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TextMesh Pro Plans For Hdrp Compatibility For Tmp?

Discussion in 'UGUI & TextMesh Pro' started by dgoyette, Apr 12, 2019.

  1. dgoyette

    dgoyette

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    I was just trying out the 2019.1 beta, hoping maybe there was a new TMP package to start integrating with HDRP features, but unfortunately I don't see anything that isn't in 2018.3. Are there plans to improve the functionality of TMP to accommodate the various features that HDRP supports? For example, currently it appears there is no support for the refraction pass. TMP text in front of or behind some refractive glass will either fully hide or show, not exhibit any refraction blur.

    upload_2019-4-12_11-56-49.png
     
  2. sinjinn

    sinjinn

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    Any news on this?
     
  3. Stephan_B

    Stephan_B

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    Support for HDRP should be available within the next 30 to 60 days for Unity 2019.3. Support for editable custom shaders via Shader Graph with added functionality like ability to have multiple outlines, shadows, etc. is also coming but for that we are waiting on features from the shader graph team.
     
  4. alexandre-fiset

    alexandre-fiset

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    Any update on this ? :) Really looking forward to TMP Shader Graph!
     
  5. Stephan_B

    Stephan_B

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    Had a discussions with the Graphics team yesterday. Will provide an update mid / late next week.
     
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  6. alexandre-fiset

    alexandre-fiset

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    Any news? :)
     
  7. Liderangel

    Liderangel

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    What was the outcome of this?
     
  8. Stephan_B

    Stephan_B

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    I just need to find the time to create the custom editor for the new shader graph shaders.

    I will try to provide an update later this week. (for real).
     
  9. Ziboo

    Ziboo

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    Also waiting on HDRP shaders for TextMeshPro. Will that work with VR also ?
     
  10. Ultroman

    Ultroman

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    I also have to stress that I'm sailing in uncharted waters with reprehensible Unity UI Text-elements all over my otherwise very pretty game, waiting patiently to be able to use TMP for my HDRP project. It's so odd, that the default text-component looks so bad. I don't get it. I have to scale them down and make the font size larger to get any sort of quality, but then the text gets weirdly jaggy and Unity's Layout Groups don't understand child-scale properly, so it becomes a huge mess. Somehow, TMP just pwns it in every aspect!
     
  11. Liderangel

    Liderangel

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    For real? :(
     
  12. Stephan_B

    Stephan_B

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    Quick update:
    - The Shader Graph shader(s) are mostly working but still need some tweaking and full testing.
    - The core functionality needed to use custom inspector(s) is now available in the latest ShaderGraph package.
    - HDRP related options like "Surface Options" and keyword management is still not exposed.

    Without a custom material inspector those material inspectors are pretty scary / non intuitive as seen in the image below

    upload_2020-9-1_15-18-28.png
     
  13. dgoyette

    dgoyette

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    The main issue I'm having with TMP in HDRP has been that I can't get it to render "After post-process", like I can with other materials:

    upload_2020-9-1_20-4-49.png

    Having the text of the HUD affected by motion blur is a pretty bad experience. When you say the Surface Options aren't exposed yet, does that leave me some way to set the Rendering Pass?
     
    Ultroman likes this.
  14. Stephan_B

    Stephan_B

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    Do you have a simple scene setup that you could share for testing the above?
     
  15. dgoyette

    dgoyette

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    Sure. I've attached a basic repro project showing the issue, hopefully clearly. Made in Unity 2019.4.8. (The Library folder is obviously not included, so it'll take a few minutes to open it.)

    In that project, open SampleScene, and run it. You'll see something like this:

    upload_2020-9-2_2-9-7.png

    If you hold RMB and move the mouse, it should rotate the camera. Most of the stuff on the screen should show heavy motion blur, provided by the post-processing in the scene. The middle text at the top is in a screen-space canvas, and isn't affected by post processing, so it should look fine as you move the mouse. All of the other text, however, will blur.

    Now look at the two blur circles. They're both in the world-space canvas. The upper one has no material on it, and you'll see it blurs as you move the camera. The lower circle, however, has a material set to "After post-process" for its render pass. Because of this, it isn't affected by motion blur.

    My HUD is a physical object, made of a world-space canvas, so currently I'm getting bad motion blur on the TMP text in the HUD. I was just hoping for some way to set the render pass on the TMP to After PostProcess, so it would behave like the bottom blue circle.

    Edit: And just to be very clear: What I'm trying to do is to get TMP objects in world-space canvases not to be affected by post-processing, just like that lower blue circle's shader renders after the post-processing pass.
     

    Attached Files:

    Last edited: Sep 2, 2020
    Ultroman likes this.
  16. Liderangel

    Liderangel

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    That's looking very nice, thanks on the update! So we are getting this shader template plus the material custom inspector sometime in the 2019.4 LTS lifespan? (Asking since I can't find anything in the Shader Graph changelog for that version nor the 10.0)
     
  17. Stephan_B

    Stephan_B

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    The plan is to release these new Shader Graph shaders in 2019.4 LTS as soon as possible.
     
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  18. alexandre-fiset

    alexandre-fiset

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    I am hoping to see Text Shader Graph appear in this list at some point, is that the plan?
    upload_2020-9-23_16-48-38.png

    Still as of now, even in 2020.2, there's not easy way to customize the text shader :(
     
  19. Stephan_B

    Stephan_B

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    I am considering having the new shaders in the following location:

    "TextMeshPro/URP/Name of Shader"
    "TextMeshPro/HDRP/Name of Shader"

    Right now I do have some ShaderGraph URP / HDRP SDF text shaders working.

    I do not have custom inspectors for those yet. Without custom inspectors, those are pretty scary and do not have sanity checks against invalid values resulting in incorrect rendering.

    I am considering perhaps releasing those shaders without custom inspector but not sure. Thoughts?
     
  20. alexandre-fiset

    alexandre-fiset

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    @Stephan_B I don't think the image you posted is scary especially given how complex are some HDRP shaders.

    At the moment there is no opaque/surface shader for text rendering, so any basic graph would definitely help.

    Thanks for the quick reply, by the way :)
     
  21. Liderangel

    Liderangel

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    Temporarily I don't think it's that big of a deal since it is readable based on the image that you posted above (it's basically like any custom shader one can make).
    So at least we can start working in making our shaders and then when you finish the custom inspector work we can give them a pass with the extra feedback from that.
     
  22. Ultroman

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    I'll take ANYTHING over the standard Unity Text component by now.
     
  23. alexandre-fiset

    alexandre-fiset

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    Well you do have TextMeshPro which works way better than Unity Text even without the shader graph..
     
  24. nehvaleem

    nehvaleem

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    any news of the way to set hdrp surface options (such as all time loved "after post process" option)? It doesn't matter for me if I do it via shader graph or any other way.
     
  25. Stephan_B

    Stephan_B

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    Once HDRP compatible shaders are released this will work as expected which I was able to test with project provided in the following post above.
     
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  26. nehvaleem

    nehvaleem

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    thanks for the response, but may I ask for any ETA or something? For now, it isn't obvious at all.
     
  27. dgoyette

    dgoyette

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    That's awesome to hear. Thanks very much.
     
  28. Ultroman

    Ultroman

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    I can't get them to work properly in HDRP. We have some layering issues that we just can't solve without the shaders.
     
  29. AudrasC

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  30. Liderangel

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    I believe this update is for the overlay one since using HDRP with TMPro Distant Field Overlay it renders pitch black. Using in HDRP the TMPro Distant Field shader looks like this in-game if you use World Space Canvas and stand next to a mesh:



    Here you can see a column in the way of the Resolution text, Windowed Mode, Vertical Sync, etc (the graphics like the arrow and borders aren't getting affected since we are making our own custom shaders for those).
     
  31. dgoyette

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    @Stephan_B Regarding the new shaders, are they still in the works internally? Or have you been providing a version for people to test out? If the latter, I'd be interested in trying out the new shader. I'm using HDRP 7.5.3 under Unity 2019.4.13.
     
  32. Stephan_B

    Stephan_B

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    Since there are multiple versions of URP and HDRP packages available with varying degree of functionality, I am curious to know what versions of Unity you are all using?

    In what time frame do you plan to upgrade to a newer Unity release (in the sense of 2018.4 -> 2019.4 or 2019.4 -> 2020.2, etc.
     
  33. dgoyette

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    Unfortunately, for my main project, I'll be on 2019.4 LTS probably for the next couple of years. The problem I have with upgrading is Unity deprecating Realtime GI, with that no longer being supported in HDRP under 2020.1. So, because I can upgrade out of 2019.4, I need to wait for Unity to introduce the new Realtime GI system they're alluded to a few times, but for which we don't really know anything yet.

    TLDR: 2019.4 LTS until Unity's new Realtime GI system is released.
     
  34. Liderangel

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    The one that's verified for Unity 2019.4 (7.3.1, I was curious about why HDRP 7.5.1 isn't verified for 2019.4 but is available and out of preview for 2019.4). We'll update to 2020.3 (LTS) when that comes out since we are looking to have the latest BUT most stable tech available.
     
  35. nehvaleem

    nehvaleem

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    This reply seems to me like a stalling attempt instead of giving us any info about compatible shaders release eta.

    First of all - it isn't our fault that the changes are rapid in SRPs. I, for example, would expect a solution that is at least compatible with the latest LTS and latest tech stream versions.
     
  36. Stephan_B

    Stephan_B

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    Given there are different versions of UPR, HDRP and Shader Graph available for Unity 2019.4, 2020.1, 2020.2 and 2021 where we can't use the same shader graphs / shaders between these releases, I am trying to figure out if I need to support all of them and potential impact to users.

    I would love to only have to support version 10 of URP / HDRP / Shader Graph since it is the most feature complete but I suspect most users will be on 2019.4 for another 6 to 9 months and need those in 2019.4. Correct?

    I know many have been waiting for shaders with support URP / HDRP and Shader Graph for a while and I am doing the best I can with the time and resources I have to try to get those out as soon as possible.
     
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  37. dgoyette

    dgoyette

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    I can speak only for myself, but as I mentioned, I'm one of the people on 2019.4 indefinitely. I should also mentioned that if it comes down to custom inspectors for the materials, I'm 100% comfortable with not having a custom inspector if it's the difference between having a working shader versus not. The screenshot you posted earlier is basically what all of my own shaders look like anyway, so no worries there.
     
  38. Tricktale

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    I would also be more than happy to have working shaders without custom inspectors at this point. I'm on 2019.4, but will be updating to 2020 very soon.
     
  39. DrSeltsam

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    I'd be happy if there was at least a working solution for the latest tech stream. No need for a fancy inspector or anything like that. Why not release a basic "better-than-nothing" version for HDRP / URP 10 for the time being (this would be a reason for me to upgrade to 2020.2 now), then add custom inspectors and support for LTS versions over time?
     
    nehvaleem likes this.
  40. nehvaleem

    nehvaleem

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    Exactly my point! It would be awesome if we could start anywhere and I think that HDRP / URP 10 is a pretty good starting point. From there it would be awesome to get some additional support for the different versions. Overall, imo it is better to start somewhere than wondering all the time how to tackle this :)
     
  41. lucagamer1998

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    We are also working on Unity 2019.4 using HDRP 7.3.1, waiting for the 7.5.1 to be verified for 2019.4 so we can update to that. It would be great if you could release it for 7.5.1 (and of course, try to get verified that version, which we aren't sure why it wasn't done that already).

    While HDRP 10 has a lot of features, sadly it's not production ready, it's quite unstable, and this bug with HDRP/TMPro Overlay it's much needed on the 2019.4 cycle of HDRP.
     
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  42. alexandre-fiset

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    As far as we are concerned we will likely keep on updating Unity until 2020 LTS. 2019 has way too many limitations, it also isn't receiving any DOTS and HDRP feature update so there is that as well.

    If we were to use 2019.4, we wouldn't expect new features to arrive magically as it is not what LTS is supposed to mean. They put stability at the forefront, not new features. For instance, I do not expect SpeedTree or the new Global Illumination package to land on 2019.4, and nobody should expect that.

    I highly prefer having a 2020.2 version of TMP working earlier than having to wait for it to be backported to other versions of HDRP.
     
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  43. Tricktale

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    Any update on this? I would be more than happy with any working shader graph shaders at this point.
     
  44. Stephan_B

    Stephan_B

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    Will do my best to try to release a URP and HDRP shader (shader graph) within the next 7 to 10 days.

    These will not have custom material inspectors which is required to make sure material property values are within valid ranges and to provide callback to update text objects or their geometry.
     
  45. nehvaleem

    nehvaleem

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    Any updates so far?
     
  46. Liderangel

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    I like that exactly after day 10 a post showed up. I was wondering if someone was going to do it.
     
  47. DrSeltsam

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    Any news? o_O
     
  48. Slimmy

    Slimmy

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    I know Christmas holidays are about, but any chance we will see HDRP support before years end?
     
  49. Stephan_B

    Stephan_B

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    Working on it as we speak...
     
  50. Fribur

    Fribur

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    OK, I needed a DOTS Instancing / Hybrid Renderer Compatible Signed Distance Field Text Shader so badly that I took a stab myself converting the Mobile/Distance Field Shader from TextCore/TMPro (they are identical) to an URP Shadergraph Shader (v10.2.2.) version.

    Maybe useful for others to adapt/play with it, so sharing hereby. By and large plug an play.

    "Issue" I am aware about:
    (1) did not know what to do with all the Stencil properties (do not need that)
    (2) Properties have exact same names and references as the TMP version, so changing the slider in in either Shader changes properties in both (if annoying: easy fix in Shadergraph: just assign default property reference)
    (3) Properties are exposed raw, no custom Editor GUI
    (4) because of (3), some Material Keyword such as RATIOS_OFF must be manualy set on material (e.g. m_Material.EnableKeyword("RATIOS_OFF");). Have a look into TMP_SDFShaderGUI.cs for reference.

    Cheers
     

    Attached Files:

unityunity