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Official Hybrid Renderer V2 (0.4.0)

Discussion in 'Graphics for ECS' started by SebastianAaltonen, Mar 16, 2020.

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  1. Cell-i-Zenit

    Cell-i-Zenit

    Joined:
    Mar 11, 2016
    Posts:
    290
    i need to do AddComponent here as the emission component was somehow missing ... how is this possible? and why is this not fixed already.. seems like a GIANT bug if one half of the entity is not created correctly
     
  2. anihilnine

    anihilnine

    Joined:
    Jan 29, 2016
    Posts:
    27
    I don't know but you're welcome!
     
  3. andrew-lukasik

    andrew-lukasik

    Joined:
    Jan 31, 2013
    Posts:
    249
    EDIT: WORKAROUND

    I'm trying to create auxiliary render world but this error shows up and no rendering happens (without ENABLE_HYBRID_RENDERER_V2 works fine):

    Code (CSharp):
    1. static World CreateRenderWorld_1 ( string name )
    2. {
    3.     var world = new World( name );
    4.     var systems = DefaultWorldInitialization.GetAllSystems( WorldSystemFilterFlags.Default );
    5.     DefaultWorldInitialization.AddSystemsToRootLevelSystemGroups( world , systems );
    6.     ScriptBehaviourUpdateOrder.AddWorldToCurrentPlayerLoop( world );
    7.     return world;
    8. }
    9. static World CreateRenderWorld_2 ( string name )
    10. {
    11.     var world = new World( name );
    12.     var systems = new System.Type[]
    13.     {
    14.         #if ENABLE_HYBRID_RENDERER_V2
    15.             typeof(HybridRendererSystem)
    16.         #else
    17.             typeof(RenderMeshSystemV2)
    18.         #endif
    19.  
    20.             // fixes: warning from RenderMeshSystemV2
    21.         ,    typeof(UpdatePresentationSystemGroup)
    22.         ,    typeof(PresentationSystemGroup)
    23.         ,    typeof(StructuralChangePresentationSystemGroup)
    24.  
    25.         // fixes: "Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 15)"
    26.         ,    typeof(EndSimulationEntityCommandBufferSystem)
    27.     };
    28.     DefaultWorldInitialization.AddSystemsToRootLevelSystemGroups( world , systems );
    29.     ScriptBehaviourUpdateOrder.AddWorldToCurrentPlayerLoop( world );
    30.     return world;
    31. }

    Any idea what does it mean | how to fix it?
     
    Last edited: Dec 1, 2020
    Deleted User likes this.
  4. Opeth001

    Opeth001

    Joined:
    Jan 28, 2017
    Posts:
    1,112
    why is the Hybrid Instanced (Experimental) option is not available for float2 and float3 properties types in shader graph?
    am I missing something?
     
  5. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,768
    As far I am aware, shaders operates on float4 anyway.
    I think float3 and float2 are just for convinience in the editor. They are converted later into float4
     
    Last edited: Nov 24, 2020
    Opeth001 likes this.
  6. jbooth

    jbooth

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    Jan 6, 2014
    Posts:
    5,461
    Hi,
    I'm trying to make some shaders compatible with the Hybrid Renderer V2 in URP 9.0. I don't actually need any instanced properties or anything, I just need them to render the material as it would normally. From what I can gather, as Unity is continuing it's commitment to not documenting shaders, I just need to add:

    Code (CSharp):
    1. #pragma multi_compile _ DOTS_INSTANCING_ON
    to each pass. And of course make the shader support instancing and SRP batcher, which it does. However, when trying to render an entity with the shader I get:

    What is actually required for a shader to be compatible with Hynrid Renderer V2? Are there things explicitly NOT compatible with it if it says it's compatible with the SRP batcher?
     
  7. Srokaaa

    Srokaaa

    Joined:
    Sep 18, 2018
    Posts:
    169
    @jbooth I also had to add:
    Code (CSharp):
    1. #pragma target 4.5
    in order to make it work
     
  8. jbooth

    jbooth

    Joined:
    Jan 6, 2014
    Posts:
    5,461
    Yeah, I have that as well (actually 4.6, but anything over 4.5 should be fine). Still no dice..
     
  9. TieSKey

    TieSKey

    Joined:
    Apr 14, 2011
    Posts:
    224
    Sorry, this is not an answer. And sorry for going off topic but this.... this.... so damn true it hurts.....
     
    Autarkis and Thygrrr like this.
  10. Opeth001

    Opeth001

    Joined:
    Jan 28, 2017
    Posts:
    1,112
    Hybrid Renderer 10 (V1) becomes crazy when enabling Hybrid Instanced (Experimental) on a used ShaderGraph. It looks like the hybrid renderer is passing random values to the properties.
     
  11. Deleted User

    Deleted User

    Guest

    Hi there, I have a similar issue. I believe it happens due to the custom ICustomBootstrap because everything works with Default logic. I will try to find a solution.

    UPDATE:
    I believe what happens is that your default world in fact registers the necessary components but your "Render" world has 0 types.

    UPDATE:
    please apply this fix

    @JussiKnuuttila it would be nice if you could port this change into a newer version to support multiple Worlds. Since s_TypeToPropertyMappings static dictionary is getting cleared once the next RenderSystem gets Initialized and hence is not able to get the cached MaterialProperties.

     
    Last edited by a moderator: Nov 30, 2020
    redwren, andrew-lukasik and jdtec like this.
  12. jdtec

    jdtec

    Joined:
    Oct 25, 2017
    Posts:
    302
    Every 1/3 time I hit play I'll see colours on meshes go super bright, inverted like some values are corrupted. It will then be fine the next time I play. It's like something isn't always cleared. I started getting this since using Hybrid V2 and the SRP batcher. Anyone else had anything like this?

    Using URP and the latest DOT packages on Mac.

    EDIT: Haven't seen this since deleting the Library folder.
     

    Attached Files:

    Last edited: Dec 10, 2020
    deus0 likes this.
  13. linfuqing

    linfuqing

    Joined:
    May 11, 2015
    Posts:
    166
    This bug has not been fixed in 0.10.0-preview.21,will be fixed next release?
     
    Arnold_2013 and elJoel like this.
  14. XRA

    XRA

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    Aug 26, 2010
    Posts:
    265
    *EDIT* nevermind
     
  15. lclemens

    lclemens

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    Feb 15, 2020
    Posts:
    760
    Does anyone know if point lights work under HRV2? The manual for 0.10.0-preview.21 says "Point + spot lights Planned for 2020".

    I added an ordinary monobehaviour/game-object based spot light to the root of the scene, and it displays just fine in the Scene and Game views, but as soon as I press the play button or build a standalone player, it disappears.

    It's entirely possible that point-lights work fine under HRV2 and I have a wrong setting or something... I'm just getting into lighting and there are ton of settings that I don't understand.
     
  16. TieSKey

    TieSKey

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    Apr 14, 2011
    Posts:
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    AFAIK only 1 directional light will work on HRV2.... nothing else.
     
  17. lclemens

    lclemens

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    Feb 15, 2020
    Posts:
    760
    Wow... that's disappointing. For the moment I don't think I'll need more than one directional light. I'm mostly curious about whether or not a point light can be used.
     
  18. Joachim_Ante

    Joachim_Ante

    Unity Technologies

    Joined:
    Mar 16, 2005
    Posts:
    5,203
    Note that this limitation is specific to URP. In HDRP lights are fully supported in HRV2.
    Point light support is still planned for HRV2 URP support later on.
     
  19. Cell-i-Zenit

    Cell-i-Zenit

    Joined:
    Mar 11, 2016
    Posts:
    290
    Just a question, when/is it planned to have raytracing + HRV2 ?
     
    Lex4art likes this.
  20. eizenhorn

    eizenhorn

    Joined:
    Oct 17, 2016
    Posts:
    2,683

    upload_2020-12-20_19-13-15.png
     
    deus0, Cell-i-Zenit and BigRookGames like this.
  21. Cell-i-Zenit

    Cell-i-Zenit

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    Mar 11, 2016
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    290
    Talking about the hybridrenderer! :) but thanks for this video
     
  22. Lieene-Guo

    Lieene-Guo

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    Aug 20, 2013
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    547
    Sorry is that English? I am not a native speaker, I just can't follow that.
     
    erenaydin likes this.
  23. florianhanke

    florianhanke

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    Jun 8, 2018
    Posts:
    426
    Enable the subtitles :)
     
  24. Opeth001

    Opeth001

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    Jan 28, 2017
    Posts:
    1,112
    it's very clear to me and English is not my native language either.
     
    manpower13 likes this.
  25. BigRookGames

    BigRookGames

    Joined:
    Nov 24, 2014
    Posts:
    330
    Are you still experiencing this issue? Seems to happen for any LOD entity that is destroyed in my project and when it happens everything else stops rendering.
     
  26. Shane_Michael

    Shane_Michael

    Joined:
    Jul 8, 2013
    Posts:
    158
    Any update on the plans for GLES?

    I am mostly interested in HRV2 support for the Quest which has experimental Vulkan support with no specific timeline of when it might become non-experimental. In my tests HRV2 does render a single frame before crashing with continuous errors about disposing a native array without a valid allocator. HRV1 seems to work fine.

    The efficiency of HRV2 would be really great to have for mobile VR in particular and GLES is the only way to go at the moment though Vulkan support should (hopefully?) render it obsolete at some point.
     
    Morbeavus likes this.
  27. as_nau

    as_nau

    Joined:
    Oct 11, 2020
    Posts:
    30
    Hi. When I turn on Hybrid Rendering v2 my framerate on android device drops from 60 to 26 fps (against v1). I use URP/SimpleLit shader (with URP/Lit result is even worse), one directional light with shadow casting, rendering settings from URP template, game objects converted via sub scenes. What am I doing wrong?

    Hybrid Rendering 0.10.0-preview.21
    Unity 2020.2.1f1
     
    Last edited: Dec 25, 2020
  28. Extrys

    Extrys

    Joined:
    Oct 25, 2017
    Posts:
    344
    Same issue here

    I have been working on Unity 2020.1.0f1, then when I have seen the new 2020.2.0f1 finally released I updated
    it forces me to use the new URP versions which is nice, but i have noticed a really big performance problem,

    from using the 2020.1.0f1 where my game on Quest went at 72 fps (and 90 on Quest 2)
    to using 2020.2.0f1 where my game went from 72 to 30 ~ 50 fps

    Also, the Editor Play mode performance has decreased bt a lot.

    Is this a known bug?
     
  29. iamarugin

    iamarugin

    Joined:
    Dec 17, 2014
    Posts:
    880
  30. l33t_P4j33t

    l33t_P4j33t

    Joined:
    Jul 29, 2019
    Posts:
    232
    is there any way to apply lightmaps to an unlit Entity?
    doing the following:

    doesn't work, the ambient probe tag gets immediately removed
     

    Attached Files:

    • gsg.png
      gsg.png
      File size:
      33 KB
      Views:
      2,443
  31. as_nau

    as_nau

    Joined:
    Oct 11, 2020
    Posts:
    30
    I don't think it is related thread for my issue, because I have same frame rate drop in 2020.1 if I just switch from Hybrid Rendering v1 to v2. I am testing on target android device and game feels laggy, so it's not fps calculation issue.

    I started a new thread for my issue: https://forum.unity.com/threads/hybrid-rendering-v2-performance-degradation-compared-to-v1.1029658/
     
    Last edited: Dec 29, 2020
  32. MicCode

    MicCode

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    Nov 19, 2018
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    59
  33. Krajca

    Krajca

    Joined:
    May 6, 2014
    Posts:
    347
    I'm trying to use SpriteRenderer in my DOTS project. As docs states, I need to make it a hybrid component which I do by:
    Code (CSharp):
    1. //add sprite renderer
    2. var spriteRenderer = GetComponent<SpriteRenderer>();
    3. conversionSystem.AddHybridComponent(spriteRenderer);
    But then when I destroy the entity, it will not destroy GO with it. Should I make a manager for handling this situation? It doesn't make sense to add this as a HybridComponent then.
    Maybe my setup is wrong? I'm using "convert and inject" because the object disappears when using "convert and destroy".
     
  34. lclemens

    lclemens

    Joined:
    Feb 15, 2020
    Posts:
    760

    Unfortunately I don't know what's considered the "proper" way to do it, but I've run across two approaches (there are probably more):
    1. One approach that people have been discussing is using system state components. Personally, I haven't used that yet, but I know it has solved the problem for some people.

    2. The approach I used was to make a pool for my gameobjects that is based on AndersMalmgren's code here: https://forum.unity.com/threads/perfomant-audiosource-pool.503056/ . It has the added benefit of recycling game objects so that there's no creating and deleting of memory or need for garbage collection. You would need to make a SpritePool by inheriting PollingPool and override IsActive() so the pool knows when to recycle it. I haven't tried it with sprites though... only particle systems and audio clips.
     
  35. Sarkahn

    Sarkahn

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    Jan 9, 2013
    Posts:
    440
    "Convert and inject" doesn't work with HybridComponents. You need to use "Convert and destroy". I just tested it to make sure and everything worked fine for me using the exact code you posted - my gameobject was destroyed but I ended up with an entity with my spriterenderer attached to it as a hybrid component, and my sprite rendered fine. And when I destroyed the entity, the sprite renderer is destroyed with it.
     
    lclemens likes this.
  36. Krajca

    Krajca

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    May 6, 2014
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    That's strange. It's a different behavior than mine. I don't get SpriteRenderer attached to the entity when using "Convert and destroy".
     
  37. eizenhorn

    eizenhorn

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    2,683
    Did you have conversion system for sprite renderers which will add SpriteRenderer through companion workflow?
     
  38. Krajca

    Krajca

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    May 6, 2014
    Posts:
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    companion workflow? I'm adding it by custom authoring script via ConversionSystem.
     
  39. Sarkahn

    Sarkahn

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    Jan 9, 2013
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    440
    I used IConvertGameObjectToEntity for my test, not sure if it would make a difference.
     
  40. Vacummus

    Vacummus

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    Dec 18, 2013
    Posts:
    191
    I am trying to make my shader work with the V2 renderer but am having no luck. I have added the following in the shader as recommended by users in this thread:

    Code (CSharp):
    1. #pragma target 4.5
    2. #pragma multi_compile_instancing
    3. #pragma multi_compile _ DOTS_INSTANCING_ON
    One thing I noticed is that this works for HLSLPROGRAM shaders. But not for the older CGPROGRAM shaders. Are CGPROGRAM shaders not supported for the V2 renderer?
     
  41. thelebaron

    thelebaron

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    Vacummus likes this.
  42. Krajca

    Krajca

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    May 6, 2014
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    347
    Code (CSharp):
    1.  [ConverterVersion("test", 1)]
    2.     public class SpriteRendererAuthoring : MonoBehaviour, IConvertGameObjectToEntity
    3.     {
    4.         public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
    5.         {
    6.             //add sprite renderer as hybrid entity
    7.             var spriteRenderer = GetComponent<SpriteRenderer>();
    8.             conversionSystem.AddHybridComponent(spriteRenderer);
    9.         }
    10.     }
    Here is my code. Did I do something wrong?
     
  43. Sarkahn

    Sarkahn

    Joined:
    Jan 9, 2013
    Posts:
    440
    Nope. This is what I get with that exact code:

    dFfwNnbf5d.gif
    I'm on entities 0.16, Unity 2020.2.1
     
  44. Krajca

    Krajca

    Joined:
    May 6, 2014
    Posts:
    347
    It's HybridRendererv2?

    Here are my setup and result.
    upload_2021-1-10_0-1-25.png upload_2021-1-10_0-3-34.png
     
  45. Sarkahn

    Sarkahn

    Joined:
    Jan 9, 2013
    Posts:
    440
    Yeah, my test works fine even with hybrid v2 enabled. Try your conversion script on a gameobject with just a spriterenderer and nothing else. If it still doesn't work it must be some weird bug.
     
  46. Krajca

    Krajca

    Joined:
    May 6, 2014
    Posts:
    347
    I disabled managed components, and that was that. That define was a convenient way to remember to change class to a struct, as I often forgot about that. Didn't think it would disable SpriteRenderer conversion as I have hybrid game objects in my project. But as I found out converted sprite renderer has managed component instead.
     
    Sarkahn and florianhanke like this.
  47. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937

    Hi.
    I have several
    Out of memory in the Hybrid Renderer GPU instance data buffer. Attempted to allocate 8496, buffer size: 1073741824, free size left: 17760.

    with Hybrid Renderer 0.10.0-preview.21.

    There is no
    const int kMaxGPUPersistentInstanceDataSize
    in HybridRenderer.cs

    and adding this has no visible effect.
    I tried with
    1024 * 1024 * 64 * 2
    and
    1024 * 1024 * 64 * 4

    Is there an new method to raise
    kMaxGPUPersistentInstanceDataSize?
     
    Last edited: Jan 10, 2021
  48. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    I updated the MegaCity Demo to
    Unity 2020.1.17, Hybrid Renderer V1
    (latest available preview packages, 10/01/2021)
    which is fine and has very nice editor performance.
    More infos here.
    https://forum.unity.com/threads/megacity-demo-2019-lts-community-upgrade-thread.914306/#post-6707575


    With the update to
    Unity 2020.2.1, Hybrid Renderer V2 (0.10.0-preview.21)
    (latest available preview packages, 10/01/2021)
    Code (CSharp):
    1. {
    2.   "dependencies": {
    3.     "com.autodesk.fbx": "2.0.0-preview.6",
    4.     "com.unity.2d.sprite": "1.0.0",
    5.     "com.unity.2d.tilemap": "1.0.0",
    6.     "com.unity.audio.dspgraph": "0.1.0-preview.16",
    7.     "com.unity.burst": "1.4.4-preview.2",
    8.     "com.unity.cinemachine": "2.7.1",
    9.     "com.unity.entities": "0.16.0-preview.21",
    10.     "com.unity.ext.nunit": "1.0.6",
    11.     "com.unity.ide.visualstudio": "2.0.5",
    12.     "com.unity.ide.vscode": "1.2.3",
    13.     "com.unity.jobs": "0.0.7-preview.9",
    14.     "com.unity.mathematics": "1.2.1",
    15.     "com.unity.platforms.windows": "file:C:\\Unity\\Github\\com.unity.platforms.windows",
    16.     "com.unity.render-pipelines.core": "10.2.2",
    17.     "com.unity.render-pipelines.high-definition": "10.2.2",
    18.     "com.unity.rendering.hybrid": "0.10.0-preview.21",
    19.     "com.unity.scriptablebuildpipeline": "1.14.1",
    20.     "com.unity.shadergraph": "10.2.2",
    21.     "com.unity.test-framework": "1.1.20",
    22.     "com.unity.timeline": "1.4.5",
    23.     "com.unity.ugui": "1.0.0",
    24.     "com.unity.xr.legacyinputhelpers": "2.1.7",
    25.     "com.unity.modules.ai": "1.0.0",
    26.     "com.unity.modules.androidjni": "1.0.0",
    27.     "com.unity.modules.animation": "1.0.0",
    28.     "com.unity.modules.assetbundle": "1.0.0",
    29.     "com.unity.modules.audio": "1.0.0",
    30.     "com.unity.modules.cloth": "1.0.0",
    31.     "com.unity.modules.director": "1.0.0",
    32.     "com.unity.modules.imageconversion": "1.0.0",
    33.     "com.unity.modules.imgui": "1.0.0",
    34.     "com.unity.modules.jsonserialize": "1.0.0",
    35.     "com.unity.modules.particlesystem": "1.0.0",
    36.     "com.unity.modules.physics": "1.0.0",
    37.     "com.unity.modules.physics2d": "1.0.0",
    38.     "com.unity.modules.screencapture": "1.0.0",
    39.     "com.unity.modules.terrain": "1.0.0",
    40.     "com.unity.modules.terrainphysics": "1.0.0",
    41.     "com.unity.modules.tilemap": "1.0.0",
    42.     "com.unity.modules.ui": "1.0.0",
    43.     "com.unity.modules.uielements": "1.0.0",
    44.     "com.unity.modules.umbra": "1.0.0",
    45.     "com.unity.modules.unityanalytics": "1.0.0",
    46.     "com.unity.modules.unitywebrequest": "1.0.0",
    47.     "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    48.     "com.unity.modules.unitywebrequestaudio": "1.0.0",
    49.     "com.unity.modules.unitywebrequesttexture": "1.0.0",
    50.     "com.unity.modules.unitywebrequestwww": "1.0.0",
    51.     "com.unity.modules.vehicles": "1.0.0",
    52.     "com.unity.modules.video": "1.0.0",
    53.     "com.unity.modules.vr": "1.0.0",
    54.     "com.unity.modules.wind": "1.0.0",
    55.     "com.unity.modules.xr": "1.0.0"
    56.   }
    57. }
    i have following open points:

    • very low editor performance in scene view when not in play.
    • missing ambient light (dark areas in screenshot).
    • how to rebake Reflection Probes in V2?
      I only get empty probes when I rebake.
    Some tips for V2 that it feels more like an V2?
    I am pretty new.

    V2.JPG


    • is the Scripting Define USE_BATCH_RENDERER_GROUP
    and the StaticOptimizeEntity.cs
    staqtic.JPG

    still needed when you switch from V1 to V2 (Hybrid Renderer 0.10.0-preview.21.) ?




    The first build needed close to 4h but runs fine.

    Buildt.JPG


    • all additional lights (like pink neon sign, right on Screenshots) are not visible in Editor in Game View during play.
    In the build they work fine. Any idea why?


    Screenshot Build

    additivelightst.JPG

    Screenshot Editor Play Game and Scene View

    editor.JPG
     
    Last edited: Jan 10, 2021
    JesOb likes this.
  49. joelv

    joelv

    Unity Technologies

    Joined:
    Mar 20, 2015
    Posts:
    203
    Yeah in 0.10.0 and up we have a system to automatically increase the size of the buffer. You should not need to manually tweak the numbers any longer. The only hard limit we have is the limit is the 1 GiB set internally in Unity for ComputeBuffer size.

    In your case it looks like the allocation fails due to fragmentation and/or already very high usage? Is it possible you are leaking renderable entities somehow? 1GiB of entitiy data on the GPU is quite a lot.
     
  50. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    In console i see only a buch of these
    "Out of memory in the Hybrid Renderer GPU instance data buffer..."
    exeptions. The Leak detection is activated.


    They first came up by switching to Hybrid Renderer V2 in the MegaCity Demo,

    Unity 2020.2.1, ENABLE_HYBRID_RENDERER_V2
    (latest available preview packages, 10/01/2021)
    Code (CSharp):
    1. {
    2.   "dependencies": {
    3.     "com.autodesk.fbx": "2.0.0-preview.6",
    4.     "com.unity.2d.sprite": "1.0.0",
    5.     "com.unity.2d.tilemap": "1.0.0",
    6.     "com.unity.audio.dspgraph": "0.1.0-preview.16",
    7.     "com.unity.burst": "1.4.4-preview.2",
    8.     "com.unity.cinemachine": "2.7.1",
    9.     "com.unity.entities": "0.16.0-preview.21",
    10.     "com.unity.ext.nunit": "1.0.6",
    11.     "com.unity.ide.visualstudio": "2.0.5",
    12.     "com.unity.ide.vscode": "1.2.3",
    13.     "com.unity.jobs": "0.0.7-preview.9",
    14.     "com.unity.mathematics": "1.2.1",
    15.     "com.unity.platforms.windows": "file:C:\\Unity\\Github\\com.unity.platforms.windows",
    16.     "com.unity.render-pipelines.core": "10.2.2",
    17.     "com.unity.render-pipelines.high-definition": "10.2.2",
    18.     "com.unity.rendering.hybrid": "0.10.0-preview.21",
    19.     "com.unity.scriptablebuildpipeline": "1.14.1",
    20.     "com.unity.shadergraph": "10.2.2",
    21.     "com.unity.test-framework": "1.1.20",
    22.     "com.unity.timeline": "1.4.5",
    23.     "com.unity.ugui": "1.0.0",
    24.     "com.unity.xr.legacyinputhelpers": "2.1.7",
    25.     "com.unity.modules.ai": "1.0.0",
    26.     "com.unity.modules.androidjni": "1.0.0",
    27.     "com.unity.modules.animation": "1.0.0",
    28.     "com.unity.modules.assetbundle": "1.0.0",
    29.     "com.unity.modules.audio": "1.0.0",
    30.     "com.unity.modules.cloth": "1.0.0",
    31.     "com.unity.modules.director": "1.0.0",
    32.     "com.unity.modules.imageconversion": "1.0.0",
    33.     "com.unity.modules.imgui": "1.0.0",
    34.     "com.unity.modules.jsonserialize": "1.0.0",
    35.     "com.unity.modules.particlesystem": "1.0.0",
    36.     "com.unity.modules.physics": "1.0.0",
    37.     "com.unity.modules.physics2d": "1.0.0",
    38.     "com.unity.modules.screencapture": "1.0.0",
    39.     "com.unity.modules.terrain": "1.0.0",
    40.     "com.unity.modules.terrainphysics": "1.0.0",
    41.     "com.unity.modules.tilemap": "1.0.0",
    42.     "com.unity.modules.ui": "1.0.0",
    43.     "com.unity.modules.uielements": "1.0.0",
    44.     "com.unity.modules.umbra": "1.0.0",
    45.     "com.unity.modules.unityanalytics": "1.0.0",
    46.     "com.unity.modules.unitywebrequest": "1.0.0",
    47.     "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    48.     "com.unity.modules.unitywebrequestaudio": "1.0.0",
    49.     "com.unity.modules.unitywebrequesttexture": "1.0.0",
    50.     "com.unity.modules.unitywebrequestwww": "1.0.0",
    51.     "com.unity.modules.vehicles": "1.0.0",
    52.     "com.unity.modules.video": "1.0.0",
    53.     "com.unity.modules.vr": "1.0.0",
    54.     "com.unity.modules.wind": "1.0.0",
    55.     "com.unity.modules.xr": "1.0.0"
    56.   }
    57. }
    58.  


    Following Hybrid Renderer V1 version are running fine.


    Unity 2019.4.17 LTS, Hybrid Renderer V1
    (package updates like r618 did)
    Code (CSharp):
    1. {
    2.   "dependencies": {
    3.     "com.autodesk.fbx": "2.0.0-preview.6",
    4.     "com.unity.2d.sprite": "1.0.0",
    5.     "com.unity.2d.tilemap": "1.0.0",
    6.     "com.unity.audio.dspgraph": "0.1.0-preview.11",
    7.     "com.unity.audio.megacityprototype": "0.0.1-preview.13",
    8.     "com.unity.burst": "1.4.3",
    9.     "com.unity.cinemachine": "2.7.1",
    10.     "com.unity.entities": "0.0.12-preview.33",
    11.     "com.unity.ext.nunit": "1.0.5",
    12.     "com.unity.ide.vscode": "1.2.3",
    13.     "com.unity.jobs": "0.0.7-preview.9",
    14.     "com.unity.mathematics": "1.2.1",
    15.     "com.unity.render-pipelines.core": "7.3.1",
    16.     "com.unity.render-pipelines.high-definition": "7.5.2",
    17.     "com.unity.rendering.hybrid": "0.2.0-preview.18",
    18.     "com.unity.shadergraph": "7.3.1",
    19.     "com.unity.test-framework": "1.1.19",
    20.     "com.unity.timeline": "1.2.6",
    21.     "com.unity.ugui": "1.0.0",
    22.     "com.unity.xr.legacyinputhelpers": "2.1.6",
    23.     "com.unity.modules.ai": "1.0.0",
    24.     "com.unity.modules.androidjni": "1.0.0",
    25.     "com.unity.modules.animation": "1.0.0",
    26.     "com.unity.modules.assetbundle": "1.0.0",
    27.     "com.unity.modules.audio": "1.0.0",
    28.     "com.unity.modules.cloth": "1.0.0",
    29.     "com.unity.modules.director": "1.0.0",
    30.     "com.unity.modules.imageconversion": "1.0.0",
    31.     "com.unity.modules.imgui": "1.0.0",
    32.     "com.unity.modules.jsonserialize": "1.0.0",
    33.     "com.unity.modules.particlesystem": "1.0.0",
    34.     "com.unity.modules.physics": "1.0.0",
    35.     "com.unity.modules.physics2d": "1.0.0",
    36.     "com.unity.modules.screencapture": "1.0.0",
    37.     "com.unity.modules.terrain": "1.0.0",
    38.     "com.unity.modules.terrainphysics": "1.0.0",
    39.     "com.unity.modules.tilemap": "1.0.0",
    40.     "com.unity.modules.ui": "1.0.0",
    41.     "com.unity.modules.uielements": "1.0.0",
    42.     "com.unity.modules.umbra": "1.0.0",
    43.     "com.unity.modules.unityanalytics": "1.0.0",
    44.     "com.unity.modules.unitywebrequest": "1.0.0",
    45.     "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    46.     "com.unity.modules.unitywebrequestaudio": "1.0.0",
    47.     "com.unity.modules.unitywebrequesttexture": "1.0.0",
    48.     "com.unity.modules.unitywebrequestwww": "1.0.0",
    49.     "com.unity.modules.vehicles": "1.0.0",
    50.     "com.unity.modules.video": "1.0.0",
    51.     "com.unity.modules.vr": "1.0.0",
    52.     "com.unity.modules.wind": "1.0.0",
    53.     "com.unity.modules.xr": "1.0.0"
    54.   }
    55. }
    56.  

    Unity 2020.1.17, Hybrid Renderer V1
    (latest available preview packages, 10/01/2021)
    Code (CSharp):
    1. {
    2.   "dependencies": {
    3.     "com.autodesk.fbx": "2.0.0-preview.6",
    4.     "com.unity.2d.sprite": "1.0.0",
    5.     "com.unity.2d.tilemap": "1.0.0",
    6.     "com.unity.audio.dspgraph": "0.1.0-preview.16",
    7.     "com.unity.burst": "1.4.4-preview.2",
    8.     "com.unity.cinemachine": "2.7.1",
    9.     "com.unity.entities": "0.16.0-preview.21",
    10.     "com.unity.ext.nunit": "1.0.6",
    11.     "com.unity.ide.visualstudio": "2.0.5",
    12.     "com.unity.ide.vscode": "1.2.3",
    13.     "com.unity.jobs": "0.0.7-preview.9",
    14.     "com.unity.mathematics": "1.2.1",
    15.     "com.unity.platforms.windows": "file:C:\\Unity\\Github\\com.unity.platforms.windows",
    16.     "com.unity.render-pipelines.core": "8.3.1",
    17.     "com.unity.render-pipelines.high-definition": "8.3.1",
    18.     "com.unity.rendering.hybrid": "0.10.0-preview.21",
    19.     "com.unity.scriptablebuildpipeline": "1.14.1",
    20.     "com.unity.shadergraph": "8.3.1",
    21.     "com.unity.test-framework": "1.1.20",
    22.     "com.unity.timeline": "1.4.5",
    23.     "com.unity.ugui": "1.0.0",
    24.     "com.unity.xr.legacyinputhelpers": "2.1.7",
    25.     "com.unity.modules.ai": "1.0.0",
    26.     "com.unity.modules.androidjni": "1.0.0",
    27.     "com.unity.modules.animation": "1.0.0",
    28.     "com.unity.modules.assetbundle": "1.0.0",
    29.     "com.unity.modules.audio": "1.0.0",
    30.     "com.unity.modules.cloth": "1.0.0",
    31.     "com.unity.modules.director": "1.0.0",
    32.     "com.unity.modules.imageconversion": "1.0.0",
    33.     "com.unity.modules.imgui": "1.0.0",
    34.     "com.unity.modules.jsonserialize": "1.0.0",
    35.     "com.unity.modules.particlesystem": "1.0.0",
    36.     "com.unity.modules.physics": "1.0.0",
    37.     "com.unity.modules.physics2d": "1.0.0",
    38.     "com.unity.modules.screencapture": "1.0.0",
    39.     "com.unity.modules.terrain": "1.0.0",
    40.     "com.unity.modules.terrainphysics": "1.0.0",
    41.     "com.unity.modules.tilemap": "1.0.0",
    42.     "com.unity.modules.ui": "1.0.0",
    43.     "com.unity.modules.uielements": "1.0.0",
    44.     "com.unity.modules.umbra": "1.0.0",
    45.     "com.unity.modules.unityanalytics": "1.0.0",
    46.     "com.unity.modules.unitywebrequest": "1.0.0",
    47.     "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    48.     "com.unity.modules.unitywebrequestaudio": "1.0.0",
    49.     "com.unity.modules.unitywebrequesttexture": "1.0.0",
    50.     "com.unity.modules.unitywebrequestwww": "1.0.0",
    51.     "com.unity.modules.vehicles": "1.0.0",
    52.     "com.unity.modules.video": "1.0.0",
    53.     "com.unity.modules.vr": "1.0.0",
    54.     "com.unity.modules.wind": "1.0.0",
    55.     "com.unity.modules.xr": "1.0.0"
    56.   }
    57. }
    58.  
     
    Last edited: Jan 12, 2021
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