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Discussion in 'Graphics Experimental Previews' started by Chaiker, Feb 4, 2019.
I have installed Unity 2019.1.0f2 with HDRP 5.7.2
How can I change parameters by script (Namespace)?
Same problem here. It is very frustrating. I think PP extending significantly more important for the developers, than something like raytracing. Nobody asking for shader graph integration, just give us simple api (ppv2 api was great), even it will change 100 times in the future and will be not so performant at this moment.
*I'm asking for SG integration, it's a real bummer that we don't have PP Graph out of the box. People hacked this for PPv2 already but then HDRP PP became a thing and those 3rd party workarounds don't work anymore here.
For comparison, UE4 has had PP node graph support from day one
Felt the same way for a second there but remembered UE4 was a full release and HDRP is still in preview, so it's not really a fair comparison. If that was the case then PP in Shader Graph would have to be rebuilt for the new Prost Processing pipeline.
It doesn't work, because there is no API. So we need API in the first place, to do something.
I've already manually modified HDRP PP, I know the deal Just wanted to point out that there are people who would want SG PP.
Is there any update how to create new plugins for HDRP?
Will it allow extending just for PPv3 or there will be a new specific way (not using PPv3) to create effects?
There will probably be API to extend the PPv3 in the future, just like the PPv2 had. Looking through the source code of PPv3 on their github, there is a comment line "todo - user effects go here" or something like that in the place where the effect rendering gets handled, so it definitely seems like it's coming ^^.
We're also looking forward to it.
Just to make sure I haven't misread anything here, I understand it's not currently possible to create post-processing effects in HDRP 5.13, the way I was doing under PPv2 using PostProcessEffectRenderer?
Yes, it is not currently possible
Right! There is no API for it currently. I mean, I get that HDRP is experimental and hardly production ready, and is still being worked on a lot, but releasing the new HDRP with PPv3 with no option to add custom effects (on which a lot of projects and 3rd party assets like ours relies on) and without at least letting us use PPv2 as a work around (though from my understanding it is not possible due to implementation limitations.) still shocks me
To us it looks like the whole thing was rushed out for 2019.1...
Edit: if you have the knowledge its still possible to add support yourself if you can't wait for the official API. Looking at the source, it doesn't seem that hard, but for us that's no good since we use the PP custom effect API for asset store products, and we can't rely on such "hacks" for those.
> we can't rely on such "hacks" for those.
I think it's acceptable in this case. Anyone brave enough to buy assets for HDRP - which is after all still in preview - surely would accept the need for temporary workarounds until there's official support.
Personally I've been hacking around the lack of custom blocks in the VFX graph and I've got no qualms about it. As soon as there's official support I'll hopefully change to doing it properly. And if I can't for any reason then I'm prepared to hack my way round artificial restrictions for as long as I need to. I'm a firm believer in the "we're all consenting adults" approach to encapsulation and access control.
I get your point, and is a fair one, after all that's why the pipelines are open source to modify them to fit your needs. However we as a studio have other tasks and projects that also need to be handled (for example most of our work hours now go into our game project which is due to release this summer), so for us it might not be the best practice to spend hours just to implement a feature that will be added anyway in a unity update sooner or later, just to have to revert everything back, spending even more time to do it the proper way (which in our case was already working out of the box and was easily implemented for PPv2).
Also since we're talking about adding missing parts to the pipeline code itself, the "fix" might not be easy to ship in an asset store product since the HDRP itself comes as a package, and the "hacking" part will end up being handled by the customer by tinkering with the package's source (which in our case, most of customers are not coding savvy and come from archviz / art / cinematics fields)
So in the end it really depends on what you are trying to achieve with the SRP and where does your implementation end up being used.
Edit: This is in no way hate directed towards Unity or you, just my and my team's point of view regarding the situation.
I can't find ppv3 anywhere...
PPV3 is integrated into the HDRP itself, not a separate package. It's the "Volumes" that exist in HDRP. Now they contain the postprocessing effects too.
Also to add to this: people using HDRP should uninstall any PPV2 (it isn't working and will not work)
In case you're still looking for an answer
Cross-posting this from the HDRP feedback thread, hope nobody minds
Then I set a volume with all the other variables like this, then assign it in inspector:
public Volume AdjustablePostProcessingVolume;
This is the basics. You might want to call it something other than tmp if you're doing multiple things all under void Update or whatever, but this is how you get values.
You might want to edit your last post here just to clarify the current status quo (it's locked).
Likewise, Unity should update this page here with any relevant info about that code compatibility.
I second this. With the current complex state of affairs related to SRPs and related features, it's fairly critical to keep online docs up to date.