral here implies simply that does not shift tonality like ACES does

turbid matrix
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I'll see if I can give the branch a go next week, will be busy for a while on other things ๐Ÿ™‚ I do love seeing this functionality getting some love finally

dreamy fox
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We are criminally late ๐Ÿ™‚ But as I said above, COVID made this very complex

turbid matrix
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yeah not pointing any fingers here ๐Ÿ˜„

dreamy fox
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I am! Self pointing ๐Ÿ˜„

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One other thing I need to point out (and will be in docs when we release) is that we changed the default color grading space for non-ACES setups to accommodate wide color gamut, this means that either you can switch back to legacy but not benefit for a wide range of colors that UHD offers, or have to re-tweak the grading setups again

turbid matrix
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I do wonder about this, you'd think it would have benefits for LDR, has there been notable change in the end result or is it resulting image in somewhat similar grading still?

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ah, you just pointed this same thing

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I ask mainly because I never got the results from old neutral option I wanted to, and I'm not huge fan of ACES

dreamy fox
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It is somewhat similar but not identical for LDR, in LDR advantages are almost non existent (if not that now the grading space is a film industry standard). For HDR is quite a big advantage since it is the only way to go wide color gamut (the rendering is still in sRGB color gamut, so only grading can let you expand)

turbid matrix
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in past I did some testing with the neutral tonemapper on HDRP to see what was the deal with the different magic values on Hable really did.. I derived why Unity tweaked some of the values from the original papers... but even if I got the math closer to the original, end result was practically identical ๐Ÿ™‚

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does the branch rely on some changes on 2022.1 API? I can see the branch itself is v13 based, just wondering if it's something we could manually backport to 2021.2 if needed (I assume Unity will not backport any new features to 2021.2 anymore)

last blade
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hi, im using URP, is it possible to have a camera render to both the screen and also a render texture at the same time? it seems like a waste to have to use two cameras

wild oasis
dreamy fox
turbid matrix
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@dreamy fox yeah I tried it briefly on 2021.2, at least it didnt miss any API and new options showed up. Didnt do further testing yet

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I wouldnt know if there were some c++ side changes to make it work proper though

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@last blade you can put renderer feature after URP camera pass you want your RT for and just copy the color buffer to RT there

river lodge
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Hello! I need help! I'm trying to create a GraphicsFence in my CustomRenderPassFeature. I want to wait for the Compute Shader processing ends.

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

            cmd.SetComputeBufferCounterValue( Grass.Instance._indices, 0 );

            cmd.DispatchCompute( _collector, _collectorKernel, Mathf.CeilToInt( _population / 64f ), 1, 1);

            GraphicsFence graphicsFence     cmd.CreateGraphicsFence( GraphicsFenceType.AsyncQueueSynchronisation, SynchronisationStageFlags.AllGPUOperations );
            cmd.WaitOnAsyncGraphicsFence( graphicsFence);

            context.ExecuteCommandBuffer( cmd );
            CommandBufferPool.Release( cmd );
        }
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This is how I trying to do this

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But, unfortunately there is a flickering on android device

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So, my guess is that the rendering sometimes starts BEFORE the compute shader ends its work

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So it looks like graphicsFence is not working

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What am I doing wrong?

turbid matrix
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So... if other people try that HDR branch for HDRP: In case you don't get HDR in editor, make sure you run editor in DX12 mode. HDR + DX11 is apparently broken in editor atm ๐Ÿ™‚ (both DX11 + DX12 with HDR device output works in the actual build)

sterile mesa
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Ty, I was hoping there was something easier. Like a brightness control.

keen glen
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Isnt that what emission is for? You can also alter the specularity to get more light reflected

turbid matrix
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it's not quite the same, emissive objects light the objects even without external light source

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but yeah, like mentioned on my earlier response, one could still use that if it fits the art in use

keen glen
keen pivot
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if i use dynamic resolution scaling, and scale down, the shadow map seems to not scale, which can't be considered an acceptable side-effect, is there something else i need to do to ensure the shadow map matches?

dreamy fox
keen pivot
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on each light?

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doesnt that not just change the detail level though?

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i can see the shapes in the shadows getting larger as we're zoomed in on the texture when we scale

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they are not cached

dreamy fox
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Oh I misunderstood the question, the projected shadows look different? That should definitively not be happening. Do you have a small video to show?

keen pivot
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i can oblige, bear with me

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i could be mistaken but it looks very much like the shadow map isnt scaling and so we're 'zooming in'

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hmm, only seems to affect directional light

keen pivot
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okay, so maybe its not the shadows

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some post process, AO maybe

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nope, its the glass

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its the refraction

dreamy fox
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I think we just recently fixed a bug related to this, what HDRP version are you on?

keen pivot
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10.6

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i see 10.7 is available. problem persists in that too

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i actually noticed it on the back of another issue with scaling, which i've submitted a bug report for, maybe it'll get picked up

dreamy fox
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I think the bug fixes I am thinking about might have not been backported back to 10.x . I can check tomorrow.

sterile mesa
sinful locust
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I am trying to render solar system scale stellar objects using HDRP 12/13, with objects as large as 1e09 in the most extreme case and where the entire universe extent is 2e15 meters. I am playing with custom pass and multiple cameras in order to try and achieve the desired scaling effect as a player moves through the universe and this has been challenging to say the least =). Anyone know what the max reasonable difference should be between nearclip and farclip, or any other recommendations on how best to achieve this. Other games like elite dangerous, star citizen, space engineers and KSP have achieved proper realtime scaling, at least in the case of KSP they used standard render pipeline and 3-4 cameras, but I understand that is not really viable with HDRP due to the extreme overhead of using the compositor.

turbid matrix
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or have totally missed it. everyone has physically based rendering and having some objects break the laws of physics like that isn't the goal

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I suppose one way to do something like this is to have a stencil mask for the objects you want to appear brighter and do the effect in post processing using that stencil mask

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I'd still imagine just using light layers and higher intensity light for the objects you want to appear brighter would be easiest way to achieve this

hearty peak
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basically if you want to do astro-scale you have to move the world around the player instead of the player around the world...

sinful locust
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Although this is a bummer to say the least. I guess this is the one area where URP would make my life easier.

hearty peak
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you could also not do visual scale, only use time scale... at astro distances everything is < 1 px in size

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i.e. make stuff much bigger in size, keep distances the same, but make the world move slower to compensate

sinful locust
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Ya, even with my current solution of scaling the visual star distances and size down by 0.0000001 has issues where smaller and more distance stars drop below the pixel threshold.

hearty peak
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probably best to render distant objects not in 3d but as projection on a skybox

sinful locust
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I suppose the other possible solution would be to simply have an alternate rendering method for any object that would otherwise be to small to see, and instead just fudge the size to keep it visible.

sinful locust
sinful locust
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this is where I am at at the moment. Although I have those stars now fixed in place and they move properly as I fly at relativistic speeds.

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but obviously the stars do not scale their size properly

hearty peak
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well, no reason to do that at real-scale

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realscape only is convenient if you want to transition from human to astro scale

sinful locust
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well, I do want to have proper scaling effects as u warp into a system

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so it will be tricky

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or as you approach a planet.

hearty peak
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you can fake that

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you are only ever close to one planet

sinful locust
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or star, ya

hearty peak
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so doesn't matter how big it is

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the rest will still be tiny

sinful locust
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Thoughts on if I should take this approach vs take the easy path and go URP? I really want some of the HDRP features... ๐Ÿ™‚

hearty peak
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so... if you get close to something, just rescale the whole sourrounding world to make it work

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much easier to do in URP/Standard with layered cameras... the whole multiscale thing gets "trivial"

sinful locust
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I assume layered cameras still come at a significant performance cost tho?

hearty peak
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no

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they have some overhead for composing them (which happens 100 times per frame anyway), but essentially each camera only renders parts of the scene

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if you set it up right

sinful locust
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Hmmm, sigh I really don't want to move away from HDRP heh.

hearty peak
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what do you need so desperately in HDRP?

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HDRP and URP are just preconfigured pipelines... you can add anything you imagine to any pipeline if you want... if you build it yourself

sinful locust
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The lighting, fog, and camera relative rendering are not something I need desperately, but they are definitely nice to have.

hearty peak
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you need deferred lighting?

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in space?

sinful locust
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Need? no, its also not just space.

hearty peak
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ah.. ok

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you can do your own volumetric fog... might even be better to have a custom solution

sinful locust
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Ya, you are of course correct. I was just hoping not to spend a bunch of time on such things as I have a ton of gameplay elements and other problems to solve =). But if I am going to be doing a bunch of nonsense to constantly scale the world then that might be a bigger time sink.

sterile mesa
eternal laurel
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Im confused on the absorb part. If a mesh absorbs more ligjt it would be darker since we only see things due to the light they reflect

turbid matrix
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well, we know what Jim means here altho it's technically wrong term for that

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@sterile mesa I'm bit confused though why you assume it should be a feature, what is the intended use case for this?

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I ask because I can't think of any good use for that kind of behavior myself

balmy nebula
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HI I've been trying to convert my project materials from built-in to HDRP and the HDRP Wizard does literally nothing

turbid matrix
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@balmy nebula All 3rd party/custom shaders?

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Oh wait. HDRP Wizard is not a conversion tool

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There is a separate material conversion script

sharp lynx
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Can someone help me to make my URP graphics look better

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?

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DM me if yes

wild wyvern
# sharp lynx Can someone help me to make my URP graphics look better

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turbid matrix
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first time I check these HDRP runtime tests ๐Ÿ˜„

summer glacier
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I remember one scene was one huge plane with thousands of real time lights

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the plane shaped up as a curve, gradually going up, along with the lights

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It was a light perf test I believe

scarlet hull
turbid matrix
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I've looked around HDRP_Tests a lot in past as it's more practical for checking some specific feat, never just looked inside runtime test one before ๐Ÿ™‚

obtuse cave
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Out of the blue(?) I got this from a hdrp project working with vfx graph. Any ideas??
[Worker0] Metal: Vertex shader missing buffer binding at index 3

turbid matrix
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Virtual Texturing test scene is fancy too

turbid matrix
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I've seen similar looking error messages spammed out of nowhere on those

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(not related to vfx graph)

obtuse cave
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this was on 2020.3.19f1

turbid matrix
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ah, it's not that then

obtuse cave
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Oh. Sorry, That's what I'm attemting to revert to now. The "broken" project is a beta. 2021.2.0b2

turbid matrix
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since 2020.3 doesn't have HDRP in Unity core yet, it's always possible you have to update the packages to latest for everything to play ball (in case you are on older HDRP minor version)

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if it's 2021.2b, I'd just ignore the error for the time being

obtuse cave
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I'd love to ignore it, but the vfx graph im working on doesn't play now.

turbid matrix
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ah, you get that on play?

obtuse cave
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no. In edit mode. But no preview of vfx graph. doesnt play in play either.

turbid matrix
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and you are sure it's what is halting it? it's just, that looks a lot like the error I get all the time on that beta even without vfx graph

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it's coming even on empty templates if I remember right

obtuse cave
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Gimme a sec I'll open it again.

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So, heres the stack of errors. I imported the vfx graph and some assets as a unitypackage i had saved as a backup into a fresh version of keijiros rcam2 project opened in 2021.2.0b2

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I can clear the error and warnings, but for some reason the vfx is no longer emitting any particles or showing any signs of "running"

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If I open the graph I get
[Worker0] Metal: Vertex shader missing buffer binding at index 4 (attributeBuffer / Hidden/VFX/LogoTest2/System/Output Particle Quad)

turbid matrix
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ah, it's possible the graph is now corrupt

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if it doesn't do that on new vfx graphs, you could always see if you could redo the graph again

obtuse cave
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Yeah. Rebuilt it from scratch. Guess thats what working in beta is albout ..

sterile mesa
wild oasis
sterile mesa
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Video games aren't always supposed to be "Realistic", but whatever. It's not in the game despite it being easy to code.

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You answered my question, Unity is unable to make a single mesh brighter due to getting a powerup or something, thanks.

wild oasis
sterile mesa
turbid matrix
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afaik dynamic objects with emissive doesn't light other objects, unless you happen to use DXR GI

sterile mesa
turbid matrix
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if you bake lights and you have emissive on static objects, then emissive will cast to other objects as well

sterile mesa
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Also good to know

sinful locust
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So what are the main features URP are missing that HDRP has at this point, ray tracing not with standing as of 2021.2b. Fog, light falloff, limited number of lights per scene? Anything else major?

turbid matrix
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@sinful locust both have same light falloff, only built-in has different falloff for dynamic lights

sinful locust
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this is what I was seeing on the URP planned feature list

turbid matrix
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out of the box, urp doesn't support planar reflections, volumetric fog, raytracing or virtual texturing where hdrp has all those

sinful locust
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also noticed HDRP supports some material types like iridescence, which seem to be lacking in URP?

turbid matrix
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also hdrp has AMD FSR and Nvidia DLSS

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and TAA of course + upscaled TAA

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yeah URP doesn't have iridescence out of the box

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could do custom shader for it though

sinful locust
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is custom pass a HDRP specific feature?

turbid matrix
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yes

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but URP has renderer features

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basically both let you render extra passes at injection points provided by Unity

sinful locust
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I see URP added deferred rendering

turbid matrix
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and urp has camera stacking that can be used in games

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hdrp's compositor isn't suitable for that

sinful locust
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ya camera stacking is the main thing that is somewhat forcing my switch.

sinful locust
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hard to do space scale games with HDRP if the compositor isn't suitable.

turbid matrix
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I'd still fake it on both URP and HDRP

sinful locust
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ya i am, but even still I need more view flexability in my near field than I can safely get with HDRP

turbid matrix
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isn't it the far field that's normally the issue?

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like, distant planets etc

sinful locust
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It depends. I really have 3 fields I want to support

turbid matrix
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you can still spoof that stuff with a little math, just scale and render objects near the far field

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move things relative to scale etc

sinful locust
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understood, but my goals limit my options somewhat.

turbid matrix
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if one is adventurous enough, could go explore other game engines too

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Unreal Engine 5 supports double precision game world out of the box

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pretty sure Unigine does that too

sinful locust
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I already have that working in unity. Render is really my only issue at this point.

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Camera stacking will work fine for my needs.

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I have my own double precisions math libraries and ECS/update system backed by bursted jobs. Scaling/performance isn't an issue.

turbid matrix
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ah

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well, new Unity Math lib actually does doubles too and burst can accelerate it

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especially if you allow AVX, it can do double math four wide

sinful locust
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ya, I ended up taking SharpDX and converting it to doubles, as it gives me more what I am used too

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I am getting just as good performance with it as unity's math libs

turbid matrix
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all good if it works ๐Ÿ™‚

sinful locust
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ya this part is working well. I can have 100,000 pool objects and origin shift in/out 10k medium poly roids per second with 120fps (movement 50,000 meters per second), so its fine ๐Ÿ™‚

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Really the only performance bottleneck I have is it can get fairly expensive for the render to update bounding volumes on a bunch of entities after origin shifts, but anything less than say 100k keep fps for that frame above 60fps.

turbid matrix
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@sinful locust are you using Unity's hybrid renderer?

sinful locust
turbid matrix
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ah ok, just checking

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dots hybrid rendering is bit problematic still

sinful locust
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DOTs didnt seem far enough along to commit to it

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and once I started testing gameobject bottlenecks I realized the biggest problems were the instantiation and awake/update methods, so I removed those and pooled everything based on a prefab cloning facility I made.

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Sure struct based entities are definitely faster, no question. But what I am using is plenty fast enough for my purposes.

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have my own double precision transforms, which are updated via bursted jobs. The world positions are transformed into render space and/or physics spaces depending on need.

summer glacier
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wasn't it dropped?

turbid matrix
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@summer glacier no?

sinful locust
turbid matrix
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they promote large scale world support still

sinful locust
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looks like they are legit doing it, its not ready yet

turbid matrix
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and their current math lib is templated so that their vectors can use either single or double precision floats

summer glacier
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nice

turbid matrix
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pretty sure it's using doubles by default now

sinful locust
turbid matrix
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(and that you can't opt out if you don't need it)

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huh

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can't really tell from own experience since I've only tested some tech demo on UE5, didn't do deep dive into it ๐Ÿ™‚

sinful locust
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I suspect its the rendering/physics stuff that still has some pending changes

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if unreal embraced c# I would likely have picked it.

turbid matrix
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their c++ isn't all that bad, some people hate the macros but it's not the biggest hurdle you'll get when using that engine

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but this is getting bit off topic for this channel now ๐Ÿ™‚

summer glacier
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I don't know about that, i think it is along with these APIs

sinful locust
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One strange issue I am seeing having switch from HDRP is URP, is my scene does not seem to be respecting my skybox and lighting settings. Things look fine prior to hitting play, both in game and Scene view. But as soon as hit play I get different lighting and a grey fog, that I don't have set anywhere. I also noticed that if I don't add my skybox to the camera then I just get the grey fog for a skybox as well... if add a skybox to the camera I see the skybox, but still get this strange fog/lighting that isn't what I have set.

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pre play / post play

turbid matrix
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you sure you don't have fog enabled in the lighting settings?

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it doesn't use volume workflow on URP

sinful locust
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pretty sure

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after conversion I deleted my old volumes

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its almost like its using a different lighting profile, but I cannot find a separate one anywhere and its clear its using the main one pre-play, because it changes when I change settings.

short orchid
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is there a way in HDRP to stop unity from automatically adjusting the lighting/exposure when i zoom in and out? I know its meant to be "realistic" but i want more control over it

short orchid
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i don't have exposure on the volume, is it on a different setting?

turbid matrix
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there's a default setting for it on hdrp global volume

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you shouldn't turn it fully off, just set it to fixed (if you still want to keep realistic lighting values with HDRP)

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so basically you either adjust the global volume or just make an override for the default on your scene's volume

short orchid
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overriding it worked, thanks

inner parcel
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yes I should have explained more. exposure is needed always for hdrp(for good results). people are always annoyed by exposure because that's not there in urp and that's not enabled by default in default rp.
But most games use that. In a subtle and tuned way ofc. I can't get things done w/o exposure nowadays

summer glacier
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doubtful it matters, but vote! ๐Ÿ˜„

turbid matrix
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it doesn't

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it's one of the main reasons they added movecs in the first place

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TAA + better motion blur

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nice that they've put it into roadmap though ๐Ÿ™‚

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TAA is also one of the things they are still missing from URP that BiRP can do ๐Ÿ™‚

gusty verge
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Does anyone know a good tutorial for volumetric light/fog for URP?

sinful locust
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Phantoms = SceneManager.CreateScene("Phantoms", new CreateSceneParameters(LocalPhysicsMode.None));
SceneManager.SetActiveScene(Phantoms);```
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When doing the above in URP, how do u copy the lighting from previous scene to new active scene?

turbid matrix
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@sinful locust is that RP specific in some way?

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also you talk about extra scene for lights etc or baked lights?

indigo jay
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Hey guys i got this error do you know the fix by any chance ?
com.unity.render-pipelines.universal: Package [com.unity.render-pipelines.universal@11.0.0] cannot be found

A re-import of the project may be required to fix the issue or a manual modification of C:/Users/jaspe/Desktop/unityGames/game with sethio/Sandbox Survival Game/Packages/manifest.json file.

turbid matrix
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@indigo jay what Unity version are you using?

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URP 11 is for 2021.1. If you are trying to run this on 2020.3 etc, it will not find that package

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also in general, downgrading Unity projects isn't officially supported

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for example there could be some things on scripts that Unity automatically changes to newer API's which you can't automatically reverse unless you have these changes in version control

#

the fix for that specific error is to open that manifest.json file and change the version number from com.unity.render-pipelines.universal to version supported by the Unity version you use. For 2020.3 you could try "10.7.0"

#

but this again depends on the engine version you are using

glad acorn
#

anyone know how I might be able to replicate/fake translucent materials for VFX particles in URP, like you can do in HDRP?

#

basically what I want is to have quad billboarded particles be lit from one side, but the result is it's lit from both sides

#

im using unity 2021.2.b014, got access to the Lit output node for vfx, but without translucent materials, it's only able to be lit from the side that has direct contact with a light source

wild wyvern
# gusty verge Does anyone know a good tutorial for volumetric light/fog for URP?

This is an overview of a shader that creates a volumetric fog effect.

You can download the files for free (or donate) from:
https://aetuts.itch.io/volumetric-fog-unity-lwrpurp-shader-graph
Note: make sure to enable opaque and depth textures in URP settings

Resources:
Sebastian's clouds video: https://www.youtube.com/watch?v=4QOcCGI6xOU
C# Simp...

โ–ถ Play video
solar ferry
#

I have a dumb question and would really appreciate it if anyone could enlighten me about what I am missing.
Following a YT tutorial and imported the Universal Render Pipeline, created a plane and assigned a water material to it.

In the video it looks like its supposed to, but for me the shader makes it all pink.

#

If I import URP should it not be default? Is there some setting I need to edit?

full heron
#

Unsure where to ask this. I'm getting serious shadow artefacts on terrain when using URP. Dont really know if its fixable or a known issue. But it looks like this:

#

Its sliiiiightly better when running 2021.1 with latest URP compared to 2020 LTS

#

Increasing the shadow texture size reduces the issue somewhat, but its still clearly visible.

#

It looks like a gradient that is repeated, as if the UV's are all wrong.

solar ferry
#

OK so it seems my render pipeline in graphic settings is not set, but I can not find any asset in the project to assign to it. What asset does it require? Should this not be imported when the package is installed?

full heron
#

@solar ferry its not automatic. You can create your own render pipeline asset and then refer to it in the project settings.

solar ferry
#

oh ok, thanks!

#

works now :)

dawn sorrel
#

does someone know why camera overlay always render transparent materials on top?

full heron
#

Another angle with a textured terrain, where the shadow issue is super clear...

dawn sorrel
#

@full heron looks like you need to play with normal and depth bias in your light or pipeline settings.

full heron
#

Tried both. The banding effect just moves, still looks the same though :(

sinful locust
# turbid matrix also you talk about extra scene for lights etc or baked lights?

It seems so. In my project all rendering related objects go into the "Phantom" scene, which is also my active scene. physics related entites go into their own scenes depending on what "spatial sector" they occupy. My issue is fixed if I just leave all of my render objects in the initial scene. Seems like there should be a simple way to copy/assign lighting settings to a new scene that is created in runtime.

bold snow
#

hi, i'm new to game engine software like unity. i am having trouble finding a workflow for rendering out image sequence of an animation like how you would do with something like blender or ae. what would be the best way to render/export an animation. thanks

sinful locust
#

ok... success

turbid matrix
#

there's going to be SG fullscreen pass for built-in target too

#

will be nice when this gets merged as can do so many trivial PP effects on SG then

#

there's now implementations for all three, built-in, URP and HDRP on that branch

#

curious if that's going to work in VR + SPI too, might give it a go later

carmine orbit
#

Question. I'm bringing in a project made in another unity and bringing back/fourth (all are linear, URP) but now my shaders seem broken? My exposed parameters I made via shader graph don't show when I assign a shader to a new material? Any ideas?

sinful locust
#

Is there a way to get a scene camera to use a stacked camera for rendering, my scene view is not showing objects at distances that only overlay cameras can see.

inner parcel
sinful locust
#

I am using URP

summer glacier
#

๐Ÿ˜„

sinful locust
#

anyone know if the new URP forward+ render will support camera stacking, deferred does not.

rugged raven
#

Alright I'm losing my mind. I'm trying to replicate the effect that the Pixel Perfect Camera (Upscale Render Texture) feature should give me. I've used this video and project https://www.youtube.com/watch?v=2qeNu2QApAM

In this video, we are going to demonstrate how you can use the Universal Render Pipelines 2D Renderer and 2D Lights to create Pixel Perfect Lights and Particles.

Download the assets from this project here!
https://on.unity.com/3mVQptT

Learn more about the Universal Render Pipeline here!
https://on.unity.com/33boIFD

Read more about our 2D Ligh...

โ–ถ Play video
#

I've even copied over the material and prefab used in the project, as well as copying over qand using the same Graphic settings (Scriptible render pipeline settings)

#

So does anyone have a clue of what I'm doing wrong? I'm quite new to unity but I feel like it should be near-identical setups, I just can't find where the issue would be

summer glacier
sinful locust
#

correct

summer glacier
#

huh, didn't know that. Do they mention if it's planned for deferred anywhere?

sinful locust
#

However, the forward+ render looks like it should be good enough in most cases

rugged raven
#

Not sure what that means for my projects in general, but now it works at least ๐Ÿ˜…

feral robin
#

i upgraded to URP and everything turned into pink

#

what should i do

#

did i kill my project?

#

how do i fix it?

rustic pagoda
#

you should add urp materials to your objects, there is an automated command for that. Normal materials won't work. Please take a look at this tutorial: https://www.youtube.com/watch?v=6KM16tivA4Y

In this Unity game development tutorial we're going to look at how we can convert an existing project, using the built-in render pipeline, over to the newer Universal Render Pipeline.

URP is a Scriptable Render Pipeline that lets you create optimized graphics across a wide range of platforms.

It also allows us to create shaders and effects vi...

โ–ถ Play video
turbid matrix
#

that branch is based on the RTHandles branch/PR btw

turbid matrix
#

I only say this because it took really long time for other major URP feats to get released

sinful locust
#

understood, they do say its actively being developed now.. but who knows lol

#

btw whats the story with Ethereal ?

#

is it worth buying? I saw u have been looking at it

turbid matrix
#

early forward+ work has been merged already for a long time in URP, it's just not fully functional yet

#

also haven't noticed much movement on github regarding that but haven't actively looked for it either

#

@sinful locust I'd be cautious on that one, if you go that route, expect all code and docs to be all over the place

#

just looking at the store pages from that publisher should give you an idea how it's going to be organized

sinful locust
#

ya, I did notice that.

#

There doesn't seem to be many volumetric fog options for URP that look solid.

turbid matrix
#

I have some assets from the dev and I don't think I'll ever use those as it's impossible to decipher what's going on there in any reasonable amount of time

#

that's true, kinda pity that Aura 3 is taking so long

sinful locust
#

What I really want is something that would look good as a space nebula fog =). Sadly I am likely going to have write it myself, which means I have to first write a ray marcher...

turbid matrix
#

you could utilize vfx graph for something like that, do it on gpu particles

sinful locust
#

hmm I was wondering about that, but most of what I have seen still looks like particles and not really clouds ๐Ÿ™‚

#

What I really want is something like this, which appears to have been made in unity and is in real time.. which is amazing

turbid matrix
#

that's cool ๐Ÿ™‚

#

would need a custom solution for that, unless you can repurpose some volumetric cloud rendering for it

sinful locust
#

ya, i'll likely just do a quick hack job to give some atmosphere and come back to this later, I have plenty of other problems to solve

turbid matrix
#

re: FSR, I feel like it's partly AMD's marketing fail (or success, how you want to view it) that none of the articles about the tech actually point out that in comparison to DLSS it's only doing upscaling and not AA like DLSS does.

#

using FSR without any extra antialiasing will just look horrible

#

also having to couple it with AA solution that isn't originally designed to work with FSR sounds problematic by design, surely there has to be some AA solutions that work the best with it

#

when it's neglected, it does bring questions because devs have to figure this one out by trial and error

orchid geyser
#

i cant seem to find "Unlit Master" in unlit shader graph

#

also i am new to graphs

turbid matrix
#

@orchid geyser

#

I'm guessing you are following some old tutorial?

#

shader graph setup has changed since, currently you just set the master node settings on graph settings instead of setting them from master node

serene zephyr
#

I'm trying to use a dissolve shader but "DrawAdditionalFoldouts" has disappeared from BaseShaderGUI. I can't find anything about it in the changelog

full steeple
#

soo i swapped from URP to HDRP and now i get loads of errors when i try to add 'bloom' to my box volume for example

#

i can almost do nothing with vfx without getting an error

turbid matrix
#

not a lot to config on URP FSR

#

that being said, I don't even remember if HDRP version had any extra sliders

#

would love to have some control over sharpening, it kinda overdoes it the lower the resolution goes

#

but this also boils down to used AA solution I suppose, currently testing with SMAA which doesn't quite remove all jaggies... and URP TAA I currently use for testing breaks on 2022.1 again so can't test this with TAA yet

#

I hope the official URP TAA isn't that far out

summer glacier
#

I made a post a while ago asking them to expose some parameters with FSR

#

it's kind of expected :/

turbid matrix
#

I haven't looked at the algo itself, like if there's some parameters on the shader files that are hardcoded atm

#

btw, about the oversharpening on URP... I'm pretty sure that could be nicely countered by TAA as it tends to soften the image

#

I didn't even check how they did this, like, did they already include optimizations from this https://atyuwen.github.io/posts/optimizing-fsr/

#

(they would make a ton of sense for URP so it could be used better for mobile)

latent trail
#

I'm finding basically 0 difference when rendering my camera to a low res render target vs a full screen res render target.
However, if I force the game resolution low I can clearly see the performance change in the profiler.

Do the target textures of a Camera not affect the rendered resolution like I was expecting?

#

doing some googling and this seems like a bug?

sinful locust
#

when using camera stacking and different near/far clip distances is there any tricks to eliminate the overlap points for the camera. I see thin spherical lines on large objects where they meet.

turbid matrix
#

@sinful locustI don't think people typically have stacked cameras objects overlapping, why do you need that?

#

like, the typical reason to do the stacking is to just have something rendered either right in front of you (player char hands, weapon etc held object) or really far away (distant planets), it's not typical to have these exist on two cameras at once

sinful locust
#

camera 0 - 0.3 - 500, camera1, 500 - 500,000, camera2 500,000 - 500,000,000

#

for example

turbid matrix
#

but why?

sinful locust
#

view distance.

turbid matrix
#

I mean, why would you need to have camera 1 and camera 2 overlap at the transition point

sinful locust
#

Not sure what you mean, where one camera ends the other has to begin no? Otherwise there will be a gap for any object at that transition.

turbid matrix
#

you are faking things anyway if you do this, it doesn't have to coexist on two cameras at the same time

#

or well, if you want the smooth transition, then you need overlap (like both camera0 and 1 existing in 450-500 range), not straight split

#

like, have thing exist for a while on both cameras ranges, just render it on one at the time and then swap it at given point, or fade in and out / whatever works for you

#

bit like smooth transition on lods work

sinful locust
#

Well this is a space game. I have stellar objects that can be huge, say 1,000,000km in size

turbid matrix
#

yeah but you will not have camera2 render that range 1:1, it's faked already

#

player can't tell if the object is off a bit that far off

#

but that small extra threshold should work if you want to do this

sinful locust
#

I adjusted my camera offsets and its unlikely it will be noticable now, as the transition points are at a range where they won't see objects big enough to notice

#

I just found it odd that there was a small gap and that if I adjusted the floating point manually I could shrink the gap further.

turbid matrix
#

it's probably due to floating point accuracy

sinful locust
#

ending up with values like 5000.3005 and what not

turbid matrix
#

you can't have exactly same result with floats

sinful locust
#

I figured as much. I'll work around it ๐Ÿ™‚

astral mirage
#

Hey, I use the URP render pipeline and I just want to put my lightmapper to progressive GPU to have a faster light generation but when I generate lightning, it always soft crash. How can I use my GPU in unity without crash. Thanks ๐Ÿ˜€

#

Also, all shadows are very bad and pixel ed instead I had change shadow resolution to 4096 in the URP pipeline file.

wild oasis
livid juniper
#

I have this code.
https://gdl.space/ovofusorog.cs

I got this error.

Attempting to get Camera relative temporary RenderTexture (width || height <= 0) via a CommandBuffer  in a Sriptable Render Pipeline.
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,System.Collections.Generic.List`1<UnityEngine.Camera/RenderRequest>,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
LightDetection/<LightDetectionUpdate>d__10:MoveNext () (at Assets/Scripts/Player/LightDetection.cs:42)
UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)

Unity 2021.1.22f1, URP 11.0.0

Anyone know the solution?
Do I have to use CommandBuffer?

summer glacier
#

It should work otherwise

#

reduce the texels and try

astral mirage
#

How many I have to increase texels ?

full steeple
summer glacier
# astral mirage

I meant reduce it and try using the GPU lightmapper, set it to something small like 2 texels per unit

#

make sure lightmapper is set to progressive GPU

#

looks like your scene is small though

#

so it shouldn't be a size problem

wild oasis
lunar stone
#

I'm trying to import URP into my project, I think I got the materials all converted correctly for URP, but my emmision does not work (it should cast light around the line in the screenshot, but it only seems to affect the color of the line). Any idea what I'm missing?

#

The color of the line is white, and it should have a glowing emmision on it's sides

inner parcel
#

you need bloom in your scene

upbeat badger
#

and HDR color

lunar stone
#

Thanks, I did miss quite a few settings that I still had to activate, like enabling post processing on the camera too

rugged raven
#

Anyone got any idea why these lights appear whenever I instantiate a ParticleSystem at the location of the collision? I don't even have a material assigned to the trails so I'm quite confused what it could be.

It does not seem to be any post-processing related stuff, so I'm confused to why my particle system would somehow "emit light?" I can even disable all the components of the particle system and it'll still light up
https://gyazo.com/d1758fcd2b2fe489d82f0060b5140ff4
Any tips or hints to what it could be would be great

#

the lights disappear at the same time as the gameobject which is instantiated is destroyed

#

I can even remove the particle system and strip the gameobject of all it's components and the light is still there

#

what sort of witchcraft is this

full steeple
summer glacier
#

opaque

rugged raven
#

But when I made the prefab new with identical settings it didn't appear anymore

wild oasis
full steeple
wild oasis
true zealot
#

If that was ever a risk you need to get on source control ASAP

full steeple
#

I dont know if it will cost anything, dont know if there are any valuable things in the folder

full steeple
wild oasis
full steeple
sharp lynx
#

Can somebody help me with render texture? I iam trying to do the retro look render texture and now it's rendering only black/No camera thing

latent trail
#

what is the correct way to pingpong rendertextures? i'm doing things in OnPostRender atm - pingpong as needed and then blit to screen

dawn sorrel
#

Hello

#

i am trying to attempt to build my game to iOS

#

i am using VFX is it possible because ipad don't have dedicated gpu?

#

Ive goten my other games to build on the ipad and iphone but im using VFX this time and im getting null references

turbid matrix
#

if the device doesn't support compute shaders, you are out of luck and can't use vfx graph for the device

dawn sorrel
#

I don't get it

#

VFX runs fine on M1 but not on the iphone and ipad?

#

Compute Shaders seems to be an extensive topic im not sure i want to dive into it maybe in a year or two. Can anyone maybe link to a easy library that will get VFX to work on ios?

#

sigh

#

I really wanted my little solar system to work on iphone/ipad ๐Ÿ˜ฆ

wild oasis
inner palm
#

does anybody know why the cloud layer is being rendered over everything?

#

this is HDRP

#

with a gradient sky

#

happens on both scene view and game view

#

unity 2021.2.0b15

#

hdrp 12.0.0

#

created an empty scene with a volume and a cube and the problem persists

#

literally only one thing is rendering over it

#

nevermind

#

anything market transparent is drawn over it

turbid matrix
#

could be a bug in b14+ specifically

inner palm
#

ahhhhh ok thats annoying

#

thank you

dawn sorrel
inner palm
#

I hope that opening it in 2021.2.0b13 again doesn't create any issues

wild oasis
dawn sorrel
#

hi. i capped my frame rate at 60 fps in the code and deactivated vsync in the setting. now if i switch on vsync unity totally goes nuts and throws the fps from 40 to 70 all over the place. and if i deactivate it i get screen tearing. what could be the problem?

wild oasis
#

Could be that your screen refresh rate isn't 60 HZ

#

if you don't set the target framerate and let vsync handle it, it should cap at the right frame rate

dawn sorrel
#

my screen is 60hz

wild oasis
#

Did you try with only vsync?(no target framerate)

dawn sorrel
#

ye with no target framerate its ok. im just worried what if someone has a 144hz display. can i force him to use 60hz?

wild oasis
#

Why do you need the hard restriction?

dawn sorrel
#

because my code bugs at higher fps.

#

like if i unlock fps and get like 700 it starts glitching.

wild oasis
dawn sorrel
#

na i tried everything. fixed update update late update fixed time delta time delta. and what not. so i rather fix at 60fps and move on

turbid matrix
#

@dawn sorrelare you measuring this in actual build or in editor?

#

pretty sure vsync has never worked properly in editor for me

#

(I've used Unity since Unity 4)

dawn sorrel
#

i coded a fps in build and it seems ok

turbid matrix
#

there's a ton of things you can't properly test in editor

#

like, if you profile things, you can get some ideas in the editor but there's always bunch of editor code running at the same time too which makes such testing especially for performance quite pointless, you mainly see the direction it's going

dawn sorrel
#

ye i thought i was the render pipeline so i asked here

#

xD

turbid matrix
#

it's same deal regardless which renderer you use, but yeah, it's expected to be wonky in editor ๐Ÿ˜„

dawn sorrel
#

im kinda 2d orthographic and it doesnt let me choose anything but forward

turbid matrix
#

also.. like mentioned by dlich, better make sure the game plays on all refresh rates anyway. if you only build the game to run proper at 60Hz, you will always have some players that force vsync off from drivers and some players who play the game on toaster that can't keep up at 60Hz

dawn sorrel
#

ye ima just tell em to refund

turbid matrix
#

lol

dawn sorrel
#

u cant please everyone

turbid matrix
#

you can force 60Hz when you set the resolution via unity's scripting api, if it's for PC, pretty sure every monitor out there supports 60Hz mode

#

I personally wouldn't do it like that, just saying it's possible

dawn sorrel
#

ye only pc. i did force it through script but idk if you can force vsync 60 on 144 hz

turbid matrix
#

I'm fairly certain every 144Hz monitor out there has support for 60Hz too

#

well... there's additional gotcha there

#

you have to run the game fullscreen for that to work, otherwise you'll get nasty results when the windows desktop compositor mixes and maches that 144Hz screen's game window

#

if it's exclusive fullscreen, you can force the whole monitor refreshrate so it's always that 60

dawn sorrel
#

ye i force full screen.

#

its just i have some pretty wonky system that doesnt use unity physics at all and no collisions. so i kinda rely on framerate

#

and i thought the tearing is a render issue

turbid matrix
#

it's totally fine to discuss it here ๐Ÿ™‚

wild oasis
dawn sorrel
#

The thing is. There is fixedupdate but there is no such thing as fixed late update. And that's why it cannot be fixed

#

So one always has to be on update or late update which depends on framerate.

turbid matrix
#

everything can be fixed, but for example if you start to glitch past 200fps, you could also just put soft frame limiter to 200 Hz etc

dawn sorrel
#

Or 60

turbid matrix
#

no idea what glitches there

dawn sorrel
#

Which wad my solution

wild oasis
turbid matrix
#

it does sound like there's some math problem somewhere, yes

wild oasis
#

If you wish to solve the actual problem, share the details and your code in one of the code related channels.

dawn sorrel
#

nvm i just fixed it myself by replacing fixeddelta time with smoothdeltatime

inner parcel
#

problem with targetFrameRate in editor is that it uses Thread.Sleep internally in editor which is absolutely garbage to get correct timing. when in editor just don't cap fps at all. if you do like you've already done smooth delta works good for something like follow cam etc. for builds probably there's some il2cpp voodoo and afaik C++ can achieve microseconds delay even in non real-time operating systems like Windows.
vsync is done on hardware side and is much superior for capping fps rather than using targetFrameRate reliably.
further more for devices which have 144hz monitor you can use vsync count as 2 and fps will be capped to 72. For 240hz monitor you can cap it to 4 and so on.
although if your game glitches at 200fps you probably want to look at that since in world of PC game there are some who prefer to have vsync disabled completely

shrewd moon
dawn sorrel
#

Still better than 30fps console games on 144hz TVs

dawn sorrel
turbid matrix
#

if it's really rendering related, it's fine here as people are not super picky about the topics as long as it fits the channel somehow. getting your code running consistently at all framerates is typically a topic for #archived-code-general etc

summer glacier
#

anyone on beta 14 2021.2?

#

If you have some terrain grass, do you notice any severe ghosting with TAA?

#

set TAA to high

dreamy fox
#

Is the grass writing motion vectors?

dreamy fox
#

If you see lots of ghosting, for example try reduce anti flickering, decrease the base blend factor

summer glacier
#

It has wind, hence the need for it. I'm using a tool that handles all the shader work, including motion vector

#

It also worsens as i increase the quality of TAA

#

"High" giving the most extreme ghosting and blurriness, "low" giving the least amount.
Antiflicker helps, but it's still far beyond normal levels of ghosting

turbid matrix
#

probably still something funky about the movecs

summer glacier
#

I'm not really sure. Never faced it before, so it's either something wrong with my shader (I use Vegetation Engine) or something's wrong with TAA in this particular version.

#

I'm open to sharing the scene if needed -- made it into a package, around 180mb

summer glacier
# dreamy fox If you see lots of ghosting, for example try reduce anti flickering, decrease th...

Huh, maybe it's not writing motion vectors. Just tested and I can't see anything, whereby a cube moving is shown in the motion vector debug screen.
This is assuming procedurally instanced grass should show up in the motion vector debug screen.
I'll check with the asset author.

Someone should close my case reports then... ๐Ÿ˜„
two, by accident.

PS: The base blend factor option is very helpful. Great addition ๐Ÿ˜„

turbid matrix
#

your shaders have to specifically write the movecs if you move vertices by shaders

#

Shader Graphs have a checkbox for it afaik but I dunno how that vegetation engine authors their shaders, never used it

#

as a side note, TAA + vegetation is always bound to be a blurry mess even when you do things right, especially if the camera is in movement

summer glacier
#

I understand that, but usually it's acceptable, the pros win over the cons, most of the time imo for TAA ๐Ÿ˜„

summer glacier
#

so turns out.. terrain grass doesn't write motion vectors, based on the debugger

#

They work fine when placed as a mesh

#

Is this the case or does the motion vector debugger miss terrain grass?
It feels like that's the case, from my testing. Visually that is.

Ghosting and blurriness is as expected when placed as a mesh, but not so much when using the terrain detail mesh option.
The wind is done by the shader, not the terrain

#

By terrain grass I am referring to detail mesh. New in 2021.2

#

I sure hope there's a workaround ๐Ÿ˜„

#

Tempted to report as a bug, but I'll wait a bit

turbid matrix
summer glacier
#

Well, ๐Ÿฅฒ

turbid matrix
#

with what you've said so far here, it sounds like an issue on the shader so it's not even unity bug

summer glacier
#

True

turbid matrix
#

unless... unity broke something on that side

#

doesn't hdrp have terrain grass now?

#

I haven't tried it

#

it probably doesn't do wind though

summer glacier
#

It does, that's what detail mesh is, i think you're supposed to use shadergraph for wind. But my shader already uses Amplify shader

summer glacier
#

Turns out terrain really is bugged. Even when using the new shadergraph wind meant for detail mesh

#

motion vectors are still missing.
But when placed as a mesh, it's there

turbid matrix
#

I guess it's possible that terrain objects just don't have movecs setup

#

if so, it's not a bug but also... it should be a thing

gaunt tartan
#

is it possible to set different URP Renderer settings per platform?

#

I want different settings for iOS/Android to workaround a bug in the beta version

#

but I want the same quality level for both

#

nevermind haha

summer glacier
summer glacier
#

Do motion vectors work when using instanced and indirect instancing?
seems like they do not...

hollow orbit
#

I'm in URP 12.
Is there a way to set the color and depth buffer of a temporary render texture when I create it?
I'd rather not have to create extra textures when a single render texture can hold both a color and depth buffer.

Right now the only things I can find are:
โ€ข SetRenderTarget - All the documentation says to avoid this in favor of ConfigureTarget and ConfigureClear
โ€ข RenderTargetSetup - I have no idea where this should happen
โ€ข RenderTargetBinding - constructor takes RenderTargetSetup

โ€ข RenderGraphPass - in SRP core but relies on RTHandle system which has not been implemented in URP
โ€ข NativeRenderPass.cs - Finds active color and depth attachments within active render passes and finds which passes can be "merged"

RenderTargetBinding (unity docs)

Describes a render target with one or more color buffers, a depth/stencil buffer and the associated load/store-actions that are applied when the render target is active.
This data structure is similar to RenderTargetSetup, but relies on a RenderTargetIdentifier to ensure compatibility with CommandBuffer.SetRenderTarget.

Sooooooo, how am I supposed to use any of this with GetTemporaryRT() or ConfigureTarget()?

#

So far this is my understanding of how all of these interact with one another:

// RenderTargetHandle can be thought of as a kind of ShaderProperty string hash
private RenderTargetHandle _colorHandle => new(_colorTargetId);
private RenderTargetHandle _depthHandle => new(_depthTargetId);

// Identifies a RenderTexture for a Rendering.CommandBuffer
private RenderTargetIdentifier _colorTargetId => new(_colorBuffer);
private RenderTargetIdentifier _depthTargetId => new(_depthBuffer);

// Color or depth buffer part of a RenderTexture.
private RenderBuffer _colorBuffer;
private RenderBuffer _depthBuffer;

// Fully describes setup of RenderTarget.
private RenderTargetSetup _targetSetup => new(_colorBuffer, _depthBuffer);
// Describes a render target with one or more color buffers, a depthstencil buffer and the associated loadstore-actions that are applied when the render target is active.
private RenderTargetBinding _targetBinding => new(_targetSetup);

// A declaration of a single color or depth rendering surface to be attached into a RenderPass.
private AttachmentDescriptor _colorAttachmentDesc => new(RenderTextureFormat.ARGBFloat, _colorTargetId);
private AttachmentDescriptor _depthAttachmentDesc => new(RenderTextureFormat.Depth, _depthTargetId);

However, it isn't clearly stated when these can or can't be used

hollow orbit
#

There just doesn't seem to be a way to create a temporary Render Texture with a color and depth buffer which seems like an oversight

leaden crescent
wild oasis
leaden crescent
wild oasis
#

Nintendo switch had been around since 2017. There's no way it doesn't support the built-in rp.

#

If you are a registered Nintendo developer, you can test it yourself. If not, then worry about getting a developers license first.๐Ÿ˜…

leaden crescent
#

lol, fair enough. we're not sure if we're going to publish for Switch yet, but wanted to know if our rp choice would lock us out of it

#

appreciate your help ๐Ÿ™‚

wild oasis
#

I'm pretty sure rp doesn't even have anything to do with platform. You can probably use whatever rp you want. The only exception might be with HDRP, since it has some hardware requirements for some of it's features.

turbid matrix
#

yeah HDRP doesn't support Switch atm

#

they tried to squeeze in Switch support at some point but apparently it never performed well enough so they just removed the option before that major version of HDRP released

old meteor
#

so i have ambient occlusion on max but the plane is still black, why

turbid matrix
#

@old meteor I'm guessing you are confusing ambient lighting and ambient occlusion here, but since this is HDRP, your real problem is incorrect exposure values

#

I always recommend this route first: Run through HDRP wizard, make sure everything is ok on it's checks. then create a new scene and start from some HDRP outdoors scene there, it will have sane defaults for lighting and exposure values

chrome locust
#

Next steps:

  • Backport it to 2021.2 ๐Ÿ™‚ so you guys get the benefits in your projects
  • Start planning of shadow atlas / shadow optimizations.

Thank you so much to the ones that helped me test this and provided feedback @turbid matrix @summer glacier

turbid matrix
chrome locust
#

and just wait, there is some sick stuff cooking ๐Ÿ™‚ super excited for the future.

turbid matrix
#

I can imagine APV's could have a ton of places to optimize altho as outsider it's not easy to tell where that project is going, other than it was finally mentioned on official docs for HDRP 12

#

will welcome all optimizations on the base HDRP too ๐Ÿ˜„

chrome locust
#

APV is getting some sweet improvements as well, I am not as involved in it though

turbid matrix
#

yeah I've seen bunch of other people working on it, I guess there's enough chefs on that one already

#

my main painpoint on HDRP is still perf on VR, pretty sure it's the resolution that kills the perf on modern VR headsets where URP still has plenty of headroom (even after stripping HDPR out of... everything)

waxen lantern
#

https://unity3d.com/unity/beta/2021.2.0b16
under "Fixes" for 2021.2.0b16 ๐Ÿ‘

Graphics: Remove URP and HDRP templates. They are now dynamic templates

Unity

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

#

I'm hoping to see more of this approach for dynamic render pipeline compatibility whenever possible.. and that not doing so is considered a bug to be fixed

waxen lantern
# turbid matrix my main painpoint on HDRP is still perf on VR, pretty sure it's the resolution t...

https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/tabs/18-high-definition-render-pipeline
assuming the biggest performance gains are to be had in lowering render resolution, the most direct way to optimize for this will be VR support for NVidia DLSS (Deep Learning Super Sampling), AMD FidelityFX Super Resolution, and DirectX12 out of preview... Support for new APIs (variable rate shading ..

Product roadmap and feature requests. Welcome to our product portal.

#

and in terms of variable rate shading / variable rate rendering, both valve and fb / oculus' are hinting to include eye tracking that would support foveated rendering in their next flagship VR headsets
https://uploadvr.com/quest-pro-face-eye-tracking-oculus-firmware/
https://www.slashgear.com/valve-papers-tease-eye-tracking-vr-headset-potential-18664470/

SlashGear

In a patent application made public today, Valve showed drawings and descriptions of a new sort of VR headset. This wearable head-mounted display (HMD) included an array of features, including but โ€ฆ

sinful locust
turbid matrix
# waxen lantern https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/...

yeah I said I assume the resolution is the main killer for VR because in my testing so far, just slimming my HDRP asset down (and I mean really slimming everything, including all those hidden frame settings) barely runs 90Hz on Quest 2 resolution on my PC with Ryzen 3900x and RTX 2070 super and using relatively empty test scene.... I can get some marginal back there after using TAAU at 80% scaling. Just perf wise FSR was more costly and I didn't feel it really gave enough visual improvement to TAAU to justify the cost (and you need TAA or other AA solution still with it). DLSS overhead in VR cost me more than the rest of the frame rendering so that was pretty useless unless you actually have a very heavy to render thing (which you'd want to avoid in VR anyway)

#

that new'ish feature culling feat will be handy too as it lets you automate a lot of unused feature stripping, when I tested these I had to manually remove distortion etc from those hidden sections on frame settings (in several places)

#

but even if you do all these things, and only render at 80% with everything turned off + upscaling enabled, you don't really have any visual advantage over URP at that point.. and URP can render the same scene natively at that cost, probably even better

#

I really hoped DLSS would be the savior of HDRP VR but it probably only matters if you are on RTX3070+ which limits your target audience to tiny fraction of total VR players

#

well.. there are still older gen VR headsets out there, and even popular Index renders at lower resolution than the most pixel dense headsets today so it's not all lost

#

(from september's steam hardware survey)

#

@sinful locust porting that kinda work to URP is a whole can of worms, all I can say is... good luck ๐Ÿ˜„

#

even simple posteffect porting has tons of things to catch

#

also if you want to support VR later on, it's goes into a whole another level

turbid matrix
#

talking of DLSS, I do wonder if Unity is getting DLAA as well

turbid matrix
#

also just tested HDRP DLSS in VR again using 2022.1... even using DLSS in performance mode makes perf drop substantially on the test setup that is otherwise "cheapish" to render

#

but there's something else totally broken on 2022.1 atm... regardless of the setup, I get stable frames in VR for first 10 seconds or so and then it starts systematically dropping frames (nothing changes in scene there)

eternal laurel
#

Even with URP the only way Ive found to keep good stable fps on newer devices is dynamic resolution scaling

turbid matrix
#

yeah but this is not that

#

I mean, this is some issue where something accumulates, memory leak or something

#

I can stare same spot in VR and it works fine for 10 seconds or so, after that it starts missing frames and never recovers

#

(testing this with oculus performance overlay)

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@eternal laurel oh wait you meant like perf in general, my bad

eternal laurel
#

Yep. Its the only saving grace imho

turbid matrix
#

chances are that this is coming from Win11 update too, bunch of people have complained it has crapped their VR performance

#

ok so... frame drop issue happens on pistol whip too.. pretty safe to assume this is not isolated to recent Unity change ๐Ÿ™‚

tough pulsar
#

can somebody tell me how to change background color in prefab editing mode?

turbid matrix
#

rolled back to Win10 and VR is happy again ๐Ÿ˜„ oh well

queen jewel
#

Does SRP have a camera stacking feature where you can render multiple cameras on top of each other?

scarlet hull
#

I think URP handles it, but not HDRP. You can still use the compositor in HDRP to do it, but it is not recommanded for realtime.

queen jewel
#

Gotcha. Yeah, I know later versions of URP can do it, just wasn't sure if it also got implemented into SRP

#

Thanks

turbid matrix
#

URP is SRP

#

SRP = scriptable render pipeline, and URP uses SRP api

#

URP got camera stacking around version 7.2 if I remember correct

#

well, some really old URP and HDRP versions supported it as well

#

the old versions used same camera stacking setup as on built-in renderer which wasn't efficient at all and was quite problematic, hence getting removed

#

current URP approach requires tad different setup

queen jewel
#

Ah gotcha. I thought SRP was Standard Render Pipeline

turbid matrix
#

Unity refers to that old thing as Built-in Render Pipeline or BiRP

#

BiRP hasn't really gained that much popularity hence the silly sound of it so most just refer to Built-in RP

jagged canyon
#

so SRP batcher refuses to be set false during runtime

#

clearly this is not intended

#

...right?

whole fossil
turbid matrix
#

horrible ๐Ÿ˜„

#

I mean, most things were functional still, it's just PCVR (at least for Quest 2) totally broke

#

but like, they had to make all kinds of changes for the sake of making changes... every window, dropdown, button had rounded corners again, XP style. start menu was made even less functional (yes they managed to do that), you don't get "show all icons" on system tray so you constantly have to go change the icon visibility for apps you want to show there

#

it wasn't all bad but none of their changes made the product any better

#

also Win10's windowing style feels more modern

#

I hope this nonsense at least forced Unity to change their windowing framework so they can counter this

#

@jagged canyon does the F9 button work?

#

oh.. the toggle button is for mobile?

#

just curious why separate element for that

#

but SRP batcher is supposed to toggle at runtime, that's the whole point of that debug script - to be able to swap between and see the stats

jagged canyon
#

yeah i submitted a bug report

#

the toggle isnt mobile I just wanted a UI button to toggle it

#

my initial testing was for a VR project so again I had a worldspace button doing the same call

#

anyway something unity is doing immediately starts the batcher again, because it'll only stay disabled for a single frame, and even then Im not sure its actually turning off

#
bool forceBatching = false;
public Text textArea;

public void ToggleBatcher()
{
    forceBatching = !forceBatching;
    GraphicsSettings.useScriptableRenderPipelineBatching = forceBatching;
}
void Update()
{
    textArea.text = "GraphicsSettings.useScriptableRenderPipelineBatching: " + GraphicsSettings.useScriptableRenderPipelineBatching;
}```
#

the test was barebones to demonstrate that its busted

#

and no pressing F9 doesn't toggle it either, the profiler can be disabled and this still isn't working for me

#

it absolutely refuses to toggle it in a meaningful way

#

same with android export and probably an exe too considering

turbid matrix
#

is there some SRP asset setting somewhere that can disable the batcher?

jagged canyon
#

yes I could maybe switch assets on the fly instead?

#

but i mean this is wrong then

jagged canyon
#

yikes googling unity urp switch asset leads me to suspect this might also be overriding the graphicssettings?

#

Ill mess around with it

sinful locust
#

There seems to be subtle things like when you are allowed to call certain graphics calls now that differ, but these facts seem to be spread all over the place

#

This is URP

turbid matrix
#

Looks nice and fluffy :)

sinful locust
#

lol, now that I better understand custompass I am half tempted to switch back to HDRP =P. Multi-camera setups have their own limitatons

#

rendering performance on URP is also very strange. Its super fast in the average, but in the worst cases it seems to be as slow or slower than HDRP. The more you have going on the more it seems HDRP catches up and then finally surpasses it.

turbid matrix
waxen lantern
# turbid matrix this also just landed on master ๐Ÿ™‚ https://github.com/Unity-Technologies/Graphic...

ooh that's a big performance gain. here is another raytracing PR to look out for https://github.com/Unity-Technologies/Graphics/pull/4974

GitHub

I found a way to make LODs without introducing new artifacts (and removing some previous ones).

Testing status
Added a new test to cover the new behavior
HDRP DXR tests are green locally

#

the main takeaway is, ray tracing used to not really support LODs.. it would "only add the top level LOD in the RTAS".. now all the LODs models will be loaded in the ray tracing acceleration structure and adjust accordingly

#

actually i guess this is kind of an old PR lol.... "sebastienlagarde approved these changes on Jul 2" and the HDRP docs indicate this is available in Unity 2021.2+ / HDRP 12+ (currently in beta)

#

so, to be fair, the feature still has yet to land in an official / stable tech stream release

turbid matrix
#

yeah people did all kinds of workarounds for that, like manually pushing lower level LODs in RTAS to get some perf back

#

it's still a valid way to do it as you don't need LOD0 for everything

keen tulip
#

you seem more excited than the Unity devs who's PR gets merged to master ๐Ÿ˜…

turbid matrix
#

Having been around since the old Unity 4 days, I do love the transparency current graphics git repo gives us. It also enables a lot of custom work as it is easier to mod this when you see new things in isolated commits :)

hallow pebble
#

Hello, not sure if this is the right channel but i have a small question about upgrading materials from standard renderer to HDRP.
Is the metallic slider 0 if the object is fully metallic and 1 if it's not?

#

it is a little weird but the texture when it's 0 is not really showing at all but it does fully when it's on 1

#

documentation also isn't clear about whether 1 or 0 is fully metallic, this can be improved imo. It also would make more sense if 1 = metallic

hallow pebble
#

oh wait might found my problem

iron flame
iron flame
#

180 FPS

kind fjord
#

that looks damn good

turbid matrix
#

I never realized the mixed shadowmap caching didn't actually work on directional lights yet ๐Ÿ˜„

#

now that I read the previous productboard explanation, it specifically said "Cache only a portion of non-directional shadow maps."

#

definitely will welcome this new addition ๐Ÿ™‚

weary fog
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yeah i found it out the hard way

turbid matrix
#

well, good thing it's about to be added now ๐Ÿ™‚

sinful locust
#

hmmm HDRP clouds support custom weather and Lut textures.. thats interesting.

shy ivy
#

I'm on URP, and I have (like a lot of others, from what I can tell) been struggling with some absolutely out-of-control shader variant counts for builds. Has anyone found a solution to this? Is it URP-specific, or have people on BIRP/HDRP run into the same?

turbid matrix
#

@shy ivy are you using 2021.2/URP 12?

#

Early version on 2012.2 were horrible in this regard. Latest betas should include better urp shader stripping logic

zealous yarrow
#

These reflection probes drive me crazy because I can't rotate them

kind fjord
#

dont reflection probes produce a 360degree cube map? why would rotation matter?

turbid matrix
#

think of box projection like a cube, you can't align it proper for box shaped geometry unless you can rotate it manually yourself

#

and spherical shape will be off regardless

zealous yarrow
kind fjord
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I am new to this so not sure exactly how reflection probes work, do they only reflect what is inside the probe's box (and background image/color)?

iron flame
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probe doesn't actually rotate. Calculates probe weight incorrectly. I had previously activated probe rotation in the editor. but I don't remember how I did it.

#

Box projection on

iron flame
iron flame
zealous yarrow
#

Well not quite done yet

#

And it's a night scene

iron flame
zealous yarrow
#

Yeah I know but I'm kinda locked with the project settings I got

turbid matrix
#

roations would be great for realtime reflections too.. irony here is that hdrp realtime probes are too inefficient to be used for any fast updates

zealous yarrow
#

I'm still at 2019.4 but would like the rotate option because of the angles I have

iron flame
turbid matrix
#

yeah that would help a bit but it could still be bit awkward, considering that will divide your your probe capture to 1/6th of the frames, which might be too slow

#

I still wonder why they didn't implement the slicing though, considering Built-in RP had it all along

kind fjord
#

can reflection probes in URP reflect transparent objects?

turbid matrix
#

I'd still want unity to fix their cross-SRP shader stripping

#

it's really dumb atm, if you have URP and HDRP on same project, only one that gets it's shaders stripped is the one that is currently active

#

this means you'll get half day built time for the other SRP even on relatively empty scene as it does compile all variants for that one

iron flame
#

We rely on SSGI and reflection probe FallBack for a project that needs to be completely realtime with HDRP. but realtime Reflection probe update is very expensive. On the other hand, I started working on the battlefield style build destruction system with Realtime probe update on mobile. yes it is a bit laggy but it is very impressive for mobile and snapdragon 650 can get 60fps on this graphic.

turbid matrix
#

I guess I could manually combine the shader preprocessors from URP and HDRP to make that happen but it really shouldn't work like this - also pretty sure this wasn't an issue until 2021 cycle

#

also it's always possible URP shader variant count exploded after deferred and other new feats which just made this more notable

iron flame
turbid matrix
#

20 mins I could do with ๐Ÿ˜„

#

I have 12 core ryzen here and it will literally spend half a day compiling shaders on small test project

#

only feasible option there is to fix the shader stripping logic but I haven't really needed this for anything but my cross-srp prototyping so far

#

it's just.. what was somewhat viable approach in 2020 cycle is now totally broken again

#

what also kinda sucks is that URP and HDRP shader preprocessors seem to use somewhat different structure, so manually combining them and maintaining that yourself will be PITA

inner parcel
# turbid matrix I have 12 core ryzen here and it will literally spend half a day compiling shade...

my advise to you is to write your own editor script to do some file changes just before the build. you can prefix a folder/file with a dot or suffix a folder/file with a tilde to exclude them from the unity import (and also the build)
I do the same for my Android project which I need to build for NReal/Quest and also the Android mobiles (which shouldn't include xr sdk)
I have also done the same for one of my prototyping project.
You can take this one level further by writing your own play mode entry script to automatically swap the asset and reimport if there's a pipeline change before you enter play mode. It takes few hours to write it at max if your project is organized but trust me it saves days

turbid matrix
#

@inner parcel just excluding the other SRP assets from build is not what I'm after though, the whole goal on that project was to keep both SRPs enabled on same build so one can toggle between in runtime

#

actual runtime swapping has worked for years on my testing, it's just recent shader stripping changes have made this now PITA

#

it's obvious that Unity haven't designed their systems to cover this type of use case either as it's not what they want people to use this for

#

whole cross-SRP initiative is focusing on you being able to author for both SRPs but only keeping one of them per final build

inner parcel
#

yeah that covers most people's needs. having both SRPs in single build sounds nice but I don't think any production would go for such workflows and hence even Unity doesn't officially support it.
There's a very recent shader stripping PR available for URP. If you want, you can actually extend that to work along with HDRP asset while building. But as for the other case I'm not sure I haven't gone through HDRP stripping code like ever

turbid matrix
#

I'm aware of both's shader preprocessors... they both also run if both URP and HDRP are on same project, I've modified those a bit to get it past the initial rejection but it still seems to neglect something, which made me assume I'd need to couple these together to properly take care of both's variants at once

#

recent URP shader stripping PR doesn't help on this but I've actually done my testing with that PR since I wanted to try if it helped on this matter

#

(and yes there's shadow related variant stripping improvement coming up)

inner parcel
#

You can even submit this as an idea. Maybe it gets heard. Maybe in future we get some master node which is compatible across both HDRP and urp. Just saying

turbid matrix
#

we already got SG stacks setup that works on both URP and HDRP shaders ๐Ÿ™‚

#

that actually made whole SRP runtime swapping less tedious

#

you still have to have separate scenes/prefabs for lighting and volume setup but you can actually keep most of the materials intact now if you have both SRPs as your SG targets

iron flame
#

reflectionProbeModes = SupportedRenderingFeatures.ReflectionProbeModes.Rotation,
I activated the probe rotation in the editor, but it did not affect the probe Weight ๐Ÿ˜ฆ

shy ivy
turbid matrix
#

@shy ivy pretty sure the main shader stripping improvements have already landed so if you take b16 from hub, it should work a lot better already in this regard

#

just checked, b16 changelog does show these things

shy ivy
#

Iโ€™ll try that, thank you

inner parcel
# turbid matrix we already got SG stacks setup that works on both URP and HDRP shaders ๐Ÿ™‚

oh that sounds cool. I don't know much about it. Until deferred landed, I was never interested in URP. Even after that the shader stripping was a nightmare making buildtimes as high as 24hours on a 16core pc which killed the hype for me. Since then I haven't explored URP.
Do you have any doc or article or blog or even a repository on it? I'm interested in it now that 2021.2 beta is about to conclude

turbid matrix
#

@inner parcel I think SG multi-target support came already in SRP 10 cycle so it's on 2020.3 as well

#

basically if you have the "new" ui in SG, it means you are on the stacks versions and you can have multiple target templates for the same shader graph

#

on 2021.2 they also added simplified built-in RP support for SG too so now you can author shaders with SG that will automatically work on all three: built-in, URP and HDRP

#

URP is going more toward HDRP on how you configure it as well but while both use now same volume setup, they have their own volume components which are not cross-compatible

#

it's still bit of a mess on that side, I hope some day you can have similar targeting for the volume components as what they do on SG's today

#

(let us use the same component override for both URP and HDPR instead of forcing both having their own separate components for the same thing)

sinful locust
#

Is there any guides/documentation out there how to "burn/project" distant objects (outside of camera far clip distance) into the skybox. I haven't found anything on this topic, either for URP or HDRP, Or what the limitations are?

trim bone
#

@turbid matrix I think that gpudriven branch is the batch render api changes, what hybrid renderer uses and they are adding to allow for use with gameobject centric stuff as well

inner parcel
sinful locust
#

Me either, it seems like this would be a fairly common thing but maybe not ๐Ÿ™‚

turbid matrix
#

sounds like totally uncommon thing that people would do custom solutions if needed

sinful locust
#

fair enough, I figured things like mountains in the distance and what not would be something u want to keep in view ๐Ÿ™‚

shy ivy
#

yeah, I've never heard of anyone doing that. if you really don't want to increase the clip distance on your base camera, you could render the mountain lods/impostors to a different camera with a higher clip distance

#

probably made easier by SRP's camera stacking

sinful locust
#

ya camera stacking makes it easier, but thats not an option on HDRP.

#

So for a space game, where you have large objects, say planet sized, it really seems like HDRP is just not a good fit.

shy ivy
#

you can still have multiple cameras that are responsible for different layers in HDRP, so that shouldn't be a problem

#

I would think that in a case like you're referring to (involving very large distances and very large objects), having a distant far clip plane on a camera would not be a huge problem. You can use very low-triangle meshes for enormous things like distant planets, and very distant smaller things would presumably not be active, let alone being rendered by any camera

sinful locust
shy ivy
#

nope, not referring to that

sinful locust
#

My universe is 10^12 in size, and some objects should be visible from more than 10^7 distance.

shy ivy
#

but even soโ€”I would think trying to decal 2D projections of arbitrary complex 3D meshes onto a skybox at runtime would be pretty complicated in terms of performance as well

sinful locust
#

I have everything working in URP, but I had to switch from HDRP to pull it off

shy ivy
#

how are you resolving floating-point errors with a game space that big? I'd assume that if you're using some kind of scene streaming, you might be able to blend skyboxes in a way that helps with your needs

sinful locust
#

I have custom math libraries and my own hybrid ecs system that levereges jobs and parallel transform updates. Physics spawns scenes on demand as ridged bodies move between sectors, but worldspace/render space is one big continuous universe.

#

WIth URP I am able to fly the entire length of the universe 10^12 and things scale as u would expect (assuming u are flying at a significant fraction of the speed of light of course lol)

vestal jolt
sinful locust
#

a few months

#

works great tho.

#

this is using HDRP tho, before I switched to URP

vestal jolt
sinful locust
#

the GOs are generic, pooled and reusable for different purposes.

vestal jolt
#

ECS system must be working pretty well

sinful locust
#

I just use them to assign textures, sounds and colliders.

#

my ECS can basically can grab GOs from pools as needed for either rendering or physics conditions, but do not require them.

turbid matrix
#

last commit from July though

#

ah "Opening this draft PR early to get eyes on it from ShaderGraph and ShaderSandbox before I leave."

#

I guess better not get hopes up then

eternal laurel
#

Definetly haha

#

Did they fix terrain details yet ?

#

I just wish they get on with the thing that would allow me to write custom hdrp shaders easily

#

I think its this sandbox thing mentioned here

turbid matrix
#

it's been in github for months

#

I haven't tested it but there are multiple branches all the time having activity on it

#

considering how long it took for SG (1) to stabilize, I totally expect this to be changing all over the place for first few years

#

so not expecting it to be some magic bullet that fixes all the painpoints on launch

#

I do dig that they are doing it, just afraid it wont be relevant for users for a long time

#

also considering how mad some people were at unity for occasionally changing SG API, I can just imagine how this will go among the users as there's practically 0% chance they get the final API done on first try

#

would want to note that I don't really believe in waterfall model where you design thing and then just implement it and call it a day.. it's just some people seem to expect things to work that way ๐Ÿ˜…

pale sparrow
#

is there a way to make everything not pink in 1 click with urp/hdrp?

turbid matrix
#

there's material upgrade scripts for both

#

which then may or might not work for your project, depending on the shaders used

eternal laurel
turbid matrix
summer glacier
turbid matrix
#

of course that 3rd party addon isn't same as native but it does work with unmodified packages ๐Ÿ™‚

summer glacier
cyan veldt
#

does anyone know why after upgrading my materials with universal RP plug in non of my lights a casting shadows?

turbid matrix
#

are shadows enabled from URP asset?

#

pretty sure it only enables shadowcasting for directional light by default

#

@cyan veldt^

cyan veldt
#

how would I find that?

turbid matrix
#

I'm going to go and assume you started from URP template because otherwise you would have created that asset yourself

#

with recent URP versions, you should have multiple URP assets, different ones for different quality levels... so to find the one used now you have to go to edit->project settings->quality and see the SRP asset linked to currently enabled quality level there

#

you can just click it and it'll open/highlight the right asset for you

#

and if you don't have SRP asset assigned on quality settings, then it's going to use asset assigned to project settings->graphics->srp asset

cyan veldt
#

yeah I think i've done that, theres still no shadows I dont know if maybe im missing something

#

I had already placed the lighting in my scenes and when I changed over they stopped working

turbid matrix
#

can you show screenshot of that asset

#

I do stress that there's separate setting for directional light shadows and rest of the light types

#

so if you have like point lights, spot lights etc, they will not cast shadows by default

cyan veldt
#

yeah they're point lights and spot lights

turbid matrix
#

also point light shadows are relatively new feature in URP

cyan veldt
#

how do I turn shadows on for them or can I not?

turbid matrix
#

Which Unity and URP version you use?

#

2020.3 / URP 10 doesn't support point light shadows yet, you need at least 2021.1+

cyan veldt
#

oh, is there a way to update unity to that version?

#

Im currently on 2020.3

turbid matrix
#

you can't update 2020.3 for URP 11+, you have to upgrade whole unity to get there

#

2021.2 is a whole lot more featured than 2021.1 though but it's still in beta

#

I'd still recommend it if going for upgrade now

cyan veldt
#

thanks, is there any ways around this or is my game just going to have no shadows?

turbid matrix
#

options:

  • don't use URP
  • upgrade Unity
  • dont use point lights for light sources that need shadows
cyan veldt
#

cool, thank you for the help ๐Ÿ™‚

sterile mesa
#

What does this mean: ""there is no hdrp asset provided in Graphics Settings . Are you sure you want to continue? Build time can be extremely long without it?" When I stripped down my DOTS/ECS project because entities were not rendering on standalone windows build, once that error popped up, I could finally render an entity... And the build was faster lol.

turbid matrix
#

@sterile mesa if you are not using HDRP, uninstall the HDRP package from package manager

#

otherwise what it warns you about will happen

sterile mesa
#

I am using HDRP

turbid matrix
#

that message implies you don't have HDRP asset assigned on your project settings->graphics?

#

which implies there could be bunch of other things misconfigured as well, so probably good idea to run HDPR Wizard through

sterile mesa
#

I found out that it was the HDRenderPipelineAsset.asset file!

#

Man took me 9 months for this!

#

Now I just need to see what is offensive in it.

hollow orbit
#

Anyone ever run into this before? zero information about what expression had an assertion fail. I'm not sure if it's a SRP issue or a compute shader issue

Assertion failed on expression: 'index >= 0 && index < paramArray.size()'
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Assertion failed on expression: 'paramIndex >= 0 && paramIndex < kShaderTexEnvCount'
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
fair bane
#

Question about the HDRP Decal Projector:

Does the Decal only "reduce" things like metallic? I have a concrete material and wanted to add some Vent decals and noticed how they mostly look like plastic. so i checked it on two cubes and as you see the left one with a 0 metallic material shows no signs of metallic while the right one with 0.8 metallic actually has the galvanised metallic effect I aim for

#

This are the Decal settings i use right now

#

I noticed the same behaviour earlier with transparancy. The decals seem to reduce Transparency but not generate it. So it's impossible to make "holes into objects by reducing the transparancy to 0"

#

Which is a big shame since it would open some possibilities to generate more versatile modules

faint dawn
#

Hello!, i need some help, how do i stop the HDRP lights to penetrating everything on its path?

#

im not sure what option is related to that feature

iron flame
# fair bane

HDRP doc : Note: To alter the Affect Metal, Affect AO, and Affect Smoothness properties, you must enable the Metal and Ambient Occlusion properties in your Unity Projectโ€™s HDRP Asset. Navigate to HDRP Asset > Decals and tick the Metal and AO properties checkbox. Otherwise, the decal only affects smoothness.

iron flame
fair bane
#

(And its definitely the right HDRP Asset since Unchecking the Enable Checkbox for the entire decals turns them off in the scene, just in case you were wondering if i might be in the wrong HDRP Asset)

iron flame
#

Mask opacity mask is mask map blue.

fair bane
#

oh my god -.-

#

thank you

#

didn't see that -.-'

fair bane
iron flame
#

I don't remember if it came with this option by default, but it's a bad design choice :D

#

The blue channel of almost all the mask maps I use is empty.

fair bane
#

yeah i remember using the blue mask map once for my character but never before / after^^

#

Do you maybe know an equally simple fix for the transparency "problem"?
What my goal would be: Have a decal with zero transparency to cut holes into objects so i can fill the hole with additional geometry. (like this vents currently use a black area to fake the dark depth behind, but I'd like to make the black transparent so i can place some air ducts behind)

#

Or create a gap which i seal with glas and put a fire extinguisher behind

#

Stuff like hat would be awesome

tame comet
#

Is there any simple solution to world space UI in hdrp yet? Can only find threads from 2019/2020 regarding this issue

whole fossil
elder merlin
#

Sounds like live booleans

fair bane
fair bane
#

But then again i think it should be possible since you can also make things less transparent already

#

It will definitly screw over things like Occlusion culling since the actual geometry is untouched but it sounds like such an incredible tool if we could make it possible

fair bane
#

Oh @iron flame or anybody else: do you have an idea how to... "control" the decal projection more? like prevent extreme angles or backfaces to be projected on?

turbid matrix
#

Decal layers @fair bane

#

I think you needed those for angle control too unless that has changed

fair bane
#

But i am also not understanding what this means

turbid matrix
#

if you haven't done that, it probably explains why it doesn't won't work for you

#

there's hdrp global settings etc somewhere on your project settings

#

that's where you set the default frame settings at

fair bane
#

that was it!

#

i think

#

let me fiddle around

#

yes that was it. I activated it in the HDRP Asset but not in the project settings

#

never really messed much with project settings so i didn't notice that "Default Frame Settings For" is in the Project Settings

turbid matrix
#

there's some items you have to enable there as well for them to work

#

you can think those as camera specific toggles I suppose as you can override the frame settings from each camera as well

#

I still wonder why they haven't done "frame settings asset" for this purpose because managing those overrides from camera or even worse, from scripts is super tedious

fair bane
#

there is so much stuff in there that is beyond my understanding ._.

turbid matrix
#

as totally another topic... this is super annoying in current 2022.1 alphas atm, I wonder if others are facing this as well

#

basically every time I open the project, it forgets about the baked lights so it has to redo it

fair bane
#

o.o

#

that sounds ... like a big bug

turbid matrix
#

I'm only having relatively simple scene on this project but I can imagine this being total no-go for any real-sized project

#

this also happens on both realtime GI and fully baked GI

fair bane
#

yeah in normal game sized projects that sounds horrible

turbid matrix
#

it's probably a bug but I kinda wonder if others see it or if it's isolated to something on my test project

true zealot
#

I was experiencing something similar in an example project

turbid matrix
#

ah

#

this is kinda thing you'd think they'd fix asap which made me wonder if it's somewhat isolated case

#

it's been broken like this for several alphas for me

#

if it's more widely spread issue I'm sure they have a bug report on it already

#

I'm not too worried about things like these during alphas though, they are expected to be semibroken still

turbid matrix
# fair bane there is so much stuff in there that is beyond my understanding ._.

the issue when you start with HDRP is that the settings you need to know about are scattered all around, they are not in one centralized place so you'd find them easily. you can't bundle everything up as there are real reasons why things are setup like they are but they could do a whole lot better job on organizing these settings

#

it's partly this way because of legacy UX reasons too, they can't just fully change the UI so things have been built on top of existing setup and it has become a mess

#

good thing is that you'll get used to this once you spend more time with HDRP... but they keep changing these things all the time, for example global settings assets are a new thing now

fair bane
#

yeah i hope to get used to it. HDRP offers so many opportunities.
Also the decals alone completely changed my workflow and i love it even if its more tedious now to place all this stamps

summer glacier
#

lens flare is costing 0.90ms - 1.2ms on the CPU in editor. Is that a normal perf cost for lens flare or should I report it?
Just having it activated on your asset post processing settings costs that much all the time. Feels like too much, no?

#

2021.2b16 HDRP

turbid matrix
#

I'd verify the cost in build first

#

sound excessive tho

summer glacier
#

all lens flare costs combined

#

mostly just ini_LensFlareDataDriven around 90% of the cost

turbid matrix
#

that's pretty nuts

#

depending on the cpu of course

#

I haven't even tested the new flares yet

true zealot
#

welcome to urp

turbid matrix
#

huh? ๐Ÿ˜„

true zealot
#

lowercase channel names are amusing ๐Ÿ˜„

turbid matrix
#

I kinda expected these channels to go the other way around, considering URP talk has been in smaller extent here

#

it mainly matters if people do channel specific searching

#

I wonder if it would make sense to just archive and hide this channel and make a completely new one for urp

#

lots of old history here though that can be useful

drifting vault
turbid matrix
#

the issue is, if they search for #archived-urp as channel, they won't find it

true zealot
#

If you do need anything pinned feel free to let me know

summer glacier
#

URP should've been the one with a new channel, there's more HDRP stuff in here imo ๐Ÿ˜„

turbid matrix
#

this

#

it's still not too late to swap tho @true zealot

summer glacier
# turbid matrix depending on the cpu of course

Built-in lens flare costs 0.001ms ๐Ÿ˜„
I checked to see if it's worth reporting a bug. Although the HDRP lens flare is much better with more features than the post processing stack one.

turbid matrix
#

no matter how fancy the flare is, it should never cost that much

#

btw I really dig that shaders and vfx are now closer here (since they all go under graphics now)

summer glacier
#

turns out it also costs 0.8 on the GPU ๐Ÿ˜„

turbid matrix
#

same with post-processing and lighting I suppose but I have those muted normally

outer carbon
#

Names have been swapped

turbid matrix
#

thanks ๐Ÿ™‚

summer glacier
turbid matrix
#

@summer glacier what do you use for measuring the gpu cost?

summer glacier
#

turns out it's correct. The only thing messed up is my brain ๐Ÿ™‚