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Scriptable Render Loops Examples

Discussion in 'Graphics Experimental Previews' started by AlecLarsen89, Feb 10, 2017.

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  1. AlecLarsen89

    AlecLarsen89

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    Has anyone managed to get the Scriptable Render Loop examples (https://github.com/Unity-Technologies/ScriptableRenderLoop) working? I have tried with various versions of the 5.6 beta (b7, b4, b3, b1), Mac and Windows, and I have tried to use the b1 tag (https://github.com/Unity-Technologies/ScriptableRenderLoop/releases/tag/unity-5.6.0b1). I really would like to play around with this feature. Is there some custom Unity beta that I need to download?

    Is this feature going to ship with the release candidate of Unity 5.6?
     
    Last edited: Feb 13, 2017
  2. PhilSA

    PhilSA

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    I'm pretty sure this is going to be a Unity 6 thing. They're making a whole new HD renderer and even a fancy node-based material editor.

    None of it seems to work at the moment
     
    Last edited: Feb 16, 2017
  3. Prodigga

    Prodigga

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    Source in the material editor?
     
  4. PhilSA

    PhilSA

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    here's the branch for the material editor (keep in mind none of this works in any of the public releases of Unity yet, including betas):
    https://github.com/Unity-Technologies/ScriptableRenderLoop/tree/scriptablerenderloop-materialgraph

    If you look at the code, you can see for example that they have nodes for the same shading models you'd find in UE4:

    You can also see that nodes have inputs and outputs:

    On a side note, you can follow the progress of the new HD rendering pipeline by looking at the commit messages here. I'm not an expert, but from what I've gathered by looking at the code, I think they're making a rendering engine that uses clustered rendering, similarly to how idTech 6 works ( http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ ). Oh yeah and this HDRenderer project seems to be lead by Sebastien Lagarde, who was previously senior graphics programmer on DICE's Frostbite 3 engine. So I think it's safe to assume this is pretty promising

    And finally, here's something I found yesterday. Might be related?: http://schedule.gdconf.com/session/the-future-of-rendering-in-unity-presented-by-unity-technologies
     
    Last edited: Feb 16, 2017
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  5. CDF

    CDF

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    I am secretly watching this thread from behind the bushes

    12759635411605.jpg
     
  6. Reanimate_L

    Reanimate_L

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    i can run the demo just fine tho.
    but i'm totally missed this branch. . . o_O
     
  7. OCASM

    OCASM

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  8. OCASM

    OCASM

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  9. thelebaron

    thelebaron

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    builtin subsurface scattering - oh my! any space behind those bushes?
     
    Alverik likes this.
  10. Prodigga

    Prodigga

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    Wish the video had some new information! So keen to learn more.
     
  11. Tim-C

    Tim-C

    Unity Technologies

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    Hi, we'll be releasing more and more information as the pipelines become more mature, internally we are already moving a lot of out new gfx feature development and test frameworks to use the. If you would like a specific version of the public repository for use then I would take a look here, we are tagging the versions that are compatible :) Over the next months the documentation should begin to improve.
    https://github.com/Unity-Technologies/ScriptableRenderLoop/tags
     
  12. Reanimate_L

    Reanimate_L

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    i just notice in the light parameter there's a temperature option, is that exclusive to renderloop usage?
     
  13. Tim-C

    Tim-C

    Unity Technologies

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    Prodigga likes this.
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