URP not supporting light probe proxy volume

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when is that coming?
blended probes break instancing in Unity

According to this thread, not this year

also, this feature exist on their “roadmap” which seems like not very often updated
https://portal.productboard.com/unity/1-unity-graphics/tabs/3-universal-render-pipeline

However, It is on the bottom of the page and “under consideration” which suggest It might never come to the urp. I hope there are people in unity team that understands there are cases in which you can’t create good looking lightning without this feature.

Also, from what I remember, instancing of the probes dependents on the material instancing? Correct me If I’m wrong here but I do have few hundrets probes in the scene and they are nicely instanced whether this feature is on or off.

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interesting, can you share your shader?
more tests showed that lightprobe groups don’t break instancing in URP
they do break in built-in

I don’t use any special shaders outside of some simple stuff done in shadergraph and for the part about built in breaking instancing and urp not, you seem to be totally right. Thus I have to note that there is literally nothing written about instancing/ batching of the light probes in the documentation.

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Highly voting for all light features we know from built-in.

Well, I noticed a lot of important features on the URP Roadmap are marked as “Under Consideration”.
How can Light Proxy Volumes and Realtime GI be “maybe” feature? URP feels like a big downgrade compared to built-in render, almost like going back in time. If we do not get Light Proxy Volumes, how should artist then light large dynamic objects? It seams the mantra for URP is just “bake everything” and “if you want dynamic solutions, make them yourself”.

But I can understand if Unity don’t want to be an engine for open worlds or procedural worlds or anything dynamic even if it’s just one flashlight. But then cleary inform your customers so they can move on.

SRP are so annoying to work with, features are missing or shipped very late with Alpha versions of Unity, features that are industry standard since years getting called into question by Unity. We don’t know if the reason behind this is either it’s not doable with SRP or too buggy, or they just want to force us the baked workflow because they realized the realtime performence is so bad and cannot be fixed without a huge engine overhaul. But how can it be built-in and HDRP have light proxys than? Compared to the graphical features other engines shipped out of the box, URP is very much limiting artists in their creativity. While new features like Shadergraph are nice for artists, this is worth nothing until the basic core features come back. Because the new graphical features you win with URP, get destroyed by missing basic features.

At the moment, I stay away from URP and using HDRP, because as I mentioned, URP is lacking so many features just limiting the visuals of my games. And I don’t want my games to look outdated.

It feels very frustating, everywhere you look at URP and HDRP in the editor, you see exclamation mark icons "Sorry, this is not supported, “Sorry, this will not work with this feature”, “Sorry, this is still in preview”. This also makes artist feel very unsure, like your are at one big construction site just before everything fall apart.

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@Bordeaux_Fox I see that you joined in 2018, you’re still green so that why you get all worked up.
When you’ve used Unity for as long as I have you know there are two Unity:
The marketing team that lace their morning brownies with something green and brocoli-like and who see things differently than you and I and want you to believe in dragons and fairies and time travel wizards because they appear very real to them.
The other Unity are the made of real people.
Once you learn to filter out shroom-LSD induced fantasies, and please don’t feel bad if you still take those fantasies as realities because that can take a while (it took me years) you then learn to love this two headed beast as it means you no harm.
The real people may tell you that URP is a "test it thoroughly to see if it helps you hit 60Hz on your ALREADY EXISTING PROJECT " kinda deal.

I know the marketing is kinda bad, because when they use the word “production ready” they actually mean:

production ready ;)*

*if you don’t need:

  • realtime point light shadows
  • light cookies
  • realtime GI or good looking GI on dynamic objects
  • ambient occlusion
  • motion blur
  • volumetric fog
  • decals
  • projector
  • shadow mask
  • deferred rendering
  • …
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