We don’t have MSAA in HDRP yet, but we will have similar issue. Handling MSAA with algorithm based on compute shader is tricky as compute shader can’t write into sample of a MSAA target. In our case the alternative will be to do the cascade shadow map directly in the shader instead of with screen space shadow to solve it.
I would LOVE to draw procedural geometry (on the GPU) in the HDRP. But I can’t figure out how to utilize DrawProcedural without changing the pipeline itself.
Keijiro has shown that it is perfectly possible to create custom shaders for HDRP without using the shader graph and therefore it should also be possible to look up data from a ComputeBuffer.
The way I hoped to approach this was to add a CommandBuffer to the cameras in the scene, but they seem to be ignored entirely by the pipeline. CommandBuffers has so far proven a very useful feature, so why you would abandon them?
Please enlighten me how we are supposed to draw procedural geometry in HDRP.
Bruh. I really hope it is not dropped. I’ve also tried in HDRP, it doesn’t work too and is furthermore now hidden in the inspector only in Debug ?? @Tim-C
Other thing I’m worrying about is seeing all the strong issues I had on LWRP disappearing from the issue tracker for no explanation, for example:
-https://issuetracker.unity3d.com/issues/lwrp-directional-light-culling-masks-dont-work-properly
is considered as a duplicate and redirects to
-https://issuetracker.unity3d.com/issues/lwrp-light-layer-culling-not-working
which does not exist anymore.
The issue tracker being absolutely bad on the research filters, it doesn’t help.
hey can anyone clarify MaterialPropertyBlock usage with Command Buffer DrawProcedural ?
the texture set via the material property block shows up as the small default unity gray texture in frame debugger. If I use cmd.SetGlobalTexture it works.
When a MaterialPropertyBlock is assigned for example:
_cmd.DrawProcedural(Matrix4x4.identity,_sheet.Mat,kBRGConvertPass,MeshTopology.Triangles,3,1,_sheet.Prop);
shouldn’t I be able to then update _sheet.Prop outside of the render loop, and the command buffer still references it, so any material property changes are used when the command buffer executes next time around? (To avoid clearing and re-setting commands with cmd.SetGlobal… Since the commands in the buffer dont need to change, only the properties set in the Material Property Block change in this case)
I also tried using [PerRendererData] but it had no effect.
Yes, most of the problem is regarding Normal Map… if i don´t use it, the problem is almost gone.
Texturing Filtering is something we can expect for 2018 or only on 2019 and beyond? For me, it appears to be something really important to make our scenes looks better.
Thanks a lot!
I wonder if the lack of texture filtering is also causing artifacts related to Bloom?
Right now i am facing lots of “sparkles / shining spots” on smooth surfaces (like water puddles) only when Bloom enabled, besides the jittering mentioned before (not bloom related)… if i disable the Normal Map the problem is “solved” for both cases.
I hope this can be addressed in the near future… the problem is very noticeable right now… IMHO, with that we will reach the same “default” visual quality of other engines out there. I mean, right now we put the same asset (like Adam assets, or Allegorithmic textures) on Unity and in other engine, and this problem makes a real difference in the comparison.
Loving the effort you guys are making!!!
Hi guys!
Can anyone tell me the difference between the HD Lit and the HD StackLit shaders?
There will be options on Shader Graph for both types? PBR Graph uses the “default” Lit?
Thanks!
Hi, I was wondering if there’s a way to have Exponential fog and Volumetric fog at the same time in a project with HDRP? I want to have subtle visible light shafts but also hide camera clipping by using a quite dense fog in the distance.
(Volumetric Fog’s Mean Free Path does not give me the desired result in any way.)
I would have expected to choose between Exponential and Linear fog type and then have an additional checkbox to activate Volumetrics.
Thanks!
I saw work done via github to support exponential fog and volumetric fog at the same time some weeks back, but I havent checked whether that stuff is working in any github branch or whether it made it into a release version yet.
See this post for the answer: [#547]( https://discussions.unity.com/t/664083 page-11#post-3477398)
Basically its an evolved, forward only shader that is aimed at enabling certain features at the expense of performance. It is not intended for games but rather other uses of the engine where performance heavy stuff is not as much of an issue (eg Automotive, cinematic stuff)
OK I checked to see what it was that I remembered - there is a branch in github from June called MWU/MixedFogModes where some work was done on this, but I’ve not personally seen evidence that this was finished or merged into a main branch. So I dont know what the status of that feature is.
Do you still know the name of this github? I can only find this one (https://github.com/Unity-Technologies/VolumetricLighting) and it seems not to work with HDRP.
Its just a branch of the ScriptableRenderPipeline on github. And I’m not really suggesting you try it yourself unless you are comfortable with that sort of thing. Especially as there were only a couple of commits to this branch and it will not be way behind where master etc branches are at now. And I dont know what MWU stands for/relates to.
https://github.com/Unity-Technologies/ScriptableRenderPipeline/tree/MWU/MixedFogModes
You can see the two commits that were specific to that branch from this url:
https://github.com/Unity-Technologies/ScriptableRenderPipeline/commits/MWU/MixedFogModes
Ah I just occured to me that MWU may stand for Made With Unity, perhaps they had a specific demo project they needed that functionality for initially.
Hi, Do anyone knows how SSR Proxy Volume works?. I know it´s been in the 2018. 2 beta for a while but I thought it was locked since I couldn´t make it work. Now that it´s been announced as one of the new features in 2018.2 I was hoping some documentation or any mention somewhere, but I couldn´t find anything. I accept this proxy mode is not as good and accurate as the mode they are going to release with 2018.3 but at least we should see some changes on screen. There is not much options to play with, and everything I´ve tried seems to do nothing at all. The only thing related to proxy SSR I could find ( I suppose) is Reflection Proxy Volume Component that once added to an empty game object creates a box (Volume) that should (I suppose ) include the whole scene, but this makes no difference. Do anyone have any idea how to set this up??
Thanks!
Can’t speak for LW. For HD it is on purpose that we have not supported it, the lighting architecture is very different. In next version of HD package on 2018.3 we will support it (through renderingLayers mask on renderer).
For the tracker, the issue have been entered into our internal database, goal was to have a single way to report issue. Not sure why this one in particular don’t exist anymore ( @Tim-C ?)
Yes, we hope to have texture filtering either for 2018.3 or 2019.1, we have already start on it, but aren’t satisfy with what we get.
Bloom isn’t related, it simply make the effect visible, nothing more, the root cause is before bloom filter. But bloom itself can contain clamp value to limit the effect, there is threshold in bloom for max value to reduce high spike clash.
HD StackLit is in development, it isn’t aim for game but for higher compute power. So it is not recommend to be use for game purpose. IT is similar to Lit but without any of the restriction force by deferred rendering. It also always favor accuracy. It is based on a Publications of Laurent Belcour to be presented at this Siggraph for the Layering system.
A shader graph version will be available like for Lit, but not ETA. PBR graph use a restricted version of Lit (i.e a version that is the union of HD Lit and LW Standard shader). So no SSS, no anisotropy etc…
There is no way currently, but it is not hard to code if you can afford it. Otherwise we plan to add this in a near future, others have made the same request.