No still waiting for unity HDRP to be production ready. Don't get me wrong I love the new material and lighting setups there great but I need actual real big type production ready levels like I've been creating in Unity 2018 for the past couple of years.
I know in a real ray-tracer (POVRay for instance) to simulate a glass box you can do it two ways: a box where each face is a thin pane of glass (5 in this case - no floor) or a solid block of glass. It wasn't obvious to me in this tutorial whether the 'thickness' was at each surface or the whole solid glass block? The refractions didn't seem to be the whole block just from the way they looked...
I was actually thinking about this over the last couple days. Is there a nice, possibly beginner oriented, video somewhere that goes through the differences in the pipelines and why I would want to use one over the other? Like, like are there reasons to use the regular 3D pipeline instead of the HD or Universal? Or can we start a project in one pipeline and covert it later to another? I'm pretty new to things so generally just use whatever the people in the tutorials use but I haven't seen anything about why I would want to use one pipeline over another and would like to know that information as I approach seriously starting my first project. Thanks!
Real-time reflectionProbes cannot be used in HDRP. The loss of performance is enormous. Unity must work hard to offer similar performance in reflectionProbes raltime updates, as in standard pipeline. Have them make a video about that and how to get good performance with a ReflectionProbe updating in realtime Cheers
How to have good performance with realtime reflections: don't using realtime reflections. Seriously, instead, use a script to only update it on demand, preferably 1 cubemap face per frame, and with very low resolution (use blurred materials for hide the low resolution). I created a script to create only 1 cubemap at camera position, 256px each face, and it's updated in realtime but 1 face per frame, so I set the scene to use custom reflection instead of skybox. The result is nice and it took only 0,8 ms to update even with a scene with 1000 draw calls. This isn't for mirror reflections, but it's very good for environment reflection in general.
@@JuniorDjjrMixMods Thanks for the info! It may be worth it to me since I fundamentally need it for reflections in the ocean and I don't need them to have much resolution. But I don't know what API functions should I use to update a single cube face per frame in my script. I am going to search the internet, but any information about this would be very grateful Cheers
Nice... The only issue I was having was with the baking process, first it was baking pure white, which i fixed by disabling the physics based sky. Now it bakes strange ones with weird white in-between the images... it was working on URP just fine, why is it so much harder on HDRP? I wish this video showed the baking process lol
Basics but good. This is pretty much something anyone could try just but flipping switches on their own. It would be nice to see something more than a mere demonstration of the Lit maretial UI...
after install hdrp my settings menu wont work anymore..im trying to change graphics quality in game settings but nothing happens..without hdrp settings menu works fine..any help?
Same. I am looking everywhere for a tutorial or instructions on the matter but can't find anything. And I can't seem to figure it out by myself..! If you know something, I would appreciate it if you shared.. :)
I don't get it - I thought an important point of HDRP and its materials is to support ray tracing? Yet the techniques shown here have been used in games for probably 15 years or so? (I learned about strategies like baking lighting, reflections and whatnot at university way back then.) Granted, maybe it wasn't this accessible and game engines previously. I wouldn't know, I just started tinkering with unity and this video unfortunately doesn't answer my really quite basic questions regarding ray tracing and the obviously necessary backwards compatibility.
*Poll time!* Have you upgraded to HDRP yet? Reply with YES/NO.
Also let us know if YES, what features are you enjoying the most so far?
What youtuber can teach me too script on unity?
NO
Yes! Shaders!
NO
No still waiting for unity HDRP to be production ready. Don't get me wrong I love the new material and lighting setups there great but I need actual real big type production ready levels like I've been creating in Unity 2018 for the past couple of years.
A cube doesn't showcase much when it comes to refraction
did it with a sphere 0% alpha and animated to scale up. pulse effect
Ooo nice, a much needed topic! +1 for more HDRP videos =D
Obama meme, nice!
I love those short HDRP tutorials
What he said. Keep them coming please Unity!
I know in a real ray-tracer (POVRay for instance) to simulate a glass box you can do it two ways: a box where each face is a thin pane of glass (5 in this case - no floor) or a solid block of glass. It wasn't obvious to me in this tutorial whether the 'thickness' was at each surface or the whole solid glass block? The refractions didn't seem to be the whole block just from the way they looked...
I was actually thinking about this over the last couple days. Is there a nice, possibly beginner oriented, video somewhere that goes through the differences in the pipelines and why I would want to use one over the other? Like, like are there reasons to use the regular 3D pipeline instead of the HD or Universal? Or can we start a project in one pipeline and covert it later to another? I'm pretty new to things so generally just use whatever the people in the tutorials use but I haven't seen anything about why I would want to use one pipeline over another and would like to know that information as I approach seriously starting my first project. Thanks!
Dave Wilson brackeys made a video about that
Nice Video/Tutorial, thanks ! :)
You're welcome, Ray! Glad you enjoyed it!
Reflections and refractions make games much more fun.
Wow! Another really great HDRP tutorial! Looks awesome! 👍🤓🧡
Thanks! Hope you find it helpful!
Real-time reflectionProbes cannot be used in HDRP. The loss of performance is enormous.
Unity must work hard to offer similar performance in reflectionProbes raltime updates, as in standard pipeline.
Have them make a video about that and how to get good performance with a ReflectionProbe updating in realtime
Cheers
How to have good performance with realtime reflections: don't using realtime reflections.
Seriously, instead, use a script to only update it on demand, preferably 1 cubemap face per frame, and with very low resolution (use blurred materials for hide the low resolution).
I created a script to create only 1 cubemap at camera position, 256px each face, and it's updated in realtime but 1 face per frame, so I set the scene to use custom reflection instead of skybox. The result is nice and it took only 0,8 ms to update even with a scene with 1000 draw calls. This isn't for mirror reflections, but it's very good for environment reflection in general.
@@JuniorDjjrMixMods Thanks for the info! It may be worth it to me since I fundamentally need it for reflections in the ocean and I don't need them to have much resolution.
But I don't know what API functions should I use to update a single cube face per frame in my script.
I am going to search the internet, but any information about this would be very grateful
Cheers
Nice... The only issue I was having was with the baking process, first it was baking pure white, which i fixed by disabling the physics based sky. Now it bakes strange ones with weird white in-between the images... it was working on URP just fine, why is it so much harder on HDRP? I wish this video showed the baking process lol
Can we have an outline shader?
Or a toon shader to react to multiple lights?
Basics but good. This is pretty much something anyone could try just but flipping switches on their own. It would be nice to see something more than a mere demonstration of the Lit maretial UI...
I agree, I felt the video was a little lackluster
how to increase reflection probe quality in HDRP 2019.4 version? because reflection probe(box) quality is very low by default.
uhm any ideas why alph abased objects like grasscards do not render behind objects with refraction enabled?
I thought you were going to show how "planar reflection probes" work...
Why anchor override doesnt work in HDRP ?? Please Unity help me!!
after install hdrp my settings menu wont work anymore..im trying to change graphics quality in game settings but nothing happens..without hdrp settings menu works fine..any help?
What about planar reflection probes? I was hoping to see something on this.
Same. I am looking everywhere for a tutorial or instructions on the matter but can't find anything. And I can't seem to figure it out by myself..!
If you know something, I would appreciate it if you shared.. :)
Could you make FPS renderer in HDRP?
Does it work with URP mode ?
Suhbaatriin hushuu
thank you
Video: 30 secs ago
Unity comment: 25 mins ago
Me: *Wat*
Is it project assets and project open source?
So you explained how to create cube, well that's nice. But almost nothing about how to add screenspace reflections
You can watch brackeys' video on that
I don't get it - I thought an important point of HDRP and its materials is to support ray tracing?
Yet the techniques shown here have been used in games for probably 15 years or so? (I learned about strategies like baking lighting, reflections and whatnot at university way back then.)
Granted, maybe it wasn't this accessible and game engines previously. I wouldn't know, I just started tinkering with unity and this video unfortunately doesn't answer my really quite basic questions regarding ray tracing and the obviously necessary backwards compatibility.
Is that Copenhagen??!!
@@cyan_8716 Fun fact i actully live in denmark so i immediately recognized it :)
28th like
J yo
RIP my potato computer can't hang
2nd doe
Rtx is a thing... Just saying...
I'm not sure what it is. But I really dislike the way this guy speaks. It's incredibly distracting and fake sounding.
it looks pretty terrible...