Search Unity

Unity Achieve beautiful, scalable, and performant graphics with the Universal Render Pipeline

Discussion in 'Universal Render Pipeline' started by Andre_Mcgrail, Feb 11, 2020 at 12:34 PM.

  1. Andre_Mcgrail

    Andre_Mcgrail

    Unity Technologies

    Joined:
    Dec 9, 2016
    Posts:
    191
    BoatAttack.jpg
    Blogpost
    | Github | Download

    Hey All!

    We have released a blogpost detailing how Universal RP was used to create some of the effects and systems in the BoatAttack demo project. Grab a look here, and if you have any questions or run into issues feel free to post them here so we can help out where we can.

    Some notes about the demo project:
    • The GitHub repository requires GitLFS to be installed as all the texture and meshes use this system
    • If you want to skip using GitHub then you can download this project zip, you will still need to download and install Git as the Unity Package manager requires it for one of the packages the project references, but you will not need to use Git itself.
    • The project has been tested on Windows, OSX, iOS, Android, Switch, Xbox One and Playstation 4
    I hope you find something useful out of this project and the provided information.
     
  2. nachocgi

    nachocgi

    Joined:
    Mar 13, 2018
    Posts:
    17
    great Andre! much apreciated!
     
  3. Bordeaux_Fox

    Bordeaux_Fox

    Joined:
    Nov 14, 2018
    Posts:
    198
    Very cool project, after hurdles with Git I was able to open it.

    I like your approach with the Water shader. Can this be carried over to HDRP? It has custom passes, too. Or is there anything that would be not compatible?

    Also, your low poly human models made me really laugh, nice work. ;)
     
  4. fherbst

    fherbst

    Joined:
    Jun 24, 2012
    Posts:
    465
    @Andre_Mcgrail thanks for replying on the Blog Post! Your recent commit prevents the crash (thank you!); however, the scene still throws hundreds of exceptions both when importing and when pressing Play.
     
  5. Andre_Mcgrail

    Andre_Mcgrail

    Unity Technologies

    Joined:
    Dec 9, 2016
    Posts:
    191
    Are you able to post these here?

    Not without a heap of work I believe, the pass architecture is quite different between URP and HDRP, but I do plan on trying to port the shader over to Shader-graph once it is a bit more feature complete.

    Yea, don't look at them close haha.
     
  6. fherbst

    fherbst

    Joined:
    Jun 24, 2012
    Posts:
    465
    I'll make screenshots of them tomorrow, it's really just pressing "Reimport All" and the console is spammed with them.

    You might be interested in my fork for VR ;) https://github.com/prefrontalcortex/BoatAttack/tree/boat-attack-vr. There's (expected) issues with Opaque/Depth Texture and the Water shader, and I had to update URP to 7.2.0 to fix the Terrain in VR, but it's already fun to fly around. URP is slowly getting there, feature-wise. There's still some pretty visible bugs with depth passes occluding the clouds and other transparent objects that I reported a couple months back.
     
    phil_lira likes this.
  7. BattleAngelAlita

    BattleAngelAlita

    Joined:
    Nov 20, 2016
    Posts:
    120
    So basically all post is ShaderGraph advertising.
     
  8. Andre_Mcgrail

    Andre_Mcgrail

    Unity Technologies

    Joined:
    Dec 9, 2016
    Posts:
    191
    Ah ok good to know, I have seen quite a few warning appear, and there are some errors related to Volumes I also saw. I'll try see how much are project related vs UniversalRP related.

    Ha, cool, yea I have yet to find the time to make sure the custom stuff in the demo works with stereo rendering, it's on my list, also I will be updating the project to 7.2.0 now as the package has finally become published.

    Partially :) I mean we are trying to get people on board with the SRPs, and Shader-graph is what we would like shaders to be generated in going forwards, a graph based data model makes it a lot easier to upgrade and convert between features and rendering pipelines. Saying that, there are many things it cannot do still so that is why this project still contains custom shaders.
     
  9. fherbst

    fherbst

    Joined:
    Jun 24, 2012
    Posts:
    465
    So turns out Boat Attack VR is the perfect URP + Quest playground which has ALL the bugs! :)
    Stripping out URP features piece by piece brings it into a "well that looks okay I guess" state.

    As-is (just disabled water) - in this version even the startup Unity Logo is cross-eyed!
    screen_2020-02-12-13-17-15.png

    Stripping away posteffects
    screen_2020-02-12-13-31-12.png

    Stripping away Opaque + Depth texture sampling, HDR, regenerating all lighting
    screen_2020-02-12-13-43-05.png

    Repairing shaders that use platform-specific normal packing to use proper Normal maps that work cross-platform ("repair" in the sense of "don't use occlusion and normals right now)
    screen_2020-02-12-14-32-28.jpg

    Re-enabling Shadow Cascades and turning off Occlusion Culling brings the Terrain back for whatever reason
    screen_2020-02-12-14-47-17.jpg

    To be continued. @phil_lira @ThomasZeng looking forward to your input on this from URP perspective!
     
    ROBYER1 and Lars-Steenhoff like this.
  10. KokkuHub

    KokkuHub

    Joined:
    Feb 15, 2018
    Posts:
    94
    Yikes! So it's more like "Achieve beautiful, scalable, and performant graphics with the Universal Render Pipeline, except on Oculus Quest" then
     
  11. Migueljb

    Migueljb

    Joined:
    Feb 27, 2008
    Posts:
    482
    Ya I did some tests on oculus quest with the OVR player to. Took screenshots with the quest capture screenshot mode. I stripped out everything so it was just the bare stuff nothing special. I took shadows out to and the water has problems using the basic cubemap mode in this screenshot it looks good but in quest doesn't look that good. These screenshots actually look better then it looks and feels in the quest. Alot of alpha buzzing like crazy on everything alpha to. Inside the quest it feels and looks like N64 type graphics not good.

    Really wanted this to work but URP is def not quest ready as is in 2019.3. Keep going Unity us quester's need this to work so we can show off great things with unity in mobile VR.
     

    Attached Files:

unityunity