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Universal Pipeline issues as of 7.0.1

Discussion in 'Universal Render Pipeline' started by hippocoder, Oct 24, 2019.

  1. hippocoder

    hippocoder

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    • Foveated Rendering doesn't work on Quest
    • There seems to be some kind of slow blit happening which causes a needless resolve
    • Shadows have no falloff, just a hard cutoff (not that I would use them but...)
    • Lightprobes just flat out don't work (in 2019.3 and 2020.1)
    • Shadergraph is stuck on half precision for UVs causing problems on Quest (I have to manually alter the UV precision with source code! This is unacceptable really)
    • Shadergraph shoves too much in fragment, need more control, or at least a visual in graph
    • Shadergraph doesn't allow tex2D read in custom node
    • Shadergraph doesn't have tessellation support even though SRP supports it
    A lot of these bugs, especially the UV precision have been hanging around for an illogical amount of months. So that's very strange. Are you deliberately neglecting these issues? Please explain, not so I can blame you, but so I understand the reason for your doing so.

    For example I might simply imagine you are wilfully neglecting things like an obvious UV half precision bug, or Adreno blit / foveated bug, because you don't plan on fixing them and instead work on Vulkan. Is that the case?

    Thanks!
     
    RogDolos and Lars-Steenhoff like this.
  2. konsic

    konsic

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    How do you manually alter the UV precision with source code?
     
  3. hippocoder

    hippocoder

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    https://forum.unity.com/threads/bug...id-textures-pixelization.643894/#post-5093282

    And yes *very* tiresome because every single change I make to the shader I have to right click, copy the source, then edit it just to support tiling or even just a scaled object. WTF is the right thing here.

    I don't even target ES2... and never will, it's a Quest for goodness sake. I even had trouble making a custom function node to do it since it won't let me sample with tex2D in it.

    Why can't I say F*** off to ES2? Why can't I set offset or the precision of specific things, and have it actually obey my wishes? Why can't I set depth/test/other stuff?

    Feedback:
    Honestly no offence to people working hard at Unity but I don't find URP very good to work with at this point. I have to work with it because it performs best but it makes me work harder than built-in or with HDRP. So I'm working harder than in Unreal as well (ie client projects) and I'm not really understanding why URP puts these road blocks in place.

    I want to understand and be brought inside the information bubble but you're leaving me with only assumptions due to lack of information and that makes me a bit of a sad idiot.
     
    RogDolos likes this.
  4. elbows

    elbows

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    How come you put this post here and not in the URP forum?

    I have to start using URP with Quest soon and based on various posts by you and others I am not really looking forward to it. If this is the level of platform support we can expect from URP then I have diminishing faith that the whole Universal mission will flourish.
     
    MadeFromPolygons and hippocoder like this.
  5. hippocoder

    hippocoder

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    Because I don't actually consider it beyond experimental for quest at this point. Joking of course... it's just habit. Moved! :)

    Don't get me wrong, you can make games absolutely fine in Quest right now, with Universal pipeline... with caveats. You'll 100% definitely have to edit the shader for any kind of tiling or objects with scaling, plus niggles here and there (offset/ztest/etc).

    None of this stuff affects desktop and frankly I'm surprised nobody's pushing mobile 3D.
     
  6. MadeFromPolygons

    MadeFromPolygons

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    Hippo thanks for voicing some of my main concerns about URP. I have been using it a lot lately for a current prototype over last 2-3 weeks and incorrectly assumed that since I was used to HDRP, URP would be easier to use and require less effort to setup / less fighting to get it functional.

    Its been literally the opposite, right now you have to do far more to get URP to a usable state compared to HDRP which is counterintuitive to what one would expect coming in fresh.

    Unfortunately due to platform support I am stuck using URP, so right now for current project its a case of either URP or built in, and both have serious caveats currently. Whats annoying is it feels like a lot of the issues with URP are things that could be fixed but so far have stuck around for a while now to start questioning when they actually will be fixed.

    I know above was joking about state of URP but to be honest URP still feels experimental compared with HDRP, and I personally dont think it should be being advertised as anything other than that.

    EDIT: forgot to mention this was on oculus quest. PC development previously I had no problems using what was called LWRP at the time
     
    Last edited: Oct 28, 2019
  7. hippocoder

    hippocoder

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    Yeah there are substantially less issues with URP on desktop. Which is surprising really (UV precision, need to define own tags / blend mode / Offset / etc...)

    Stuck records can unstick with a comment from Unity I hope :)
     
    MadeFromPolygons likes this.
  8. trojanfoe_

    trojanfoe_

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    Err, sorry, but what is "Quest"?
     
  9. konsic

    konsic

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    Oculus Quest
     
  10. trojanfoe_

    trojanfoe_

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    Ah OK, thanks.