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URP Roadmap+

Discussion in 'Universal Render Pipeline' started by transat, Mar 5, 2020.

  1. transat

    transat

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    779
    @erikabar @phil_lira , there are few more small things I'd like to see on the URP roadmap.

    Small details like:

    - DOTS compatibility (URP currently doesn't work with the Hybrid Renderer)
    - Surface shaders (Please reassure us that this is "in research" if you want to stem the exodus of asset developers).

    Also, please don't be afraid to explain all the hold-ups, to soothe our nerves. For example, why has it been taking so long to add proper AO? Is it a view normals issue? Geometry normals? Something to do with depth buffers? We'd all be a lot more understanding if you could share your pain with us, rather than it always being the other way around.

    Everyone else, feel free to add to this thread if you feel you'd like to know when URP will be able to do X.
     
  2. BattleAngelAlita

    BattleAngelAlita

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    >why has it been taking so long to add proper AO?
    Bureaucracy.
     
  3. MadeFromPolygons

    MadeFromPolygons

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    Oct 5, 2013
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    3,886
    I also would like to see this, and agree being a bit more open about what issues are holding up certain features would probably go a long way.
     
  4. Elvar_Orn

    Elvar_Orn

    Unity Technologies

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    Dec 9, 2019
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    I can give you some info regarding SSAO.
    I am currently working on that feature and it will be added to our repo in two different steps.

    First I'm adding a Depth Only SSAO where we reconstruct the normals from the depth texture. I'm pretty close to being finished with that and I am currently making it work in VR before sending the PR for review & testing.

    Secondly, I will make a rather large PR where I'm adding a normals prepass, Depth + Normals SSAO, and a feature where render features can specify their requirements. For SSAO that could be a prepass with depth + normals.

    The plan is to have all of this in a release hopefully within a month or so.
     
  5. Dragnipurake97

    Dragnipurake97

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  6. transat

    transat

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    Thanks for the update @Elvar_Orn ! Much appreciated.
     
    Elvar_Orn likes this.
  7. JesOb

    JesOb

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    How can we get depth buffer but without prepass overhead? Only on hardware that support depth copy, on another hardware just use another shader that dont require depth. When this will be possible?
     
    hippocoder likes this.
  8. OldMage

    OldMage

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    Jun 25, 2018
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    I'm extremely eager for when the URP will be able to work with the Hybrid Renderer, specifically for offloading only specific parts of our 2D workflow to highly performant DOTS Code.

    I watched a video on a simple World Streaming Implementation with subscenes. Even just knowing that the ecosystem could handle managing just the loading / rendering / translation and animation of background assets and other set dressings would be a great confidence builder.

    My peers and I love the DOTS paradigm, we like the ECS mindset and Data Oriented Design. It would ease the pain of waiting for a fully capable DOTS workflow if you could increase the ability for the two ecosystems to communicate with one another, even just to the minimum extent that we could meaningfully offload specific systems to it and then reintegrate the results of that work back into a mainly monobehaviour driven game.
     
    Aratow likes this.
  9. jammer42777

    jammer42777

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    Feature request for me. I'd like to see native support for 3rd party post processing effects in URP. Or continued support for version 2.2 of the post processing stack.
     
  10. transat

    transat

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    @OldMage @jammer42777 URP now is Hybrid Renderer v2 compatible. And 3rd party processing effects work as well. I'm using HBAO which shows up as an override in the PP stack.

    @Elvar_Orn Any news on the availability of camera view depth normals textures for URP?
     
  11. Elvar_Orn

    Elvar_Orn

    Unity Technologies

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    Will be added in my SSAO Part 2 PR. I have it working on my local branch but haven't committed it as I need to make it work with the Render Pass Input/Output that we're adding.
    https://github.com/Unity-Technologies/Graphics/pull/8
     
    Matt-Cranktrain and transat like this.