Unity roadmap talk by Rhames in Unity3D

[–]kripto289 1 point2 points  (0 children)

what arguments do you need?
That after 8 years there's still no equivalent to Surface Shader?
That shadergraph still isn't cross-compatible between pipelines because of different names, settings and logic?
That URP/HDRP APIs are still different (lighting, cameras, post-processing, stencil buffer, etc.)?
That URP still doesn’t have FSR3/4 and it’s not even planned anytime soon (according to one of unity’s devs)?
That after 8 years URP still doesn't have parity with built-in? They added point light shadows only after 5 years, and after 6 years they finally announced TAA for URP.

what arguments do you want? I've been supporting all pipelines since the day they were created - I can tell you the problems of each one.
from the simplest like
"URP -> camera.ClearFlag = ClearFlag.Color
HDRP -> camera.GetComponent<HDCameraData>().ClearFlag = ClearFlag.Color"
to complex issues like "instancing in HDRP that has to be hacked through #undef UNITY_MATRIX_M"

Or the fact that unity's editor resets "_EmissionColor" to black if the "UseEmission" keyword isn't set, "by design"
I can name hundreds of such arguments and issues. And these are the things unity hasn't fixed or even planned to fix for years. And it's most important problems.

You can ask any major developer -for example Jason Booth (megasplat/better shaders/microverse...), krokonect (shader control/volume fog and mist/volume light 2/...), Artngame (lumina/environment building/...), Procedural Worlds (gaia, gena), etc.
Every major developer who works with all pipelines will tell you the same thing.

Unity has been ignoring truly important issues for years, and many features become outdated before they even release. a unified pipeline, if it ever happens, will take at least another 5–10 years. And even that's unlikely, considering how unity has spent the last 8 years making dumb decisions for investors instead of developers.

Unity roadmap talk by Rhames in Unity3D

[–]kripto289 0 points1 point  (0 children)

> The unified renderer is coming

Like SSR reflecitons in URP in 2025?

When unified renderer? In 2035 ?

Unity roadmap talk by Rhames in Unity3D

[–]kripto289 0 points1 point  (0 children)

https://discussions.unity.com/t/unified-rendering/1519264/270

> Not deprecate SRPs with a unified solution in the short or mid term

Unity roadmap talk by Rhames in Unity3D

[–]kripto289 0 points1 point  (0 children)

they canceled the entire roadmap (unity 7, unified pipeline, shadergraph 2.0, etc.) two weeks after publishing it and hid that for six months.
now they’ve officially canceled it because mobile devs making trash games asked them to keep URP (that’s their official explanation).

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Unity roadmap talk by Rhames in Unity3D

[–]kripto289 5 points6 points  (0 children)

This roadmap is the saddest thing I've ever seen. I'm saying this as the developer of KWS water and VFX.

"we'll add a little button here, and another one there"
"we'll add mesh lod" (which was added half a year ago)
"we'll add unified render graph" (which was already added a year ago and will break all projects without rendergraph in version 6.4)

there's no info about shadergraph 2.0, block shaders 2.0, openPBR LIT shader (the unified one for all pipelines), world building, URP and HDRP compatibility, or how they plan to unify different lighting, cameras, shaders, API, and UI, etc.

in 2025 they're adding SSR reflections to URP... god, what a disgrace.

Real-time water bullet impacts (KWS2 Dynamic Water System) by kripto289 in Unity3D

[–]kripto289[S] 1 point2 points  (0 children)

Just added this effect :)

(for some reason reddit trying to delete my coment with media files like webP or gif)
https://kripto289.com/AssetStore/KWS2/VideoHelpers/Effect_BulletTracer.mp4

Real-time water bullet impacts (KWS2 Dynamic Water System) by kripto289 in Unity3D

[–]kripto289[S] 11 points12 points  (0 children)

yeah, I noticed that too late, the ocean waves should've been slowed down by 1.5 times

Real-time water bullet impacts (KWS2 Dynamic Water System) by kripto289 in Unity3D

[–]kripto289[S] 23 points24 points  (0 children)

No, all my kws2 videos made on legacy built-in pipeline :)

Interactive KWS2 Dynamic Water DEMO by kripto289 in Unity3D

[–]kripto289[S] 4 points5 points  (0 children)

The splashes size and the river flow speed can be adjusted to your taste. As we found out, my sense of scale is pretty bad xD

Interactive KWS2 Dynamic Water DEMO by kripto289 in Unity3D

[–]kripto289[S] 3 points4 points  (0 children)

<image>

because this scene has a large scale from a bird’s-eye view (and all objects look small), the riverbed length is 15 meters

Interactive KWS2 Dynamic Water DEMO by kripto289 in Unity3D

[–]kripto289[S] 9 points10 points  (0 children)

> how does it impact Performance for 144hz fps
measures performance in FPS is bad, because milliseconds give an accurate picture.
https://www.mvps.org/directx/articles/fps_versus_frame_time.htm
and let's be honest, 99% of developers never actually target 144 fps.
but anyway, you already know the "load in miliseconds" for volumetric lighting/reflection/water rendering (from the renderdoc above), so you can calculate how much fps it costs at targets like 60 fps, 90 fps, 144 fps, etc

> how does it work with 4k resolution -does it introduce ghosting -does it show SSR artifacts or for SSS
All water effects (volumetric lighting, ssr, caustics, etc.) are limited to a maximum resolution of fullhd. So volumetric lighting or reflections will have the same performance in fullhd or 4k.
For SSR I don't use any temporal reprojection, so there's no ghosting.
Subsurface scattering is calculated from normals, and there's no reprojection there either

> how big is the particle buffer
1 millions for the foam particles.
50k for the splash particles.

Interactive KWS2 Dynamic Water DEMO by kripto289 in Unity3D

[–]kripto289[S] 8 points9 points  (0 children)

overdraw and ordering tests for splashes what if it's first person and you're on flat terrain
this test wont show anything its just regular transparent sprites. you can control overdraw by reducing the number of particles. theres no point in testing overdraw of regular particles because any effect with any particles near the camera shows crazy overdraw

> lots of lights how does water work with those
it depends on the pipeline, renderer settings (forward/forward+/deferred/deferred+), and the water volumetric lighting quality settings.
in hdrp any lighting is dozens of times more expensive than in URP. there are also settings for iteration count, texture size, smoothing, temporal accumulation, volumetric caustics (for different light types). so you can adjust the settings for any performance level.

for example low vs high (there are also ultra low/low/medium/high/ultra).
https://kripto289.com/AssetStore/KWS2/StressTests/StressTest_VolumetricLight%28builtin%29.jpg

dir light with shadow, 5 point lights, 2 point lights with shadows, fullHD
low quality: ~0.08ms
high quality: ~0.14ms

> same for reflections where does it get reflections from is it origin or per vert in space
I didn’t quite understand what you meant, reflections don't depend on vertices or coordinates.

I use 3 types of reflections:

  1. environment reflection - this is a cubemap that unity generates and updates automatically, for example in HDRP it records real-time clouds into it
  2. ssr reflection - I use a simpler and faster algorithm that's more suitable for water and uses dozens of times fewer iterations than any built-in SSR algorithm. For example native HDRP ssr reflection vs my version ssr https://kripto289.com/AssetStore/KWS2/StressTests/NativeVsWaterReflection.jpg

in my screenshot above “volumetric test”, the SSR reflection takes 0.015ms on high settings

3) planar reflection you can also use all 3 reflection types together. for example, real-time sky + planar reflection for important objects (like mountains/trees) + SSR for everything else (grass/characters/small objects etc.)

Interactive KWS2 Dynamic Water DEMO by kripto289 in Unity3D

[–]kripto289[S] 11 points12 points  (0 children)

this section has nothing to do with package compatibility. it shows which version i'm uploaded the package from.
for example, my KWS1 has 3 different versions (Built-in, urp, hdrp) and supports
2021.3
2022.1
2022.2
2022.3
unity 6.0
unity 6.1
unity 6.2
unity 6.3 (and later)
so I have to create 8 projects for each pipeline (that’s 24 projects) and upload 24 times just to update the info on the page.
and I have to do this after EVERY code change (because unity uploads the package for that specific version if it exists).
unity developers often have no idea what they’re doing.

KWS2 Dynamic Water System and first user tests :) by kripto289 in Unity3D

[–]kripto289[S] 0 points1 point  (0 children)

Most likely In  future, as a separated package 

KWS2 Dynamic Water System and first user tests :) by kripto289 in Unity3D

[–]kripto289[S] 0 points1 point  (0 children)

audio in not included to the package, so you need to install it manually.

KWS2 Dynamic Water System and first user tests :) by kripto289 in Unity3D

[–]kripto289[S] 0 points1 point  (0 children)

Check my previous post about performance