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Official Unity Experimental HDRP DXR

Discussion in 'HDRP Ray Tracing' started by SebLagarde, Apr 4, 2019.

  1. Yanus3D

    Yanus3D

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    That`s correct

    I do not use Environment light - right now is useless . Only Area Lights + Direct Light as Sun.
     
  2. auzaiffe

    auzaiffe

    Unity Technologies

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    At that point I'd suggest baking some very low resolution lightmaps or place light probes as a fallback inside reflections.
     
  3. auzaiffe

    auzaiffe

    Unity Technologies

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    Are you using the "Path Tracing" volume component or just ray tracing effects "Reflections, GI, etc."?
     
  4. Yanus3D

    Yanus3D

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    That`s correct. Now is only solution: low quality bake (few seconds, can be only walls)
    I prefer low quality bake.
     
  5. Yanus3D

    Yanus3D

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    Yes Volume with all new DXR features.
     
  6. m0nsky

    m0nsky

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    Is anyone else running into these issues? I'm starting to wonder if it's related to my Windows build (2004) or the recent Nvidia drivers. I submitted one of these, but it's kind of difficult to explain without images/video.

    DX12 has broken lighting in 2020.2 a16/a17/a18 (tested with all recent v10.0.0-preview.x releases), even with DXR disabled.



    DXR has white bloom since 2020.2 a16/a17/a18 (tested with all recent v10.0.0-preview.x releases)



    Here's a repo for 2020.2.0a18, includes v10.0.0-preview.16.
    https://github.com/m0nsky/hdrp10_issues

    Edit:
    I reported both issues and Unity managed to reproduce them. ;)
    https://issuetracker.unity3d.com/is...-or-is-overexposed-when-ray-traced-gi-is-used
     
    Last edited: Jul 22, 2020
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  7. Lex4art

    Lex4art

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    m0nsky - yep, I've got same bug as on first gif on every HDRP 9.0.3x preview version and up, both Unity 2020.1/2020.2. Not sure about bloom, probably I didn't test it at all.
     
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  8. rz_0lento

    rz_0lento

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    It's broken for me too, especially when using DXR GI
     
    Last edited: Jul 18, 2020
  9. TchPowDog85

    TchPowDog85

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    I've been checking this thread everyday for like the past 6 months. I currently cannot do DXR development as I do not have an RTX card. Waiting for the new ones to come out, will be getting a 3080Ti (or the equivalent). I'm getting to where it's hard to wait. You guys are producing some very interesting and cool stuff!
     
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  10. Yanus3D

    Yanus3D

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  11. Yanus3D

    Yanus3D

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    #2
    image_2020-07-17_22-54-43.png image_2020-07-17_22-55-25.png image_2020-07-17_23-00-51.png image_2020-07-17_23-01-59.png image_2020-07-17_23-03-04.png
     
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  12. Lex4art

    Lex4art

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    I've run into bug with ray tracing, but before reporting this it will be good to know is it just DXR limitation in Unity?

    Ground truth (path tracing) reference. On the left side objects lit with overcast HDRI sky, on the right side - overcast HDRI sky + direct lighting. Notice that objects on both sides receives red tint from red walls and floor:
    01 Path tracing [ground truth].png

    Now with real time ray tracing "Performance" preset - objects on the left side didn't receive bounced red light from those walls/floor:
    02 Realtime ray tracing [performance preset].png

    I thought that this maybe cased by single-bounce limit of "Performance" preset (1 bounce should be enough, though) - but nope, it's the same with 2-bounce "Quality" preset + directly lit objects now have weaker red tint:
    03 Realtime ray tracing [quality preset with 2 bounces].png

    I thought that maybe it's HDRI sky problem but with Physically based sky (with high "Aerosol" parameter to receive overcast look) it's the same, more than that - I've tweaked exposure of the sky higher and this "desaturation" problem now strongly affects even directly lit objects on the right side (red tint barely visible):
    05 Realtime ray tracing and physically based sky [quality preset with 2 bounces].png

    Is this a bug or just a limit? Tested on 8.1.0, recent 8.2.0 and 9.xxx/10.xxx - same. If it's intentional cut-off for speed - please, if possible make an option for artists to turn ON colored bounces for sky rays, it's quite essential for real GI look and feel...
     
    Last edited: Jul 18, 2020
    m0nsky likes this.
  13. Yanus3D

    Yanus3D

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    Finished scene....soon animation:
    image_2020-07-19_00-07-41.png image_2020-07-19_00-04-59.png image_2020-07-19_00-06-10.png image_2020-07-19_00-06-24.png image_2020-07-19_00-07-13.png
     
  14. Yanus3D

    Yanus3D

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  15. Yanus3D

    Yanus3D

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  16. m0nsky

    m0nsky

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    @Janusz_Biela what version of Unity / HDRP are you using? I really like your work, but sometimes it looks like nothing is in focus. There was a somewhat recent PR that fixed path tracing DoF issues.
     
  17. Yanus3D

    Yanus3D

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    m0nsky Unity 2019 LTS. Images are blurry because this DoF in UNITY has horrible settings and quality. I know this is GPU system, so I do not complain it. Just need more exercise to get quality. Comparing to CPU offline render system GPU has million limits but offers me one thing: real time response for off line rendering.
    I started using Unity 5 months ago...do not expect from me quality yet ;)
     
  18. Yanus3D

    Yanus3D

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    Animation off line render.
     
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  19. Yanus3D

    Yanus3D

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    Lex4art this is called Desaturate Shader. Its standard in CPU rendering when you add it on very vivid color surfaces to prevent bad GI color bounces. Especially used on floor surfaces.
    Values 0-100%, usually 50-75% works best.
     
  20. sendspace

    sendspace

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    m0nsky i just wanted to say thank you for droping that hdrp 10 repo only ; i hope u keep updating it :)
     
  21. m0nsky

    m0nsky

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    I don't recommend using it, stick to a LTS editor + official HDRP release if you want a stable experience. ;) Unity alpha & HDRP preview releases have been broken since June so there's no point in updating it until HDRP is back in usable state.

    Edit:
    So, I tried every commit dating back to April to find out where that 'white bloom' in RTGI Performance mode is coming from.

    The issue is not present in this commit from May 19:

    [10.x.x] Add XRGraphicsAutomatedTests to SRP Core (#540)
    https://github.com/Unity-Technologies/Graphics/commit/6711e78f8d25c1a5e056e0f9fd8a0ea6aff2e72c

    However, if you checkout at the very next commit, which is also at May 19:

    Implement Constant Buffers for HDRP (part 3) (#98)
    https://github.com/Unity-Technologies/Graphics/commit/53fba897c02f45edb8afb251da62d8093af8607f

    You will notice the white bloom starts to pop up. You need to clear the /library/ folder in between checking out.

    So this got introduced when the ray tracing light loop/cluster got restructured. I tried reverting a lot of changes from that commit on current HDRP/staging but it's nearly impossible because it's so far ahead. Maybe you guys have already got this fixed internally or else maybe this will help when debugging the issue.


    Nevermind, HDRaytracingReflection and HDRaytracingIndirectDiffuse are both writing _RaytracingPreExposition to the global constant buffer and overwriting eachother, that's where it breaks. I bet render graph will soon take care of this.
     
    Last edited: Aug 1, 2020
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  22. Rowlan

    Rowlan

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    Since 2020.1 got released, I thought I'd check out DXR again with the awesome Visual Pinball project.

    dxr1.jpg
    dxr2.jpg
     
    Last edited: Jul 25, 2020
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  23. phreezie

    phreezie

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    Note the above is a WIP port of the awesome Visual Pinball to Unity (DOTS).
     
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  24. newguy123

    newguy123

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    Is multiple GPUs in 1 system supported yet with HDRP and DXR?
    Also 2 cards with NVLink?

    Between a 1080 ti and a 2070 Super, which will perform better with the pathtracing volume?
     
    Last edited: Jul 28, 2020
  25. Yanus3D

    Yanus3D

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    Forget everything under 2080Ti and 11 Giga Vram.....
     
  26. newguy123

    newguy123

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    That's not really answering the question is it........
     
  27. rz_0lento

    rz_0lento

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    Between these two, 2070S destroys 1080Ti on anything that runs through DXR, mainly because 1080Ti doesn't have dedicated hw for it.
     
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  28. Bordeaux_Fox

    Bordeaux_Fox

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    Long live RTX 2060 mobile! :)
     
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  29. Yanus3D

    Yanus3D

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    That`s the accurate answer, believe me.
    Do not even waste your time with something lower. Tried other lower GPU cards before and only RTX 2080Ti 11Vram starts be efficient.
    I can not wait for 3080 with more CUDA cores and Vram.
    11 Giga Vram is really low....
     
  30. Yanus3D

    Yanus3D

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    My DXR Performance mode!
    I keep two settings:
    - Quality DXR quality for final renders
    - Perfomance DXR quality for smooth working
     
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  31. Yanus3D

    Yanus3D

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    some shoots from scene
    image_2020-07-28_23-34-41.png image_2020-07-28_23-19-13.png image_2020-07-28_23-32-23.png image_2020-07-28_23-33-33.png image_2020-07-28_23-34-05.png
     
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  32. Yanus3D

    Yanus3D

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    #2
    image_2020-07-28_23-35-18.png image_2020-07-28_23-36-09.png image_2020-07-28_23-40-59.png image_2020-07-28_23-42-16.png image_2020-07-28_23-42-57.png
     
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  33. Yanus3D

    Yanus3D

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    #3
    image_2020-07-28_23-53-31.png image_2020-07-28_23-43-50.png image_2020-07-28_23-45-25.png image_2020-07-28_23-48-49.png image_2020-07-28_23-49-37.png
     
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  34. Lex4art

    Lex4art

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  35. auzaiffe

    auzaiffe

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    Very nice content
     
  36. rz_0lento

    rz_0lento

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  37. Yanus3D

    Yanus3D

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    Thanks! Still problem with DoF. Would be good to have auto-focus and better engine for that.
     
  38. Yanus3D

    Yanus3D

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    auzaiffe also I remind this funny issue in 2020:
    PP.gif

    Wanted using latest 2020 (installed actual version yesterday) and still is there annoying.
     
  39. rz_0lento

    rz_0lento

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  40. Yanus3D

    Yanus3D

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  41. m0nsky

    m0nsky

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    This is the DXR thread. :D
     
    Last edited: Jul 29, 2020
  42. Weidz_

    Weidz_

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    Hello, I'm having issue with path tracing in 2019.3.15f with HDRP 7.4.1, some of my materials are rendering in black, any idea ?
     
  43. Weidz_

    Weidz_

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    Also curious to know @Janusz_Biela if you ever tried the MadGoat plugin on DXR Path tracing renders ? Would it work ?
     
  44. Lex4art

    Lex4art

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    Black materials probably have are "LayeredLit" shader that is not supported by this HDRP 7.4.1 ray tracing. "Lit" shader will work fine...
     
  45. Weidz_

    Weidz_

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    They are all default HDRP/Lit materials :(
     
  46. Yanus3D

    Yanus3D

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    MadGoat is the must! Without, forget good AA quality and performance. Works perfect!
     
  47. Yanus3D

    Yanus3D

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    Flipped polygons?
     
  48. Weidz_

    Weidz_

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    Nope, I found the source of the problem (not the solution though), the normal is injected onto the material at runtime (along with the shader keywords that usually suffice for usual HDRP rendering) if I remove the normal map and place it by hand through the inspector it work. I guess I will have to hunt down what possible shader variable change
     
  49. Yanus3D

    Yanus3D

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    auzaiffe where or how I can post this bug?
    error.gif
    error01.gif
     
  50. Weidz_

    Weidz_

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    Alright, I found the culprit for my runtime normalmap problem, but now for another issue; direct-lighting from non-directional lights seem to render in a box only at around a certain distance of the camera and only happen in Path Tracing ? I tried playing around with the shadow cascades but no luck there :/

    Any idea ?