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Universal Rendering Pipeline Upgrade

Discussion in 'Universal Render Pipeline' started by ml1985, Apr 19, 2020.

  1. ml1985

    ml1985

    Joined:
    Dec 29, 2013
    Posts:
    22
    Hi,

    I recently installed Universal Rendering Pipeline on an existing project and proceeded to upgrade all my materials to the new Universal RP materials as per the official Unity tutorial. There is a problem now that the quality of the rendering has dropped, especially the anti-aliasing (there's no smooth edges anymore).

    I've tinkered with the quality settings in the project settings window to no avail and I'm thinking of reverting back to the original rendering system if I can't restore the quality as it was previously.

    Can anyone advise me how I can restore the quality settings for Universal rendering pipeline?

    Thank you in advance.
     
  2. ScottAdams

    ScottAdams

    Joined:
    Nov 23, 2016
    Posts:
    72
    Same issue here. Watching this thread to see if any ideas come forward.

    Some things of interest the Universal is supposed to do post process AA
    https://unity.com/srp/universal-render-pipeline

    Also I found AA settings in the camera but they don't seem to make a difference


    https://forum.unity.com/threads/sol...liasing-post-processing-effect-on-urp.771398/

    Q: I don't see a antialiasing post-processing effect in the effect list.

    or there one for that?


    A: The post processing AA is now part of the camera rather than the volume stack.


    Update:
    Found a free asset
    https://assetstore.unity.com/packag...ects/fxaa-fast-approximate-anti-aliasing-3590

    Update:
    I found the new Unity anti-aliasing in the camera must have post Processing on or it doesn't do anything

    Update:
    Looks like there can be programmatic changes via the new script that gets appended to the camera called. It controls the AA that the camera can do Fast, Subpixel etc

    ..\PackageCache\com.unity.render-pipelines.universal@7.3.1\Runtime\UniversalAdditionalCameraData.cs

    Update here is a code snippet of what works. We store the users choicec of AA in an int in PersistantData that last between scenes. We give them a choice of
    None=0, Fair=1, Good=2, Better=3, Best=4


    /// <summary>
    /// The universal Camera Data
    /// </summary>
    private UniversalAdditionalCameraData myUniCameraData;

    start()
    {
    // find the universal pipeline camera data
    myUniCameraData = GetComponent<UniversalAdditionalCameraData>();
    }


    // See if we should set post processing AA on
    if (PersistentData.AntiAliasing > 0)
    {
    // has to be on to do AA
    myUniCameraData.renderPostProcessing = true;

    switch (PersistentData.AntiAliasing)
    {
    default:
    case 1:
    myUniCameraData.antialiasing = AntialiasingMode.FastApproximateAntialiasing;
    break;

    case 2:
    myUniCameraData.antialiasing = AntialiasingMode.SubpixelMorphologicalAntiAliasing;
    myUniCameraData.antialiasingQuality = AntialiasingQuality.Low;
    break;

    case 3:
    myUniCameraData.antialiasing = AntialiasingMode.SubpixelMorphologicalAntiAliasing;
    myUniCameraData.antialiasingQuality = AntialiasingQuality.Medium;
    break;

    case 4:
    myUniCameraData.antialiasing = AntialiasingMode.SubpixelMorphologicalAntiAliasing;
    myUniCameraData.antialiasingQuality = AntialiasingQuality.High;
    break;
    }
    }

    else
    {
    // No need to post process since we aren't doing AA
    myUniCameraData.renderPostProcessing = false;
    }
     
    Last edited: May 20, 2020
  3. Lijohn1802

    Lijohn1802

    Joined:
    Jun 5, 2019
    Posts:
    2
    Does anyone know how to get URP post processing working for html5 build,

    it works in game and scene view but it is pointless feature if it cant work in build
     
  4. ScottAdams

    ScottAdams

    Joined:
    Nov 23, 2016
    Posts:
    72
    Did you turn on post processing on the camera? I was able to get FXAA working but not the higher AA settings.
     
  5. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    637
    If you aren’t talking about FXAA, then just enable MSAA in the Universal Render Pipeline Asset.
    In my experience MSAA currently only renders in game view, not scene view so keep that in mind.