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Bug Built-in renderer's Shader Graph Single Pass Instanced mode broken in VR

Discussion in '2021.2 Beta' started by rz_0lento, Jul 22, 2021.

  1. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
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    2,361
    Case ID #1348241

    Built-in renderer's Lit ShaderGraph doesn't render both eyes in VR while using Single Pass Instanced mode.
     
  2. rz_0lento

    rz_0lento

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    This is now closed with "Won't Fix":
    I'm not surprised but I do wonder what is the point of having new SG templates for Built-in RP but not actually supporting it? There hasn't really been official statement of built-in SG's either, they just silently landed on SRP 12.

    Since they are clearly unsupported, will this mean they will go away before 2021.3 LTS?
     
    Ruchir likes this.
  3. marcte_unity

    marcte_unity

    Unity Technologies

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    Sep 24, 2018
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    Sorry for the confusion here; the bug resolution message isn't accurate. We have released a BuiltIn target for Shader Graph with Unity 2021.2 and it is and will remain supported. That said, the target supports the intersection of BuiltIn and Shader Graph features. Bugs in Shader Graph that impact BuiltIn will be fixed, while bugs in BuiltIn that are revealed by Shader Graph will be triaged along with all other BuiltIn bugs. Any features that are not currently supported will be prioritized alongside the rest of the Shader Graph roadmap.

    In this case, we released an early alpha of the BuiltIn support that included a checkbox to enable instancing. This was a mistake, and it was removed in the released version. Our platform support requirements make it very complex to support instancing and so we are not planning to add this feature in 2021.
     
    rz_0lento likes this.
  4. daves

    daves

    Unity Technologies

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    rz_0lento, sorry for the confusion there. marcte_unity is the authority on things related to Shader Graph, and we got caught in a race condition in our messaging. When Shader Graph supports the built-in rendering pipeline, we'll make sure it works for single-pass instancing.
     
    rz_0lento likes this.
  5. marcte_unity

    marcte_unity

    Unity Technologies

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    Dave (XR) and I (Shader Graph) just synced up to make sure we're being clear. Based on the importance of Instanced rendering to VR and AR, we're going to say that for now, using Shader Graph with the Built In Render Pipeline is not supported for XR projects. We hope to improve this situation in the future but can't guarantee anything.

    Instanced rendering (and XR in general) _are_ supported in Shader Graph for URP and HDRP projects - we've had some bugs in prior versions but 21.2+ should be solid (and I believe we've backported the fixes to 20.LTS as well - hit us up if not!).
     
  6. rz_0lento

    rz_0lento

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    Since we are on the topic, I'm guessing URP's cmd.Blit won't get fixed for VR SPI? :D (I'm aware the workaround is to use cmd.DrawMesh instead).

    Also thank you both for getting back to me on this, much appreciated. I don't think I'll pursue VR on BiRP because of things like these + other things that are unsupported in VR there, it's pretty clear that URP is the best path for VR in Unity now :)