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Official Lightweight Render Pipeline is Evolving!

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

  1. xCyborg

    xCyborg

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    632
    Will the URP support projectors and decals and cookies?
     
  2. xCyborg

    xCyborg

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    Also surface shaders.
     
  3. xCyborg

    xCyborg

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    And especially Volumetrics support!

    Those are my big five that I don't know if they're coming or not.
    Can any developer share any available plans for those?
     
    PutridEx and Lars-Steenhoff like this.
  4. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
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    6,893
    it does not right now. and i doubt that projectors will come.
    but you get decals using third party solutions (like Lux LWRP Essentials).
    And if you know which objects are effected by the projector you could mimic it using scriptable render passes.

    you can vote for cookies here:
    http://bit.ly/UniversalProductBoard
     
  5. konsic

    konsic

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    Oct 19, 2015
    Posts:
    995
  6. transat

    transat

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  7. MadeFromPolygons

    MadeFromPolygons

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    Great. At what point will URP be production ready? It was meant to be, but it isnt. What date is the new date for actual production readiness?
     
    rrkpp and JesOb like this.
  8. atomicjoe

    atomicjoe

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    When the marketing department says so.
     
    soleron and MadeFromPolygons like this.
  9. MadeFromPolygons

    MadeFromPolygons

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    So sad but so true.

    Developer: This feature is coming along nicely but its not ready yet for another 6 months.

    Marketing team: Whats that? I heard the word "ready" in that sentence so I am going to go ahead and make a blog post saying its production ready mmkay?

    Developer: What?! No thats not what I....

    Marketing team: Posted.
     
  10. neoshaman

    neoshaman

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    6,492
    BTW this more or less what I expected shadergraph to be like

    Notice the drop down that allow to select vertex, light and fragment
     
    florianhanke likes this.
  11. soleron

    soleron

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    Apr 21, 2013
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    Well in many ways it is, but, I suppose you mean better organized artist/designer friendly approach instead of the very granular programmer logic approach where you need to plug a gazillion of nodes to do the same as if you were typing shader instructions?

    That used to be Unity's focus and specialty. Sadly these days... not anymore.

    It happens when you let programmers become overlords and take control of design decisions based on... "logical and well structured arguments" :p
     
  12. neoshaman

    neoshaman

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    I'm on both side of the fence, the godot one is actually closer to the logic, you still has access to vertex and fragments separately, but also has lighting as an abstraction.

    I get that unity think that performance problems is due to lighting, it scale in complexity by light type and number of light.

    But they went overboard and simply cut access and made it very difficult to manipulate or even access it. In hdrp where light complexity is high, it's outright denied. This greatly limit artistic freedom, and thus expressiveness.

    Worse, looking at their code, their implementations are optimized but not optimal. That is it probably has average performance going down scale to many device, but for each device, you can't really do specific stuff that would increase performance.

    They made everything more complex if you move away from the prescribe prescribed aesthetic their lighting impose on you.

    Way more than the old pipeline.
     
    atomicjoe likes this.
  13. florianalexandru05

    florianalexandru05

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    Meanwhile, Cryengine runs at 120fps at ultra settings!
     
  14. neoshaman

    neoshaman

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    That's not the same set of problems idgi
     
    florianalexandru05 likes this.
  15. unityuserunity85496

    unityuserunity85496

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    don't worry, the'll make a new engine in 2020
     
    atomicjoe likes this.
  16. Mister-D

    Mister-D

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    Dec 6, 2011
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    (this may be asked before but) i would like to see realtime point lights shadows in URP. other than that im pretty happy with the rendering results.
     
    soleron and Lars-Steenhoff like this.
  17. Mauri

    Mauri

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    Dec 9, 2010
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    It's "In research", so support for it may come sometime in the future?!
     
    Mister-D likes this.
  18. Iman_col

    Iman_col

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    Mar 24, 2018
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    LWRP has become something very special by improving the quality of games on mobile devices, but it lacks many materials for objects and NPCs and therefore the wide variety of textures, such as Opacity and Speculation. SRP has materials implemented as well as Standard ?.
     
  19. Iman_col

    Iman_col

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    Mar 24, 2018
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    I notice that the shading does not move evenly. The same happens to me with my character, the face creates shadows as if there was a foliage or fog
     
    LaireonGames likes this.
  20. selvendranks

    selvendranks

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    Apr 8, 2021
    Posts:
    3
    Speed tree materials are not upgradable to lwrp . It's pink in colour
     
    soleron likes this.
  21. sacb0y

    sacb0y

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    May 9, 2016
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    857
    Yeah it sucks but try lux materials, they have speed tree support on urp.

    Else mtree i think.
     
    soleron likes this.