Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice
  2. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  3. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Scriptable Render Loops Examples

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

Thread Status:
Not open for further replies.
  1. AlecLarsen89

    AlecLarsen89

    Joined:
    Aug 25, 2015
    Posts:
    2
    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

    Joined:
    Jul 11, 2013
    Posts:
    1,926
    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

    Joined:
    Apr 13, 2011
    Posts:
    1,123
    Source in the material editor?
     
  4. PhilSA

    PhilSA

    Joined:
    Jul 11, 2013
    Posts:
    1,926
    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
    Alverik and ocaptain like this.
  5. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,307
    I am secretly watching this thread from behind the bushes

    12759635411605.jpg
     
  6. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,788
    i can run the demo just fine tho.
    but i'm totally missed this branch. . . o_O
     
  7. OCASM

    OCASM

    Joined:
    Jan 12, 2011
    Posts:
    328
  8. OCASM

    OCASM

    Joined:
    Jan 12, 2011
    Posts:
    328
     
    ArthurT and PhilSA like this.
  9. thelebaron

    thelebaron

    Joined:
    Jun 2, 2013
    Posts:
    851
    builtin subsurface scattering - oh my! any space behind those bushes?
     
    Alverik likes this.
  10. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,123
    Wish the video had some new information! So keen to learn more.
     
  11. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,221
    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

    Joined:
    Oct 10, 2009
    Posts:
    2,788
    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

    Joined:
    Feb 6, 2010
    Posts:
    2,221
    Prodigga likes this.
Thread Status:
Not open for further replies.