#URP translucency + GI

1 messages · Page 1 of 1 (latest)

bold basin
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well, we also still want our game to work on weaker devices like switch, using HDRP may make this harder

I understand your idea about using lights, it's interesting as well (not too different from light probes really)

I didn't realize it was possible to modify lightprobes actually, I missed that somehow, but then we could do everything at runtime with light probes if we wanted:
render with custom light probes (not sure how it knows which probes to use though): https://docs.unity3d.com/ScriptReference/LightProbes.CalculateInterpolatedLightAndOcclusionProbes.html
modify light probe data: https://docs.unity3d.com/ScriptReference/LightProbes-bakedProbes.html

Of course that still requires to somehow compute the indirect lighting data at a given location which is the expensive part

fervent rivet
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Interesting, I didn't think you could truly rebake probes at runtime

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I assumed it required lightmapper's raycasting calculations which would be editor only, or at least very expensive

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I know you can overwrite them with custom SHs, but moving them would require the Tetrahedralize method

bold basin
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I don't know if it's possible to do a true rebake, I haven't found a function to recalculate the light probes based on the scene

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so indeed I think the raycasting calculations are the part to fill in

fervent rivet
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So what exactly does CalculateInterpolatedLightAndOcclusionProbes do

bold basin
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it calculates interpolated light probe values for a given position

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since the light probes are basically in a 3d grid, when you move an object through it you need to interpolate the probe values to avoid sudden changes in lighting

fervent rivet
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First was confused why you would need to create another probe group from the first probe group

bold basin
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or HTrace (well htrace is hdrp only)

fervent rivet
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Judging from videos HTrace is at least not demonstrating light transmission

bold basin
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yeah that second image is a little odd, but I suppose that could be worked around
also not the worst rendering artifact to have in a game 🤷

fervent rivet
bold basin
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look at the bright side (pun intended)

fervent rivet
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Unironically if you set the bar for graphical realism or accuracy low, most people will accept that and errors do not stand out

bold basin
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to me the real-time GI stands out enough to make it acceptable, but it may depend on the game

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also possible to make something more stylized of course

fervent rivet
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It'd be the smart thing to do, if you want to save time and resources

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Never worth it to make a perfect asset, because then every asset will have to also be or it'll look like a problem

bold basin
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I meant something stylized with this kind of GI 🙂
but yes totally
still looking at ideas though

fervent rivet
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Yeah, I don't know if you're going for photorealism to begin with
But the further you settle from it the easier and quicker it is to design the graphics

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In general anyway
Stylization can ramp up the complexity of the workflow as well, a lot

bold basin
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Yeah, we didn't really decide yet but I told my colleagues that something that approaches realisism is a real time sink

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I am interested by HTrace, because from what I understand it's CPU-based, which makes it interesting because it doesn't eat up as much GPU resources

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and if we have CPU time to spare, which is the case on PC at least.. why not

fervent rivet
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If it works in the performance budget, it's no issue

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In theory CPUs are orders of magnitude slower at graphics calculations like that than GPUs are though

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Compatibility is the only advantage

bold basin
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in my experience it depends on more factors, like the algorithm and whether you need the data on the CPU for other reasons

fervent rivet
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Yeah, many different factors pop up in real world scenarios

bold basin
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I don't think it's nice if the user needs an RTX 4070 to play the game at 60 fps

fervent rivet
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True, as long as they don't require an equally beefy CPU instead

bold basin
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yeah

fervent rivet
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My pipe dream of realtime transmission GI is probably a sidetrack

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It'd be a better use of my time to just develop a style / workflow that works without any accurate simulation at all

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To be able to do more without having to worry so much about flaws

bold basin
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GI is cool though, but we're so used to being faked by games on this front