#archived-hdrp
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it works on hdrp? or is that the new thing?
Yup, always did for me. Results are also pretty good.
I remember it not giving the info if you had certain functionality enabled - which I always had
I've just used nvidia nsight for gpu profiling as it gives very detailed info for everything on the frame
Hmm, never faced that issue. Although it doesn't work with some graphic libraries
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
hmmmm, it does work for me too now (unity's own profiler's gpu data)
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
GPU shows names too and I like the profiler UI
oh yeah good point
What's up with all recent bug reports showing up empty?
is it actually empty, my message + project deleted?
ah, good that it's not just me
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
fogbugz has done this in past occasionally too immediately after the report but usually it's been corrected within 30 minutes or so
Got it, that's good.
Would've been nice to know before. I'm always adding another message incase it was deleted.
Yeah, it appears empty for me as well, but my report was reproduced so I guess there is no data actually missing
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?
Can you post a screenshot of your Spot light settings?
Light Range 20
Shadow Near plane 0.1
it does work!, but if i move at a certain angle it still goes through the floor
even tho, its much better lol
ty
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?
i mean this
You can now increase your light Range ๐

Yo again!, im having this problem, i don't know exactly why i can't see shadows when i get close to an object
but they seem to appear when im far
the same happens on the scene viewer
i think i fixed it, kinda lol
It looks like you've set it up similar to your settings in Spotlight.
I see the frametiming backend PR hasn't yet landed on latest 2022.1 alphas
wanted to give this a go ๐ https://github.com/Unity-Technologies/Graphics/pull/5419
ah, soon โข๏ธ "Profiling backend PR has landed in trunk, running some yamato tests against trunk 71d43f7a9c283602dfa9ca30d1612a5f96669ce6 now as a sanity check"
will still take few weeks at least
i hope to see him play this on stream lol
in a few months, maybe lol
@turbid matrix https://github.com/Unity-Technologies/Graphics/pull/6109
no info yet though. Tease tactic
yeah, been following this ๐
there's water surface types for ocean, river and pool on that atm
I got to create the PR at some point to get it merged ๐ฎ can't make it appear inside the codebase by magic!
Haha, fair enough
for some reason, the spot light just refuses to put light past that top length there, any ideas?
To show what I mean, I rotated it further
oh nvm, it's just the material, still don't know why it happens though
@keen iris broken normals on mesh?
Will this get fancy editor tools or is it just the sim and shaders ?
I'd expect that kind of tooling to be something left for the terrain team - so you will probably be left on your own
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 ๐
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
In the short term HDRP will not deliver tools for environment edition, that would be more in the scope of the environment team yes. that said the system will offer texture to be able to control all the internal parameters (which is not as good as tools, but at least you can build something more easily for your case)
Having used cry engine for a bit, I miss the terrain features there :-
In particular how it works well with the spline system, for roads/rivers and adjusts the heightmap as necessary.
unreal has all that stuff too, unity just have fallen behind now
I'm sure it's on their radar though, it's just pity we don't get updates on the new environment things anymore
I feel like that stuff is a must for the water system to get rivers and so on
there are plenty of 3rd party assets that do all that but that's always going to be some kind of dependency hell
(my main issue with relying on 3rd party tooling is that it's never going to be smooth ride on unity betas)
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.
I've been reading about the splines features, supposed to be coming soon, still not here ๐
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 ๐
it's probably overhyped thing by the community too since it's just making spline tooling more unified, not necessarily more fancy
Oh. That's a bummer
from the early comments from Unity's side, it felt that they really wanted to keep the spline component really bare bones
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)
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.
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
but... we'll see
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
There is a build in spline component now ?
we wish ๐
it's been teased to come for a long time now
In true slow unity fashion ๐
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
having just bare bones spline component isn't even that complicated to build yourself, main trouble is making the rest of the tooling intuitive
but yeah, getting quite sidetracked from #archived-hdrp now ๐
shh, this channel encompasses everything unity
The SRP realtime profiler was just merged to master
yup, now to wait for a15 or something where it's functional for us ๐
I don't know which version they are at atm but would assume a15 or a16 would be earliest for this
Sounds about right
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
or well, native engine code rather
on the mention of cry engine
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.
Made me download CRYENGINE and compare it to HDRP. ๐ฅฒ so much stuff built-in into cryengine
although the UX is years behind unity, unity is much more straight forward and artist friendly.
KDC is still using CE 3, fairly different engine from what they have now
Yup, but still
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
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
Interesting
it's still realtime gi, but they prepared some of the static data for it in the editor
can't remember the details anymore, just remember seeing that stuff while evaluating CE V at that time
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
unity used occlusion probes on book of the dead demo for this
They mentioned it was coming to unity for a bit, didn't they?
forests/vegetation looks so dull and dead without them..
Although I know it's not coming now
they wanted to merge them back then yes...
I'm guessing APV's could be used for this to some extent
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
when BotD was a thing, they still used old style lighting values, without high exposure values
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
I've seen APV on github and around. What is the feature?
Can it be used as realtime gi?
it's pretty static today since you can't bake these probes in real-time
you can just think it as fancier automatic light probe system atm
Interesting
I'm sure Unity has some plans on using this for more dynamic realtime GI eventually but they are keeping it very hush hush
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
Yeah, I'd assume so
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?
Before
After
Flashing
Quite weird...
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 ๐
they have been some changes in the denoiser, but mosly perf and tests didn't break
so I am surprised
the flickering is probably engine side
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
Will wait for the bug report uploads to complete first, I am on slow ADSL ๐
I am really surprised about the denoising regression..
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
lemme think
from the code, can't really be the point distribution
if it is that PR, the issue must be somewhere else
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
RTGI is kinda funky for me on scene view but that's probably totally different issue
Set directional shadow fallback to 0.0 in the ray tracing settings
you mean for @loud leaf's issue right?
no for what you are showing
mmmh shoot
this one?
yes
it doesn't really have impact for this
OK then the problem is elsewhere
I'm using this from github branch though, haven't checked yet if it happens on stock 2022.1 version
@loud leaf i'll check the issue see if i can figure out what happened
oh rats, is DLSS active in editor too?
if I put RTGI to use full resolution or quality mode, the white artifact goes away
I disabled DLSS for my testing. But maybe it is causing issues with exposure in your project? @turbid matrix
Interesting ๐
nah, it still does it with dyn res disabled from both camera + hdrp asset
how is rtgi setup precisely @loud leaf
You need to enable "Show Additional Properties"
ah right
It can reject (to avoid ghosting) based on motion vectors
I can't use it because in VR, the player arms/hands will always be noisy ๐
yeah those kind of cases are why it's an option
yep
Ideally it would only reject if your hands are moving too fast but if I remember correctly that wasn't possible at the time
That's running HDRP before the PR (897f3a385c0632a9f8cf4c68448ad32af50784a5), if you swap out the packages for HDRP after the PR you'll notice it changes.
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)
i am trying with a14 and master
ok indeed repros
checking it out
not sure how possible but okay
Yeah ok
found it
damn
i'll be doing a PR to fix it
Nice, will test it when it's up
I didn't submit that one because I thought QA was going to get confused, but I can submit it
๐
Alright
Purpose of this PR
Adding the basis to support for Fullscreen effects and Blit: https://unity.productboard.com/portal/1-unity-platform-rendering-visual-effects/tabs/373d7e5c-077c-421a-b0e8-7c2dbada...
this part is lovely for HDRP users: "Add a new Target for the Custom Render Textures"
@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 ๐
Hmm I found one thing just now
It's gone after entering play mode, got it on first start after clearing the library.
Does anyone know how to change forced screen resolution (hdrp FSR) via script?
@vapid matrixit's not really fixed value if you change it via script so you could just set it to dynamic then and tweak it like mentioned here https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.1/manual/Dynamic-Resolution.html
"HDRP does not scale dynamic resolution automatically."
basically even with dynamic setting, it's up to your own script to tweak the scale of it
at least, that's how I've understood this
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
so how do i change like ssr on and off?
and to enable/disable feats at runtime, you'd do that via frame settings and volume component overrides
current setup does make some things really tedious, yes.
so should i wait for stable 2022 for FSR?
that's your call ๐
and i have strange glitch with ssr on amd 5600g
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
also to override DLSS settings at runtime, you'd do that through the camera options as well
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
it is hard to see, but in dark scenes it is very noticeable
got it
yeah i saw
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?
if so, that's normal and expected with any SSR
so how do i fix it?
by not using SSR? ๐
well...
reflection probes, planar reflections (if you can afford them), raytraced reflections on DXR gpu's
reflection probes on hdrp are working kinda strange
SSR data is always going to be limited to what's available on your screen buffer
you can tweak some values to hide the artifacts a bit but there's no magic bullet for it
can I extend this buffer to outside of camera
like
render a little bit more than camera see
there's no such option, no
ehh
also it would only really fix the issue with plane like surfaces
(for which you could use those other reflection types too)
planar reflections would be ideal for this purpose if it's not too expensive for your use case
im having some issues with setuping them
I tend to put some mirror material to the plane I want to setup them for, just for the initial alignment
when done, then swap the regular/final material back
by mirror material, I just mean blank new material with metallic and smoothness set to 1
settings can be scattered all around, yes
worked
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.
There is actually a new API I added recently to change filter at runtime with any asset, am on my phone on vacation, but can it is in the dynamic res docs
Can post here next week
Here it is DynamicResolutionHandler.SetUpscaleFilter(Camera camera, DynamicResUpscaleFilter filter) (more info on docs)
does that support FSR? last I vaguely checked in master, it didnt have FSR
or does that go by a diff name?
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
EdgeAdaptiveScalingUpres
^this is it. thanks!
hdrp light artefact?
ah, this makes sense. I now actually see the doc mention for this too... it just kinda gets hidden in the doc
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
(I mean the highlighting with red color there)
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
and yes, one should read all docs through ๐
I think there has been an edting error there, all code should get the different formatting. Will follow up when back home.
Anyone know if there is a scripting API to offset HDRP clouds if you are using floating origin?
I'm not sure although I'm leaning towards a no, if you haven't already you might wanna ask this in the Volumetric Clouds feedback thread, HDRP section
Thanks Max, I posted there, looks like there are unity devs active in the thread maybe they will take notice =).
anyone know how to create a rain effect in hdrp
most of the things i find dont exactly work cuz they're particle systems
Hey, is there a way to get the shadow information in a custom shader? I've been searching and didn't find anything useful
VFX graph is your best bet
ty
@keen yew it is a known bug, was introduced few versions ago
Not sure if it has been fixed on most recent betas or not
@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
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)
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
@keen yew actually it was the cloud layer that had the issue, not the volumetric clouds (https://forum.unity.com/threads/2021-2-0b14-cloud-layer-always-on-top-not-occluded-by-geometry.1179205/)
no idea which one you were testing with though
issue tracker https://issuetracker.unity3d.com/issues/objects-become-transclucent-slash-see-through-when-cloud-layer-is-turned-on
How to reproduce: 1. Create a new HDRP project 2. In the Hierarchy search bar write "Global" 3. Select the "Volume Global" object 4....
just to make sure, did you have the issue on cloud layers specifically?
ah ok, according to tracker they have fix in review... no idea when it lands ๐ didn't see relevant PR at quick glance on Graphics git-repo
@dawn sorrel you probably have a mismatch with exposure and light intensity
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
my follow up message should give you a better starting point
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
how do i get rid of these jagged shadows
interestingly this is the only shadown in my scene that has this issue
Good wind animation. Is this speedtree?
@upbeat badger pretty sure it's this https://assetstore.unity.com/packages/tools/utilities/the-vegetation-engine-159647
to me it's way too restless looking, everything is just wiggling in all directions..
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
I will even paint vertexes with different colors for this to work
BoTD wind was also using prebaked simulation for that specific scene geometry ๐
but they did really good job there
They were using baked vector fields to make wind direction more realistic but even without that vertex animation looked great
I hope new environment package that is in development will close the gap in regard wind animation and mesh instancing
I really loved all the detail they put into that demo
kinda pity so few things actually got back to mainline after it
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
btw is APV HDRP only?
afaik it's only functional in HDRP atm but I don't think it's been designed to be used with HDRP only
if you look at the APV commits and PRs you can see that actual ProbeVolume is located in core instead of HDRP
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
but on the other hand considering the work they put on APV, I'd still expect it happening for both SRPs at some point
it's in 2021.2 - which is not in beta anymore ๐
APV is still experimental on 2021.2 though
Totally missed it ๐
I was looking forward to the release trailer showing the new features.
Nowhere to be seen
If interested in APV I have a completely unofficial draft of a documentation (will not resemble this at the end, but it has some basic info if desired) https://github.com/Unity-Technologies/Graphics/commit/d0b072126fad8cbc87f8539dc12c239310abe095 . Our doc team will work on proper docs soon.
@summer glacier Unity did put out a blog post about 2021.2 release but it's frankly quite underwhelming (https://blog.unity.com/technology/the-new-unity-20212-tech-stream-release-is-now-available) their earlier 2021.2 beta post was way better in describing what's there
considering they made a release trailer for 2021.1 that had next to nothing
it's crazy to me that 2021.2 doesn't have one, considering the showoff features it got like volumetric clouds
or all those fancy new URP features...
they could have at least linked to the previous blog post IMHO (https://blog.unity.com/technology/unity-20212-beta-is-available-for-feedback)
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
why are you using point filtering
this is the exact situation that anisotropic filtering was created for
Im sorry I thought APV was going to provide dynamic GI? Also reading this info about scene list and sets etc somehow reminded me that unity used to have planes for a distributed network bake haha. That would make my dreams come true.
pretty sure Unity never confirmed that anywhere, it's just users who assume it's the end goal for this
which it might be, but I doubt unity will confirm or deny this
testing APV and I can't really see a difference when using it compared to without
After the bake the probes show up so I assume they're working active
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.
i was hoping that it's similar to UE volumetric lightmap tho. . . .
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.
It is similar to volumetric lightmaps, what aspect are you missing? If you tested very long time ago the placement was bad, now it is based on the scene's SDF so more density is close to geometry and less in open space.
i think mostly the quality, i guess i should try to bake high density APV because i haven't try that
also i notice that each brick always have a 4x4 probe, can this be adjusted?
Work is always going in that direction, but the data contained in the probes is filled via lightmapper and unfortunately I have no super precise info on the roadmaps there.
No, bricks need to be 4x4x4
But yes, whatever is in master now is meant as a replacement for old light probes and not much more.
i see, alright then. I hope support for static object are considered for the future
or i guess there would be other lightmap/GI system are currently being worked on
Definitively planned to do something for better occlusion.
It should be supported by any GPU supported by HDRP
But what are supported?
@zinc elm Any GPU that have compute capabilities should be able to run HDRP i think
btw is APV can be nested/splitted? or there's should be only one APV per scene?
oh it can be nested, alright cool
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
Well my laptop can run minecraft at 100 FPS on okay settings like rn
HDRP aint no minecraft though ๐
if you want something that runs well on weaker hardware, you should focus on URP or use the old built-in renderer
Well I have intel hd graphics 720 do you know if that's supported
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
Oh wait... Was it 720 or 620
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.
in with version and render pipeline i can test that? ๐
The black decal seems to overwrite "something" but my guess is this might just be the BaseColor shining through. ๐ค
21.2 onward - Latest 12 and 13 packages should be good.
thanks!
I'm going for a low texture resolution style, so filtering them would ruin the look
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
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
well... thanks
np
I cannot unsee that now ๐
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."
isn't 1^11 still 1? ๐
no I meant 10,000,000,000
sure, I guess I should have formatted that correctly lol.
nevermind, just me being picky ๐
1e+11 is completely different deal than 1^11 ๐
it's just a way of saying 100,000,000,000... Will look silly if they actually show this
understood, it was just a brain fart on my part, I normally represent it as 10^n.. but unity uses 1e+n so I mixed the two ๐
what should i set for maximum for screen space shadows
i set it to 25, is that fine?
multiple volumes are not working on hdrp?
wdym? it should work..
but it doesn't
and lightprobes are very dark in unity 2021.2b16
oh wait
stable version is here
has anyone made SSR for hdrp?
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!
you mean beyond the one it ships with?
Yes, because it is awful (at least on Ryzen 5 5600g)
do you have light probes baked in a scene?
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
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
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 ๐ฆ
normal skinned meshes work fine, will keep digging ๐
just landed on master https://github.com/Unity-Technologies/Graphics/pull/5962
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
Can you post a screenshot of the skinned mesh component which is not being lit by the probe?
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
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.
im also interested. perhaps it is about this: https://github.com/alelievr/HDRP-UI-Camera-Stacking but it doesn't seem too official to mention it in the blog post
pretty sure they referred to that one
Is there any way to get anti aliasing working for HDRP in differed without using the post process effect..
you mean, MSAA in deferred? not going to work
Is there any sort of AA that would work anyway with hardware acceleration at draw call time?
why do you need this?
there's DLSS but it only runs on relatively new nvidia gpu's
I mean nothing really in the post process AA looks any good.
They all have weird glitches or problems.
there isn't any perfect AA solution regardless how it's done, it's always some kind of tradeoff
yeah but the only trade off I really want is performance.
And since when was DLSS added. Never seen that before than in UE.
DLSS is on 2021.2
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.
you have some idea that would work better than on current AA solutions?
Thats actually a dumb idea I should of not said that
but I did do it once for an opengl project
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
I was wondering if it's a least possible to do MSAA on deferred anyway, not unity specific?
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 ๐
well, for most parts anyway it's more accurate than the deferred path
Because of how lighting works with differed. Way more cheaper and I'm wanting to use a lot of lights. Like a lot.
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
PPAA never heard of that.
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."
profile it yourself, and tell us?
and why is that ๐
@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
just don't change them?
Anyone tried FSR in newest Unity build? Tried turn it on, but nothing happens. Is it should be implemented manually?
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
So basically I need to set lower resolution and write script so FSR could upscale it?
Genuinely thought that would be like DLSS changing stuff in editor with few clicks
It is not. All manual
You also need separate AA with FSR, it is not AA solution like DLSS
@night depot ^

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 ๐
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.
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.
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 ๐
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?
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
reduce bounces, texels, samples, all effect baking time
for testing, a texel of 5 is good enough with 2-3 bounces
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 ... ๐ญ
@pale wigeon also might be worth trying the GPU lightmapper instead of the default CPU one. it's a lot faster
ok, I think I'm already using that though
I wonder what that is. Could it be occlusion culling or something similar?
duh, it's about RenderBurger
how to make render texture CCTV camera in HDRP?
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
You might be lacking something in post process department. Also some lighting magic. Shadows and GI bring lots of life to the scene
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.
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
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?
like asset that was working in standard render pipeline is not working in hdrp
any camera effect is not working AT ALL
any solutions?
I think that's just the limitations of screen-effects
since they're based on what's currently on the screen, corners usually have problems
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.
so what should i do...
Either stay in Standard, or find a version of that asset designed for HDRP - really depend on what it is.
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
it is not materials. It is keijiro's glitch assets
Lightmapper will get forever stuck on large unsplit objects.
Like say big buildings.
oh I see. It's "only" a house though. Any strategies to minimize this kind of problem?
Do HDRP Materials assigned to UI elements not work for overlay canvas? HDRP/Unlit material, using 2020 LTS
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?
this is still happening in the first full release 2021.2.0f1
time to go back to 2021.2.0b13
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. >.>
is there any news for custom pass RendererListDesc to support movecs?
You can use a HDRI Cubemap and simply attach a black "darkness cubemap", that will make the scene entirely dark other than emission and lights of course:
@craggy arrow
just drag the DarknessCubemap into the HDRI Sky field (where it says Dense Stars on the screenshot)
I mean, you're in hdrp anyway, so you can just override the exposure of the lights
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
HOLA!!!
@turbid matrix you sneaky bastard! love you are stalking our work ๐
basically our new BatchGroupRenderer api is out and about, (aka BRG aka RenderBurger ๐ )
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 ๐
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 ๐
itd be awesome to see early results on ya'lls projects
(the core of the render burger can also work on URP so long as you have compute ;0 )
what you mean by this is that, it would work outside of ECS ecosystem? if so, thats awesome
partially some things are completely orthogonal to ECS
Oh niice!
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
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 ๐
Ohh, I like what i'm hearing ๐
looking forward to checking it out
oh, that sounds amazing if it'll work out
less reasons to dive into ECS land ๐ค
appreciate this too ๐
You know I have I project with 100k GO's with baked vertex anims. They are GO because I cant get shadergraph to work with DrawMeshInstancedIndirect. If you remember me and ping me I would be happy to test the branch on my stadium crowd๐
Are there any good solutions for motion blur in hdrp apart from built in?
haven't seen any other solutions for it
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
Reduce the lightmap scale on the renderer or split the mesh.
I don't think Unity is ever touching builtin again. So no DLSS or raytracing there.
there are 3rd party assets for ssr, ssgi, fsr and rtx on built-in RP though
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
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
URP 10.6 if you use 2020.3 or if you want more features, then go with the stock URP 12 on 2021.2
but yes urp doesnt have point light shadow, which I guess is there in 2021.1 or plus
Oh yeah? What about hdri and gradient sky? Fog? It would be cool if you can do this in built-in
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)
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.
there is no HDRP on iOS at all right? no hacks, no workarounds nothing?
How to make sword trace in hdrp? Because motion blur built in hdrp is kinda bad
nope
Get an overview of the brand new Volumetric Clouds system offered by Unityโs High Definition Render Pipeline (HDRP), along with some of the alternatives available for generating beautiful skies in Unity, including HDRI distortions and Cloud Layers. Youโll learn about the brand new Lens Flare system, which works with both the Universal Render Pip...
I'd really love to have these in URP :p
at least volumetric fog is coming to URP, so I can ditch out my hacky-barely-working volumetric fog ๐
is it though?
in their roadmap I believe
I mean it's marked as "under consideration" on productboard yes, but that's not really a firm promise it'll arrive ๐
haven't seen any related activity on github either
sadly yes, true
atm, my faith on getting URP volumetrics is basically all set on Aura 3
but that's taking a long time too
Aura only works on built-in, no?
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 ๐
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
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.
there's extra layer of complexity if you want to support VR with URP's renderer features
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 ๐
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...
this actually depends a ton on the machine you test it with. Even on 2020 cycle stripped down HDRP was quite close to URP perf on high end machines on avg populated scenes. The weaker the system you run it with, the bigger the gap gets though. I actually never saw HDRP win in any case but shadow caching wasn't in yet + HDRP on 2021.2 definitely performs better than HDRP on 2020.
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.
is your environment tab configured in lighting window?
you should do the full testing in builds. in editor there's less clear picture. URP was always atleast 2 times faster than HDRP in almost all cases for me (with visuals as close as possible)
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)
have you tried baking the scene?
is there any other solution to change hdrp asset via script. Because that is very bad.
That was just a test pic, actual test was done in my main res
not sure about dlss, but in 2021.2, you have an api to change dynamic filter type at runtime.
although i'm nott sure about dlss tho, worth a check
so whats the actual frame time? ut'll be interesting to hear about that.
difference between 1ms and 1.6ms is much more than the difference between 33ms and 33.6ms
check for ChangeUpscaleFilter or something like that from the same class. i'm not sure abt the exact name, just inspect it
SetUpscaleFilter only has fsr and TAAU
figured..
i havent used dlss personally, so sorry i dont know if a scripting api exists for that
okay thanks
@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
i cant even access to dlss toggler
if you don't see the setting, you probably don't have nvidia package installed
Did the test in builds with uncapped FPS --
URP fps is around 5.4ms
HDRP is around 5.8ms
Although, on both the bottleneck was the GPU.
But URP did the main-thread render faster, 3.3ms
HDRP for mainthread was 4.11
I didn't use HDRP shadow caching in this test since it'll give it a big average performance push and wanted to see raw results
whats your pc specs. the results look very interesting
laptop GTX 1070, I7-6700HQ
thats a really surprising result
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
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
although URP's SSAO is really bad when downsampled, lots of artifacts and strong pixelation
I like nsight for that as it gives quick overview
unity profiler gives exact timings for each feature
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)
gpu results are the same in editor or build
Is volumetric clouds still a work in progress
it has been released is available in 2021.2.1f1
Ty
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?
setting the proper exposure value
yeah thanks ๐
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
It allows you to use real world values for lights and cameras instead of inputting some random numbers
you can go with the lighting workflow you used to follow previously in legacy pipeline without having to set exposure. but again, you wont be using physically based lighting workflow
the reason why point lights are almost invisible is because in real world in daytime under sunlight, it is hard for you to notice if a bulb is glowing or not. its even hard for you to read anything on your mobile under direct sunlight
makes sense
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 :/
with hdrp you have indirect light controller which can be attached to volume. also before generating GI in lighting tab, you have indirect multiplier.
theres also an indirect light field for light component. feel free to experiment with all of them
Is light leaking here?
Anyone know how to apply textures to a TerrainLit material? Iโm trying out HDRP for the first time and I canโt figure it out. I canโt find any info on the internet new enough, and the docs donโt really tell you anything about it
If anyone knows how to fix light leaks with Enlighten Realtime GI, I'd appreciate it a lot
try increasing the lightmap padding and resolution. it helps in some cases
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?
wtf
I'm having trouble setting up a skybox
I set it to hdri and made a cubemap but all i get is darkness...
i figured it out\
But I still cant figure out the terrainlit shaders
nvm.. ๐คฆโโ๏ธ
i finally got it
okay one last question
my texture painting is really square and patchy.. can I fix that?
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 ๐
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?
I keep mentioning nsight because it gives really nice overview of things @craggy arrow
Thanks, I will have to look into it
You do need nvidia gpu for it afaik
hii, can someone help me with this issue?
https://forum.unity.com/threads/mesh-stretching-after-building.1184836/#post-7582972
is it a static mesh? how is it imported?
if you can create a new empty project and are able to reproduce it, more people might be able to help you out with it
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
actually, neither of them..
we are loading assets using a scriptable containing a list with all the prefabs
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
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
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?
@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
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?
i would personally go with hdri unless its local cloud
can go for way more dynamic effects with less static sky
am I meant to like submit a bug report
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
known bug, fix soon
hopefully, ive been stuck on the beta for a while
is it a problem with hdrp or unity itself
What do you mean? I believe it's an HDRP only feature, so it's HDRP.
should be fixed in the coming patches
ahh ok so thats why it hasnt changed between unity versions
HDRP is now part of the engine by default, so you have to wait for the next 2021.2 unity version
I'm actually not sure if that's even been fixed on github yet, haven't seen such patch
https://github.com/Unity-Technologies/Graphics/pull/5910 should be the one
Purpose of this PR
https://fogbugz.unity3d.com/f/cases/1372920/
A recent PR removed the depth buffer binding for the cloud layer, which resulted in cloudlayer appearing on top of geometry.
Testing...
ah, good catch
so basically fix is this: https://github.com/Unity-Technologies/Graphics/pull/5910/files#diff-4706c613a7edd390f146087c755f439f3c29d8beeeb12ee1cc56127cc52655aa
Purpose of this PR
https://fogbugz.unity3d.com/f/cases/1372920/
A recent PR removed the depth buffer binding for the cloud layer, which resulted in cloudlayer appearing on top of geometry.
Testing...
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
sweet
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
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.
Is it possible to have motion blur that is not affected by movement of the camera?
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?
Hmm, I have the same question actually ๐
Hello
Instead of changing the transform every time in the update code,
any simple solution to using world space UI to the direction of the screen in hdrp?
(Like URP's camera stacking..... or like this https://youtu.be/uGJ1L0xnEb4)
In this video I will show you how to make Canvas World Space on top of everything in Unity!.
@glad elbowrun HDRP wizard
just installing the package won't mean HDRP will be enabled (it won't)
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
what you're looking for is a custom pass. better solution than using a 2nd camera
https://github.com/alelievr/HDRP-Custom-Passes
some examples on how you can use custom passes
the solution is you need some includes and to declare your textures in a special way https://forum.unity.com/threads/_cameradepthtexture-in-compute-shader.978639/
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
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
Good candidates for Static Occluders are medium to large solid GameObjects, such as a wall or a building. To be a Static Occluder, a GameObject must:
Have a Terrain
or Mesh Renderer
component
Be opaque
Not move at runtime
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
https://forum.unity.com/threads/huge-bottleneck-in-shadows-createumbrashadowculler.1193881/#post-7646038
Burstified GPU occlusion culling maybe for gameobjects ๐
hopefully it'll be a thing, not one of the many cool things we hear about but never land (occlusion probes....)
How can I fix that performance leak?
Disabling all objects in the scene doesn't help too much
You mean the high GPU/CPU ms?
Pretty sure that editor only -- overhead. Make a build with autoconnected profiler, probably will be gone
40ms is too high. What's your pc config
Although it appears to only be a spike with flat line at 16ms
Do you have vsync enabled for editor externally?
r5 1600, r9 fury
not sure
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?
@cedar bronze you mean custom render texture (CRT) asset or using RT's via HDRP custom passes / custom pp passes?
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...
ah, so render via camera. yeah I only remember there being need to change the buffer format but you've done that already
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...
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
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
Not certain as I didn't try using Shuriken in HDRP, but try these https://forum.unity.com/threads/hdrp-particle-system-shaders.643840/
HDRP officially doesn't support shuriken. Sometimes they make small fixes, but it's not officially supported.
You should use VFX for particles in HDRP
I don't think the ones on forum are actually updated anymore. Instead use the "Particle System Shader Samples" from HDRP package (just open Package Manager and navigate to HDRP package and expand it's samples to see it). This is essentially the same thing but actually updated for the HDRP version you use
Yeah, that makes sense, I wasn't sure, just did a quick google for it
Oh, so HDRP supports shuriken system?
I thought it didn't and you had to use VFX nowadays
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.
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?
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
Put where? Do you have volume reference in the script?
already got it solved
Hey can someone help me setup my scene in hdrp, it runs 40 fps with just some cubes
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?
you know the PR? https://github.com/Unity-Technologies/Graphics/pull/6109
it has few clips of the sim
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?
looking very nice, wonder if they will add the ability to get wave heights so we can add physics
@worn lodge it's a bug, it's already fixed for the next version
Thanks. Guees i'll upgrade
fix should be in 2021.2.2
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
Use the profiler and frame debugger to diagnose framerate issues. Presumably the increased resolution is why it slows down.
Many ways
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
Click on stats in game tab
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
@vapid matrix Don't cross-post, please. Pick a single channel.
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)
@dawn hare motion blur or taa can cause something like that
I think motion blur is enabled by default on HDRP global asset
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
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?
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:
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.
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?
Not really sure where to ask this, but can Unity generate a 3D perlin texture on its own? Iโm sure it can be done with code too.
How to detect if your player's PC has rtx card?
Check out mixture package on github
unity supports creating perlin noise in 2d, but you can extend that to 3d. there are many assets in asset store and also many guides to write on your own
you'd probably rather want to check if the user have raytracing capable card (as there are other than rtx cards that can do it as well)
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
oh, i need a beta version of unity
how do i update my hdrp to 12 then its at 11?
by using Unity 2021.2
i am on that version
then it's HDRP 12
lemme try restarting
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
sorry for not replying, but yeah i think you were right
Yeah, but it will trigger even on GTX 1060
Maybe some regex that will extract CPU and GPU name from SystemInfo?
Is this a real issue? You cant tell the future gpu's naming so you cant just enable the feature on one brand rtx cards and have it future proof. I mean you dont even know if the future nvidia gpu's will have rtx prefix...
At most I'd rather just flag models that one doesnt want to support, not the other way around
Okay, but where to find this list of GPU names that we will get by calling SystemInfo.graphicsDeviceID
For example here's all the nvidia ones https://pci-ids.ucw.cz/read/PC/10de
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.
So this method will return for example GA102 [GeForce RTX 3090]?
no looks to me like it'll return 2204
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.
@ornate mistprobably stupid question but you did swap HDRP to use your custom sky in it's volume visual settings?
I appreciate your question! Infact, I created a new empty scene, added a volume set to global with priority 9999, and created a new volume asset with only my sky
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
Oh ok, that makes sense. Thanks
@ornate mist or if you have some 3rd party sky solution that supports HDRP, could look around how they did the hooks for it
I don't. I saw Keijiro did a thing. I glanced through the repo and it looked the same as the tutorial
I only have enviro's hdrp beta that does that but there are bunch of others
but i'll download his package and see
sounds like a good idea yes
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...
@turbid matrix Did you try the new water system in github btw? more about HDRP so moving here
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 ๐
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)
Hope so, but I'm not so hopeful ๐
I wonder what will land in URP for 2022. Or still just parity...
well, it's on productboard but we all know that can take forever to move from "under consideration"
?
but yeah, still Under Consideration... I think it will land
yeah that thing
(moved to #archived-urp for urp discussion)
didn't really mean to bring URP stuff here ๐
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
What is this? it popped up while creating a new HDRP project
@late cloak2019?
yeah they fixed that on 2020.1 or something like that
Welp haha
it's looking like 2022 might be first one where they mark it as production ready
Ah alright
but there's been huge improvements to DX12 on Unity 2021.2
So I should be using that?
if you truly need DX12 (for raytracing?), 2021 is the way to go
Idk I just wanna make a good looking game
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
I always recommend testing those yourself... see what works for you and what does not
Alrighty! Thanks a lot
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
After years of using Unity, tbh, it doesn't matter what versions you're using. We still end up with unfinished features ๐
And also tons of unfinished projects
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
can i use hdrp for 2019.2
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
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
You have to change the material to an HDRP compatible material
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
this somehow kinda just there for template
tho it would auto convert wouldn't it? if the shaders used are the defaults (non-custom)
Any news on the render burger branch? I really want to test it with my crowd
yes I have the problem of assigning the material again for every material
what I can do with the shader graphs?
is it like making a custom shader which can support both hdrp and urp?
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)
SRP = scriptable render pipeline, it's what URP and HDRP are based at. As for the newer SG setup you can this blog post: https://blog.unity.com/technology/introducing-shader-graphs-new-master-stack