#archived-hdrp

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summer glacier
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Profiler GPU module

turbid matrix
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it works on hdrp? or is that the new thing?

summer glacier
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Yup, always did for me. Results are also pretty good.

turbid matrix
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I remember it not giving the info if you had certain functionality enabled - which I always had

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I've just used nvidia nsight for gpu profiling as it gives very detailed info for everything on the frame

summer glacier
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Hmm, never faced that issue. Although it doesn't work with some graphic libraries

turbid matrix
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also if one goes for nsight, doing development build from unity is very handy there as dev builds include full shader names, a lot easier to know what you are looking at when it's not just some random numbers

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hmmmm, it does work for me too now (unity's own profiler's gpu data)

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altho would be awesome if we could get the timeline view in profiler for gpu side too - nsight and other dedicated tools give you this

summer glacier
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GPU shows names too and I like the profiler UI

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oh yeah good point

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What's up with all recent bug reports showing up empty?

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is it actually empty, my message + project deleted?

turbid matrix
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ah, good that it's not just me

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I asked Unity dev about this and the report has it's data on their end so probably some issue on the interface they give us

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fogbugz has done this in past occasionally too immediately after the report but usually it's been corrected within 30 minutes or so

summer glacier
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Got it, that's good.

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Would've been nice to know before. I'm always adding another message incase it was deleted.

whole fossil
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Yeah, it appears empty for me as well, but my report was reproduced so I guess there is no data actually missing

faint dawn
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Sorry for the spam lol, but i realize that this goes here, even to its lightings, its related to hdrp.
Does anybody knows how can i make so the volumetric fog doesn't go through walls and floors?

iron flame
faint dawn
iron flame
faint dawn
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it does work!, but if i move at a certain angle it still goes through the floor

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even tho, its much better lol

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ty

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so if i want to animate it i would have to increase the light range so it doesnt goes through the floor right? theres it not a way to do that automatically?

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i mean this

iron flame
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Volumetric Shadow Dimmer is 0

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set it to 1

faint dawn
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nice, it works perfectly it seems

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ty so much

iron flame
faint dawn
faint dawn
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Yo again!, im having this problem, i don't know exactly why i can't see shadows when i get close to an object

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but they seem to appear when im far

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the same happens on the scene viewer

faint dawn
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i think i fixed it, kinda lol

iron flame
turbid matrix
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I see the frametiming backend PR hasn't yet landed on latest 2022.1 alphas

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ah, soon โ„ข๏ธ "Profiling backend PR has landed in trunk, running some yamato tests against trunk 71d43f7a9c283602dfa9ca30d1612a5f96669ce6 now as a sanity check"

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will still take few weeks at least

wind quiver
faint dawn
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in a few months, maybe lol

summer glacier
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no info yet though. Tease tactic

turbid matrix
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yeah, been following this ๐Ÿ™‚

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there's water surface types for ocean, river and pool on that atm

heavy ice
keen iris
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for some reason, the spot light just refuses to put light past that top length there, any ideas?

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To show what I mean, I rotated it further

keen iris
turbid matrix
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@keen iris broken normals on mesh?

eternal laurel
turbid matrix
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I'd expect that kind of tooling to be something left for the terrain team - so you will probably be left on your own

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I'm still bit annoyed that Unity teased that layered terrain system years ago and then radio silence on that afterwards.. unreal already got their counterpart, probably because they felt the pressure from Unity's system that never happened ๐Ÿ˜„

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my assumption would be that the water system would just limit itself to visual side of things, offering things like infinite water planes but leaving the actual river / ocean shaping to other tools

heavy ice
summer glacier
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Having used cry engine for a bit, I miss the terrain features there :-

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In particular how it works well with the spline system, for roads/rivers and adjusts the heightmap as necessary.

turbid matrix
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unreal has all that stuff too, unity just have fallen behind now

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I'm sure it's on their radar though, it's just pity we don't get updates on the new environment things anymore

summer glacier
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I feel like that stuff is a must for the water system to get rivers and so on

turbid matrix
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there are plenty of 3rd party assets that do all that but that's always going to be some kind of dependency hell

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(my main issue with relying on 3rd party tooling is that it's never going to be smooth ride on unity betas)

summer glacier
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Yeah, ideally you'd less little to no assets with HDRP
Right now only assets I'm using are somewhat hands off and do their own thing.

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I've been reading about the splines features, supposed to be coming soon, still not here ๐Ÿ™‚

turbid matrix
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spline thing is basically just some spline component that let you build your own tooling on top, don't expect some road systems to appear etc ๐Ÿ™‚

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it's probably overhyped thing by the community too since it's just making spline tooling more unified, not necessarily more fancy

summer glacier
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Oh. That's a bummer

turbid matrix
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from the early comments from Unity's side, it felt that they really wanted to keep the spline component really bare bones

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I asked them to include at least most common helper tools for it, to make it worthwhile but there seems to be some resistance on that part too and we probably don't even get extra data out of the box along spline (like rotation/tilt or scale)

summer glacier
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I really expected it to be something that finally stops you from using third party assets for splines, and now we can all use the built-in one. And even for that we're waiting this long, maan.

turbid matrix
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I lost most of my interest on that since it really sounded like I'd still need to build everything again on my end while still being constrained by their system

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but... we'll see

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as for environment work, I could see environment tooling getting some spline love eventually but wouldn't expect to see anything but bare bones spline component in the editor first, with maybe some samples that showcase what you can do with it - which you'd then need to expand yourself into proper road/river etc tool

eternal laurel
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There is a build in spline component now ?

turbid matrix
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we wish ๐Ÿ™‚

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it's been teased to come for a long time now

summer glacier
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In true slow unity fashion ๐Ÿ˜„

turbid matrix
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apparently they are going to let us store whatever data we want per spline knot/point but this just means there will have to be custom gizmos for all tools we make with this too - which was the main thing I wanted to avoid with splines

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having just bare bones spline component isn't even that complicated to build yourself, main trouble is making the rest of the tooling intuitive

summer glacier
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shh, this channel encompasses everything unity

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The SRP realtime profiler was just merged to master

turbid matrix
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yup, now to wait for a15 or something where it's functional for us ๐Ÿ˜„

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I don't know which version they are at atm but would assume a15 or a16 would be earliest for this

summer glacier
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Sounds about right

turbid matrix
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there's apparently some api changes already in the native engine for this but they did some follow up PR that's not on current editors

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or well, native engine code rather

summer glacier
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on the mention of cry engine

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Recently, I played a game called kingdom come deliverance. Best graphics I have ever seen. The terrain & vegetation was unreal, it also had realtime GI with SVOGI which is surprisingly fast.

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Made me download CRYENGINE and compare it to HDRP. ๐Ÿฅฒ so much stuff built-in into cryengine

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although the UX is years behind unity, unity is much more straight forward and artist friendly.

turbid matrix
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KDC is still using CE 3, fairly different engine from what they have now

summer glacier
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Yup, but still

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it's got procedural terrain generation as well.
And a really nice spline system that works alongside the terrain. I noticed they put a lot of love into the terrain & vegetation systems

turbid matrix
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they actually did some prebaked gi setup for SVOTI on CE V, they used it for optimizing real-time GI on Hunt where most of the level geometry is just static objects

summer glacier
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Interesting

turbid matrix
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it's still realtime gi, but they prepared some of the static data for it in the editor

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can't remember the details anymore, just remember seeing that stuff while evaluating CE V at that time

summer glacier
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Their vegetation/shadows look really nice. Not sure how you'd get the same thing in HDRP.
A dense forest blocks all or 'much' of the ambient light and looks dark

turbid matrix
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unity used occlusion probes on book of the dead demo for this

summer glacier
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They mentioned it was coming to unity for a bit, didn't they?

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forests/vegetation looks so dull and dead without them..

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Although I know it's not coming now

turbid matrix
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they wanted to merge them back then yes...

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I'm guessing APV's could be used for this to some extent

summer glacier
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Damn it, really wish they were :/

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It makes vegetation look 10x better

turbid matrix
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also my occlusion probe package mod still works on recent Unity versions, but I don't think it ever worked with high intensity lighting on HDRP

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when BotD was a thing, they still used old style lighting values, without high exposure values

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there's probably something one could do with the high exposure thing... it's just when I briefly tested that years ago, it just rendered whole probe texture map pure white so definitely would need some compensation for it

summer glacier
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I've seen APV on github and around. What is the feature?

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Can it be used as realtime gi?

turbid matrix
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it's pretty static today since you can't bake these probes in real-time

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you can just think it as fancier automatic light probe system atm

summer glacier
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Interesting

turbid matrix
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I'm sure Unity has some plans on using this for more dynamic realtime GI eventually but they are keeping it very hush hush

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I don't really see a point of Unity allocating several key HDRP devs to work on this system for this long time period to just have it automatically place probes around, there has to be more to it

summer glacier
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Yeah, I'd assume so

loud leaf
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Just updated my ray tracing test projects to 2022.1.0a12, the only difference (editor specific) is that it now hangs a lot.

However, after that I updated my HDRP from august (master) to today's master. I noticed:

  • RTGI denoiser quality has gone down (I can't seem to fix it by simply changing settings in the volume component)
  • Everything seems to be flashing

Has anyone ran into this yet?

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Before

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Flashing

heavy ice
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Quite weird...

loud leaf
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Two bug reports are on the way, should make it a bit easier than guesswork from the screenshots. Let's hope they get through QA this time ๐Ÿ˜„

heavy ice
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they have been some changes in the denoiser, but mosly perf and tests didn't break

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so I am surprised

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the flickering is probably engine side

loud leaf
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I can help with some extra investigation to spare you some time if you want. I have a feeling the increase in noise is due to PR 5921 (minor ssgi improvements) and the flashing could be a result of the new CullInstances API but I don't know for sure until I investigate

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Will wait for the bug report uploads to complete first, I am on slow ADSL ๐Ÿ‘

heavy ice
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I am really surprised about the denoising regression..

loud leaf
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Me too, only thing I can think of is the new point distribution in the diffuse denoiser. I checked it back to back a few times by reverting to an older commit and it's definitely not on the engine side

heavy ice
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lemme think

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from the code, can't really be the point distribution

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if it is that PR, the issue must be somewhere else

loud leaf
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I'm not sure but it was the only recent PR that affected the denoiser I think. I will check the result on the commit before and after

turbid matrix
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RTGI is kinda funky for me on scene view but that's probably totally different issue

heavy ice
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Set directional shadow fallback to 0.0 in the ray tracing settings

turbid matrix
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you mean for @loud leaf's issue right?

heavy ice
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no for what you are showing

loud leaf
heavy ice
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mmmh shoot

turbid matrix
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this one?

heavy ice
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yes

turbid matrix
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it doesn't really have impact for this

heavy ice
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OK then the problem is elsewhere

turbid matrix
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I'm using this from github branch though, haven't checked yet if it happens on stock 2022.1 version

heavy ice
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@loud leaf i'll check the issue see if i can figure out what happened

turbid matrix
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oh rats, is DLSS active in editor too?

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if I put RTGI to use full resolution or quality mode, the white artifact goes away

loud leaf
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I disabled DLSS for my testing. But maybe it is causing issues with exposure in your project? @turbid matrix

turbid matrix
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on perf mode without full res, it glitches

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I'll check the dyn res

loud leaf
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Interesting ๐Ÿ˜„

turbid matrix
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nah, it still does it with dyn res disabled from both camera + hdrp asset

heavy ice
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how is rtgi setup precisely @loud leaf

loud leaf
turbid matrix
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what is that last setting?

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I don't see it on my end

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Receiver Motion R*

loud leaf
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You need to enable "Show Additional Properties"

turbid matrix
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ah right

loud leaf
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It can reject (to avoid ghosting) based on motion vectors

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I can't use it because in VR, the player arms/hands will always be noisy ๐Ÿ˜…

heavy ice
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yeah those kind of cases are why it's an option

loud leaf
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yep

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Ideally it would only reject if your hands are moving too fast but if I remember correctly that wasn't possible at the time

heavy ice
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i cannot repro

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it would be great if you can share a small repro

heavy ice
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thanks

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looking at it

loud leaf
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That's running HDRP before the PR (897f3a385c0632a9f8cf4c68448ad32af50784a5), if you swap out the packages for HDRP after the PR you'll notice it changes.

heavy ice
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ok cool i'll check it out

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for me on master i get this ๐Ÿ˜ฎ

loud leaf
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Now I'm confused ๐Ÿ˜„

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I'll try again

heavy ice
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Oh no wait

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package cache issue

loud leaf
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If you're using the editor I was using (a12) make sure you revert the real time profiler commit (it has not landed on editor side yet)

heavy ice
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i am trying with a14 and master

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ok indeed repros

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checking it out

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not sure how possible but okay

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Yeah ok

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found it

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damn

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i'll be doing a PR to fix it

loud leaf
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Nice, will test it when it's up

heavy ice
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do you have the number of the fogbuz?

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that you created?

loud leaf
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I didn't submit that one because I thought QA was going to get confused, but I can submit it

heavy ice
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nono

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don't

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all good

loud leaf
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๐Ÿ˜„

heavy ice
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it was in case you already did

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(I am off next week so )

loud leaf
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Alright

turbid matrix
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this part is lovely for HDRP users: "Add a new Target for the Custom Render Textures"

heavy ice
loud leaf
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@heavy ice Looks good to me, issue is gone and haven't found any new problems. Fun fact, this also fixed the other flashing issue (case 1375131), I will let QA know they can close it ๐Ÿ‘

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Hmm I found one thing just now

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It's gone after entering play mode, got it on first start after clearing the library.

heavy ice
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indeed

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good catch

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fixing that and merging

vapid matrix
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Does anyone know how to change forced screen resolution (hdrp FSR) via script?

turbid matrix
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"HDRP does not scale dynamic resolution automatically."

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basically even with dynamic setting, it's up to your own script to tweak the scale of it

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at least, that's how I've understood this

vapid matrix
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ok one sec

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thanks

turbid matrix
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also worth noting that you typically can't change SRP asset values at runtime, it's not just dynamic resolution but in general limitation to all settings in these assets. you can swap between multiple HDRP assets at runtime though

vapid matrix
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so how do i change like ssr on and off?

turbid matrix
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and to enable/disable feats at runtime, you'd do that via frame settings and volume component overrides

vapid matrix
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oh

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so no FSR via script?

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my brain hurts

turbid matrix
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current setup does make some things really tedious, yes.

vapid matrix
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so should i wait for stable 2022 for FSR?

turbid matrix
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that's your call ๐Ÿ™‚

vapid matrix
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and i have strange glitch with ssr on amd 5600g

turbid matrix
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I do want to point out that you can have option for DLSS and FSR using just single HDRP Asset though as there's also camera option for enabling both of these

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also to override DLSS settings at runtime, you'd do that through the camera options as well

vapid matrix
turbid matrix
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only thing you can't do with single HDRP Asset is toggling between FSR and TAAU... for that you need a separate HDRP Asset you swap in place

vapid matrix
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it is hard to see, but in dark scenes it is very noticeable

turbid matrix
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I don't know what your images are supposed to show but since you highlighted border of the screen, are you talking about missing data on reflections due to lack of screenspace data on that area?

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if so, that's normal and expected with any SSR

vapid matrix
vapid matrix
turbid matrix
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by not using SSR? ๐Ÿ˜…

vapid matrix
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well...

turbid matrix
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reflection probes, planar reflections (if you can afford them), raytraced reflections on DXR gpu's

vapid matrix
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reflection probes on hdrp are working kinda strange

turbid matrix
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SSR data is always going to be limited to what's available on your screen buffer

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you can tweak some values to hide the artifacts a bit but there's no magic bullet for it

vapid matrix
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can I extend this buffer to outside of camera

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like

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render a little bit more than camera see

turbid matrix
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there's no such option, no

vapid matrix
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ehh

turbid matrix
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also it would only really fix the issue with plane like surfaces

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(for which you could use those other reflection types too)

vapid matrix
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so

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i need to change ssr

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well

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thanks

turbid matrix
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planar reflections would be ideal for this purpose if it's not too expensive for your use case

vapid matrix
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im having some issues with setuping them

turbid matrix
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I tend to put some mirror material to the plane I want to setup them for, just for the initial alignment

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when done, then swap the regular/final material back

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by mirror material, I just mean blank new material with metallic and smoothness set to 1

vapid matrix
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hmmm

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ok ill try this. Thanks!

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hdrp is very strange and complicated...

turbid matrix
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settings can be scattered all around, yes

vapid matrix
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worked

sinful locust
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With HDRP volumetric clouds its not clear how one could create a flying game where you travel through the clouds. They have a local cloud mode, but without the ability to offset the cloudmap when origin shifting, or for the local volume offset to effect the clouds, its not clear how its possible to create the illusion of moving through them over an extended distance. Also for games where 0,0,0 is not the "ground" (say space game) I am also unclear on how to deal with this.

dreamy fox
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Here it is DynamicResolutionHandler.SetUpscaleFilter(Camera camera, DynamicResUpscaleFilter filter) (more info on docs)

inner parcel
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or does that go by a diff name?

dreamy fox
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It has a different enum name, but it supports it. I am not at my PC so cannot check, but the internal acronym is EASU so something starting with Edge Aware something probably :) Can post precise name next week

inner parcel
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EdgeAdaptiveScalingUpres

vapid matrix
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hdrp light artefact?

turbid matrix
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I feel like you should highlight the DynamicResolutionHandler.SetUpscaleFilter(Camera camera, DynamicResUpscaleFilter filter) in code override section somehow to make it pop more, like has been done in "Using dynamic resolution" section

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(I mean the highlighting with red color there)

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I just briefly glanced over that doc for those and didn't see any mention for the upscale filter change, hence thinking you couldn't do it

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and yes, one should read all docs through ๐Ÿ˜„

dreamy fox
sinful locust
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Anyone know if there is a scripting API to offset HDRP clouds if you are using floating origin?

summer glacier
sinful locust
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Thanks Max, I posted there, looks like there are unity devs active in the thread maybe they will take notice =).

night lagoon
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anyone know how to create a rain effect in hdrp

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most of the things i find dont exactly work cuz they're particle systems

warm coral
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Hey, is there a way to get the shadow information in a custom shader? I've been searching and didn't find anything useful

shrewd moon
night lagoon
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ty

turbid matrix
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@keen yew it is a known bug, was introduced few versions ago

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Not sure if it has been fixed on most recent betas or not

turbid matrix
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@keen yewfor what it's worth, there's one SSR asset on asset store that does it IMHO better for URP than what HDRP SSR has to offer

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HDRP SSR works somewhat fine if you have mirror like surface, any rougher material and it's either totally inaccurate or if you use the accumulation mode on it, it'll ghost so badly it's totally unfeasible to use for any fast paced movement (this rules out most of the game use cases)

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one of the big pros of going with HDRP is that it ships really well featured, meaning you don't have to rely on 3rd party offerings to get something pretty out of it

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no idea which one you were testing with though

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just to make sure, did you have the issue on cloud layers specifically?

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ah ok, according to tracker they have fix in review... no idea when it lands ๐Ÿ™‚ didn't see relevant PR at quick glance on Graphics git-repo

turbid matrix
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@dawn sorrel you probably have a mismatch with exposure and light intensity

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if you want to have some easier starting point, run through HDRP Wizard and create a new scene after that, it will have defaults that will work. then replicate something like that on your test scene

turbid matrix
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my follow up message should give you a better starting point

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HDRP has been designed to be used with realistic lighting values, meaning your light intensities for sun are expected to be quite high. because of this, HDRP defaults to sky + volume exposure setup that's designed to work with such lighting values. if you have some of these off, it'll not work proper

night lagoon
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how do i get rid of these jagged shadows

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interestingly this is the only shadown in my scene that has this issue

floral oar
upbeat badger
turbid matrix
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to me it's way too restless looking, everything is just wiggling in all directions..

upbeat badger
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Yeah the intensity of wind is a bit too much but the overall behaviour of branches and leaves looks really nice. I wish there was something like wind node for shader graph with similar quality to BoTD wind

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I will even paint vertexes with different colors for this to work

turbid matrix
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BoTD wind was also using prebaked simulation for that specific scene geometry ๐Ÿ˜„

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but they did really good job there

upbeat badger
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They were using baked vector fields to make wind direction more realistic but even without that vertex animation looked great

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I hope new environment package that is in development will close the gap in regard wind animation and mesh instancing

turbid matrix
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I really loved all the detail they put into that demo

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kinda pity so few things actually got back to mainline after it

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that blog post did seem to neglect the prebaked wind stuff but I'm pretty sure they had some wind baked into some textures named gust etc

turbid matrix
summer glacier
turbid matrix
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afaik it's only functional in HDRP atm but I don't think it's been designed to be used with HDRP only

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if you look at the APV commits and PRs you can see that actual ProbeVolume is located in core instead of HDRP

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this doesn't mean they plan on adding URP support for it, I mean they could but I wouldn't take it as such sign.. it could also be like this just so that custom SRPs can use this functionality easier etc

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but on the other hand considering the work they put on APV, I'd still expect it happening for both SRPs at some point

summer glacier
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I'd like to test APV, is it in the latest beta?

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or only github?

turbid matrix
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it's in 2021.2 - which is not in beta anymore ๐Ÿ™‚

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APV is still experimental on 2021.2 though

summer glacier
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I was looking forward to the release trailer showing the new features.

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Nowhere to be seen

dreamy fox
turbid matrix
summer glacier
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considering they made a release trailer for 2021.1 that had next to nothing

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it's crazy to me that 2021.2 doesn't have one, considering the showoff features it got like volumetric clouds

turbid matrix
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or all those fancy new URP features...

silver copper
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would anyone know how to get rid of the effect the textures have on the ground? I assume I need anisotropic textures but I can't turn on mipmaps because my texture filtering is set to point

grizzled flame
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why are you using point filtering

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this is the exact situation that anisotropic filtering was created for

eternal laurel
turbid matrix
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pretty sure Unity never confirmed that anywhere, it's just users who assume it's the end goal for this

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which it might be, but I doubt unity will confirm or deny this

summer glacier
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testing APV and I can't really see a difference when using it compared to without

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After the bake the probes show up so I assume they're working active

indigo summit
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From my testing it seems APV looks like some kind of improved version of light proxy volume, and not depend on lightprobe on the scene anymore.

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i was hoping that it's similar to UE volumetric lightmap tho. . . .

dreamy fox
# summer glacier testing APV and I can't really see a difference when using it compared to withou...

Did you enable the feature on all the various places? (frame settings, asset and project settings). It is a bit of a mess to enable as of now, but will change later.
Also keep in mind that this release is not really meant to be used to light for static geo due to lack of occlusion handling. If you really must (though it'd be against what we planned the release for) you would need a fairly high density.

dreamy fox
indigo summit
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also i notice that each brick always have a 4x4 probe, can this be adjusted?

dreamy fox
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No, bricks need to be 4x4x4

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But yes, whatever is in master now is meant as a replacement for old light probes and not much more.

indigo summit
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i see, alright then. I hope support for static object are considered for the future

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or i guess there would be other lightmap/GI system are currently being worked on

zinc elm
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Is this supported on igpus?

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Specifically a intel one

dreamy fox
dreamy fox
zinc elm
indigo summit
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@zinc elm Any GPU that have compute capabilities should be able to run HDRP i think

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btw is APV can be nested/splitted? or there's should be only one APV per scene?

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oh it can be nested, alright cool

turbid matrix
#

compute is the hard requirement for HDRP but there's been several issues in past with some older integrated Intel GPU's

#

it's bit of a moot point though since those gpu's were not even powerful enough to run HDRP properly in the first place

zinc elm
turbid matrix
#

HDRP aint no minecraft though ๐Ÿ™‚

#

if you want something that runs well on weaker hardware, you should focus on URP or use the old built-in renderer

zinc elm
#

Well I have intel hd graphics 720 do you know if that's supported

turbid matrix
#

technically all intel gpu's from past decade are supported... it's just intel's drivers are very lacking + especially the older integrated ones are just too weak

#

720 sounds like some newer model than what I've tested myself so it might be ok

zinc elm
#

Oh wait... Was it 720 or 620

fair bane
#

Hey guys,
I currently work with decals and try to overwrite the Emission of a decal with another decal. But can't really get it running.

drifting vault
fair bane
#

The black decal seems to overwrite "something" but my guess is this might just be the BaseColor shining through. ๐Ÿค”

dreamy fox
drifting vault
silver copper
inner parcel
# zinc elm Oh wait... Was it 720 or 620

I used to have a 620 and with stripping everything in hdrp I was able to run on 60fps in 1366x768 res, but again you can run urp with almost half the frame time (~125fps) with same settings.
By stripped I mean no post process, no real-time light, no vfx and everything disabled in the asset

#

On hdrp 8 I guess

turbid matrix
#

am I only one who keeps reading RenderBRG as RenderBurger?

#

I try not to.. but it's actually surprisingly hard once you have your mind set to it

whole fossil
#

well... thanks

turbid matrix
#

np

whole fossil
#

I cannot unsee that now ๐Ÿ˜„

sinful locust
#

Interesting, the way URP and HDRP handles extreme farclip distances seems to be totally different, at least after they fixed the farclip bug in the final 2021.2 release. I seem to be getting stable rendering even with a nearclip of 0.1 and far clip of 1e+11 in HDRP, where I was not before and in URP it simply stops rendering anything past 2e+6 or so.

#

I almost missed this due to a spelling error in the release notes: "HDRP: Fixed an issue with TAA causing objects not to render at extremely high far flip plane values."

whole fossil
#

isn't 1^11 still 1? ๐Ÿ˜„

sinful locust
#

no I meant 10,000,000,000

whole fossil
#

i read ^ as power of

#

and base of 1 equals to 1 no matter what

sinful locust
#

sure, I guess I should have formatted that correctly lol.

whole fossil
#

nevermind, just me being picky ๐Ÿ™‚

sinful locust
whole fossil
#

1e+11 is completely different deal than 1^11 ๐Ÿ˜„

rich ravine
#

it's just a way of saying 100,000,000,000... Will look silly if they actually show this

sinful locust
night lagoon
#

what should i set for maximum for screen space shadows

#

i set it to 25, is that fine?

vapid matrix
#

multiple volumes are not working on hdrp?

rich ravine
#

wdym? it should work..

vapid matrix
#

but it doesn't

#

and lightprobes are very dark in unity 2021.2b16

#

oh wait

#

stable version is here

vapid matrix
#

has anyone made SSR for hdrp?

silver copper
#

oh wow yeah, that was the solution but i had to do it on every texture on the terrain before it worked. Weird, I thought mipmaps would fix that problem. Thanks!

turbid matrix
vapid matrix
summer dome
#

Any idea why "Indirect Lighting Controller" does not affect skinned meshes?

whole fossil
#

do you have light probes baked in a scene?

summer dome
#

nothing in the scene is baked currently, everything is instantiated at runtime

#

the scene is basically empty when pressing play

#

just to make sure i regenerated a new lighting settings object and cleared all baked data now

whole fossil
#

just for testing purposes, add one light probe near character, bake it and see what indirect light controller do then

#

afaik it works with indirect light which is baked on the lightmaps and lightprobes

summer dome
#

still nothing, i have a feeling this is related to assets being loaded via addressables

#

yep it's somehow related to being addressable it seems ๐Ÿ˜ฆ

#

normal skinned meshes work fine, will keep digging ๐Ÿ™‚

turbid matrix
#

now here's hoping URP will get this treatment some day too so it doesn't get left too far behind built-in and HDRP on this regard...

#

and yes, there's a card on productboard for it but it's on the "under consideration" section so not too hopeful about it

inner parcel
sweet vault
#

How can I fix this error? An error occurred while resolving packages:
Project has invalid dependencies:
com.unity.render-pipelines.high-definition: Package [com.unity.render-pipelines.high-definition@12.1.0] cannot be found

#

It shows up after I made my project

sinful locust
#

Hmm I noticed this comment in todays blog post, anyone have more info on this?

#
Finally, we now offer a dedicated custom pass to get a lightweight camera for all UI-related work in response to feedback about the expensiveness of additional cameras. 
whole fossil
turbid matrix
#

pretty sure they referred to that one

coarse trench
#

Is there any way to get anti aliasing working for HDRP in differed without using the post process effect..

turbid matrix
#

you mean, MSAA in deferred? not going to work

coarse trench
#

Is there any sort of AA that would work anyway with hardware acceleration at draw call time?

turbid matrix
#

why do you need this?

#

there's DLSS but it only runs on relatively new nvidia gpu's

coarse trench
#

I mean nothing really in the post process AA looks any good.

#

They all have weird glitches or problems.

turbid matrix
#

there isn't any perfect AA solution regardless how it's done, it's always some kind of tradeoff

coarse trench
#

yeah but the only trade off I really want is performance.

#

And since when was DLSS added. Never seen that before than in UE.

turbid matrix
#

DLSS is on 2021.2

coarse trench
#

I need to update then. :p

#

But anyways.

#

I'd have to write my own AA in glsl I guess then?

#

I mean there isn't really anything else.

turbid matrix
#

you have some idea that would work better than on current AA solutions?

coarse trench
#

Thats actually a dumb idea I should of not said that

#

but I did do it once for an opengl project

turbid matrix
#

FXAA is just a smooth filter, MSAA is heavy and can only affect geometric edges, SMAA doesn't catch all aliased edges, CMAA is like SMAA but less complicated, TAA is great but softens the image and can have horrible ghosting, DLSS only works on specific GPU's

#

super sampling is practically only approach that doesn't have some weird artifacts but most people can't afford to render the scene, say at 4x resolution of their native display resolution

#

also not sure if you can do SS on HDRP atm

coarse trench
#

I was wondering if it's a least possible to do MSAA on deferred anyway, not unity specific?

turbid matrix
#

I personally don't like TAA's side effects but it's still most valid alternative out there

#

you could do MSAA on deferred but it's kinda expensive and limits what you do with it, there are papers about it

#

but it's not really feasible to do so which is why people don't do it on game engines like Unity or Unreal

#

also... why would you do MSAA on deferred with HDRP? HDRP actually has better visuals on forward only path that supports MSAA ๐Ÿ™‚

#

well, for most parts anyway it's more accurate than the deferred path

coarse trench
#

Because of how lighting works with differed. Way more cheaper and I'm wanting to use a lot of lights. Like a lot.

turbid matrix
#

the issue with MSAA is that it still can't fix things like specular aliasing or aliasing presented by texturework and it's also quite expensive

#

either way, your options are limited, either have forward with MSAA or go with deferred and some PPAA

coarse trench
#

PPAA never heard of that.

turbid matrix
#

I just meant post processing AA

#

FXAA, SMAA, TAA

coarse trench
#

Ok thanks.

#

I'll think about it later. Thank you and goodbye!

coarse trench
#

Unity seems to say that it has support for AMD FSR. I can't seem to find where to enable it. The closest thing I found to it was a "Dynamic Resolution" setting where I found not mention of FSR it only showed me something for DLSS.

#

Ok no I just found it in "Default Upscaling filter."

rich ravine
#

profile it yourself, and tell us?

rich ravine
#

and why is that ๐Ÿ™‚

turbid matrix
#

@dawn sorrelphysical sky updates are heavy, I don't think the sky itself has big impact otherwise

#

like, if you need to update some parameter in real-time.. that's where the perf hits happen

turbid matrix
#

just don't change them?

night depot
#

Anyone tried FSR in newest Unity build? Tried turn it on, but nothing happens. Is it should be implemented manually?

turbid matrix
#

you have to lower the resolution manually

#

can you "fixed resolution" from dynamic resolution settings for quick testing... to write custom dynamic resolution logic, there's a doc page on HDRP docs

night depot
#

Genuinely thought that would be like DLSS changing stuff in editor with few clicks

turbid matrix
#

It is not. All manual

#

You also need separate AA with FSR, it is not AA solution like DLSS

#

@night depot ^

night depot
summer glacier
#

first advice is to use the profiler, there's a CPU and GPU module, it's extremely easy to use and so helpful.
If you care about performance, it's a must know

#

Physically based sky update mode by default is set to onChanged -- which means it will consume next to nothing unless you're moving the directional light, or changing sky paramaters, it will "update" when it's changed.

It does all it's work on the GPU, a bit heavy, I believe on my GTX 1070 it was around 2ms per update ๐Ÿ˜„

#

Slightly increased if you're using volumetric clouds.
The good news is, you can set it to onDemand, and only render it once every few seconds, frames, or whatever you think is good for your project.

In my time of day system, I update it every few seconds. Updating it leads to correct ambient lighting based on the directional light angle.

Unfortunately, there's no frame-slicing (doing the update over a few frames so it costs less) but at least we can render it whenever we want, and not each frame.

summer glacier
# night depot Genuinely thought that would be like DLSS changing stuff in editor with few clic...

I think you misunderstood, maybe not but in case you did -- you can enable it, just tick force screen percentage, and then set your screen % all in the editor. Then it works, does upsampling and everything with the upscaler method you chose (FSR, DLSS, TAU) using the screen percentage you set in the editor.

Dynamic Res needs to be enabled in all the places, camera etc.

You can also change the screen percentage & upscaler method with code. You don't have to do any manual coding to do the upsample itself.

The only thing that requires manual code is dynamic res, as in, the resolution changes itself based on your GPU performance per frame to reach a certain GPU ms goal. You need to setup GPU timings for that and what not.

pale wigeon
#

Hi, I'm new to Unity... I tried running a couple of baked light scenes (templates) from the asset store... baking times where anything from 25 min to more than 1 hour ๐Ÿ˜•

#

I hope I don't have to wait that amount of time for evry change that I make when re-lighting my game?

#

does Unity re-do the complete baking calculation from scratch even when there were only small modifications in lighting?

fair bane
#

No as far as I remember the lighting bake is cached so the first bake will take a while but the upcoming ones will be baked faster. But don't quote me on that since I only heard it from others

#

@pale wigeon

summer glacier
pale wigeon
#

Thank you.

#

I did that and it does improve it, but now I'm running into a problem where there are 7 lightmaps to be created but for reason it nevers create the last one

#

it stays put at 86% completed and the estimated time keeps keeps increasing... 6 minutes left. then 7 min , then 8 min ... ๐Ÿ˜ญ

turbid matrix
#

@pale wigeon also might be worth trying the GPU lightmapper instead of the default CPU one. it's a lot faster

pale wigeon
#

ok, I think I'm already using that though

summer glacier
#

I wonder what that is. Could it be occlusion culling or something similar?

turbid matrix
#

duh, it's about RenderBurger

patent sun
#

how to make render texture CCTV camera in HDRP?

vapid matrix
#

Hi everyone. Does anyone know, how to fix this artifacts? On first it's like there is missing data about reflections and it appears on screen as black triangle (on the bottom of screen it's like black sphere). Btw my PC is running on Ryzen 5 5600G and 16 gb of ram. Is there are any better solution for SSR? Project is on Unity 2021.2 and last HDRP

inner parcel
#

You might be lacking something in post process department. Also some lighting magic. Shadows and GI bring lots of life to the scene

mortal forge
#

From my experience, it's quite often post-processing, and then to a lesser extent surface shaders. But no-one can say for sure unless you share pictures, so an NDA will just force people to guess.

shrewd moon
#

Proper environmental lighting is probably the single biggest thing, but you also need shaders/materials that do what your artstyle needs
Post processing helps

#

Textures of incorrect size or with incorrect import settings, or problems with mesh such as normals are a common problem with amateur projects

flat temple
#

I'm having a weird error when trying to use a volume with a "Depth of Field" effect.
"Error while building Render Graph."
"ArgumentException: Trying to use an invalid resource (pass Depth of Field)."
I did disable DoF in the default camera frame settings long ago, but even putting it back on doesn't solve the problems.
... and I can't find documentation on this error on the net.
Any ideas?

vapid matrix
#

like asset that was working in standard render pipeline is not working in hdrp
any camera effect is not working AT ALL

#

any solutions?

summer glacier
#

since they're based on what's currently on the screen, corners usually have problems

flat temple
#

asset that was working in standard render pipeline is not working in hdrp
That's kinda expected. HDRP work very differently, graphic effects need to be built specifically for it.

vapid matrix
#

so what should i do...

flat temple
#

Either stay in Standard, or find a version of that asset designed for HDRP - really depend on what it is.

vapid matrix
#

standard does not support dlss and fsr

#

and it sucks at dynamic lighting

summer glacier
# vapid matrix so what should i do...

What's the issue exactly? Is it materials? If so, as long as you're using the standard shader, you can use a unity-provided upgrade process that will change all your materials to HDRP

vapid matrix
#

it is not materials. It is keijiro's glitch assets

dawn sorrel
#

Like say big buildings.

pale wigeon
#

oh I see. It's "only" a house though. Any strategies to minimize this kind of problem?

tame comet
#

Do HDRP Materials assigned to UI elements not work for overlay canvas? HDRP/Unlit material, using 2020 LTS

summer glacier
#

so in 2021.2 light probes are like this by default. In previous versions, you had to click on the light probe for it to be visualized.
How do I make it hidden unless I select it, like in previous versions?

inner palm
#

this is still happening in the first full release 2021.2.0f1

#

time to go back to 2021.2.0b13

craggy arrow
#

Is there any way I can get a dark scene with HDRP?.... everything is so.... lit... I'm wanting to make a horror game with it but its weird... I cant get anything to be dark... Even with no lights at all. >.>

indigo summit
#

is there any news for custom pass RendererListDesc to support movecs?

dawn sorrel
#

@craggy arrow

#

just drag the DarknessCubemap into the HDRI Sky field (where it says Dense Stars on the screenshot)

rich ravine
craggy arrow
#

Yeah I got it dark, by just adding in the Sky and Fog Volume and rotating the sun. Seemed to work for me so far for this purpose

chrome locust
#

HOLA!!!

#

@turbid matrix you sneaky bastard! love you are stalking our work ๐Ÿ™‚

#

basically our new BatchGroupRenderer api is out and about, (aka BRG aka RenderBurger ๐Ÿ” )

#

this is sort of the core of ECS. What we are trying to do is make regular game objects render as fast as ecs objects ๐ŸšŽ

#

of course, tons of challenges, but so far we are seeing promising results on the CPU. I am doing subwork on top of this to do deferred materials. This is just a different technique to render materials, opens up the possibility of having many other features

#

For deferred materials you need all your material parameters on the GPU, which render burger gives us (again is the core of dots ecs stack)

#

anyway, really cool results, will let you guys know when a toy branch is ready ๐Ÿ™‚

#

itd be awesome to see early results on ya'lls projects

remote forge
#

(the core of the render burger can also work on URP so long as you have compute ;0 )

rich ravine
chrome locust
#

partially some things are completely orthogonal to ECS

rich ravine
#

Oh niice!

chrome locust
#

some other things are gonna stay slow, hard to say we gotta keep prototyping and pushing this

#

We cant promise anything, again this is us pursuing a really good internal idea

remote forge
#

Specifically: We wrote a new API which is a fast path for getting data into GPU memory for rendering and some fast paths for submitting the draws that relate to this data. This data can be injected into the BRG from ECS (the normal way) for from any other custom system you write so long as it conforms to the API. We have been playing around with injecting this data from GameObjects (via c# script in the scene) for MeshRenderers that are 'somewhat static'. It seems to work well and reduce runtime / draw call cost.

#

But like Kleber says this is mostly really experimental and may never actually ship. But you can see how to use the API in 22.1 and do some experiments for yourself ๐Ÿ™‚

summer glacier
#

looking forward to checking it out

turbid matrix
#

less reasons to dive into ECS land ๐Ÿค”

turbid matrix
eternal laurel
vapid matrix
#

Are there any good solutions for motion blur in hdrp apart from built in?

turbid matrix
#

haven't seen any other solutions for it

vapid matrix
#

oh...

#

Is it hard to make one?

#

If standard render pipeline had good dynamic lighting, ssr, ssgi, dlss, fsr, rtx, I would change hdrp for standard

#

Because there is literally nothing what I can do now

dawn sorrel
dawn sorrel
vapid matrix
#

Shit

#

Well, I guess I need to learn how to make โœจshadersโœจ

turbid matrix
#

can find most of those free too (besides raytracing)

#

well actually, Unity does even provide SSR on their PP stack, specifically for built-in only

turbid matrix
#

enable shadows for the point light

#

is this HDRP?

#

URP doesn't have point light shadows until you use the very latest Unity version (2021.2)

#

@grizzled root^

#

hdrp can bring a ton more issues, what was the showstopper on URP?

#

that's perfectly solvable in URP, would start from the things mentioned on the reply you got there

#

you'll have WAY harder issues to solve if you go for HDRP

turbid matrix
#

URP 10.6 if you use 2020.3 or if you want more features, then go with the stock URP 12 on 2021.2

inner parcel
vapid matrix
turbid matrix
#

you can use cubemaps as sky on built-in... there's Aura (1st verion is free, 2nd is paid app) + countless other solutions for volumetric fog

#

main issue with all that will be being able to integrate everything in same Unity version as you are essentially dealing with bunch of 3rd party things that may or may not have been designed to work on specific Unity version you are using + they may get interfered by other assets

#

it's kinda biggest advantage you get on stock HDRP since it's already an integrated package with tons of features

#

@grizzled rootyeah but URP 2020.3 doesn't support that for realtime point lights

#

looking at the pink materials and actually seeing sharp point light shadows, I'd say you don't have URP asset assigned to the project yet

#

meaning, you are probably still looking at built-in renderer

#

point light shadows were actually added in URP 11 (2021.1 but since that's already unsupported tech release, best option would be to go to 2021.2 directly since it'll become next LTS with some minor changes next spring

#

or just... stick with baked lighting

#

(URP point light shadows do work on baked lights regardless of the version)

eternal laurel
#

anyone here used the accumulation motion blur with DoF in HDRP ? I'm getting really bad artifacts. Perhaps its some settings I need to change but I have no idea. If someone has experienced this issue and can solve it please ping me or dm me or what ever.

mellow condor
#

there is no HDRP on iOS at all right? no hacks, no workarounds nothing?

vapid matrix
#

How to make sword trace in hdrp? Because motion blur built in hdrp is kinda bad

turbid matrix
#

Get an overview of the brand new Volumetric Clouds system offered by Unityโ€™s High Definition Render Pipeline (HDRP), along with some of the alternatives available for generating beautiful skies in Unity, including HDRI distortions and Cloud Layers. Youโ€™ll learn about the brand new Lens Flare system, which works with both the Universal Render Pip...

โ–ถ Play video
#

I'd really love to have these in URP :p

rich ravine
turbid matrix
#

is it though?

rich ravine
#

in their roadmap I believe

turbid matrix
#

I mean it's marked as "under consideration" on productboard yes, but that's not really a firm promise it'll arrive ๐Ÿ™‚

#

haven't seen any related activity on github either

rich ravine
#

sadly yes, true

turbid matrix
#

atm, my faith on getting URP volumetrics is basically all set on Aura 3

#

but that's taking a long time too

rich ravine
#

Aura only works on built-in, no?

turbid matrix
#

Aura 3 is built ground up for URP

#

but it's not out yet

#

dev hasn't really told much about current state of this project either so will see, I wouldn't expect it to get out this year

#

that early 2021 obviously didn't happen ๐Ÿ˜„

#

latest tweet on the topic was about adding volumetric clouds to the mix... which could have been a mistake that just opened yet another rabbit hole to dive into

sinful locust
#

Aura author may have ran into some URP specific challenges. I know from my time with URP, render features and post processing like effects that the interface for some of this stuff is still evolving and there are some performance land minds compared to built-in that I never quite figured out.

turbid matrix
#

there's extra layer of complexity if you want to support VR with URP's renderer features

sinful locust
#

one of the issues I ran into porting volumetric clouds from built-in to URP was scaling the number of lights. There was a couple orders of magnitude difference, even with deferred enabled... never did figure out if this was me just doing something wrong or what.

#

In any event, with the HDRP far clip fixes and the huge performance improvements I am seeing between 2021.1 and 2021.2 (in my project HDRP is performing better in intensive situations) I am not seeing a whole let of benefit to going URP, for my project anyway, except for the fact its way easier to use ๐Ÿ™‚

summer glacier
#

I actually did a recent test on performance with HDRP compared to URP. Some performance pulls are being backported to 2021.2, hopefully they land soon
When the extra features are disabled, the performance was almost like URP (0.6~ ms less) although it looked better by default

#

And when I used shadow caching, it became better

#

ignore stats window, it's not in-game

#

heavy scene 'ish' 3D, once things get demanding, HDRP wins
the big issue with HDRP is VRAM, and some things can't be turned off. This all goes against scaling down...

turbid matrix
sinful locust
# summer glacier I actually did a recent test on performance with HDRP compared to URP. Some perf...

Where it become really obvious to me is when moving. In HDRP merely moving or changing camera orientation has no real impact, not so with URP in my scenes (which can have a lot of game objects in scene). In addition camera relative rendering saves me a ton of cpu, as I do not need to origin shift nearly as often. As the scenes get more complicated the out of the box performance benefits of URP quickly fall away in my testing.

inner parcel
#

is your environment tab configured in lighting window?

inner parcel
#

also the resolution, your window is at 1149x529 which is lot less for modern machines. as you reduce the rendering resolution, the load on gpu is reduced, shifting the boundness gradually to cpu (in my case atleast where im almost always gpu bound)

inner parcel
#

have you tried baking the scene?

vapid matrix
#

is there any other solution to change hdrp asset via script. Because that is very bad.

summer glacier
inner parcel
vapid matrix
#

ive made this function to change fsr resolution

#

but how to change dlss

inner parcel
inner parcel
vapid matrix
inner parcel
#

figured..
i havent used dlss personally, so sorry i dont know if a scripting api exists for that

vapid matrix
#

okay thanks

turbid matrix
#

@vapid matrix I'd imagine you can setup HDRP asset to use DLSS but then if you need to toggle to other upscaler, you could toggle the DLSS of from the camera /cameradata instead

#

you can override it for each camera

#

this would make it then use the fallback option instead

vapid matrix
#

i cant even access to dlss toggler

turbid matrix
#

if you don't see the setting, you probably don't have nvidia package installed

summer glacier
inner parcel
#

whats your pc specs. the results look very interesting

summer glacier
#

laptop GTX 1070, I7-6700HQ

inner parcel
#

thats a really surprising result

summer glacier
#

HDRP GPU: 5.9ms
URP GPU: 6~ms (this is wrong, goes down to 4.6~ms after fixing settings)

#

Actually URP GPU usage is less, I thought its weird so i checked and forgot to downsample the SSAO

turbid matrix
#

for such comparisons, would probably good idea to check the results with some gpu frame profiling tool to see what the actual result consists of, otherwise there could be something odd making the result go way off

summer glacier
#

although URP's SSAO is really bad when downsampled, lots of artifacts and strong pixelation

turbid matrix
#

I like nsight for that as it gives quick overview

summer glacier
#

unity profiler gives exact timings for each feature

turbid matrix
#

it does but it's pain to get the real figures out of it since it doesn't do timeline kinda view for gpu

#

and unity's profiler doesn't work for graphics jobs on standalone builds

#

(and you shouldn't do profiling in editor in the first place)

summer glacier
#

gpu results are the same in editor or build

quiet quest
#

Is volumetric clouds still a work in progress

inner parcel
quiet quest
#

Ty

nocturne ridge
#

Hello

#

I have a HDRP project

#

When I add a Directional Light to it, my entire scene is scorched

#

I need to set the Light value to only 5 Lux or something for the light to look natural

#

That doesn't seem right

#

What am I missing?

eternal laurel
#

setting the proper exposure value

nocturne ridge
#

yeah thanks ๐Ÿ˜„

#

but uh

#

now point lights are invisible even at max Lumen

#

ah I guess I should use Automatic Exposure and not Fixed?

#

I don't rly understand why this is necessary though

loud leaf
#

It allows you to use real world values for lights and cameras instead of inputting some random numbers

inner parcel
inner parcel
nocturne ridge
#

makes sense

nocturne ridge
#

I enabled Realtime Global GI, but the indirect lighting is very weak for some reason

#

I have to set Emission Intensity to high values to get some lighting

#

but then the objects look weird

#

Any idea how to fix this?

#

The red spike on the left is also emissive btw. but it's just not visible :/

inner parcel
nocturne ridge
#

Is light leaking here?

latent quiver
#

Anyone know how to apply textures to a TerrainLit material? Iโ€™m trying out HDRP for the first time and I canโ€™t figure it out. I canโ€™t find any info on the internet new enough, and the docs donโ€™t really tell you anything about it

nocturne ridge
#

If anyone knows how to fix light leaks with Enlighten Realtime GI, I'd appreciate it a lot

inner parcel
nocturne ridge
#

padding?

#

Also, any idea what this shadow artifact is about? (that ray going to bottom-left corner)

#

This happens when I increase the Shape Radius of the point light

#

How do you fix this?

latent quiver
#

I'm having trouble setting up a skybox

#

I set it to hdri and made a cubemap but all i get is darkness...

latent quiver
#

i figured it out\

#

But I still cant figure out the terrainlit shaders

#

nvm.. ๐Ÿคฆโ€โ™‚๏ธ

#

i finally got it

#

okay one last question

#

my texture painting is really square and patchy.. can I fix that?

supple briar
#

Anybody know how I can increase the range for RTX shadows?

#

When I move the camera back the shadows disappear, but not sure where to find the setting to change this

#

Nvm I found it ๐Ÿ™‚

craggy arrow
#

My GPU is being sent into overdrive in my game scene and I'm actually having some performance issues. I've been looking at the profiler, but I'm not really sure still where to apply my attention to. Does anyone have some tips on where I can learn to optimize my game a bit better to help on the GPU side?

turbid matrix
#

I keep mentioning nsight because it gives really nice overview of things @craggy arrow

craggy arrow
#

Thanks, I will have to look into it

turbid matrix
#

You do need nvidia gpu for it afaik

iron flame
#

when will we have a nice SSR :/

#

SSR off 4K 200 FPS
SSR on 4K 58 FPS

warm topaz
inner parcel
warm topaz
#

they are all marked as static. Artists are using Blender and importing to the project using these settings:

#

I can't reproduce it in new project because the issue just emerge when the project has a lot of assets.
We have around 8gbs of textures and 300 meshes..

#

It was all fine not long ago

inner parcel
#

Do you use addressables?

#

Or Resources?

warm topaz
#

actually, neither of them..

#

we are loading assets using a scriptable containing a list with all the prefabs

inner parcel
#

If feasible, try the same mesh with asset bundle. I use addressable and our project is over 10gb+ ig.
I haven't had any issue like that

warm topaz
#

the strange thing is, if we use a PC with a GTX1080Ti, it's everything fine

#

if it's mine, 1660 Ti, the issue emerges

#

we plan to use it, but for now.. we need a temporary fix

nocturne ridge
#

Is it possible to create a light that only lights volumetric fog and nothing else?

#

I have a bonfire particle effect, and I have one point light above it that is scripted to animate the intensity and position of the light

#

but my problem is that with volumetric fog enabled, you can see the point light moving up and down

#

so I'd rather create another light that affects fog in a broader way but doesn't light the rest of the scene

#

any idea for a solution?

eternal laurel
#

@nocturne ridge if I remember correctly you can turn off all the light layers of the light and it will still light up volumetrics if it has the checkbox

summer glacier
#

I wonder which way to go, volumetric clouds or HDRI.

#

I mean, can you really match HDRI quality? no matter how good the volumetric clouds are

#

Maybe it depends. Like if you have a time of day, volumetric clouds are a better choice?

inner parcel
#

i would personally go with hdri unless its local cloud

turbid matrix
#

can go for way more dynamic effects with less static sky

inner palm
#

is this like an issue with everyone or am I one of the few where the clouds are being drawn on top of everything

#

is this unity itself or hdrp 12.1

#

cos going back to the beta I always go back to hdrp 12.0 and maybe that's the reason its working in 2021.2.0b13

summer glacier
inner palm
#

hopefully, ive been stuck on the beta for a while

#

is it a problem with hdrp or unity itself

summer glacier
#

should be fixed in the coming patches

inner palm
#

ahh ok so thats why it hasnt changed between unity versions

summer glacier
#

HDRP is now part of the engine by default, so you have to wait for the next 2021.2 unity version

turbid matrix
#

I'm actually not sure if that's even been fixed on github yet, haven't seen such patch

summer glacier
turbid matrix
#

ah, good catch

#

you can apply that fix yourself but it would mean you have to move HDRP package from library/packagecache -folder into your projects packages folder and doing that change locally there

#

just checked github and that fix has been backported to 2021.2 staging on oct 18 already... you'd think it would be on latest 2021.2 already?

#

they don't have tag for 2021.2.1 on github but 2021.2.2 definitely has this fix

#

@inner palm so yeah, it will be fixed on next 2021.2 release then like @summer glacier suggested

inner palm
#

sweet

turbid matrix
#

I can't verify if 2021.2.1 already had the fix or not as I don't have that version installed and Unity is kinda lazy on putting those tags for each SRP out

#

looking at the dates though, it looks like .1 just missed it

grave stump
#

Unity 2021.2 HDRP Speedtree 8 Billboard

Good day all,

I've been trying to get the Speedtree 8 material to work with my speedtree billboards, I've checked the "is billboard" toggle, but when I try view it in my scene, there is nothing to see.

Any ideas? Please and thank you.

nocturne ridge
#

Is it possible to have motion blur that is not affected by movement of the camera?

nocturne ridge
#

HDBakedReflectionSystem work with HDRP, Either switch your render pipeline or use a different reflection system.
What is this and how do I get rid of this warning?

glad elbow
#

it says hdrp is installed

#

but it isnt

#

what should i do

summer glacier
lethal carbon
turbid matrix
#

@glad elbowrun HDRP wizard

#

just installing the package won't mean HDRP will be enabled (it won't)

broken hazel
#

i'm dispatching a compute shader (in a custom pass) and trying to copy the output back to the camera's color buffer, like so

CustomPassUtils.Copy(ctx, ctx.cameraColorBuffer, input);
ctx.cmd.DispatchCompute(rayMarchShader, kernelIndex, threadGroupSize.x, threadGroupSize.y, threadGroupSize.z);
CustomPassUtils.Copy(ctx, output, ctx.cameraColorBuffer);
#

but i'm getting this error when copying the output back to the camera's color buffer:
Compute shader (RayMarch): Property (output) at kernel index (0) has mismatching output texture dimension (expected 2, got 5)

#

should i not be copying back to the camera color buffer?

#

i'm finding very little about this error via google, unfortunately

inner parcel
broken hazel
celest ice
#

should setting materials on decal projectors be a problem? getting a massive number of these:

#

in 2021.2.1f1

#

was fine last time I ran the project in 2021.2.0b6

#

my code is just public void SetAbility(AbilityData data) { ability = data; var decal =GetComponent<DecalProjector>(); decal.material = ability.decalMaterial; } after enabling a decal from a pool

dawn sorrel
#

not sure where this question belongs, so will try here:

Does Occlusion Culling take the Transparency of a shader into account?

as an example, a chainlink fence, if I made it Occlude Static and put something behind it, would it still show said object because you can see through the transparent parts of the chainlink?

#

even though it's technically a plane, geometry-wise

grizzled flame
#

I'm pretty sure it will just assume any object you've marked as static Occluder is opaque

#

as in - it will assume the entire rendered mesh is opaque

dawn sorrel
#

aha didn't notice that

#

cheers

summer glacier
#

https://forum.unity.com/threads/huge-bottleneck-in-shadows-createumbrashadowculler.1193881/#post-7646038
Burstified GPU occlusion culling maybe for gameobjects ๐Ÿ˜„
hopefully it'll be a thing, not one of the many cool things we hear about but never land (occlusion probes....)

exotic hare
#

How can I fix that performance leak?

#

Disabling all objects in the scene doesn't help too much

summer glacier
#

Pretty sure that editor only -- overhead. Make a build with autoconnected profiler, probably will be gone

inner parcel
#

Although it appears to only be a spike with flat line at 16ms

#

Do you have vsync enabled for editor externally?

exotic hare
exotic hare
cedar bronze
#

Does anyone have any experience with Render Texture on HDRP? I usually can make it work with transparency on URP by setting Clear Flags and set the color alpha to 0 on the camera, but it seems to be different on HDRP... At the and I can't get the alpha value on the final Render Texture, even after changing the Color Format... I already tried changing the color format on the HDRP asset too... Does anybody have any clues?

turbid matrix
#

@cedar bronze you mean custom render texture (CRT) asset or using RT's via HDRP custom passes / custom pp passes?

cedar bronze
#

What I was trying to achieve was to render a 3D object on the canvas. I'm trying to do this using the default Render Texture

#

I never tried to do this on HDRP, so I don't know if there's a different workflow for that. I can't find anything on the web regarding to this either, I can only find URP and Standard solutions...

turbid matrix
#

ah, so render via camera. yeah I only remember there being need to change the buffer format but you've done that already

cedar bronze
#

On the camera I set the background to color and changed it to Green and set the alpha to 0. You can see on the render texture it appears with the background color but no alpha value...

dense epoch
#

so i upgraded my unity project to the newest version finally, no errors or anything, but now suddenly the post processing layer and volume will not work with HDRP, it did in the 2018 version so i dunno what gives

woeful galleon
#

so ive just stuck my project in hdrp and al lworks fine all converted properly, issue is my particles are just pink and i have no idea how to fix them. Please respond ASAP.

This is the setup on my particle

strange wadi
summer glacier
#

You should use VFX for particles in HDRP

turbid matrix
strange wadi
#

Yeah, that makes sense, I wasn't sure, just did a quick google for it

summer glacier
#

I thought it didn't and you had to use VFX nowadays

turbid matrix
#

technically shuriken has always worked with HDRP if you've authored your own SG shaders for it... you could use some of the stock HDRP shaders even I think but they are quite useless for particles as you need extra things for it to be useful.

dense epoch
#

so i have the post-processing for HDRP set up, although I am trying to access a custom post-processing effect that i put into there but i can't, what exactly do i have to put in in order to access the custom effect?

inner parcel
# summer glacier Oh, so HDRP supports shuriken system?

They were never unsupported in the first place. VFX had some pretty serious limitations back in those days but it's relatively better now.
But anyone who needs a collision or a script callback will still use shuriken over vfx

inner parcel
dense epoch
#

already got it solved

olive girder
#

Hey can someone help me setup my scene in hdrp, it runs 40 fps with just some cubes

sinful locust
#

Do we know any specifics about the upcoming HDRP water system? Should I be expecting something like Crest Ocean System HDRP or more like the existing URP water?

turbid matrix
#

it has few clips of the sim

worn lodge
#

I'm using the new clouds ovveride in 2021.2 . But the clouds are rendering over my prefabs. I've looked through the settings but can't seem to fix it. Is this a bug or do I need to change a setting?

sinful locust
turbid matrix
#

@worn lodge it's a bug, it's already fixed for the next version

worn lodge
turbid matrix
#

fix should be in 2021.2.2

frozen mason
#

Helloo!! how do I make my scene very dark just like in horror games specifically Phasmopobia using HDRP?

This is the area where I have been working on and as you can see, there is not much of a progress.

#

This is the darkness I want to achieve

#

I have tried this tutorial, but I didnt achieved the result I want
https://www.youtube.com/watch?v=OXCB-LKCK_Y

Let's take a look at how we can set up Environment Lighting in Unity, using the High Definition Render Pipeline, or HDRP for short!

Learn more about Volumes and Volume Overrides: https://on.unity.com/2L8dHef
Learn more about Environment Lighting in HDRP: https://on.unity.com/35HWYrv

โ–ถ Play video
grizzled flame
#

Use the profiler and frame debugger to diagnose framerate issues. Presumably the increased resolution is why it slows down.

summer glacier
#

You can cover your level (roof) so that no sunlight goes in.
But you will still have ambient light (sky light) everywhere in your level, so it won't be dark yet.

To remove ambient light, set your level to Static (meshes) then set your sun (directional light) to Mixed, and bake the light.

After baking, your level might look weird and not dark. In that case, put a reflection probe and size it to cover your level and then bake the reflection probe.

Now your level is dark/has realistic lighting

#

Another way is to just lower the directional light intensity.
Third way is to have no sky light, in the global volume set ambient lighting (whatever its called) in Visual enviroment to "Static" and make sure static is set to none in the lighting tab > enviroment.

Now you have no ambient light, so you don't even need to bake, even if your sun intensity is high.

You can also just disable the visual env which will remove the ambient lighting.

#

the first way is the proper way though. Unless your level is going to be interiors only, with no lighting from outside and you can't go outside. In that case you can just reduce sun intensity to zero or so

#

Oh also, you can just lower your exposure. You can use "fixed exposure" and lower (or increase it), depending on your scene light, which can lead to a darker look.

#

The video is important to under HDRP's lighting so it doesn't become a pain for you later on

inner parcel
#

Click on stats in game tab

inner parcel
# frozen mason This is the darkness I want to achieve

In this image, there's very less impact of ambient lighting. From what I see, most of the visuals in screen are lit by a spotlight (probably a flash light which is held by the main player)

Other than lighting setup as mentioned by Max, make sure you get your exposure right aswell

long wagon
#

@vapid matrix Don't cross-post, please. Pick a single channel.

dawn hare
#

I usually use URP, but decided to try out HDRP today. I created a new HDRP project, inactivated the default environment(kept first-person controller), created a terrain, and added a bat (3d baseball bat model, found on asset store) as a child of the FPS camera, and positioned it on the side of a camera (where most melees get positioned in most FPS games).
My problem is that when the camera moves, the bat leaves a weird afterimage that is very noticeable (can't add screenshot because the trial dissapears quickly). I don't have any other assets/scripts and this problem is very weird.
Any help is appreciated!
(idk if I'll get any, but couldn't hurt to post here)

turbid matrix
#

@dawn hare motion blur or taa can cause something like that

#

I think motion blur is enabled by default on HDRP global asset

dawn hare
#

Oh

#

I see!

#

Thanks for your help I played with the values and got it to look normal

round belfry
#

in one of the HDRP templates, they use a 3D Perlin Fractal Texture for the volumes, Im wondering how you can add textures like these to volumes as looking around the template I couldnt find how to do it

#

I figured it out! they use a density volume

dense epoch
#

i need help severely, can i still use the built in post processing effects in unity without putting a HDRP in the graphics setting?
OR can i have a way to use transparency while having an HDRP in the graphics setting?

remote edge
#

Has anyone else attempted to utilize Unity's volumetric clouds with HDRP VR? I can get the clouds looking great in scene view, but they look pretty blurry and unusable in VR.

#

In scene view:

#

In VR:

minor nacelle
#

hey all, I'm a beginner to unity/ HDRP: I've been trying out the new volumetric clouds system in 2021.2. When I try to Edit> Rendering> Export HDRP Sky to Image I'm getting this error:

#

"Cannot export sky to a texture, no valid Sky is setup (Also make sure the game view has been rendered at least once)"

#

I have added an HDRI Sky override to the volume and attached an HDRI image to it. Not sure what sort of 'sky' it's asking me to set up.

#

I have also rendered the game view before trying to export as image.

supple briar
#

I need some help, I'm using Unity 2021.2.2f1 and HDRP 13 and my Gizmos don't show up (the ones that display like light cones and stuff) but the actual icon shows up.

#

Anybody know how to fix this?

round belfry
#

Not really sure where to ask this, but can Unity generate a 3D perlin texture on its own? Iโ€™m sure it can be done with code too.

vapid matrix
#

How to detect if your player's PC has rtx card?

whole fossil
inner parcel
turbid matrix
lusty lily
#

How do i add the new volumetric clouds to my game? I am on unity 2021.2.2f but theres no clouds option under the "sky" category

lusty lily
#

oh, i need a beta version of unity

lusty lily
#

how do i update my hdrp to 12 then its at 11?

turbid matrix
#

by using Unity 2021.2

lusty lily
#

i am on that version

turbid matrix
#

then it's HDRP 12

lusty lily
#

lemme try restarting

turbid matrix
#

HDRP and URP are part of Unity core packages since Unity 2021.1, you can't even update them manually with package manager alone, they always get new version automatically when you update the Unity itself

#

@lusty lily can you double check that you truly have that project open in 2021.2 and not some older Unity?

#

also make sure you don't already have volumetric clouds override on your volume, it doesn't let you add components to the volume that are already there

#

only way I can think of one being able to accidentally get HDRP 11 into Unity 2021.2 is if you copied HDRP 11 folders there as local packages, Unity can't automatically swap those

#

but that might not even run as there can be API changes

lusty lily
#

sorry for not replying, but yeah i think you were right

vapid matrix
#

Maybe some regex that will extract CPU and GPU name from SystemInfo?

turbid matrix
#

At most I'd rather just flag models that one doesnt want to support, not the other way around

vapid matrix
#

Okay, but where to find this list of GPU names that we will get by calling SystemInfo.graphicsDeviceID

ornate mist
#

Hey, I know HDRP is moving fast -- is this documentation out of date? https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@13.1/manual/Creating-a-Custom-Sky.html

I followed it, and no worky. (yes, I did implement the "IMPLEMENT ME").

Shows all the correct setting editors, but in game and scene all I see is the default HDRI and no errors to speak of.

I changed the default shader to make the sky red, but that didn't affect the output.

I'm at that spooky crossroads where I can't tell if I somehow made a mistake or if this is the ever common HDRP documentation desync.

vapid matrix
grizzled flame
#

especially since the return type is int

#

also that number is in hexadecimal

#

so 8708 in base 10

#

should be easy for you to test.

turbid matrix
#

@ornate mistprobably stupid question but you did swap HDRP to use your custom sky in it's volume visual settings?

ornate mist
turbid matrix
#

also yeah it's totally possible that doc page isn't all up-to-date. if everything is properly setup, may need to look around the hdrp's own sky settings to spot what has changed

vapid matrix
turbid matrix
#

@ornate mist or if you have some 3rd party sky solution that supports HDRP, could look around how they did the hooks for it

ornate mist
#

I don't. I saw Keijiro did a thing. I glanced through the repo and it looked the same as the tutorial

turbid matrix
#

I only have enviro's hdrp beta that does that but there are bunch of others

ornate mist
#

but i'll download his package and see

turbid matrix
#

sounds like a good idea yes

stiff axle
#

sorry wrong channel

rich ravine
#

Somehow when I played Elden Ring(network test), the way they made the lod for the fooliage reminded me of Unity. The sudden appearing from low-poly to high-poly looked similar and sorta gave me dejavu of Unity, you know, when you forgot to put fade between transitions of those lods. I doubt they made that game with Unity tho...

summer glacier
#

@turbid matrix Did you try the new water system in github btw? more about HDRP so moving here

turbid matrix
#

pretty sure I tried it when it was still hidden on some weirdly named ui pixel branch but I couldn't make it do anything back then ๐Ÿ˜„

#

haven't checked the latest progress, only HDRP side thing I've briefly tested has been HDR monitor support but been mostly on URP side lately

#

(also hope they port that HDR monitor stuff to URP eventually)

summer glacier
#

Hope so, but I'm not so hopeful ๐Ÿ˜„

#

I wonder what will land in URP for 2022. Or still just parity...

turbid matrix
#

well, it's on productboard but we all know that can take forever to move from "under consideration"

rich ravine
#

but yeah, still Under Consideration... I think it will land

turbid matrix
#

yeah that thing

#

didn't really mean to bring URP stuff here ๐Ÿ˜„

#

it's bit juggling between the channels now but I really like the channel split otherwise

#

feel like URP topics got more traction now that all HDRP talk isn't drowning those URP talks

late cloak
#

What is this? it popped up while creating a new HDRP project

turbid matrix
#

@late cloak2019?

late cloak
#

ye

#

2019.3

turbid matrix
#

yeah they fixed that on 2020.1 or something like that

late cloak
#

Ah

#

So Just move to 2020?

turbid matrix
#

basically whole DX12 is experimental on HDRP

#

it's even STILL not out of preview

late cloak
#

Welp haha

turbid matrix
#

it's looking like 2022 might be first one where they mark it as production ready

late cloak
#

Ah alright

turbid matrix
#

but there's been huge improvements to DX12 on Unity 2021.2

late cloak
#

So I should be using that?

turbid matrix
#

if you truly need DX12 (for raytracing?), 2021 is the way to go

late cloak
#

Idk I just wanna make a good looking game

turbid matrix
#

for any other reason, better to just stick with DX11

#

there's no visual difference if you don't use raytracing

#

and DX11 runs faster on Unity

late cloak
#

Alright

#

Will I be fine with 2020.3.22f1 ?

#

That's the LTS 2020 version

turbid matrix
#

I always recommend testing those yourself... see what works for you and what does not

late cloak
#

Alrighty! Thanks a lot

turbid matrix
#

HDRP has gotten faster the further the releases go so I always recommend latest (but I get latest tech streams are otherwise risky)

#

2021.2 is already released and will be eventually 2021.3 LTS

rich ravine
#

After years of using Unity, tbh, it doesn't matter what versions you're using. We still end up with unfinished features ๐Ÿ˜†

late cloak
rich ravine
#

in the case of projects, it's just showcasing some new stuffs/techs or to educate new devs.. and just for those purposes... thats common for game engines, UE did it too so nothing wrong with it

drowsy oxide
#

can i use hdrp for 2019.2

turbid matrix
#

yes, altho it's not recommended

#

Unity hasn't supported 2019.2 for 2 years now

#

so if you come up with game breaking engine bug... you're on your own

upper lark
#

how can I convert from urp to hdrp without change in the materials

#

It's not changing with the default render settings

#

also if change the material shader I need to select the textures again

#

I need a way that all the materials will be changed and the texture will also get applied directly

#

anyone can help me?

#

please

summer glacier
#

You have to change the material to an HDRP compatible material

turbid matrix
#

there's really no easy way to do that since amazingly nobody bothered to write a conversion script for this... and more amazingly, Unity refuses to make one too despite they really should (have material conversion back and forth between urp<->hdrp)

#

I guess there's a slim chance they will utilize the new conversion tool for this in the future but I wouldn't count on it

#

only exception on cross-SRP materials is if you used shader graph for the material... in which case you can just put Universal target to the SG and save and it will work on URP again (altho there can be some HDPR specific nodes which wont work on URP but most operations are still cross-compatible)

#

@upper lark^

#

what's even more stupid, most of the URP and HDRP materials actually use same texture packing, so if they unified the shaders properties enough, you could just change the shader type from material and existing texture mappings would stay intact

#

one ugly workaround I've done sometimes for quick protos is to make a new SG that only implements the texture and float properties of the shader you want to swap it with and then snoop around in the original shader to have matching property names so shader swap on material will automap the fields I need to stay intact

#

basically what I do myself in production is that I fully avoid all stock shaders and either use shader graphs or otherwise custom shaders. when most materials use shader graphs it doesn't tie your work to one specific SRP

rich ravine
#

this somehow kinda just there for template

#

tho it would auto convert wouldn't it? if the shaders used are the defaults (non-custom)

eternal laurel
#

Any news on the render burger branch? I really want to test it with my crowd

upper lark
#

what I can do with the shader graphs?

#

is it like making a custom shader which can support both hdrp and urp?

turbid matrix
#

you can do that with shader graphs yes but cross SRP compatibility is more like side product of it, not the main point

#

you also need URP 10 or newer to be able to do that

#

(with SGs)

upper lark
#

can you send me a link?

#

I need to learn it

#

the srp?

turbid matrix