1/ I am using PBR graph materials.
2/ I see that there is a limit of 4 lights per object. In the previous version there were 8. So from now on we will have 4 lights per object?
3/ There is a bug with the gizmos. I have 2 cameras, one for the game one for UI rendering. The gizmos get rendered for each camera, so I see the gizmos twice.
phil_lira were you able to take a log at the log file i uploaded?
My IOS build has blown out to like 1 GB in size compared to its previous size of 90MB… I can’t see what it could be due to …Its mostly just a video player with a few different shaders.
This only happened when I upgraded to the LWRP
There’s a very simple issue: by default, MSAA doesn’t work at all. That setting on the LWRP asset is ignored.
This issue can be worked around by forcing an intermediate render texture to be used (such as by enabling HDR or by editing the RequiresIntermediateColorTexture method) but I doubt that’s part of the intended workflow for users of the LWRP to get antialiasing.
I was wondering if for a game that is optimize to run on mobiles using the “build-in” render pipeline would benefit from switching to LWRP. Assuming the visual result would not change on LWRP.
Just tested, there seems to be no MSAA when building for Oculus Go despite 4x MSAA ticked in the LWRP asset and enabled on the cameras Is there any ETA on when this is fixed?
It really depends what type of game you are making. If it is using Unity lights, then it would look visually different when switched from Built In to LWRP.
Some ideas of Scriptable Render Pass → Shader Graph examples I want to add in the future (Requires research; no timeline for when/if these will be made!):
Testing LWRP 4.0.1 on Unity 2018.3.0b7 on several devices and if I activate shadows on the main light, I get total chaos.
Reproduces on:
Sony Xperia Z (Adreno 320)
Nexus 5 (Adreno 330)
Huavei P20 Lite (Mali-T830 MP2)
LWVR (LWPR 4.0.1 for VR) preview problems, using the provided preview scene, no alterations.
When hitting play in the editor, the monitor shows one of the eye head tracked rendering, but the HMD shows a view of the play area and a Unity logo that says ‘loading’ but it never starts.
I see the message “Created eye textures with a “double wide” layout. The “single-pass” stereo mode will be used.”
Using Unity 2018.3.0b8, Oculus (Standalone) 1.29.0 package, Oculus 1.31.0.686553 software, Windows 10 1809, GeForce RTX 2080, D3D11
On the same setup but switching graphics APIs to D3D12, hitting play has the same behavior, but the message is different: “Created eye textures with a “separate” layout. The “multi-pass” stereo mode will be used.”
There is also an occasional messages:
“d3d12: Not all small textures released!”
“d3d12: releasing a resource which is still being referenced. It will be leaked.”
Thanks for the reply! Please do update us when there is a fix!
Also, I have a shader working now that works fine in edit mode and game mode that fades out based on how close the camera is to the object but for some reason when I add the Depth Fade node into the mix (I am using Amplify Shader Editor) I am getting weird artifacting in the transparent part of the shader. This seems to be related somehow to depth issues from the stereo camera since the artifacts look like the objects that this object with this shader applied is trying to draw on top of. I am currently using single-pass VR within the LWRP in Unity 2018.3b8.
Here is an example of the artifact I am referring to:
After updating LW to 4.1.0 and the editor to 2018.3.0b8 the tiled artifacting is gone, but I’m now getting a solid black image. Canvas still renders fine. Were there any updates in regards to this issue? Thanks.
Is there a matrix of which SRP version is supported / go with which Unity builds? For an asset dev it can be a little difficult knowing if we need to include multiple LWRP packages to support different versions of Unity.
I made a small experiment yesterday: out of curiosity, tried porting a few of the FPS Sample assets to LWRP 4.0.1 (and made a Toon Shader using Shader Graph for the Heroes). Very little optimisations done to the assets. Thought i’d share it here.
Hello @Andy-Touch ,
thanks for your educational effort here:-)
Speaking of useful LWRP-Related Scriptable Render Pass/Shader Graph examples - what about matte shadow - in another words shadow on completely transparent(invisible) plane?
It is indispensable for “serious” applications - product & architectural visualizations, even VR etc., many times discussed/asked throughout the Unity forums during quite a lot of years(!).
Example of nice implementation of matte shadow is Unity’s own employee Keigiro’s T. Shadow Drawer available on GitHub, but it is two years old and of course does not work with LWRP.
Another looong-time dream of me and few other friends working on historical architecture visualizations is just a standard LWRP shader, but with the ability to assign to each texture (albedo, normal…) its own individual tilling&offset settings (example albedo roof tile repeated 50x50 times, smoothness or occlusion map just 10x20 to break the visibility of roof tile texture repeating pattern)
as well as its own UV mapping/channel (for the similar purpose as above). This has been also discussed in the forums quite a few times during recent years.
Please consider this just as a tip/suggestion where to focus your creativity when bored and having anything else more serious to do