Yes, it is not available. I can only see LWRP 3.3.0 in the package manager. I am using 2018.3 b3 and the latest package manager UI.
Edit:
Never mind. I had to tick “show preview packages” in the package manager menu.
I also fixed the fog, thanks.
Yes, it is not available. I can only see LWRP 3.3.0 in the package manager. I am using 2018.3 b3 and the latest package manager UI.
Edit:
Never mind. I had to tick “show preview packages” in the package manager menu.
I also fixed the fog, thanks.
I am having the same issue with LWRP 4.0.0 as I did LWRP 3.3.0. If I alter a camera’s Viewport Rect, it results in a black screen on many android devices. The device is still responsive and the game doesn’t crash, just renders black.
I am using the viewport rect manipulation to ensure a 16:9 aspect ratio on all devices.
Can you raise a bug with your project?
PostProcessing with double wide / PC works. SPI is still being worked on.
Originally not. But we can add that to the backlog. It’s hard to promise anything two releases away but we’ll work towards that.
Thank you very much!
Hey Tim I have now submitted an example project with the bug, here is the link https://fogbugz.unity3d.com/default.asp?1086900_k561amm57q5m9e32 (Case 1086900)
let me know if you have any questions, or if you have a suggestion which might alleviate this issue.
PS: I just noticed a minor mistake in the example bug project where the red camera was on depth 1, but should be depth 0, for the bug to be visible.
I was very happy to see that latest version, as well as ability to cloud build for the beta 2018.3. But then I started to see this kind of errors on cloud build…
Any ETA on making the whole thing compatible? Is this aknowledged issue ?
error log
[Unity] Shader error in ‘Lightweight Render Pipeline/Simple Lit’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/SimpleLitInput.hlsl(4) (on glcore)
518: [Unity] Shader error in ‘Lightweight Render Pipeline/Simple Lit’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/SimpleLitInput.hlsl(4) (on glcore)
519: [Unity] Shader error in ‘Lightweight Render Pipeline/Simple Lit’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/SimpleLitInput.hlsl(4) (on glcore)
520: [Unity] Shader error in ‘Hidden/Lightweight Render Pipeline/CopyDepth’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/Utils/CopyDepthPass.hlsl(4) (on glcore)
521: [Unity] Shader error in ‘Lightweight Render Pipeline/Lit’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/LitInput.hlsl(4) (on glcore)
522: [Unity] Shader error in ‘Lightweight Render Pipeline/Lit’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/LitInput.hlsl(4) (on glcore)
523: [Unity] Shader error in ‘Lightweight Render Pipeline/Lit’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/LitInput.hlsl(4) (on glcore)
524: [Unity] Shader error in ‘Hidden/Lightweight Render Pipeline/CopyDepth’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/Utils/CopyDepthPass.hlsl(4) (on glcore)
525: [Unity] Shader error in ‘Hidden/Lightweight Render Pipeline/CopyDepth’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/Utils/CopyDepthPass.hlsl(4) (on glcore)
526: [Unity] Shader error in ‘Hidden/Lightweight Render Pipeline/CopyDepth’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/Utils/CopyDepthPass.hlsl(4) (on glcore)
527: [Unity] Shader error in ‘Hidden/Lightweight Render Pipeline/CopyDepth’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/Utils/CopyDepthPass.hlsl(4) (on glcore)
528: [Unity] Shader error in ‘Lightweight Render Pipeline/Lit’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.0-preview/Shaders/LitInput.hlsl(4) (on glcore)
etc…
What version of unity does cloudbuild use? it needs to be at least beta 3.
FYI 4.0.1-preview is released now. Contains a very small bugfix (we had some compiler warnings on new mono): https://github.com/Unity-Technologies/ScriptableRenderPipeline/commit/5ffb8fb97c2b7f8bc3d4ba82de1702e96f52c13a
I’m targetting ‘latest 2018.3 beta’
what do the logs say about the version. we dont have much to do with cloud build
Hmm [Unity] Initialize engine version: 2018.3.0b3 (cc0086a8e10c) ?
Here’s the complete log. http://www.mediafire.com/file/tttrxbaszkncosq/log.txt
There’s few other issues that might be the cause of the actual failure of the builds of course, but the whole package manager and LWRP are still very much sending tons of errors ^^’
btw, I do target various platforms (linux, windows, mac), and my cloud was working before I started integrating the whole LWRP/Package manager.
Also, since 4.0.0 (and now 4.0.1). I’m getting those strange errors that are triggers by the editor
EDIT: Actually, that’s exactly the kind of errors that are in the cloud build logs since I use LWRP.
Other type of error that randomly triggers in the editor with LWRP. And always in Cloudbuild, since the beginning:
[Unity] Shader properties can’t be added to this global property sheet. Trying to add _GrabTex (type X count X)
And there’s no way to find the origin, the error disappears after some time or when selecting all game objects.
GitHub - beinteractive/LWRPAmbientOcclusion: Post-Processing Stack v2 Ambient Occlusion works on Lightweight Render Pipeline I think the render pipeline has changed so much since 1.1.2 that this MSVO workaround does not work anymore.
With 4.0.1 my dynamic objects don’t receive a directional light anymore after baking lightmaps.
Doesn’t matter which settings I use where, the result is always the same. It’s not possible to use lightmaps + directional light in LWRP:
Might be related:
Change the msvo.GenerateAOMap call to: msvo.GenerateAOMap(cmd, cam, AmbientOnlyAO, null, false, false);
Any ETA for Oculus support for LWRP for VR?
Looks like we’re going to have to wait a bit more for _Stencil support for UI usiage of shaderGraph?
Looking at the full log I see this:
[Unity] Assets/Scripts_IFSCL/autres/XMLHandler.cs(25,13): error CS0246: The type or namespace name 'GameOptionsManager' could not be found (are you missing a using directive or an assembly reference?)
[Unity] Assets/Scripts_IFSCL/autres/XMLHandler.cs(25,37): error CS0103: The name 'GameOptionsManager' does not exist in the current context
[Unity] Assets/Scripts_IFSCL/autres/XMLHandler.cs(78,23): error CS0103: The name 'GameOptionsManager' does not exist in the current context
I think this is probably the root issue. The shader path resolution won’t work if there are compile errors (currently, this is being changed)
I am trying to push a video into the Albedo or MainTexure of a shader in LWRP. I can do this fine if using the built in Lightweight shaders in Unity, but whenever I try to make a custom Shader , it won’t work. Even with something very simple like making a PBR Graph shader and directing the video to the Albedo, nothing. Also I was trying to make Texture2D node feed into a Texture2DSampler node feeding into an Albedo. Again , nothing. But with the builtin shaders it works fine. Tried to duplicate one the built in shaders in order to customize it, but it doesn’t seem possible to duplicate it.