Temporarily I don’t think it’s that big of a deal since it is readable based on the image that you posted above (it’s basically like any custom shader one can make).
So at least we can start working in making our shaders and then when you finish the custom inspector work we can give them a pass with the extra feedback from that.
I’ll take ANYTHING over the standard Unity Text component by now.
Well you do have TextMeshPro which works way better than Unity Text even without the shader graph…
any news of the way to set hdrp surface options (such as all time loved “after post process” option)? It doesn’t matter for me if I do it via shader graph or any other way.
Once HDRP compatible shaders are released this will work as expected which I was able to test with project provided in the following post above.
thanks for the response, but may I ask for any ETA or something? For now, it isn’t obvious at all.
That’s awesome to hear. Thanks very much.
I can’t get them to work properly in HDRP. We have some layering issues that we just can’t solve without the shaders.
Hi!
Are you also updating the overlay shader for HDRP ? I would like to render the text on top of everything.
I have the same issue as describe in this ticket.
I believe this update is for the overlay one since using HDRP with TMPro Distant Field Overlay it renders pitch black. Using in HDRP the TMPro Distant Field shader looks like this in-game if you use World Space Canvas and stand next to a mesh:
Here you can see a column in the way of the Resolution text, Windowed Mode, Vertical Sync, etc (the graphics like the arrow and borders aren’t getting affected since we are making our own custom shaders for those).
@Stephan_B Regarding the new shaders, are they still in the works internally? Or have you been providing a version for people to test out? If the latter, I’d be interested in trying out the new shader. I’m using HDRP 7.5.3 under Unity 2019.4.13.
Since there are multiple versions of URP and HDRP packages available with varying degree of functionality, I am curious to know what versions of Unity you are all using?
In what time frame do you plan to upgrade to a newer Unity release (in the sense of 2018.4 → 2019.4 or 2019.4 → 2020.2, etc.
Unfortunately, for my main project, I’ll be on 2019.4 LTS probably for the next couple of years. The problem I have with upgrading is Unity deprecating Realtime GI, with that no longer being supported in HDRP under 2020.1. So, because I can upgrade out of 2019.4, I need to wait for Unity to introduce the new Realtime GI system they’re alluded to a few times, but for which we don’t really know anything yet.
TLDR: 2019.4 LTS until Unity’s new Realtime GI system is released.
The one that’s verified for Unity 2019.4 (7.3.1, I was curious about why HDRP 7.5.1 isn’t verified for 2019.4 but is available and out of preview for 2019.4). We’ll update to 2020.3 (LTS) when that comes out since we are looking to have the latest BUT most stable tech available.
This reply seems to me like a stalling attempt instead of giving us any info about compatible shaders release eta.
First of all - it isn’t our fault that the changes are rapid in SRPs. I, for example, would expect a solution that is at least compatible with the latest LTS and latest tech stream versions.
Given there are different versions of UPR, HDRP and Shader Graph available for Unity 2019.4, 2020.1, 2020.2 and 2021 where we can’t use the same shader graphs / shaders between these releases, I am trying to figure out if I need to support all of them and potential impact to users.
I would love to only have to support version 10 of URP / HDRP / Shader Graph since it is the most feature complete but I suspect most users will be on 2019.4 for another 6 to 9 months and need those in 2019.4. Correct?
I know many have been waiting for shaders with support URP / HDRP and Shader Graph for a while and I am doing the best I can with the time and resources I have to try to get those out as soon as possible.
I can speak only for myself, but as I mentioned, I’m one of the people on 2019.4 indefinitely. I should also mentioned that if it comes down to custom inspectors for the materials, I’m 100% comfortable with not having a custom inspector if it’s the difference between having a working shader versus not. The screenshot you posted earlier is basically what all of my own shaders look like anyway, so no worries there.
I would also be more than happy to have working shaders without custom inspectors at this point. I’m on 2019.4, but will be updating to 2020 very soon.
I’d be happy if there was at least a working solution for the latest tech stream. No need for a fancy inspector or anything like that. Why not release a basic “better-than-nothing” version for HDRP / URP 10 for the time being (this would be a reason for me to upgrade to 2020.2 now), then add custom inspectors and support for LTS versions over time?
Exactly my point! It would be awesome if we could start anywhere and I think that HDRP / URP 10 is a pretty good starting point. From there it would be awesome to get some additional support for the different versions. Overall, imo it is better to start somewhere than wondering all the time how to tackle this