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LWRP VFX graph support

Discussion in 'Graphics Experimental Previews' started by Bonkahe, Dec 15, 2018.

  1. Bonkahe

    Bonkahe

    Joined:
    Jul 11, 2013
    Posts:
    14
    I googled around, and looked all over this forum, and I can't seem to find any definitive answer, currently I'm developing a vr project which prefers atmosphere over raw detail, as such I would like to use extensively the vfx graph, but not having it in lwrp is a bit of a damper, is there currently any eta on lwrp support?
     
  2. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    934
    Hi,
    VFX graph currently is fully compute shader based. We plan to add support for LW with compute shader short term (so it mean several platform will not work even if you use LW), long term VFX graph will be supported by LW with a CPU fallback but timeframe is not define (here we talk about a year).
     
  3. Astarorr

    Astarorr

    Joined:
    Jan 17, 2013
    Posts:
    41
    So, GLES3.1+ and Vulkan (on Android) will be supported?
    Any chance of getting this functionality in 19.1?
     
  4. Bonkahe

    Bonkahe

    Joined:
    Jul 11, 2013
    Posts:
    14
    To reiterate what Astarorr said, by several platforms, could you by any chance be specific? or is it still to far out at this time?
     
  5. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    934
    Hi,

    I mean that we will support all the platform that Lightweight RP support that are able to run compute shader.
    We aim to add initial support with computer shader for LW for 2019.1. Visual Effect Graph still experimental so expect that some platform or thing may not work.
     
    optimise and phil_lira like this.
  6. MadeFromPolygons

    MadeFromPolygons

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    Oct 5, 2013
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    3,980
    Has this been added into 2019.1 yet?
     
    mansoor090 likes this.
  7. JulienF_Unity

    JulienF_Unity

    Unity Technologies

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    Dec 17, 2015
    Posts:
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    Yes partial support for LWRP (Unlit outputs on compute capable devices) is available from 5.8 package
     
  8. MadeFromPolygons

    MadeFromPolygons

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    Oct 5, 2013
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    Awesome, already have it up and running using 5.10.0. Great as now I can take advantage of VFX graph in oculus Go using OpenGL ES 3.1! Which ofcourse opens the door to so many possibilities :D
     
  9. pablomercado

    pablomercado

    Joined:
    Aug 24, 2018
    Posts:
    4
    I just created a LWRP project from Unity Hub, and added the VFX graph from the package manager. I still not able to see anything in the scene view. Is there any other setting you changed to make it work with 5.10.0? My Build settings are on windows now, but my plan is to work with Magic Leap.
     
  10. MadeFromPolygons

    MadeFromPolygons

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    I am unsure as to why you wouldnt see anything in the scene view, hopefully someone else here can help?

    I always try a fresh reimport when I add in SRP packages, maybe try that?
     
    pablomercado likes this.
  11. pablomercado

    pablomercado

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    Aug 24, 2018
    Posts:
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    Now I got it working with a fresh LWRP project and using 5.10.0. Just one thing I did additional was to change this path(see image), before that I was not able to see anything. And also something weird is that I getting very unsaturated colors, but that I'm not sure if is related to the fact I'm on LWRP.

    Capture.PNG Capture2.PNG
     
  12. pablomercado

    pablomercado

    Joined:
    Aug 24, 2018
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    This tutorial might be useful in this case.
     
    John1515 likes this.
  13. AlterHaudegen

    AlterHaudegen

    Joined:
    Jul 8, 2013
    Posts:
    28
    Anybody gotten VFX to run on iOS? LWRP + VFX working on Mac thanks to latest betas and you guys' tips, but Xcode is saying:

    Metal: Error creating pipeline state (Hidden/VFX/System 1/Quad Output): Compiler encountered an internal error

    (null)2019-04-12 16:27:22.374894+0200 appname [87155:7932561] [BoringSSL] nw_protocol_boringssl_get_output_frames(1301) [C1.1:2][0x11df4cd20] get output frames failed, state 8196
     
  14. andybak

    andybak

    Joined:
    Jan 14, 2017
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    569
    Awesome. That's the part I've been missing.

    Annoyingly - I now remember doing this on a while back and then forgetting it

    Thanks loads for the reminder.
     
  15. Deleted User

    Deleted User

    Guest

    Thanks for all the useful info and links folks!

    Would the Visual Effect Graph have a chance of working with LWRP in 2018.3, or you have to be on 2019.1? Also I'm curious if I'm not using neither HDRP nor LWRP but something custom, what would my custom system need to provide to be able to run Visual Effect Graph?

    Thanks!
     
    ptsyncro likes this.
  16. neurograph

    neurograph

    Joined:
    Jun 8, 2010
    Posts:
    24
    Hi I'm seeing a strange Behaviour:
    I have a scene with the basic VFX swarming particles.
    The scene is working perfectly on an iPad with iOS12.1. The exact same scene in tha App, built from the same Unity and XCode project does NOT showing ANY particles on an iPad Pro with 12.3 installed...

    XCode fires this debug message when the particles should be shown:

    2019-07-12 15:35:26.592595+0200 scenaVfx[787:167140] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
    2019-07-12 15:35:26.612826+0200 scenaVfx[787:167140] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
    2019-07-12 15:35:26.630017+0200 scenaVfx[787:167140] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
    2019-07-12 15:35:26.630041+0200 scenaVfx[787:167140] MTLCompiler: Compilation failed with XPC_ERROR_CONNECTION_INTERRUPTED on 3 try
    Metal: Error creating pipeline state (Hidden/VFX/System 1/Quad Output): Compiler encountered an internal error


    I'm using:
    Unity2019.1.1f1
    LWRP 5.13
    VFX 5.13

    EDIT: The same happens with
    Unity 2019.2.0B7
    LWRP 6.7.1
    VFX 6.7.1


    Thank you!
    G.
     
    Last edited: Jul 12, 2019
    Blarp likes this.
  17. neurograph

    neurograph

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    Jun 8, 2010
    Posts:
    24
    Yes I'm getting the same error! How did you manage to make LWRP and VFXGraph work on iOS ?
    Thank you!
    G.
     
  18. neurograph

    neurograph

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    Jun 8, 2010
    Posts:
    24
    Made further tests.. the issue is limited to latest iPad pros
    (the ones my client is using:().. so BAD!
    the same scene works on iphone7 but not on iPad pro...
     
    Last edited: Jul 15, 2019
  19. weiping-toh

    weiping-toh

    Joined:
    Sep 8, 2015
    Posts:
    192
    I finally got it working....
    After days of testing and isolating the offending shader code, I found the core of the problem.
    The metal compilers on iPhoneX/iPad/iPhone6 are throwing errors on evaluation of curves.
    So replacing the sampling curves with gradient sampling. The errors went away.
     
    Alverik likes this.