#archived-urp
1 messages · Page 25 of 1
your max shadow distance + map resolution will determine the may achievable sharpness of a shadow
first DDGI probe baked, 3 bounces, no accumulation, so that's next to look at 😄
i just opened up my project and the GI just started baking by itself and now its not responding. the lighting is not set to auto generate...
wtf
opened up this porject hundreds of times and this never happened before
I've had that on recent Unity versions... it does it for me on every launch if I keep baked gi enabled
super annoying, would love to know the root cause
should probably file a bug report (unless there's one already)
this bug exists since 2021.2b
Is there any good reason not to enable GPU instancing for a given material? Does it have more overhead in the case where you're only rendering a single or a few copies of it?
The overhead for enabling instancing on something with just one copy is quite minimal.
Although the name says gpu instancing, it's a cpu optimization. There's a very very small but negligible overhead on the gpu side due to Shader index look up
So you think it's fine to enable gpu instancing on basically all materials?
No because dynamic batching is disabled when gpu instancing is used. Dynamic batching is a gpu optimization. So it's not advisable when gpu instancing is really not needed
Are you sure you mean dynamic batching? Cause that's the boomer kind of batching that works only for meshes under like 300 tris.
yes exactly that. and oh that's not the only limitation for dynamic batching. I'm personally not a fan of dynamic batching and I'm mostly a HDRP user(dynamic batching doesn't exist there)
Alright. I thought you wanted to say SRP batching instead.
SRP batcher too yes. they require different types of buffer
200 samples, 36 rays per sample, running at 300+ fps
also on 1070, brother tested for me just the screen tracing on 3070 got 240+ frames on 917k rays each frame, vs 60-80 on 1070, so you can do your calculations 😄
still gotta do the visibility/occlusion tracing which shall be 4 times the amount of rays but no bounces so will see how that will go
I want to learn the basics of URP.
is there a way to exlude materials from a list like this: Renderer[] rs = GetComponentsInChildren<Renderer>(); foreach (Renderer r in rs) { materialList.Add(r.material);// }
I'm getting this error Material 'Sprite-Lit-Default (Instance)' with Shader 'Universal Render Pipeline/2D/Sprite-Lit-Default' doesn't have a float or range property '_is_selected'.
Just a heads up I got tripped on kind of a nasty bug for URP in WebGL - that makes some or all of your meshes seemingly disappear.
https://issuetracker.unity3d.com/issues/webgl-urp-mesh-is-not-rendered-in-the-scene-on-webgl-build
https://github.com/Unity-Technologies/Graphics/pull/6343
I confirmed the fix worked for me
I have URP project and don't see an option to create a PBR shader. Has this been removed?
It should now be called Lit shader
@olive hill there's no separate PBR shader graphs anymore. In past the idea of PBR SG's were that you could use them on both LWRP and HDRP as there was no SG target stacking back then (like there is since version 9)
in fact, since the current system lets you swap the target and shader type inside the SG, it's not even that important anymore which option you start with as you can change this from the settings anyway. you can think of the current menu entry as some template for the type of SG you want to do but it's not forever bound by the initial selection
Thanks @solemn zodiac and @merry monolith
Is there a way to use your own shader on Terrains? I want to blend textures based on height and normals.
Anyone knows how to turn off Pixel Perfect/Pixel Snapping in Unity 2021.2.4f1?
(there is no Pixel Perfect component on camera)
Would I be able to make my own 2d renderer with a renderer feature?
I don't like the 2d renderer that unity made
Did a quick port from HDRP's Eye SG to URP Lit SG
it's not all correct shading wise as URP SG's lack certain options
here's bit longer video
I removed hdrp from my project and installed urp but now when I create a material it just makes a standard material and if I switch the shader to urp lit it is pink what do I do??
@boreal lantern create URP asset and assign it to your project settings->graphics (and also make sure you don't have HDRP assets left on project settings -> quality
HDRP has that Wizard because it's kinda impossible to manually configure anymore.. URP is still quite simple to setup in comparison
ok
I mean some way to check your settings are correct would be nice, not disagreeing there. More of just trying to say that HDRP Wizard was kinda mandatory addition at some point as manual configuration started to cause too much grief for HDRP users
yeah true
one more question. Is there antialiasing in urp?
sure
on camera you can enable FXAA and SMAA, on URP asset itself you can enable MSAA if you use forward path
Unity is also working on URP TAA atm but it will probably take a while until thank lands on public versions
there are 3rd party TAA assets for URP though
ok any antialiasing is fine for me
its in a differnt place than hdrp so I got confused
actually postprocessing type AA was also on camera I think?
(and you set MSAA on HDRP Asset so that's kinda similar place too)
im using smaaa
how do you exclude an object from motion blur?
Yes, I've done it.
@placid laurel how? I tried copying the existing shaders and they look incredibly complex.
Basically you have to create a texture array in your script's OnEnable or something, have it support like 32 layers max. Then you can Graphics.Blit the splatmaps from the terrain data to the texture array every frame. Then from your Lit graph you can sample the layers by index and alphablend or heightblend them however you want.
There are a bunch of tutorials for heightblending, it's incredibly simple.
And alpha blending is literally a lerp() with whatever weight you pass.
doesn't the stock terrain shaders support height blending?
or is that still HDRP only thing?
Only for 4 layers on URP I think.
I was looking to replicate Unreal's terrain material setup so I do it this way.
I tested it and it seems when you apply a material that's not technically terrain supported, it keeps it single pass and doesn't invoke it per 4 layers each.
My draw calls never increased no matter how many dummy layers I plugged in.
@placid laurel Thanks 🙂
Remember to turn off draw instanced.
What makes a material terrain supported?
I think it checks if the shader uses tangents or something.
I mentioned it cause it's technically good.
Regular terrain shader uses a boomer approach where they alpha blend the same chunk on top of itself in a new drawcall for each 4 layers.
And since my shader is doing the whole splatmap thing in 1 pass, it would be a waste if that happened.
Hah, you publish it. Sounds like Unity needs exactly what you've created.
How do I avoid getting the
"Reduced additional punctual light shadows resolution by 2 to make 19 shadow maps fit in the 4096x4096 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame"
error? My big shadow resolutions are at like 0.01
I didn't do much. Just wrote a tiny script that copies splatmaps to the texture array and sets the props on the material. The shader graph is nothing special either.
Solution: Don't have 4 point lights in the same area
Think built in volumetric clouds will ever come to URP?
Or is HDRP the only choice if you need volumetric clouds?
You can see the URP roadmap here:
https://unity.com/roadmap/unity-platform
Thanks @toxic forum
pretty sure we have to be without built-in volumetric clouds at least year or two
it could be ported, one user on the forum at least claimed to have done that already
but URP's focus isn't on high end features like that
@olive hill staff response from the person who implemented HDRP vol clouds should tell not to expect anything on this front any time soon:
yo guys, How can i make my environment looking more realistic😕
more realistic assets, add grass, use post processing, add nice looking sky, change to better pbr correct textures
@upbeat niche
adjust lighting etc.. there's a lot that makes that scene look flat
that's more of an art issue, but stuff like that just takes a lot of practice and research... just keep at it
also not trying to be harsh here, just getting to the point as you did ask what would make that scene look more realistic 🙂
Thanks bro i appreciate it.
ask here #💥┃post-processing
Thanks for the info.
Would I be able to make my own 2d renderer with a renderer feature?
I don't like the 2d renderer that unity made
i can't do this with the current 2d renderer
Let's learn how to render characters behind other objects using Scriptable Render Passes!
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when an object goes behind something
and I can't make my own post process effects with the 2d renderer either
which is very important
In newer versions of URP I can use RenderTargetIdentifier ColorTarget = renderingData.cameraData.renderer.cameraColorTarget to get the target for use in my scriptable render pass. In older versions (7,8) I could get _CameraColorTexture. However, there's a brief few versions in the middle where neither method works for the preview window. Does anyone know how to get the editor preview window target?
iirc it's about URP 10.5 where the renderer.cameraColorTarget property was added, and so that approach isn't available on 2019 LTS
I assume this needs to be enabled for dynamic batching to work too, right? Is there any drawback to enabling this?
dynamic batching is kind of like old school batching which is used when the gpu is extremely weak and hence the cpu does some work for it. its not required if gpu is even decently good. 99% games these days have it disabled because it just increases the cpu usage for batching whereas the draw call overhead when not batched is much less
So if my game is CPU bottlenecked it's bad. If it's GPU bottlenecked it's good?
not just dynamic batching, but other batching like static batching and SRP batching dont work aswell when something is gpu instanced.
now i cant remember correctly if Batcher takes more priority than instancing or not, but editor inspector should show a warning when both static and gpu instancing are enabled
if its gpu bottlenecked, it might be good. its still very hard to say without profiler.
even if a game is being bottlenecked by gpu, it could still mean that cpu time can have a minimal impact on the overall frame time. (such as uploading material/mesh data)
Alright. Honestly for the game I'm working on this should all be somewhat irrelevant I think.
But it's good to have an understanding
Am I able to use blit with URP?
Anyone knows why does the material alpha not working? The texture is right image. The object is left image
I'm using urp unlit shader graph. Shader has been set to transparent and alpha blend. The image has transparency but it is filled up with the red line
i have one current project for my work place that might required porting from standard to urp
- Aside from material shader, what should i worried for when switching the pipeline (the project have tons of assetbundle with furniture)
- Is there option to do 2 different quality of 2 different build of same project (mobile app + render farm app)
- Have unity implement any some sort of realistic rendering on runtime on URP? (custom level, room + furniture layout on runtime)
- How about material shader, do i have option to say.. simplify on mobile app but have more parameter on render farm app
This is for archviz stuff, it is handover to me so i still learning stuff & need to upgrade it for future
(i dont think i can do urp mobile app + hdrp render farm app on 1 project.. right?)
hi, I'm using URP and I'm making my game for android, for some reason everything works great in the editor and even when I build it in windows, but when I build it for android I test it with nox player since I got no phone, the menu works perfectly on first launch, and then I start the game, but if I click on the menu button this happens, the "play, settings, exit" buttons + the logo that says "Aqua Pura" is also from the main menu, so a transition happens, but it gets stuck on the game scene and the pause menu too
and by the way the menu even works you can click the buttons and all and the menu sfx work
nevermind it got fixed somehow
Hi, I'm proficient in advanced rendering & PBR concepts and implementation, and at first glance, HDRP seems like the right fit for me.
However, its incredibly 'cluttered' and has tons of things I won't use. (For example, I have my own highly custom volumetric scattering solution.)
Would URP be a better fit for me?
Wait a second... URP is forward-rendering only?
Oh I see... in older versions...
Hello @dry willow ! I've downloaded and opened the example toon shader you linked
and it's proving incredibly helpful. One question that i have is this- in the shadergraph, i see where the additional lights are added in, but when i do the same, the additional lights cast no shadows. I've added both keywords _ADDITIONAL_LIGHTS and _ADDITIONAL_LIGHTS_SHADOWS into the blackboard area and made sure they are identical to the ones in the toon shadergraph. are there any nodes i'm supposed to be putting into the graph itself?
For the record, the Toon shadergraph works perfectly in regards to receiving the additional light shadows!
Are you sure the keywords are identical? Don't know if it's just a typo in your message but the shadows one should be _ADDITIONAL_LIGHT_SHADOWS (Light, not lights). Other than those just need to use the AdditionalLights or AdditionalLightsToon custom function (depending on look wanted)
@dry willow super fun story actually it was exactly that and i just realized it about 6 minutes before reopening discord XD
Thank you so much for the help!
actually @dry willow another lil question- assuming i wanted to have the additional lights interpreted as a light with two "steps" of opacity instead of the usual single shade that comes out of the toon node, how would you suggest i go about doing that? I tried to break up the output via two step nodes with different edges and then adding those back together, but it had surprisingly no effect.
So Overlay UGUI renders about twice as fast (CPU) compared to a Camera-based UGUI based on our profiling on our target platform. So I'm trying to keep the UGUI in overlay, but I can't do anything after rendering it? So I'm basically SOL trying to make a brightness slider in the game options that affects it? Anyone have any clever ideas? I really just need to add a post overlay UI blit but I don't think Unity allows us access to the frame buffer at all.
Stepping the output doesn't work as you intend as it's not a gradient. Instead you'd need to alter the custom function. I've used something similar to this in the loop before :
float atten = light.distanceAttenuation * light.shadowAttenuation;
diffuseColor += light.color * (
0.33 * step(0.1, atten) +
0.33 * step(0.03, atten) +
0.33 * step(0.0001, atten)
);
But this doesn't work well when changing the range of the light because of how the distanceAttenuation is calculated. An alternative is to get the distance field & range from the light data directly, e.g. :
void GetAdditionalLightDistanceSqrRange(int i, float3 positionWS, out float distanceSqr, out float range){
int perObjectLightIndex = GetPerObjectLightIndex(i); // (i = index used in loop)
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position;
half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation;
#else
float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex];
half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex];
#endif
float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
range = rsqrt(distanceAndSpotAttenuation.x);
}
And in the additional lights loop :
float distanceSqr, range;
GetAdditionalLightDistanceSqrRange(i, WorldPosition, distanceSqr, range);
float Steps = 3; // number of bands
diffuseColor += light.color * saturate(1.0 - floor(sqrt(distanceSqr) / range * Steps) * (1.0 / Steps));
// maybe also * light.shadowAttenuation, haven't tested that though
I've also updated the github code to include these examples in comments (https://github.com/Cyanilux/URP_ShaderGraphCustomLighting/blob/main/CustomLighting.hlsl)
anyone know whats causing this? light map?
Thank you so much for the help! I’ll give it a try tonight!
How do the normals look
it seems to be just horrible resolution in the albedo map unfortantly
just horrible compression as well
im doing thisngs in vr for the first time, what might seem small... isnt small anymore when its literally in ur face
@fossil lily
problem looks like your normal indeed. either delete it or get a better one
btw please don't cross post. Let's move this conversation to #archived-lighting
How do I make this place have no ambient lighting, only illuminated by the orange lights
Hi !
I'm trying to make a shader to dissolve an image, but it does not work as I would like. If I apply it on a plane, it works like a charm.
If I apply it to an UnityEngine.UI.Image, I'm loosing the gradient effect.
Does anybody knows how to fix the issue ?
Anyone able to guide me with shadows in Unity? So I am working on URP and when disabling all lights, there is still environment lighting with shadows. Any idea, how to change those shadows?
Are they baked shadows?
make sure you don't have leftover baked lighting data
Ia m just dumb… it was a post ssao effect… but thx 😉
Set the directional light to Mixed and lightmapping mode to baked indirect, and bake. Use GPU lightmapper.
If it looks off, place reflection probes that cover the interiors, ending just outside it's walls.
I found another way to do it, but thanks
What was it?
Disable directional light, set the camera background to solid black, go to Window/Rendering/Lighting/Environment and set ambient color to black
Although now I wonder how I can make the cylinder in the middle light up, rather than only cast light around it
Emission, maybe
First volume baked, gotta fix the seams next and then make it fully resizable as some values are currently hardcoded for testing.
also push probes outside of geometry could be nice later on 😄
Hi, I'm not sure if this goes here, but does anyone know where I can get a netural lut file for my game, as I'm having zero luck finding one?
anyone know why the Blit scriptable render feature isn't working anymore in 2021 / URP 12?
Hi, i tried using the Ambient occlusion on forward renderer and i started having some visual glitch like this
also the ambient occlusion appear over my character
@dense phoenix are you using any custom shaders? not created in shader graph. Then they might not be corretly writing into different passes. If that is not issue try changing when does the AO gets generated and from what source.
a lot of updates since "yesterday", all probes now traced in one command buffer(linear performance improvement) for 3x3x3 volume its 27x faster than the old way I made. Also fixed the borders for the probes so no visible seams anymore
@solemn zodiac i Do use a custom shader on m'y character, i'll try changing that shader
How do you make a shader graph have an attribute for a normal map, but have a neutral normal if none is inputted
Like a default shader
Set it to normal map mode, or in older versions I believe it was called Bump.
Thank you
Actually, is it possible to have these properties just like a default shader, where you can choose a color/value and a texture?
Actually, it's probably fine as it is
I was wrong earlier. The terrain is not actually pitch black, which is clear when I tweak the curves
So how do I make it actually pitch black
Never mind
Set skybox material to none
Volume Size 10x3x7, sampling 10x a second, no dip in performance
Does anyone know why dont I have the Upgrade materials to URP button? (I even dont have the Universal Render PipeLine tab).
URP is installed, I ensured that right now.
hey there! on your screenshot you have the "After Opaque" option but I don't have i'm on version 10.7 what is yours?
I am on version 12.1.1, Unity version 2021.2.4f1
hmmm so i guess i need to upgrade the whole project to 2021 to be able to use newer version of URP
Yes 12+ is available in newer Unity versions
is there other way to get some sort of ambient occlusion without using the renderer feature?
If your game world is static you can use lightmapping to achieve some sort of ambient occlusion
or if you are using external meshes you could paint AO in vertex colors aswell.
ok those are good option I could look for thank you!
What is that?
I am working on my own kind of DDGI/Illumination inside Unity, using DXR to raytrace the probes, store them into Irridiance map, and then sample values on the world geometry. Now testing the reverse function to find which 8 probes surround the point in space which will be PixelWS position which will be used to sample and light up the scene.
Ohh, interesting. I'll keep an eye on any updates you post 😄
okay :D, it will probably get replaced by Dynamic APVs later but feels like they are far away on Unity's roadmap so trying to get something now 😄
i need help i bought unistorm which is a day light cycle with rain and stuff and my particals like snow and rain when thay fall down the sky are pink
this aint feeling right
look at the shaders for those particles, they might be need to be updated to URP compatible shaders
that just sounds like setup issue but if you've gone through the docs that assets provides and are sure you haven't missed some step, I'd ask in the forums. Unistorm has it's own thread there
@terse spear
My sampling is hella off hmm, got a somewhat trilinear sampling working but this still seems off
hi ...
does vfx graph just working on Vulkan on mobile?
or can we use that on glES 3.x ??
well, it works kinda well on other objects, but now I gotta figure out how to pass it actually as GI to shader.
hi, I've been having a problem with my project, it only renders shadows when i'm near to it, any help is highly appreciated
in Pipeline Asset you can set how far shadows renders
this fixed the problem, thank you so much for your help
Why do lines get aliased on my quad meshes despite MSAA set to x8?
Only setting render resolution scaling to x2 fixes it.
Thx il do that
are those lines painted in texture? MSAA mainly works on edges of geometries than on texture sampling
Yeah.
I dont have any volumetric clouds they dont appere anymore in unistorm any fix?
are u letting textures generate mip maps?
Anyone had much experience with URP's 2d renderer? Certain mobile devices are giving me a complete black screen (UI is visible and correct color), I assume this is lights simply not working.
Using the latest URP (7.5.3)
so not the worst result, also not using occlusion texture which haven't yet gotten to bake so there is a lot of bleeding through the walls
Okay turns out I package manager does not work like I thought it did and URP is far beyond version 7.5.3, so hopefully thats the issue
The volume is 14x10x18 and performance is pretty good(its also sampling 5x/sec, 1000 samples), toooooon of artifacts which I will try to clean tomorrow with occlusion map... if everything will go alright I will look at cascades so it can be used in open world yey, also its using renderer feature to overlay the scene so it does not need a touch in shaders.
and yes my border fixing compute shader is broken when using bigger volumes hmm
borders fixed, there is weird issue in CS where dividing floats gives offset values, so had to set each value to uint and borders are fixed yey
on gtx 1070... FPS dips when moving are CPU sided because of not enough checks so RenderTexture is being created every time I move the volume, and also the probe positions needs to recalculate on CPU for the Instancing of the debug probes. + Editor grrr 😄 updating in InvokeRepeat 20x/sec
I can run it every frame, but there is some problem with RayTracingShaders which literally destroys my GPU, often throws and Read and Write error from time to time, seems like it does not wait till the Compute Buffer finishes and when new frame comes it tries to do all of it again, which in turn crashes editor and whole gpu shuts down for a second lulw 😄
Hi, I have a question: how can I add **lights **to UI when rendering with Canvas Render Mode: **Screen Space Overlay. **
As you can see in the photo, lights in materials are not displayed with this type of rendering, so the icons in my UI are very ugly, like very planes
I know, with Screen Space Camera rendering mode, lights are displayed in icos, but it conflics with a Volume object. Any idea to add lights to UI in this rendering mode?
Has anyone use StructuredBuffer with instanceID index in URP shader?
its quite tricky if you are doing it with Shader Graph but its doable
i'm not using shader graph, just trying to write URP shader with instancing by hand
also want to know how to do it with shader graph 🙂 I've read that it can be done with custom function node, which can define StructuredBuffer and use it, but how then define instance variable?
you can make your .hlsl file and put this func in it, then use custom function node and you will get the InstanceID
I just can't understand what to use (all i try just not work), there is pure StructuredBuffer, instanceID inside structs, instanceID inside vertex shader param, unity's built-in macros...
You can define Structured buffer anywhere outside of the functions, and if you pass data from C# you can use it in shader
Getting value from buffer is just instanceID
then custom function node should include both this function and structured buffers define?
yes you can put all that I written above inside one .hlsl include even buffers
If you are going to use Shader Graph setup this Keyword, this enables instancing as just turning instancing on the material is often ignored
ok, i'll try with shader graph, which is much easier then writing it by hand, but still. What the proper way to write it by hand?
i mean what i need in shader to access unity_instanceID ?
not rly sure, most of my shaders are using Shader Graph :/ but I think its always there, its just 0 as default if Instancing is not enabled
i know what is keyword, but i didn't get it for what we need to setup this one?
Not sure if it is still needed but in older version instancing was just ignored if you used custom instancing in shader graph, meaning your own buffers etc.
Shader graph?
no, handwrite
so to get it working you wanna setup instancing with
function after that
then if you are accessing unity_InstanceID you want to use UNITY_PROCEDURAL_INSTANCING_ENABLED
this is good repo if you wanna learn instancing, https://github.com/tiiago11/Unity-InstancedIndirectExamples/blob/master/Demos-DrawMeshInstancedIndirect/Assets/InstancedIndirectExample/InstancedIndirectSurfaceShader.shader
its for CGPROGRAM and Built-In but most things haven't changed
ok, i'll try, thank you again 🙂
your welcome, hopefully it will get you on track doing some cool stuff 🙂
long story short i'm trying to make my artist happy 🙂
so working with instanceID possible with only Indirect method variant? Not with DrawMeshInstanced?
Haven't tried that one yet so can't tell
dont think it should ever get this big per single cascade but performance testing first... SSR now grabs illuminated scene so GI is now visible in reflections... And lastly I made it so I can set how many probes samples per Update cycle, so the whole volume is not sampled at once, instead set number of probes get sampled and moves on till whole volume is on set global sample till it moves into another sample. 25x10x25
hi ...
does exists a solution to get rid of black screen on URP + Vulkan?
wut?
What controls UNITY_PROCEDURAL_INSTANCING_ENABLED keyword in shader? Asking because i have Enable GPU Instancing toggle on material set to ON, but shader skips #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
yup ...
Oculus Quest 2 + Unity 2021.2.5 f1 + URP 12.1.2 + VFX 12.1.2 + Vulkan +** IL2CPP** + Android 10 + MultiPass
https://streamable.com/fue05e I post this once in a blue moon hoping someone knows the issue. Does anyone know how to fix these distance based white artefacts on literally everything?
Is there any way to make light not do this in corners without baking it?
Hi again! I've tried to use custom function with instance_ID and after defining keyword boolean i've got this error
you need to setup the pragma in custom function, and then include hlsl file with these functions afterwards, so two custom functions
oh, i thought it was answer not for SG
LODs maybe? Or some post process?
Maybe baked lights or reflection probes
i only have post processing in that list, and that isnt the cause
When you are doing procedural instancing you have to use it aswell as in custom code or SG
how should i use this keyword prop?
hard time explaining but here how it works, make yourself this as .hlsl
in shader graph you wanna set it up like this
Are the particles emmisive or is there a point/spot light which shimmers. Using any custom shader?
its not a particle, its an object
it happens on all my objects
no there are no baked lights
@fossil lily Even if i have zero lights it still happens
and it goes away when i get "close" to the objects
I've had this problem for 5 months... I don;t know whats causing it
I can think of only two things now. either the shader is causing it. If you are using a custom shader then it's definitely possible. Another reason could be anisotropy level of the texture. But it's less likely
just default lit shader
any known performance issues in 2021.2 + urp 12? comparing perf of the same scene in 2019.4, frame time is consistently 3 ms higher in 2021.2
Check profiler and compare, do it in build though -- editor has a lot of overhead
Just downloaded the boat attack demo for URP, looks pretty nice 😄
and it's really fast. It's a shame that many of the nice stuff about the demo are custom and don't come with URP (Water, Clouds).
Looks amazing though.
Really impressed with the clouds, water visuals & physics.
does graphics.blit not work in VR?
How can I make these trees look better? The small branches with leaves were made using the particle system in Blender; each branch is a plane with a texture on it. As you may be able to see, the shadows are blocky and the lighting hits the trees oddly.
I should also mention that all of the branch planes are merged together into one object so the game doesn’t slow to less than 1 FPS.
make sure your shadow sets to Soft Shadows if that already been set then you can try set the cascade count to 0 to get more blur from closer range
the lights aren't broken 🙂 you just don't know how to set it up just yet... Google real quick how to get fancy with those lights.. trust me, it's much quicker to google it
I have pink issue with shader how do I fix it ? (I am using 2D) please help me
@placid laurel Don't crosspost please.
If the shader is not compatible with URP the it won't likely work if it's a custom shader, unless you manually make the fixes in the shader.
If it's a standard shader from another pipeline, you can use the shader converter to have unity attempt to resolve it.
How you do that depends on which version of Unity you're using though.
I've upgraded to URP 12, but I've found that now every time I save a scene it unsets all shader keywords on materials in the scene. Is that a known bug? I can't find mention on the forums
I just get the error "State comes from an incompatible keyword space"
It seems related to this: https://forum.unity.com/threads/sg-v12-are-pretty-broken.1175078/ except that the workaround doesn't work
I can not have more than 4 lights visible to the player in URP, no matter what settings I change.
If the player's camera sees more than 4 lights, ALL of them turn off.
If this really the way it's supposed to be?
I never said they were broken, lol. I’ve tried Googling all the things I’m having issues with. That’s why I’m here.
Check your URP render settings asset
you can change it to up to 8
but if you're using forward rendering, there is going to be a hard limit on the number of lights that can affect an objcet
Alright, I went around to a few different channels and it brought me back here. I looked at the tree normals:
Clearly it's that at any given moment, only about half of them can actually be facing the direction needed to catch the lighting correctly.
I was told to come here, which is confusing since I'm trying to figure out how to make the normals double sided in Blender, but apparently it's a Unity issue.
Default shaders in Unity are backfaced culled by default. However you can change it to none to render both sides. Check the material you're using in Unity to see if the option is there.
It's not that the back faces aren't rendering, it's that their lighting is glitchy.
Many of the normals that are facing the directional light are 'backwards', and so the light doesn't calculate correctly for them.
Seems like you'll need a custom shader or find one that supports this (maybe specifically for trees). A shader which flips the normal when viewing a backface.
Any pointers as to how I could find/make one?
I'm on mobile, so not easily. There must be examples online for this though.
I’ll try to look around, although I may have to come back here if I can’t find any
Strange, I tried a new method where I made the branch objects have two faces (extremely close to each other) so that they both face outwards, and the same issue is happening
Maybe they're casting shadows on each other, and since the whole shape is casting shadows rather than just the non-transparent parts, most get blocked out?
That's the weird thing: those lights all affect different objects.
I switched to baked lights now, but in URP there has to be another limitation.
Thats the expected results, Unity's ligthing for double sided normals isn't really accurate.. Look for Subsurface Scattering with custom lighting
Quick youtube search leads me to this video with a very detail explanation, so props to the guy, and see why I said the lighting for double sided normals/material has some accuracy issue with the lightings and shadows https://www.youtube.com/watch?v=x4ufs1OzPIw
🚀 Download Core to create games for FREE at https://bit.ly/Core-NedMakesGames
✔️ Tutorial tested in Unity URP 2020.3 & 2021.1
Plants, foliage and vegetation are really challenging to get right! It requires a custom made shader to tackle issues like translucency and wind. In this tutorial, I show how to create a foliage shader in the Unity URP ...
This probably belongs in here!
I'm having performance issues with URP.
I started making my small game in a 3D URP template, but even with nothing in the scene (even set the camera background to a color), i had trouble hitting 10 fps.
Then i made a new blank 3d Core project, moved all of my stuff over, and now i hit 300FPS easily with lots of (primitive 3d) objects.
What is going on? isn't URP pipeline supposed to be ultra performant..
How long does it take for Unity to respond to a bug report ?
I reported a shader-graph bug on URP Decals ages ago and still no contact from them
make a forum post + include bug report ticket. may help other users who facing that bug too
Urp 12 release notes says reflection probe blending should work. But it doesn't seem too. And the standard vs urp feature matrix says it's still in research. So what's the deal?
Think we missed the setting in the urp asset. Having another go.
Fear does not exist in this dojo, does it?
@cunning goblet did you enable the blending from urp asset?
Ah, this wasnt scrolled down. My bad
didn't before, but ended up and it's working now
is there a way to get MaterialProperty directly form material without having renderer comp?
I have a question for unistorm
is anyone good with that asset
jusr msg me cause my clouds are not showing up
hi, any one know how to get shadow for AR application URP in unity 2021
Hey, anyone know how costly it is to change shadow distance in URP? Changing it here and there have no performance cost, but what if I were to change it every frame or every second ?
So what should I do go on hdrp
hdrp has it's own volumetric clouds
But btw thx your the first to respond and I think it’s 10th time I ask for questions
Y’a already tried
I remember trying 5.1 briefly and it didn't do anything, saw some users reporting the same. didn't bother to investigate back then
Maybe il just wait
Il work on my game and do the skybox at the end
See if anything comes up
Because I have been on this for about a week
@terse spearjust went through the steps on that github document, this is the crucial bit that makes it work:
If you have already imported the URP Support UnityPackage, you can reimport UniStorm from the Package Manager and only reimport the UniStorm Weather System>Materials>Celestial and UniStorm Weather System>Materials>Clouds folders.```
he does blame Unity for that but it really is more of a fault on the asset publishers URP support package that includes files that shouldn't be there
at least that's how I view it
I reimported those two folders from PM and it works now
I am sure I did that but il try it again I might of messed something up
Thx btw
Il try after work
Would you mind if I msg you privately if I have any trouble with this step?
it should be straight forward though if you follow the steps mentioned there
one thing I'm not overly fond of about this asset is how the sun looks by default
it looks like someone drew that on MS Paint
Y’a i have fixed that I forgot how tho it something in the project setting
there are settings for sun, just baffled it looks like that by default
ah, it's relying on specific URP settings to fix that
kinda weird but ok, you'd expect it to work without bloom and HDR out of the box too
Y’a
with some tweaks I can make it look like this
can StructuredBuffer be declared as property?
or be accessed through Shader.GetProperty...
I'd assume you'd use this? https://docs.unity3d.com/ScriptReference/ComputeBuffer.html
On the shader side, ComputeBuffers with default ComputeBufferType map to StructuredBuffer<T> and RWStructuredBuffer<T> in HLSL.
never used these myself
@merry monolith you right It worked must of messed it up at first thx man
ya now I have a problem with the sun
Added a Occlusion/Visibility/Shadow map to probes to prevent leaking, its not quite there yet, from this view it fixed ton, but from a lot of views there are now broken and weirdly lit spots,
Anybody knows why all my quads look like a glitchy mess when SSAO enabled? they all blinking erratically
@solemn zodiac nice. When are you gonna create a Unity forums thread that you will abandon a year later and vanish like every other GI developer tho 😛
When Dynamic APV gets released and it will be better then my own solution 😄
Ah, so it's already preplanned 🤣
Wdym dynamic, you mean no pressing bake in the editor and waiting 4 hours?
Yeah 😄 but mainly its learning thing, but my FPS project is fully dynamic so I have to create custom GI that will work with my game, plus I hate doing Lightmap UVs. 😄
Yes, they should later after its compact update it so it can run even realtime I believe but that is just assumption, hopefully it will be like that 🙂
For now, after actual work I work again on this and other projects to learn etc. will see what it will be in the end 😄
No way Unity will implement dynamic gi just like that.
Would be too straightforward for something that was in the dark on the roadmap for over 2 years.
Well talked to the Unity Staff and they didn't deny it, they just said that if it is gonna be worked on we should get the github update.
trying out chebyshew weights, not sure if I got the correct implementation tho, still got some bleeding, but in some areas its a lot better than my own custom weights
Hey guys, I'm trying to place the decal always on the direction of the arrow on an object, for example on a wall (top). I'm using ray to place it. I've already tried Quaternion.FromToRotation(Vector3.up, ray.point); but that doesn't seem to help. Hope somebody can help me, I'm really having trouble with this one.
OK solved it, just used Quaternion.LookRotation(ray.normal) 😄
Hello, I have some problems with setting textures through script. I looked into documentation and stole the code, but it does not work. I use:
renderer.material.SetTexture("_MainTex", value ? textureOutlineThick : textureOutlineThin);```
This unfortunatelly doesnt change the texture for object's material. When I look into the game, before its set by this function, The object has the material, which has a title "Outline (Material)", but once this function runs for that object, the material title changes to "Outline (Instance) (Material)", so I guess Unity noticed there were some changes on this material for this object.
The types of material and textures are (in case it matters):
Material: URP/Unlit, Surface type - Transparent
Textures: Default, Texture shape - 2D
Does anybody find anything wrong?
these error show up when i start my game in play mode sometimes
its very annoying and i am pretty sure that this started to happen after upgrading to a newer unity version
How would I go about updating this shader for URP?
Hi guys, i have founnd an issue with my material after switching platform to android. The normal seems so pixeled after switching. I'm using urp and i'm building for quest 2. Here's before and after switching platform from standalone pc linux to android...
any idea on how to correct this?
I the anti alias turned on ?
Hey! Is it not possibly to draw instanced with SpriteRenderer?
Hey, sorry to be off topic, but how do you visualise the Halo component in URP? It doesn’t show up for me anymore? Is it deprecated or something?
huh, I didn't even know this existed 😄 https://docs.unity3d.com/Manual/class-Halo.html
So I'm drawing quite a lot of vegetation I'm trying to optimize by either batching or instance drawing. Whether I click SRP Batcher, Dynamic Batcher, Instanced on materials it doesn't seem to matter. There seems to be some other batching going on as from what I see from Frame Debugger it does "Draw Dynamic" which causes a row of vegetation to be drawn. With the fake shadows it draws like 1/10th of the map in one draw. But with trees it does only one line e.g 1/80th something. Which is interesting as there are still overlap of the trees it draws, so it doesn't seem to be the reason of preventing z fighting. Anyone who got any idea of what is really going on?
Not sure if it's urp related, but I got issues with my font. It looks like there is a line around each character.
Also happens with Ariel
Looks like an issue with your canvas.. Even the icons look pixelated unless that's how they are originally. Also If youre in game view, make sure you don't have zoom at 1x
They don't in VR, this screenshot was a bit zoomed in and I just got a 1080p screen
It's an issue with the boxes around the letters. The rest is totally fine
I know it's not a solution you would be willing to adopt, but is there a compelling reason for not using text mesh pro?
Tmp sounds good to me, but it's an already completed game with 3+ years of development (i just joined in, and couldn't handle the text looking like this), so changing everything and all code isn't an option for me sadly
How does the gameobject scale and font size look like?
Large font size and very small scale or very small font size and large scale never looks good in Unity Text
@placid laurel Well it already killin me... Might not even get far enough to put it the forum 😄
The "Instance" material is created as soon as you call renderer.material (as opposed to renderer.sharedMaterial which owuld not create the instance).
It may not be working because _MainTex may not be the correct name for the texture in that shader
this does not look like correct weights, but quite nice ❤️ 🧡 💛 💚
Hi, I was wondering why the option "PBR Graph" was not showing in my Unity editor
I was wanting to follow this Tutorial. https://www.youtube.com/watch?v=gRq-IdShxpU
In this video, we'll take a look at how we can use the Shader Graph feature in Universal Render Pipeline, or URP for short, with Unity to create a water shader! The water shader can be simple or complex, and include the features you desire. Let your imagination get wild in this tutorial, or simply follow step-by-step to get about the same result...
If there is a package, how do i install one?
You don't need to, just be a good kid and Santa will throw it into your chimney on Christmas!... JK!
It's called Lit Shader Graph
Where do I find these packages?
4 some reason google takes me to bing and bing is scuffed
Right Click -> Create -> Shader Graph -> URP -> Lit Shader
👆
u didn't follow the tutorial correctly then
how can i get something worng in the first 41 secs?
they didn't talk about installing urp?
The tutorial is for the Universal Render Pipeline. If you don't see graph options, you aren't using URP. Either set up a project with the URP template or see https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.1/manual/InstallURPIntoAProject.html
Nope!
Thank you for this.
Hi, thanks for the reply. Yeah, I found out soon after I posted it. You are correct, it was not _MainTex, but _BaseMap. 😫
Anyone know a good example of MRTs within a URP post-processing renderer? Trying to work out whether I can use CommandBuffer.Blit to call the MRT render or if I have to do something else
hello i have a question, as you can see here. My water looks great
but when i play it, the water look ugly and weird
I don't see any difference
Like are you noticing some difference?
@grizzled lichen
this is one of these "spot the difference" help requests
would be nice if people actually wrote in words what they feel is off
but I can tell between those images that the top view has shoreline interaction where the angled one doesn't, which suggests some flaw in how the shader did it's depth intersection math
Yeah wow olento
Your eyes are pretty good
Also your writing is like that narrator from super metroid
😂
Make sure the Depth Texture is enabled on the URP Asset
big different
where can i see it
It's probably in your Settings folder in the Project window. Might be multiple for each quality setting.
@grizzled lichenif you view the level at the main camera angle in scene view, is the effect still correct?
just trying to rule out if it's broken because of the play mode or just because of the different angle to look at the material
wdym?
its because of play mode
when it play it or see the "Game" tab, its broken
in "scene" tab it looks normal
here is "Scene" tab
here is "Game" tab
I've had a similar problem before
i don't remember how to fix it
owh
???
btw where's your post processing volumes?
uh wdym post processing volumes? ;/
oh,it's not post processing?😅
i just downloaded the asset from the assetstore xD
kk
what should i do to fix it ;/
oh wait
i enabled depth textures
now it worked great
thanks
I have a 2D character with a lightsource and a shadowcaster 2D on it. Is it possible to prevent character's shadowcaster casting shadow from its own lightsource? i still want to it to cast shadows from other lightsources
So I have a simple transparent plane with a noise texture that is alpha clipped to let some of the light through - any ideas on why the shadows warp like this when I'm up close but stabilize when I'm farther away?
It looks like some sort of camera clipping issue but messing with the near and far planes doesn't seem to help
Has anyone here successfully used the new Renderer Feature on 2D Forward Renderer to apply a material with a shadergraph to a layer in your scene?
I know it's kind of specific, but I'm trying to create outlines around some of my 2D multi-sprite characters with bones, and this seems to be the most straight forward way to do so. However, I can't find any tutorials on 2D (best one has been this but it's 3D https://www.youtube.com/watch?v=xpVorsE7iOM) and it feels like my Renderer Features on the Forward Renderer are simply being ignored.
Just to test/try to get it to work, I am trying to use the built-in Render Objects feature, to replace a layer with a test material, that has a shader that just takes a _MainTex and turns it red (and works on normal sprites). But just seems to be ignored by the Forward Renderer. Even using the "camera" feature doesn't seem to do anything.
Any clue on what mistake I might be making?
Make sure you are editing the renderer that is used by the camera. There's a "Renderer" field on the Camera component which provides a dropdown of the renderers list assigned on the URP Asset. If you want to see results in scene view too, you have to mark it as the Default on the URP Asset.
I wonder if URP TAA will also lose motion vectors for detail objects, or anything instanced.
Like HDRP currently does.
Cause URP is amazing 🙂
It's not even in or in progress, it's just planned. Who knows how long that'll take.
SSR is also under consideration, not planned, for some reason...
Doesn't seem to be the LODfade implementation in the roadmap, it's shadergraph stuff.
On a side note, seems like xxxx.1 updates are light updates now. happened with 2021.1 and 2022.1
URP Deferred screen space Contact shadow.
I have integrated forward Screen space shadow pass before. I have now integrated it into the StencilDeferred.shader.
Confirmed on both fronts, still not working. Appreciate the suggestion though.
I've moved to using a quad to project what I need onto it, but I would definitely prefer to use the Forward Renderer feature if possible.
Wait, I just got it to work... but only on the quad. Interesting. Well, at least its connected in some way
Hey guys, any advise would be appreciated.. I'm stuck using universal render pipeline, I am trying to increase the pixel light count although I cant go above 8 per object in URP settings, so if I put too many lights next to each other they start turning off and on, I'm putting many lights close to each other try give off a fluorescent light source although this is becoming a real nightmare real fast. I honestly thought Unity would have a way better light system than what I'm seeing but I cant seem to find a fix anywhere online and people are talking about that Unity URP will only have a deferred or real-time GI coming at 2023... is this true? Any help or fixes would be greatly appreciated!
Unity 2021.2 supports URP Deferred and realtime enlighten GI.
For a flourescent light you should try using an emissive material instead of a bunch of lights next to each other: https://docs.unity3d.com/Manual/lighting-emissive-materials.html
And yes, use global illumination.
Thank you so much guys I found the fix thanks to your feedback. Much Thanks!
what is going on here?
The floors corner on the back left
why is there a diagonal shadow?
why isbt there 2d point lights anymore
@placid laurel shadow bias issue?
@clever bolthttps://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/2DLightProperties.html"Note: The Point Light Type has been renamed to the Spot Light Type from URP 11 onwards."
Are you using deferred rendering Accurate G-buffer normals?
(I really don't have a clue on the shadow issue)
I just added a point light and using a pretty default shadergraph shader
o ok ty
Hi team - been away for a year - wondering if any progress on being able to optimize draw calls for -skinned- mesh renderers, or anything that can help with performance there
GPU instancing wasn't supported and doesn't look like it is for skinned meshes.
Does it look correct? Scene lit by two emissive cubes, sky does not give a lot at this angle of sun
@solemn zodiaccan't you just like do baked version for comparison? with hdrp you could just use pathtracing too to get the ground truth image
or just export the scene to blender and render it there etc
pretty sure there were some offline renderer integrations for Unity too
(but they probably don't work with URP)
I am using URP so no pre made code here, but I have rough DXR Screen Tracer so I could get it back up to compare, but at the end it was wrong as Unity Enviroment lighting were still applied before I applied my own version
yeah the idea was more like, to get a reference you will know is correct so you don't have to guesstimate if the results you are getting on your ddgi are going in right direction or not
gotch ya, will get that working later
Is there any continuous accumulation function? like old one uses samples to correctly sum the all the samples, this breaks whenever the light changes direction, reseting samples then is visually strong
Is it possible to set second uvs for sprite renderers?
Hi, could someone please explain how to fix this issue with the terrain tree paint tool? "prefab contains no valid mesh renderer" i didn't find anything that could help or i would understand online sadly
@dry willow just to let you know that your article need some update since the unity 2021.2 has changed quite a bit about the deferred renderer feature: https://cyangamedev.wordpress.com/2020/02/24/sprite-stencil-overlay-breakdown/ i'm currently trying to fix that kinda bug:
nevermind, it was from renderer debugger who does that lol
Hello I am running a project with URP.
When i edit a scene it looks great. but when i play the game you enter that scene from another. Issue is when i enter the scene from another scene it is very dark and does not look right. now i understand that if i bake it it looks correct. issue is i have a day / night cycle on this second scene and the baked lighting does not look right with that
any ideas?
You can't use baked lights as it is for day/night cycle
I'd suggest you go with realtime GI baking over progressive
It's available again in 2021.2
hi so im running the project in urp
so in the editor the graphics are amazing but then when i hit play the graphics changes for the worse
Whichever quality setting you have selected in the quality setting is what will show in editor. The ones marked with green is what is used in build
oh ok thanks
and what about the one marked with whit
white*
cause the the maximum quality level for me is high and that is checked with green
White ones are included in a build for that platform I believe
ahh ok
Hello. Does anyone happen to know how to do UDIMs in Unity? Our goal is to use One texture set, but we're using Substance
UDIMs don't work in Unity
What's the reason you're limited to one UV set? With UDIMs you would still have the cost of each tile as a separate material
The Goal was to have them as a large texture, under one material. We opted to do that, but in one UV Space
Anyone knows a way how to make Normalmaps for SVGs?
I'd import to blender,, add thickness or extrude and bake the normal map
Fair. That would be an atlas though
yeah turn out that even if you turn everything real time you need to click the bake button
if you don't want to bake, alternatives like SSGI and RTXGI is available in HDRP.
But unlike URP, HDRP doesn't support mobile and needs compute shader to work in pcs
Well if u hit bake and everything is real time it does actually bake anything but does work
Wierd bug
Realtime GI does need baking even if everything is realtime
Right but u still have to hit the back button
does a solution to get rid of black screens on Oculus Quest 2 + Unity 2021.2.x + URP 12.1.2 + Vulkan + Oculus XR plugin (1.11.x or 3.x)???
what a Andoid API levels you selected ?
android 10
I mean, in project settings you can select API Level. as im remember quest request level 28
yup ... i set min level api to 28 [Android 10]
can you share your player settings, oculus plugin settings and urp renderpipeline settings??
everything are working great on glES ...
so, i tried with new empty project ... just one cube on empty scene ... but got blackscreen too!!
@unreal hawk I did realize I've been using that "experimental openxr" package from oculus integration though, so maybe that's one difference on our setup
oh wait, you are not using oculus integration at all
but oculusxr should still work, just don't get the fancy manager
i'm using oculus integration package ...
no what I mean now is the oculus integration from unity asset store
it comes with some extras
yup ... i'm using that and oculus xr plugin
I typically only import the "VR" folder from that set and then set the experimental openxr thing from it
but I can't remember ever getting black screen even without it
with stock packages that is
Does anyone know how to make 3D materials?
Like I’m trying to make floor tiles and I want the edges of the tiles to go in a bit
this is more of a question for #🔀┃art-asset-workflow
or well, I guess it's bit off too but there isn't really dedicated art channel here
for able to use quest handtracking you have to use their SDK [oculus asset store] ...
for able to use Vulkan you have to install oculus xr plugin ...
and seems that had conflicted with them on running vulkan??
huh?
well... to get the hand tracking, sure it's easiest to just get the asset store package
but doesn't vulkan run on both?
yup ... but seems that vulkan can't run on that??
with the asset store package? I've def used vulkan with it's openxr version
hand tracking works too
are you sure latest openxr have support quest handtracking??
seems that it supports just controllers!!
and seems that this blackscreen is old problem!!
https://forum.unity.com/threads/hand-tracking-with-xr-plug-in-management-oculus-plugin-openxr-plugin.1111639/
@unreal hawkno I mean openxr from that oculus package... go to oculus menu and there's some dropdown that lets you use it
so ... this can't be solve blackscreen problem!?
Look up bump mapping/normal mapping
no idea, I don't have blackscreen problem or issue with hand tracking, both work
on Quest 2?
by using Oculus integration SDK?
yes openxr doesn;t support hand tracking yet.
as for the black screen do you get any error in adb?
https://forums.oculusvr.com/t5/Unity-VR-Development/URP-Vulkan-gt-Black-Screen-on-Quest2/td-p/897440
seems like its a known issue
which unity are you using?
VRX wrote this earlier:"Oculus Quest 2 + Unity 2021.2.x + URP 12.1.2 + Vulkan + Oculus XR plugin (1.11.x or 3.x)"
it must be limited to some specific configuration since this is pretty much same setup I've been doing
by config I mean something on the project side, not hardware
oh right my bad. seems to be working on my end aswell. probably something in the URP asset since i cant think of anything that would affect a new project
i solved it 😋
its caused due to the FFR!
hmmm, actually, I did use FFR via oculus api last time I tested and it did work too
it was on 2022.1 with URP 13 though
(still Quest2 + Vulkan)
i want to make fog in front of player but i don't know why my fog look like this :/
https://cdn.discordapp.com/attachments/497873729578336276/921873418561912872/unknown.png
@magic oracle Switch mode to linear and you can set the start and end yourself
I'm now assuming that's what you are asking here since it's not all clear 🙂
ye i want to the fog is only in front of the player
how much more or less should be the start and end
for example
because i don't know how this work ;p
just try it, you'll see how it works
there's literally just two values to tweak 😄
start is the distance where fog starts to appear, end is distance where fog is fully opaque
distance from the camera?
i have 60/61 and i see the cube is a front of me
you mean you don't want the skybox to show or what?
it's pretty unclear what you are after now
wait a second i show you what i want
also 60 + 61 is kinda weird setup
i want to do something like this but there where is cube on screenshot so just a front of me i want to see only fog and when i will be closer fog is moving
and sorry for my english but its not good
you will not get result like that from this
if you put start to say 5 and end to 7 you'll see what I mean... you'll still have skybox showing from the middle though because it's not affected by fog
the solution for that is to just change the sky to use single color and use same color for it as your fog is
but if you want the round edge like in your mockup image, you have to do your own post process effect for it
i did it and why my floor has fog and walls next to me if i am very close to they?
I'm sorry but I don't understand the question
exponential fog setting you use in that screenshot starts from 0
look at the walls next to me and floor under me it is not clearly
if you want part of the screen without fog, linear mode is your only option with the stock unity fog setup
i writed 0/100 and i can't to do floor is absolutely clearly?
I really don't understand... :/
hmmm
if you want shorter distance where it fades out, put way lower value to the end
in your mockup image, you had like distance of 5-7
not 100
no idea then :/
1.0x render scale + AMD FSR + FXAA + FRR(2)
60fps
I wrote a long explanation on the URP productboard to bring TAA and TAAU to urp. TAA is under development. I tested it yesterday. It didn't work properly in VR (Gray outline). Wouldn't a 1.25x TAAU over 0.75x renderscale be perfect? VR's biggest problem is its resolution, which is too high for image effects.
The screenshot above sometimes hovers between 36-60fps.
what platform is this at? thought FFR only worked on oculus?
It works on oculus 2.
@jovial bane and I tested FSR on Quest 1 & 2 and the end result was that it pretty much didn't give enough gains to justify it. it cost more to run 70% frame with FSR than just rendering it natively when coupled with 4xMSAA
FXAA quality was bit hit and miss with FSR
in my own testing on HDRP VR on PC, FSR really worked best when coupled with TAA, it gave best visual result there with some extra cost over TAAU
and yeah I tested the new URP TAA on VR too, it's not working proper there
even on desktop it's quite soft but I'm sure they'll add some sharpen control for it
basically the biggest boost you can get on Quests now is if you can use that new oculus application spacewarp and couple it with FFR
FSR requires you to enable PP on quest which alone sinks the framerate even it's just sitting there without doing any extra PP effects
and I don't really find 60fps acceptable for VR 😄
@lament canopy btw can you set FFR to 4 through oculus API? not sure if it's a designed restriction but I could only set it to 0-3 via oculus API, with adb command I could set it to value 4 as well
not that it matters because settings 3 & 4 look horrible already, just curious
btw, I have this https://github.com/0lento/Graphics/tree/app-spacewarp-2022.1 here in case one wants to try appSW on more bleeding edge engine version (official oculus version is for urp10 /2020.3)
I tested FSR in 16 bit, and ported the mobile optimized version by atyuwen. I measured about 20% performance increase in Quality mode (0.66) but there were a lot of jagged edges, probably needs something like TAA
There have been some new commits to the FSR branch recently so maybe things have improved. 😄
I've just lost hope on being able to do any PP on quests already 😄
but I do want to see TAA+FSR happen on PCVR
I lost that hope 1.5 years ago
Now we just do manual fake bloom where we need it
@clear goblet basically the only reason for having that hope was FSR and app-SW really... because if they managed to give more headroom, then you could run some extra effects
but on my testing FSR on oculus just didn't give any positive gain
I was able to run FRR level 4. I had turned off the FRR auto in the previous line.
yeah I did turn it off too
it accepts the command but OVR Metrics Tool still reports it's using level 3 regardless
it feels intentional
Given the nature of tile renderers and VR in generall I dont think anything will make it possible for pp to run effectivly
on quest, yeah would agree (on PCVR there are real gains to be had with both FSR and TAAU)
Recently we got reports that our pcvr game was having frame stutters on vega, but I have no way to test that. I wonder what is going on
you have multiple reports for this or just single user?
Single user
always possibility it's not even widely spread issue on amd then
you know about the new'ish frame profiling tools in Unity you can run on actual builds too? could use some of that to log things there I suppose
it's bit like finding a needle in haystack that way though, would be just easier to attach profilers directly there and visualize the issues
altho the new things are probably 2021.2+ and if you have shipped PCVR game, I guess it's very unlikely to use that new version...
How big is your scene? If your scene is larger than expected, you need to increase the distance values.
but look at the floor why fog is on that?
Because fog is based on the distance from the camera, and the camera is at some distance from the floor. If the distance from the camera is smaller than the minimum distance for your fog... it will have fog on it.
hmmm, can i get this effect?
this is what i mean
Increasing the numbers in the fog doesn't do that?
it should work like that but I have no clue what's going on there
how many? i will set this value and show you how it looks like
Like I said, it depends on how large your scene is.
But generally, 'bigger than the numbers you have now'
maybe the scale is totally off there, which makes it more tedious to find nice numbers but all in all, just tweaking the start and end figures should work just fine
it is 0/150
If you use zero for the first number, there will be fog everywhere.
You want to make that number bigger, not smaller.
What's the face? It is doing what you said you wanted, isn't it?
he wants the fog to fully fade at the mid point of that tunnel
which is totally doable, just by tweaking the values
something like that
there the fog is so small
but instead of trying the values, the expectation is that we give magic values from here, without knowing anything of the scale of that scene
just make the start and end values closer to each others
from me to red cube at the end is 100 distance
from this to red cube
100/101
90/95 and again my floor has fog on it
so the floor is like really far away then
and you have some weird field of view that makes it appear that the end point is far away?
Yeah, it seems that the scene is ginormous and oddly shaped compared to what you'd expect from the visuals.
I suppose you could use a custom fog
But if using that fog is giving you this much trouble then that might be tricky
You could also just fake distance fog by making the textures fade along that axis
could yes, that would just be a plane with transparent shader graph material that fades with depth info
i don't know :/
I'm using URP and when i bake, i can see lines
basically something like this would do https://github.com/netri/Neitri-Unity-Shaders#distance-fade-cube-volume
@severe pivotyou mean the banding?
when you see such thing it's typically a limit on either the buffer that stores the lighting, how it's rendered or display showing the final image not having enough precision for the colors so it truncates and looks like banding
@severe pivot in your case, it probably boils down to either how the lightmap is compressed, or some other lightmap related setting
is the banding really issue on actual scene?
or was that like zoomed in from actual scene screenshot?
I can only see darkness in that shot
I'm sure the default settings are dialed to some compromise for small size rather than absolute high fidelity on that dark scenes, which is probably the reason why you see this
typically most scenes are fairly well lit
if you set this compression to none / disabled, does the banding go away?
this will give you extra RAM cost but could help on finding the root cause
it caused by downsampling I think
also if you mix that scene with actual surface materials, lightmapping imperfections wouldn't be that noticeable on it
Still same
when you just have perfectly smooth walls like that, all other issues are easy to spot
@magic oracle this is how it should work if your scene is setup with default values for camera and world scale is set proper:
@severe pivotyou tried unchecking this?
i want get this effect ;/
what is bad with my scale world and values for camera?
basically your floor is as far away as the end point of that tunnel, so they all get fog from same distance
you want the floor to be closer to camera to get that kind of effect
I just realized something
The lights are banding and it's not baked in
Realtime banding
your camera is like 100 units above the floor there
when i looking a little up floor 1 meter at the me has fog
but is maximum 1
in this video
xD
you sure? because it doesn't look like it, maybe your objects parent object is scaled and you just see the child's relative values as one
make sure to add the new plane to root of the scene
not under existing gameobject
okay
can i scale this plane?
It is 60/65
and floor in the same position
60/65
so is it my floor's fault?
huh, same happens on your walls too
yes
they have different material?
because the wall distance at camera is maybe 15/20 units
walls don't have material now
oh
you mean the floors?
I was more of thinking if it had some translucent materials there
main floor?
the main floor has another materials from blender
Man, I keep getting light bands
but it not fault materials because i just changed material my main floor to new and nothing changed
wtf
xDDDD
URP asset @severe pivot
there's two hdr settings, one for lighting, other for post processing
could try both
Where is the one for lighting
pretty sure the lighting one is enabled by default?
Oh
Also, why is it light banding in realtime?
The bake is not the problem because the light itself is banding
point light
could be many things, also what you are doing there isn't really the intended use for this
but you could still find values to tweak that would fix it, or you could just enable dithering from camera to hide it
(not sure if that option was on older URP versions)
How do you do dithering?
open camera component, there is a checkbox for it if the option is on your urp version
@severe pivot I'm on bleeding edge URP atm so I don't really know what is on the older version
I mean, I'm using 2022.1 and URP from github repository.. not something users should normally do
2020.3 is a good pick for production
here's a dithering example
it's bit overexaggerated example but you get the point from it
there should be section for it at the bottom of that urp asset
What urp asset?
in camera settings?
in your urp asset
also if you started from URP workbench template, you probably have three different urp assets there, one for each quality level
so make sure you tweak the assets you want to use
I'm super confused
it's confusing alright
you should be the one to know where it is in your project 🙂 but you can find the references to these in your project settings. there's two places there:
- graphics settings, this is where you always have some SRP asset assigned with URP
- quality settings, each quality tier can have it's own SRP asset override and URP workbench template does put these overrides so you'll actually have 3 different URP assets if you started from that one
so I do stress that you are not required to have the SRP asset overrides in Quality settings
yeah, probably, they've shuffled the icons so it's not immediately clear which type of asset you are looking now
but it looks something like that
ooh
I see
no, I don't have a srp in asset
So what post processing helps to reduce the banding?
@merry monolith so how i can fix fog on my main floor?
What effect?
@severe pivoton project settings->graphics?
if you don't have it on quality settings, that's normal, it's optional
@magic oracle I'm out of ideas, could be something wrong with your mesh?
but even with incorrect normals, it shouldn't do that
but how i can check what is wrong with this mesh?
this is nice, thought I'd just drop it here https://github.com/yahiaetman/URPCustomPostProcessingStack
@hardy rover how you download it
Learn how to use Unity 1st, judging from your conversation above, you're not ready for this type of thing yet...
Either way, just read the how-to in that link
Oof
is it urp 13.x?
TAA on URP?
does it working on VR?
is it real?
@unreal hawkdon't mind that part, it's not merged in yet
I'm just testing it from their WIP branch
it's real, doesn't work in VR yet
and yes, I want it to work in VR too, especially with FSR 🙂
but these things take time
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.DebugManager.UpdateActions () (at Library/PackageCache/com.unity.render-pipelines.core@11.0.0/Runtime/Debugging/DebugManager.Actions.cs:241)
UnityEngine.Rendering.DebugUpdater.Update () (at Library/PackageCache/com.unity.render-pipelines.core@11.0.0/Runtime/Debugging/DebugUpdater.cs:18)
any idea what that error means?
how can I achieve mosaic rotation in shader graph? i want to randomly rotate the UV on a texture grid, but I guess the rotation should stay the same for the same UV grid
so in other words, I want to achieve this: https://www.youtube.com/watch?v=-VgtSL5ZpYc
@placid laurel I've had nicest results with this technique to break up tiling patterns: https://blog.unity.com/technology/procedural-stochastic-texturing-in-unity
there's a 3rd party upm package for that here: https://openupm.com/packages/com.needle.stochastic-texturing/
Is there any good tutorials on basic URP lighting?
The simplest way I found is to use a voronoi texture that has a random solid color for each cell, and then use that color as texture Z rotation
You can also distort the voronoi texture using a noise texture so the cell edges are blended
Hmm great ideas! 🙂 I ended up with seeding rnd range with world abs position
@royal deltaconsole error suggests something is broken
which is why the volume doesn't work either
no idea why though
restart?
I'd close editor, wipe library folder and start again
as another topic, this popped up into "under consideration" on urp productboard https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/1154-screen-space-reflection-ssr
Summary
Screen Space Reflection (SSR) is a rendering technique that uses the depth and color buffer of the screen to calculate reflections.
Intended Outcome/Use Case
SSR is an alternative technique to Cubemaps and Reflection Probes to render reflection details of a Scene. Accounting for reflections in a scene improves the quality a...
could be something Unity messed up with that engine version then
could always roll back I guess?
(that has hub link for previous version
I don't have 2021.2 installed atm but pretty sure 2021.2.6 was functional for me
I'm having trouble with some visuals in my game. I have two projects with the same shader and same version of unity that I want to look the same. The left, which I made from the URP template as a test drive, looks correct. And the right side, which started as a built in RP project that I upgraded to URP, is a little hard to look at in full screen. Both use the unity 2021.2 and the same lambert shader graph. Beyond the shaders and materials, what could be causing the difference and where should I look?
Same directional light in both scenes as well
@wooden nestdifferent color space on your project settings->player settings?
or different tonemapper in scene's volume settings
@merry monolith you are a genius.
Had to change color space from gamma to linear.
it still looks a little off but what a huge step forward.
going a bit crazy over this. part of my game involves rendering to a rendertexture and then applying a shader which depends on precise color values. when i run this in the editor, everything works great. when i build it for the oculus quest 2 headset, all the colours are more saturated for some reason and the shader doesn't work properly. anyone have any ideas what could be causing this? in the project settings, it's currently on linear color space
same thing happens to me
did you solve the problem?
I tried hdrp and urp in versions 2021.2.7f1 and 2022.1.0a15.2209 but the situation is the same
@royal delta@civic sleetvolume component not showing up is a direct result of some compilation issue (you will see error(s) on console). no idea why that happens for you though. it's definitely not broken for everyone, Unity would have noticed that.
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Rendering.VolumeEditor.OnInspectorGUI () (at Library/PackageCache/com.unity.render-pipelines.core@13.1.0/Editor/Volume/VolumeEditor.cs:124)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass62_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <52e6dc8f9c4f4991bca4c2785a7eb2fe>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
just tried it on my end
I'm trying to run a ummorpg server and get this error when I build the server.
@civic sleet have you manually removed some UI module?
These are the errors and screenshots I got.
no i didn't add or delete any packages
@civic sleethave you tried new project?
i installed version 2021.2.7f1 to try and got the same error on an empty project
yes i tried it for a long time i get the same error in different versions and different projects
there's been bunch of weird errors like this (not just for volume) for multiple users recently
so there's clearly something going on that will break the SRP script compilation on some computers atm
these things work just fine on my end but I get it doesn't help you guys
just saying it's not universally broken for all
your HDRP shot isn't from empty project though
I'd get the volume issue if user has like manually installed ui elements or some other ui toolkit as it's probably incompatible with the one that now ships with Unity
@civic sleet btw if you start from empty HDRP template, you'd have that volume in scene already
yes i know
but I did try adding it manually on empty HDRP template and yeah, it works for me
still same error
I wonder if these issues are related to this: https://forum.unity.com/threads/net-ecosystem-updates.1168078/
they updated .NET on both 2022.1 and 2021.2
@civic sleetcan you try swapping the default 2.1 setting to .NET Framework and see if it helps?
it's not the right solution but if it works, your issue is from the .NET Standard 2.1 update
that setting is in project settings->player
I changed the setting in the picture you posted and I still get the same error
looks like it's not from the .net update
it could still be related on some level, considering all these recent issues happen specifically on 2021.2 and later and they all come from Unity not being able to compile some stock SRP classes
btw thank you for your help
np, too bad there's no solution though
any reason urp isn't working on server build?
I read this "Go into the project settings / Graphics section and set the pipeline asset ('Scriptable Render Pipeline Settings') to none before building." but it didn't work
where does it work?
it works in the editor and windows, mac, linux client builds but not dedicated server builds
Anyone know why when I have the Bloom postprocessing effect my scene sometimes looks like this? (only in standalone builds)
Sometimes after a few seconds it corrects itself and looks, but that seems to be a bit random and doesn't always happen.
I'm on Unity 2021.2.5f1 (URP 12.1.2)
I noticed the unity dlss manual says that dlss is actually in core unity but only integrated into HDRP and it linked the docs to the core unity nvidia library. Does that mean you can actually use the Nvidia GraphicsDevice and the relevant APIs to implement DLSS into other pipelines like URP ?
I haven't tried it yet but it looks like a turkish char set error. I'll try and let you know. https://forum.unity.com/threads/2021-2-volume-editor-is-not-working.1189951/
🥳
I changed the system language to english and A:\UnityProject\My project2\Library\PackageCache\com.unity.render-pipelines.core@12.1.2\Editor CoreEditorUtils.cs line 57
var name = me.Member is FieldInfo
? me.Member.Name
: "m_" + me.Member.Name.Substring(0, 1).ToUpperInvariant() + me.Member.Name.Substring(1);
simply need to change ToUpperInvariant
btw i tried a few times sometimes unity crashed so don't do anything without backup
hi guys I am trying to make a mountaintop forest scene in urp. I can't find any free tree assets that works with urp. Can anyone suggest some assets? thank you
please help, It happens when I start a new proyect with URP
Hey there,
why doesnt the boxing bag cast realtime shadows when the setting is on?
the light is set to Mixed (mode) and it casts soft shadows
when i put the light to realtime i get this exclamationmark
very strange. only directional light cats shadows.. wtf?!!?
Any input on this guys?
found it, i needed to go to the UniversalRenderPipelineAsset in the project panel and change the shadow resolution to a higher number and check the Castshadows checkbox.
@acoustic anvil unrelated, but those are some cool grungy assets you got there 👀
Thanks @placid laurel
made a quick video that i explore this issue a bit more.
There is some control on the type of realtime shadows that i just found out.
https://www.youtube.com/watch?v=CtIrvFg9-lU
anybody knows if depth primming is supported in WebGL?
Any help is welcome. So, i have this scene:
I build and run it
but i get this instead
any ideas why?
the assets are from here: https://assetstore.unity.com/packages/3d/environments/winter-environment-nature-pack-142750
and the snowy look is (i'm not sure) given by a shader
@pallid roostthat asset page has email address for support 🙂
there's not much people here can do to help you on 3rd party paid assets as you can't really share them for troubleshooting
mhm.. might write them, but first i have to be sure it ain't just some minor detail that's making it not woro
work***
i mean the problem really is that the Shader isn't loading in the build
it could be stripped away shader, so you could try just adding the snow shader to your project settings->graphics tabs always include shaders -list
nah i tried that already and i got 4 errors
something about hidden/something (not sure because i'm telling this from my memory)
but yeah, for paid assets, would always try to contact the seller, it's their responsibility to have a functional asset
mhm...
how i can change PostProcessing for example vignette in script?
Is there a way to add dynamic resolution to an URP project? I've looking for doc about it but only appears for HDRP
anyone know how to change the distance at which normal maps are visible on textures?
my game is top down and there is only a small portion of the scene that has normal maps on the textures
ik y'all don't care BUT I FUCKIN FIXED IT AHDJIASCIKJAS
i mean i didn't fix it, a better way to say it was that i figured out what was missing
now it works alright in the build
Something like this :
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
...
VolumeProfile profile = GetComponent<Volume>().profile;
if (profile.TryGet(out Vignette vignette)){
vignette.color.Override(Color.red); // or whatever
}
Can see the scripting API here for a list of the classes & fields : https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@11.0/api/UnityEngine.Rendering.Universal.html
Thanks
How i can have 2 vignette on 1 scene
I just want to do mirror reflection of this vignette at the left side to make another at right side
vignette is a screen space effect. you can get the symmetry in left and right side of screen using vignette with just one of them
I don't get it. URP's 2d lights dont actually have functional shadows.
This lights "shadow intensity" is set to 1. The shadow is still transparent.