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Official Unity Experimental HDRP DXR

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

  1. newguy123

    newguy123

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    so is this power shader a plugin? or its simply a name to describe a specific way of doing things?

    where can I get more info?
     
  2. m0nsky

    m0nsky

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  3. newguy123

    newguy123

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    This is looking awesome @m0nsky !
    Did you use pathtracing for this?
     
  4. m0nsky

    m0nsky

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    Nope, this is realtime ray tracing in performance mode.
     
  5. newguy123

    newguy123

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    How is it looking so good then? Is this all standard stuff that come with HDRP 10.x?

    On my side HDRP template with DXR enabled across the board looks nothing like that in HDRP 10.x, no matter if I use quality or performance. Only way to make it resemble a good "render" is to enable the pathtracing override in a volume

    @m0nsky I don't get it, what am I missing?
    I'm on a RTX 2070, but compared to a RTX 3080, things should look the same, the 3080 should just be faster.

    Is importance sampling something I should enable, or that is on by default in 10.x?
    searching "importance" in the HDRP docs gives no results
     
    Last edited: Sep 24, 2020
  6. m0nsky

    m0nsky

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    You should be able to achieve similar results on the default setup with a low denoiser radius. VNDF should provide a less noisy result than the default NDF, however, earlier today I found out I didn't implement it right. I will have another go at this tonight. It might be worth doing a proper video comparing NDF to VNDF (without denoiser perhaps?) to see if it's worth it. RTGI in half res performance mode was just a bit too noisy for me in certain conditions (but really the only option if you want to run full DXR stack on a RTX 2070) so that's the reason I wanted to try this.

    Edit
    So I finished up the remaining issues in the VNDF sampler and it actually cleaned up a lot of the occasional "fireflies", white lines and seems to have cleared out some excessive noise.

    The tire actually has some normal issues and renders correctly using VNDF.

    NDF (default)
    https://i.imgur.com/eCEjCn6.jpg


    VNDF

    https://i.imgur.com/wOQIfvg.jpg
     
    Last edited: Oct 1, 2020
  7. VRising

    VRising

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    Can anyone tell me if there is a trick to making a build that includes the shadows? I can see them in the Scene and Game view but it doesn't show up when I build.
     
  8. Yanus3D

    Yanus3D

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    Ocean Crest and Atmos Cloud system test in DXR. Animation when I get 3090 (11 Giga V-ram is simple joke for professional rendering)
    Cruise.jpg .
     
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  9. auzaiffe

    auzaiffe

    Unity Technologies

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    Make sure you build in x86_64 or ray tracing will not be supported (that is probably your issue).
     
  10. Yanus3D

    Yanus3D

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    My studio render system

    image_2020-09-28_13-38-26.png image_2020-09-28_13-38-35.png image_2020-09-28_13-39-09.png image_2020-09-28_13-39-30.png

    HQ render performance:
    img_001.jpg
     
  11. VRising

    VRising

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    Thanks that did the trick. However it kept crashing on me whenever I tried to change the settings. Had to start a new project and set it to x86_64 and then import the HDRP_DXR package. Also whenever I try to move a window Unity crashes so I'm not sure what is happening there.
     
  12. Yanus3D

    Yanus3D

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    Good job with HDRP 10.x !
    Really good background sampling!

    image_2020-10-02_14-24-45.png image_2020-10-02_14-25-11.png image_2020-10-02_14-22-10.png image_2020-10-02_14-22-42.png image_2020-10-02_14-24-14.png
     
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  13. Yanus3D

    Yanus3D

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    Latest beta Unity:
    image_2020-10-03_01-26-52.png image_2020-10-03_01-52-43.png image_2020-10-03_01-53-04.png image_2020-10-03_01-53-28.png image_2020-10-03_01-53-40.png
     
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  14. Yanus3D

    Yanus3D

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    Last beta start be very promising! There are some small issues but later about it. Important is very good background sampling and some extra tools for RTX. Also new DoF engine is superb!
     
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  15. Lex4art

    Lex4art

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    +1, a lot of nice improvements here and there ). Got one bug, though (HDRP 10.1) - Lit shader with emissive property activated is kinda working (light is being emitted) but surface of emissive object stays unchanged. Unlit shader working fine:
    Lit with emissive property ON.jpg
    Unlit with emissive property ON.jpg
     
    Last edited: Oct 3, 2020
  16. VRising

    VRising

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    Nice! How did you get the emission to work though? Mine doesn't do anything.
     
  17. Lex4art

    Lex4art

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    Emission doesn't need any special setup, it's calculated with ray-traced GI, so just check if GI is enabled in volume override settings - if global illumination is working so emissive materials should follow.
     
  18. Yanus3D

    Yanus3D

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    I just put standard Lit surfaces with colors and some with textures to see how works generally DXR system in 10.x. (well done job Unity!)
    Next, I will add my Nodes surfaces for quality renders....Good performance since last beta in DXR: 5-10 FPS.
    6 Physical lights , Background + Sun.
    image_2020-10-04_01-29-43.png image_2020-10-04_01-31-08.png image_2020-10-04_01-31-49.png image_2020-10-04_01-32-44.png image_2020-10-04_01-34-36.png
     
  19. VRising

    VRising

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    Okay thanks. Also any tips on how to prevent crashes from resizing editor windows? I'm using a 4k monitor though I set the desktop to 1080p resolution if that matters.
     
  20. Lex4art

    Lex4art

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    VRising - can't help there, at least I can say that Unity 2020.2b5 + HDRP 10.x (master branch from github) working fine when resizing at my 2560x1080 main monitor (and 3 secondary monitors also didn't cause troubles).
     
  21. VRising

    VRising

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    Okay thanks. Do you have a Github link by chance? Is it the Office scene?
     
  22. Lex4art

    Lex4art

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  23. Yanus3D

    Yanus3D

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    Here update with my Nodes (not yet done all)
    image_2020-10-04_23-07-12.png image_2020-10-04_23-09-17.png image_2020-10-04_23-13-18.png image_2020-10-04_23-13-42.png image_2020-10-04_23-14-20.png
     
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  24. Yanus3D

    Yanus3D

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    ...and here Bug what I found or I do not know how to setup:
    With Background GI (I put box to be sure reflection is not coming from under bed):
    img_002.jpg

    And without background GI:
    img_001.jpg

    Any solution? Looks like Background reflection pass through objects and do mess inside.
     
  25. Yanus3D

    Yanus3D

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    Here annoying bug with GUI . I know this is due RTX stress but I think this should have more priority.
    Bug_selection.gif
     
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  26. VRising

    VRising

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  27. Lex4art

    Lex4art

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    Yeah, + 1 here - selecting colors, selecting materials/object from popup window - left click just closes the window...

    About unwanted reflections from the bottom - I'm using a huge Reflection probe that covers all my map, it's using "custom" preset were I put pure black reflection probe texture (this texture is in attached file). Works perfect. Plus "Ground tint" in Physically based sky (if it's used) should be pure black to...
     

    Attached Files:

    Last edited: Oct 5, 2020
  28. Yanus3D

    Yanus3D

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    Thanks! I cannot reproduce this trick....maybe I do something wrong with settings...
     
  29. Yanus3D

    Yanus3D

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    There is one issue also: sometimes RTX get stuck and you get only ray-tracing mode without GI. Entering to play mode and back reactivate RTX. Is random and when is reactivated it works.
     
  30. Yanus3D

    Yanus3D

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    Pure Path Tracing finally works good!
    image_2020-10-05_12-58-15.png
     
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  31. newguy123

    newguy123

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    Can you show same image without pathtracing please?
    I'd like to see the difference
     
  32. copperrobot

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    Indeed. I have pretty much everything installed, but am getting the following error with Core:

    \com.unity.render-pipelines.core\Editor\ShaderGenerator\CSharpToHLSL.cs(2,7): error CS0246: The type or namespace name 'ICSharpCode' could not be found (are you missing a using directive or an assembly reference?)

    Any ideas?
     
  33. Yanus3D

    Yanus3D

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    Here it is.
    Interpolated (10-20 fps):
    IT.png

    Path Tracing 2 min:
    PT.png
     
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  34. Yanus3D

    Yanus3D

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    So far I see two big issues in DXR:
    - background GI reflection issue
    - Distance Light or other light from distance leaking photons in some corners (I will show examples soon)
     
  35. copperrobot

    copperrobot

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    I'm using the latest Beta. I'm using the master branch of the Git. But I have yet to figure out how to combine them. Am I missing something?
     
  36. Grimreaper358

    Grimreaper358

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    - The best way is to link the packages to your project through its manifest file in the Packages folder. Or open the project and use the package manager to add them to the project with the little plus icon to the top left. Add Local Package and navigate to the packages you want to add.

    Whenever you update the cloned repo it will automatically update the packages in your project as well.

    - The other option is to just copy the packages files from the Git Clone to your project's Packages folder.

    Whenever you update the cloned repo it will not update the packages in your project you will have to copy them over as you did before.
     
  37. copperrobot

    copperrobot

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    I've added Local packages, but Core just doesn't seem to wantt to work. Putting the packages into the Package Cache in Library does not seem to solve this either. The Error remains:

    H:\....\com.unity.render-pipelines.core\Editor\ShaderGenerator\CSharpToHLSL.cs(2,7): error CS0246: The type or namespace name 'ICSharpCode' could not be found (are you missing a using directive or an assembly reference?)

    EDIT:

    A fresh 2020.2.16f

    Simply bring the latest Core package in and:

    Microsoft (R) Visual C# Compiler version 3.5.0-dev-20359-01 (8da8ba0c)
    Copyright (C) Microsoft Corporation. All rights reserved.

    error CS0009: Metadata file 'H:\RTX\com.unity.render-pipelines.core\Editor\ShaderGenerator\ICSharpCode.NRefactory.dll' could not be opened -- Image is too small.

    EDIT 2: Okay, so it seems I can get 10.0 (not 10.1) into the project, which is something. ​
     
    Last edited: Oct 6, 2020
  38. Lex4art

    Lex4art

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    This could be fixed increasing *in light properties* non-ray traced shadows resolution + lowering their bias:
    Shadows not fixed.jpg Shadows fixed.jpg
     
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  39. Yanus3D

    Yanus3D

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    Yes I know it. But also I have other problems with this. Soon will show examples.
     
  40. MS80

    MS80

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  41. Yanus3D

    Yanus3D

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    MS80 I use Video Capture Pro for that. I asked developer also to add one option for delay frame recording frames in milliseconds/seconds so we can reduce ghosting in normal system and also we can record animation in Pure Path Tracing.
     
  42. copperrobot

    copperrobot

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    My Path tracing is a bit grainy. Are you able to share your settings for getting a good result in terms of quality with that and the Realtime?

    Also, emissive materials work on Path trace, but not on regular RT. Is that your experience?

    Fantastic bedroom, btw! Looks pretty much real.
     
  43. Yanus3D

    Yanus3D

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    You must use new beta. It has a lot improvement + Physical Lights + good AA solution (MadGoat plugin) +new DoF system.

    Did not notice any problems with that....

    I did not mention:
    I use my custom Nodes system for surfaces (Lit Shader Graph), this is ONLY one way to get quality....
     
  44. Yanus3D

    Yanus3D

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    So here is problem since I use DXR in Unity.
    Why sometimes I get in reflection direct light on walls when it should not exist there?! (like ceiling dose`n exist)
    I tried different thing and still I get it correct.
    Maybe somebody can help me.
    img_001.jpg
     
  45. Yanus3D

    Yanus3D

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    Second bug since beginning: sometimes appear light leak in corners without reasons.
    I have only one Area Light outside and there in this corner should be dark...
    img_002.jpg
     
  46. Yanus3D

    Yanus3D

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    Some extreme new engine DoF testing
    image_2020-10-07_01-49-21.png image_2020-10-07_01-51-37.png image_2020-10-07_02-02-02.png image_2020-10-07_02-04-29.png
     
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  47. copperrobot

    copperrobot

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  48. Yanus3D

    Yanus3D

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    copperrobot I just make same in Node Shader Graph system like I use in Lightwave 3D. There are differences (of course) and I needed time to switch, but idea is the same.
    img_001.jpg
     
  49. copperrobot

    copperrobot

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    Awesome! I'll give that a try.
     
  50. Yanus3D

    Yanus3D

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