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Unity Lightweight Render Pipeline is Evolving!

Discussion in 'Universal Render Pipeline' started by Tim-C, Jul 9, 2019.

  1. larsbertram1

    larsbertram1

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    you have to write your own shader using VFACE.
     
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  2. nasos_333

    nasos_333

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    Thanks, so the included Lit will not directly work for Both option

    I will give it a shot, not sure how to go about it though, i hope they put up some tutorials on this
     
  3. nasos_333

    nasos_333

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    does not seem to find the VFACE in LWRP

    I add float facing : VFACE; in my varying struct and get

    invalid vs_4_0 output semantic 'VFACE' error

    Also tried uint facing :SV_IsFrontFace; and still same
     
  4. larsbertram1

    larsbertram1

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    VFACE is not an output of the vertex shader...
    this is how you have to declare the fragment function:
    half4 LitPassFragment(VertexOutput input, half facing : VFACE) : SV_Target
    that is all you have to do. then you can access it using facing.
     
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  5. nasos_333

    nasos_333

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    That worked !!!

    Thank you so much :)
     
    Last edited: Oct 13, 2019
  6. larsbertram1

    larsbertram1

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    you are welcome.
     
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  7. larsbertram1

    larsbertram1

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    omg – lwrp and urp are totally broken on older macs?
    i am using macOS El Capitan (Metal 56,6 and OpenGL 12.1.0) and additional lights (spot lights) just go crazy: They randomly vanish and shadows render or do not render at all.
    Is that is what universal means?
     
  8. elbows

    elbows

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    Which model of mac is it?

    My old macs are dead, so I cannot add knowledge to this situation. I do remember that metal with unity on macos improved a lot via major macos version updates for some years, and had quite a few bugs or issues in earlier versions. But at the time my focus was on compute shaders, which are not relevant to LWRP/URP, so this might not matter.

    Do you get exactly the same problem regardless of which graphics API you have selected?

    Have you tried the same thing on a completely different machine, so know this behaviour is something to do with that mac, or could it be a broader URP issue?

    Sorry for the questions, just trying to get a fuller picture.
     
  9. larsbertram1

    larsbertram1

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    mac book pro from mid 2014
    yeah, both metal and open gl core errors compared to win 10 and dx11.
     
    elbows likes this.
  10. Bartek_Gudowski_Friend_Factory

    Bartek_Gudowski_Friend_Factory

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  11. yigitkahramn

    yigitkahramn

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    If it wasn't for my 1-2 years of experience in Unity and C# and scariness of C++ and learning a new engine, I'll be there by now. I'll stick to Unity until my current project is finished, then I am gone.
     
  12. buFFalo94

    buFFalo94

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    Any ETA for shadowmask support?
     
  13. liiir1985

    liiir1985

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    Unite copenhagen says it's aimed for 2020.1
     
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  14. GameDevCouple_I

    GameDevCouple_I

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    I was pretty shocked to learn that URP even though it says "it comes with post processing" does not actually support custom effects at all.

    How long until we can write custom effects for URP post processing? What exactly is the point of post processing in URP if you cannot write custom effects and are limited by a very very small amount of them?
     
  15. atomicjoe

    atomicjoe

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    You're in for a lot of surprises with URP! ;)
     
    GameDevCouple_I likes this.
  16. GameDevCouple_I

    GameDevCouple_I

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    I believe I will be swapping to HDRP, I just need to find out if my URP shadergraphs will need a lot of work to get them working in HDRP and then I am swapping based on this
     
  17. neoshaman

    neoshaman

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    Renderpasses is kind of the way to do lite custom effect it seems.

    After all you can do thing like see through frosty glasses.