Search Unity

  1. Unity 2020.1 has been released.
    Dismiss Notice
  2. We are looking for feedback on the experimental Unity Safe Mode which is aiming to help you resolve compilation errors faster during project startup.
    Dismiss Notice
  3. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

LWRP Boat Racing Demo from GDC

Discussion in 'Graphics Experimental Previews' started by Rowlan, Apr 17, 2018.

  1. creat327

    creat327

    Joined:
    Mar 19, 2009
    Posts:
    1,221
    ok so finally loaded without errors, but the water looks very different from the demo (very white).
    Also, I tried for android but it is set for opengl 3.1. Is there a way to lower the requirements for opengl 3 at least? (and it would be gold if possible for opengl 2.0 since 22% of devices still run on that)
     
  2. cym_hellfire

    cym_hellfire

    Joined:
    Aug 18, 2017
    Posts:
    11
    Hi, Andre. Thank you for your great work. But it seems not work properly on my PC. I open this project with Unity 2019.1.1f1 and load the Island scene. The water appearance is quite different from the demo video. Here is a sceenshot:
    upload_2019-5-10_20-2-43.png

    More foam is generated in the scene. Any idea about this issue? Thank you.

    Edited: The issue is fixed by restart the Editor.
     
    Last edited: May 11, 2019
  3. jgpuech

    jgpuech

    Joined:
    Jul 4, 2018
    Posts:
    1
    Hi Andre, thank you for your impressive work. I am amazed by the performance showcased in this demo, reflections even on my low spec laptop is a premiere. Waveracer reminiscences are a sweet bonus too !

    I try to play with the WaterCaustics shadergraph to tame or disable the effect. My boat is often covered with caustics even if not submerged.
    WaterLevel and BlendDistance properties looked promising but I don't see any effect nor find the place where these defaults are overwriten...

    If someone could help, I promise to improve my frenglish :)
    Thanks you
     
  4. am_salperton

    am_salperton

    Joined:
    Mar 6, 2017
    Posts:
    9
    This is beautiful, but I can't get it to work in VR. Anyone knows how to return to simpler times, when VR in Unity was simply two cameras and not this multipass/singlepass mumbo jumbo? Both LWRP and HDRP fail in VR after months of work...
     
  5. oshriez

    oshriez

    Joined:
    Mar 28, 2014
    Posts:
    5
    Hi. I've tried building for Quest. managed to get it all except the water .....I dont see the water at all... tried different settings but dont know why... all the rest is running in good speeds ... any pointers? Tnx
     
    ROBYER1 likes this.
  6. oshriez

    oshriez

    Joined:
    Mar 28, 2014
    Posts:
    5
    Unity 2019.1.7...
     
  7. naderlabbad309

    naderlabbad309

    Joined:
    Feb 11, 2018
    Posts:
    31
    hi i use book of death and i want import only water can help plz
     
  8. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    8,476
    Hi Andre, thank you for your help with LWRP issues.

    I check the way to get depth from camera and seems there is a ray casting involved in shader. Is this the only way to get the depth from 2ond camera, or there is some new way in latest version of LWRP ?

    Also if there is no other way, can we use the following code to do the depth texture for an asset store asset (it is under non commercial license, so by default is not permitted)

    https://github.com/Verasl/BoatAttac...asl.water-system/Shaders/InfiniteWater.shader

    Thank you for any insight on the above
     
    ROBYER1 likes this.
  9. Bartek_Gudowski_Friend_Factory

    Bartek_Gudowski_Friend_Factory

    Joined:
    Feb 18, 2019
    Posts:
    54
    Hi!

    I am getting the following error while trying to build latest Boat Attack 2019.3 version to iOS (Iphone X).
    I am using Unity 2019.3.0a11 and Universal RP 7.0.0. Any suggestion how to resolve? Thanks!



    Screenshot 2019-08-10 at 03.10.47.png
     
  10. buFFalo94

    buFFalo94

    Joined:
    Sep 14, 2015
    Posts:
    235
    This demo looks great but it's not optimized at all
    It's runs at like 7-8 FPS without shadow, Bloom and MSAA on Adreno 512 which is not a high end mobile GPU but I was expecting a least 15FPS and the water have some rendering issues with the depth (I think) which make it disappear if you look from some angles but only if you run it with OpenGL, with Vulkan everything look exactly like in the editor
    I did the test with 2019.1 and 2019.2
     
  11. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    870
    I would also like to see the water system running on the Quest!
     
  12. konsic

    konsic

    Joined:
    Oct 19, 2015
    Posts:
    995
  13. creat327

    creat327

    Joined:
    Mar 19, 2009
    Posts:
    1,221
    does it even run on LWRP now? I think it stopped working a while ago.
     
  14. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,422
    it's still run on LWRP/URP
     
  15. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    5,787
    shaders can not perform any raycasting. what do you mean?
     
  16. lolclol

    lolclol

    Joined:
    Jan 24, 2013
    Posts:
    206
    i got the pink shader. i have updated all dependencies via package manager and still no luck. using unity 2019.3.0 f3. What might me the problem? the graphics setting is using lightweight render pipeline.
     

    Attached Files:

  17. OP3NGL

    OP3NGL

    Joined:
    Dec 10, 2013
    Posts:
    257
    i wonder how the water fared in oculus quest....
     
  18. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    870
  19. OP3NGL

    OP3NGL

    Joined:
    Dec 10, 2013
    Posts:
    257
    also it looks to me that planar reflection as well as depth is not supported in quest, because none of this functions i created in shader does not work at all
     
    ROBYER1 likes this.
  20. am_salperton

    am_salperton

    Joined:
    Mar 6, 2017
    Posts:
    9
    It doesn't work on regular desktop VR, let alone a Quest. I guess we have to wait.
     
  21. mephistonight

    mephistonight

    Joined:
    Dec 14, 2016
    Posts:
    75
    I was curious about this so I've done some digging that you might find helpful. I also have an Adreno 530 in my Pixel 1 and like you, I get between 5 - 12 FPS when building to my phone. However, I don't think you're quite right about the reason. Yes, there are a fair few number of batches but this isn't the cause of the tanked FPS.

    When I clone the repo and switch build targets to Android the first thing that stands out is that it's set to prioritise the Vulkan graphics API. The Adreno 530 supports Vulkan but oh boy is it a dogs breakfast of a driver. Like you, if I disable almost everything in the scene, I still only get between 5-10 fps.

    If I remove Vulkan and set it to only use OpenGLES3, I get between 45 to 55 FPS in an untouched repo of the Boat Attack demo. That's with everything in the scene. However, unfortunately, this totally breaks the water, which is a huge shame because for me the two things I wanted to look at in this demo were the water shaders and the jobs-based buoyancy physics.

    I'm afraid I don't know enough about the low level stuff going on in the difference between Vulkan, OpenGLES3 and the Adreno 530 implementation of both to understand why this breaks the water shader so badly but I guess to summarize... this demo CAN run well on mobile out of the box but it won't run well on every device.

    Maybe @Andre_Mcgrail could point in the right direction? What is it about the shader that's breaking on OpenGLES3 do you think?

    I've looked at various bug reports to Unity on the Adreno 530 Vulkan performance and they've all said 'Won't Fix' because it's a GC driver issue and not something Unity can do anything about. It would be really nice to be able to run these water shaders using OpenGLES3. It's actually the first time I've ever seen a major difference between versions in Unity shaders like this.
     
  22. Tomza

    Tomza

    Joined:
    Aug 27, 2013
    Posts:
    591
    How to make the water working in VR (Oculus Go)?
     
    Last edited: Jul 1, 2020
unityunity