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Question Migrating a project from 2019.2.3f1

Discussion in '2019.3 Beta' started by georgeq, Sep 10, 2019.

  1. georgeq

    georgeq

    Joined:
    Mar 5, 2014
    Posts:
    662
    I'm trying to migrate my project from 2019.2.3f1... everything works fine, except for the post processing effects.

    I'm getting the following error, and I think that's the source of the problem:

    GUID [9802e36ef1c38064d9bcd7bf2e01cccb] for asset 'Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Deprecated.hlsl.meta' conflicts with:
    'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl.meta'
    We can't assign a new GUID because the asset is in an immutable folder. The asset will be ignored.

    In this blog post, there's the following text: [..and the Universal Render Pipeline (known as “Lightweight Render Pipeline” before 2019.3)] which apparently means the Universal RP deprecates the Lightweight RP... since both appear on the Package Manager, I thought I could safely remove the Lightweight RP but that doesn't seem to be the case. The error above mentioned indeed disappears after removing the LWRP and the post-processing effect works again, however all my prefabs became pink after that, besides all the my shaders are ShaderGraph shaders, and if I try to edit any of them, the editor shows a warning saying the master node is not supported on that render pipe line.
     
  2. recursive

    recursive

    Joined:
    Jul 12, 2012
    Posts:
    669
    This worked for me when I had issues:
    1. Re-enable LWRP from the package manager.
    2. Update everything to 7.0.1+ (if it's been bumped since I last checked). (LWRP, ShaderGraph, SRP Core if you manually reference it).
    3. Manually Install URP from the package manager (LWRP 7.0.1 is just a shell that redirects and upgrades things to URP)
    4. You can then remove safely remove LWRP.
    5. If there's still some weirdness, close unity, delete the Library folder, reopen unity.
     
  3. georgeq

    georgeq

    Joined:
    Mar 5, 2014
    Posts:
    662
    Thank you.

    Your post made me realize I just need to install the Universal RP... I assumed that when you removed the LWRP, the package manager only removed the LWRP package, but it also removes the Universal RP... why? I don't know, but that's not what you would expect.

    Additionally I had to open and then save all my shaders.

    Now I don't get any errors.... but the Post-Processing effect are still not working.... Any Ideas?

    .
     
    Alienmadness likes this.
  4. recursive

    recursive

    Joined:
    Jul 12, 2012
    Posts:
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    There's a new Post-processing stack for URP apparently, the old PP v2 stuff is no longer compatible.

    I think more docs are forthcoming (the URP docs are just copies of the LWRP ones at this point, and still reference PPv2), but it sounds like it's now capable of some of the features that were introduced with HDRP, specifically it's tied to volumes now. Right now the volume documentation is in HDRP docs.

    Custom PP will come down the pipe, but on the forums and discord the devs suggest seeing if the new custom renderers feature can do what you want.

    Custom renderer examples: https://github.com/Unity-Technologies/LWRP-CustomRendererExamples

    I'm assuming their goal is to have the primary issues and documentation worked out by Unite, and that's why the shift to URP is more dramatic and lacking in docs.
     
  5. Grimreaper358

    Grimreaper358

    Joined:
    Apr 8, 2013
    Posts:
    789
    The Universal RP uses its own Post-Processing integrated into the Volume System like HDRP.
    So just add a volume and create a volume profile and add your effects back.
    GameObject -> Volume -> Golbal Volume or Right click in Heirarachy - Volume -> Golbal Volume

    Select New and then add your effects
    upload_2019-9-10_0-14-51.png

    Currently, the Post Effects only show in the Game View so Scene View won't display any effects.

    Also, there is an upgrade guide to getting your project working with the Universal RP. Not really any big changes except for post-processing though. The upgrade should be pretty seamless though.
     
  6. recursive

    recursive

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    Jul 12, 2012
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    669
  7. TLRMatthew

    TLRMatthew

    Joined:
    Apr 10, 2019
    Posts:
    65
    Thanks for mentioning opening + saving all your shaders, this was the trick to get mine working as well!
     
  8. phil_lira

    phil_lira

    Unity Technologies

    Joined:
    Dec 17, 2014
    Posts:
    584
    I'm sorry to know you are having issues with upgrading. We've fixed almost all of them now. There's still only one issue that causes it to not upgrade properly if you have a third-party package depending on LWRP. The fix should be available with Unity soon.
     
  9. phil_lira

    phil_lira

    Unity Technologies

    Joined:
    Dec 17, 2014
    Posts:
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    Were these ShaderGraph shaders?
     
  10. georgeq

    georgeq

    Joined:
    Mar 5, 2014
    Posts:
    662

    Yes, if you have shadergraph shaders, they render everything pink unless you open + save them.
     
  11. georgeq

    georgeq

    Joined:
    Mar 5, 2014
    Posts:
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    Thank you, but I'm afraid this doesn't work for me... I added the global volume as you recommend, but still I can't see any post-process effects yet.

    Thank you I read it through, but I couldn't find there something helpful, everything mentioned there I've already done.
     
  12. georgeq

    georgeq

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    Mar 5, 2014
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    662
    So maybe is not a good idea to migrate until all Unite events are over.
     
  13. Grimreaper358

    Grimreaper358

    Joined:
    Apr 8, 2013
    Posts:
    789
    Ah yes, the last step is to enable Post-Processing on the Camera. Forgot to mention this one. After enabling you will also see Anti-aliasing shows up as well
    upload_2019-9-10_10-27-17.png
     
  14. georgeq

    georgeq

    Joined:
    Mar 5, 2014
    Posts:
    662

    Thank you again, but enabling Render Post-Processing triggers the following error:

    Assertion failed on expression: '0 == m_CurrentBuiltInBindMask'
    0x00007FF7BDE9E85C (Unity) StackWalker::GetCurrentCallstack
    0x00007FF7BDEA1CC1 (Unity) StackWalker::ShowCallstack
    0x00007FF7BC62E935 (Unity) GetStacktrace
    0x00007FF7BEB27AD0 (Unity) DebugStringToFile
    0x00007FF7BEB27812 (Unity) AssertImplementation
    0x00007FF7BD75EFD8 (Unity) ScriptableBatchRenderer::RenderMultipleMeshes
    0x00007FF7BD75ABA5 (Unity) ScriptableBatchRenderer::Flush
    0x00007FF7BD776409 (Unity) ScriptableRenderLoopDrawSRPBatcher
    0x00007FF7BD776758 (Unity) ScriptableRenderLoopJob
    0x00007FF7BC4F7A23 (Unity) GfxDevice::ExecuteAsync
    0x00007FF7BD77509D (Unity) ScheduleRenderJobs
    0x00007FF7BD770907 (Unity) ExecuteDrawRenderersCommand
    0x00007FF7BD757966 (Unity) ScriptableRenderContext::ExecuteScriptableRenderLoop
    0x00007FF7BDFA6A29 (Unity) ScriptableRenderContext_CUSTOM_Submit_Internal_Injected
    0x0000015990A72C6E (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Rendering.ScriptableRenderContext:Submit_Internal_Injected (UnityEngine.Rendering.ScriptableRenderContext&)
    0x0000015990A72B23 (Mono JIT Code) UnityEngine.Rendering.ScriptableRenderContext:Submit_Internal ()
    0x0000015990A72A13 (Mono JIT Code) UnityEngine.Rendering.ScriptableRenderContext:Submit ()
    0x0000015990A085AB (Mono JIT Code) [UniversalRenderPipeline.cs:210] UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera)
    0x0000015990A01A4B (Mono JIT Code) [UniversalRenderPipeline.cs:148] UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])
    0x0000015990A01459 (Mono JIT Code) UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])
    0x00000159909EBEF3 (Mono JIT Code) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,UnityEngine.Camera[],intptr,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
    0x00000159909EC1F4 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_object_intptr_AtomicSafetyHandle (object,intptr,intptr,intptr)
    0x00007FFB50B9C8B0 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
    0x00007FFB50B21DA2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
    0x00007FFB50B2AD9F (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
    0x00007FF7BDE24EBE (Unity) scripting_method_invoke
    0x00007FF7BDE1ECBD (Unity) ScriptingInvocation::Invoke
    0x00007FF7BD7594FC (Unity) ScriptableRenderContext::ExtractAndExecuteRenderPipelineNoCleanup
    0x00007FF7BD7591D5 (Unity) ScriptableRenderContext::ExtractAndExecuteRenderPipeline
    0x00007FF7BD0CB8C3 (Unity) RenderManager::RenderCamerasWithScriptableRenderLoop
    0x00007FF7BD0CB22E (Unity) RenderManager::RenderCameras
    0x00007FF7BBB3822B (Unity) RepaintController::RenderPlayModeViewCameras
    0x00007FF7BC33936E (Unity) EditorGUIUtility::RenderPlayModeViewCamerasInternal
    0x00007FF7BCC3CDF2 (Unity) EditorGUIUtility_CUSTOM_RenderPlayModeViewCamerasInternal_Injected
    0x00000159909EB117 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.EditorGUIUtility:RenderPlayModeViewCamerasInternal_Injected (UnityEngine.RenderTexture,int,UnityEngine.Vector2&,bool,bool)
    0x00000159909EAFA3 (Mono JIT Code) UnityEditor.EditorGUIUtility:RenderPlayModeViewCamerasInternal (UnityEngine.RenderTexture,int,UnityEngine.Vector2,bool,bool)
    0x00000159909E818B (Mono JIT Code) UnityEditor.PlayModeView:RenderView (UnityEngine.Vector2,bool)
    0x00000158A99D636B (Mono JIT Code) UnityEditor.GameView:OnGUI ()
    0x00000158B8C23540 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    0x00007FFB50B9C8B0 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
    0x00007FFB50B21DA2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
    0x00007FFB50B2AF72 (mono-2.0-bdwgc) [object.c:3073] mono_runtime_invoke_checked
    0x00007FFB50B2B709 (mono-2.0-bdwgc) [object.c:5264] mono_runtime_try_invoke_array
    0x00007FFB50B2AF06 (mono-2.0-bdwgc) [object.c:5142] mono_runtime_invoke_array_checked
    0x00007FFB50ACFF34 (mono-2.0-bdwgc) [icall.c:3358] ves_icall_InternalInvoke
    0x00000158A388B5A6 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&)
    0x00000158A3889FAB (Mono JIT Code) System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
    0x00000158A3889C6F (Mono JIT Code) System.Reflection.MethodBase:Invoke (object,object[])
    0x00000158A3B810AB (Mono JIT Code) UnityEditor.HostView:Invoke (string,object)
    0x00000158A3B80F1B (Mono JIT Code) UnityEditor.HostView:Invoke (string)
    0x00000158A99CF69B (Mono JIT Code) UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect,UnityEngine.Rect)
    0x00000158A99CEE53 (Mono JIT Code) UnityEditor.DockArea:DrawView (UnityEngine.Rect,UnityEngine.Rect)
    0x00000158A99B9693 (Mono JIT Code) UnityEditor.DockArea:OldOnGUI ()
    0x00000158A997170C (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,bool)
    0x00000158A996DABB (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool)
    0x0000015990965FA3 (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint ()
    0x0000015990961236 (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,bool,single,System.Exception&)
    0x000001599095C563 (Mono JIT Code) UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Rect,UnityEngine.Matrix4x4,UnityEngine.Texture,UnityEngine.Texture,single,System.Exception&)
    0x0000015990955473 (Mono JIT Code) UnityEngine.UIElements.UIR.UIRenderDevice:DrawChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Rect,UnityEngine.Matrix4x4,UnityEngine.Texture,UnityEngine.Texture,single,System.Exception&)
    0x000001599092469B (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChain:Render (UnityEngine.Rect,UnityEngine.Matrix4x4)
    0x00000159909210FB (Mono JIT Code) UnityEngine.UIElements.UIRRepaintUpdater:DrawChain (UnityEngine.Rect,UnityEngine.Matrix4x4)
    0x00000159909202CE (Mono JIT Code) UnityEngine.UIElements.UIRRepaintUpdater:Update ()
    0x000001599091CFE5 (Mono JIT Code) UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTree ()
    0x000001599091C66B (Mono JIT Code) UnityEngine.UIElements.Panel:Repaint (UnityEngine.Event)
    0x00000158A99302B1 (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    0x00000158A992F40B (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:processEvent (int,intptr)
    0x00000158A992ED03 (Mono JIT Code) UnityEngine.GUIUtility:processEvent (int,intptr)
    0x00000158A992EF83 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_bool_int_intptr (object,intptr,intptr,intptr)
    0x00007FFB50B9C8B0 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
    0x00007FFB50B21DA2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
    0x00007FFB50B2AD9F (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
    0x00007FF7BDE24EBE (Unity) scripting_method_invoke
    0x00007FF7BDE1ECBD (Unity) ScriptingInvocation::Invoke
    0x00007FF7BDE18CBA (Unity) ScriptingInvocation::Invoke<bool>
    0x00007FF7BB2AE655 (Unity) Scripting::UnityEngine::GUIUtilityProxy::processEvent
    0x00007FF7BBC57CAC (Unity) GUIView::processRetainedMode
    0x00007FF7BC656126 (Unity) GUIView::OnInputEvent
    0x00007FF7BBC57BBC (Unity) GUIView::processInputEvent
    0x00007FF7BC64D24D (Unity) GUIView::DoPaint
    0x00007FF7BC658A3D (Unity) GUIView::RepaintAll
    0x00007FF7BBD2DA52 (Unity) PlayerLoopController::UpdateScene
    0x00007FF7BBD2B528 (Unity) Application::TickTimer
    0x00007FF7BC6550F0 (Unity) MainMessageLoop
    0x00007FF7BC65EDFA (Unity) WinMain
    0x00007FF7BF5C80C2 (Unity) __scrt_common_main_seh
    0x00007FFBB2F87BD4 (KERNEL32) BaseThreadInitThunk
    0x00007FFBB40ECE71 (ntdll) RtlUserThreadStart
     
  15. TLRMatthew

    TLRMatthew

    Joined:
    Apr 10, 2019
    Posts:
    65
    Yep mine were ShaderGraph shaders too. They didn't reserialize automatically, but opening and saving them triggered a bunch of serialization changes to show up in source control, and then for them to start working correctly instead of rendering as pink.