Scriptable Render Loops Examples

Has anyone managed to get the Scriptable Render Loop examples (https://github.com/Unity-Technologies/ScriptableRenderLoop) working? I have tried with various versions of the 5.6 beta (b7, b4, b3, b1), Mac and Windows, and I have tried to use the b1 tag (https://github.com/Unity-Technologies/ScriptableRenderLoop/releases/tag/unity-5.6.0b1). I really would like to play around with this feature. Is there some custom Unity beta that I need to download?

Is this feature going to ship with the release candidate of Unity 5.6?

I’m pretty sure this is going to be a Unity 6 thing. They’re making a whole new HD renderer and even a fancy node-based material editor.

None of it seems to work at the moment

Source in the material editor?

here’s the branch for the material editor (keep in mind none of this works in any of the public releases of Unity yet, including betas):
https://github.com/Unity-Technologies/ScriptableRenderLoop/tree/scriptablerenderloop-materialgraph

If you look at the code, you can see for example that they have nodes for the same shading models you’d find in UE4:

You can also see that nodes have inputs and outputs:

On a side note, you can follow the progress of the new HD rendering pipeline by looking at the commit messages here. I’m not an expert, but from what I’ve gathered by looking at the code, I think they’re making a rendering engine that uses clustered rendering, similarly to how idTech 6 works ( http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ ). Oh yeah and this HDRenderer project seems to be lead by Sebastien Lagarde, who was previously senior graphics programmer on DICE’s Frostbite 3 engine. So I think it’s safe to assume this is pretty promising

And finally, here’s something I found yesterday. Might be related?: http://schedule.gdconf.com/session/the-future-of-rendering-in-unity-presented-by-unity-technologies

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I am secretly watching this thread from behind the bushes

2962367--219938--12759635411605.jpg

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i can run the demo just fine tho.
but i’m totally missed this branch. . . O.o

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builtin subsurface scattering - oh my! any space behind those bushes?

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Wish the video had some new information! So keen to learn more.

Hi, we’ll be releasing more and more information as the pipelines become more mature, internally we are already moving a lot of out new gfx feature development and test frameworks to use the. If you would like a specific version of the public repository for use then I would take a look here, we are tagging the versions that are compatible :slight_smile: Over the next months the documentation should begin to improve.
https://github.com/Unity-Technologies/ScriptableRenderLoop/tags

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i just notice in the light parameter there’s a temperature option, is that exclusive to renderloop usage?

Going to close this thread, bring discussion to here please :slight_smile:

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