Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
LWRP issues
#1
Exclamación 
So I'm trying to use a simple 2d fluid with the LW rendering pipeline and nothing I try is working...

I'm trying to get the basic obi particle renderer to work and show the fluid particles so I can at least see what I am doing. I found a previous thread about changing the tags in the shader.. but that didn't seem to do the trick.

The simpleparticleshader.shader file looks something like this at the moment:


Code:
Shader "Obi/Simple Particles" {

Properties {
    _Color         ("Particle color", Color) = (1,1,1,1)
}

    SubShader {

        Pass {

            Name "ParticleFwdBase"
            Tags {"LightMode" = "LightweightForward" "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"}
            Blend SrcAlpha OneMinusSrcAlpha  
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest

            #pragma multi_compile_fwdbase nolightmap

            #include "ObiParticles.cginc"

            fixed4 _Color;
            fixed4 _LightColor0;

            struct vin{
                float4 vertex   : POSITION;
                float3 corner   : NORMAL;
                fixed4 color    : COLOR;
                float4 t0 : TEXCOORD0; // ellipsoid t1 vector
            };

            struct v2f
            {
                float4 pos   : POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float3 lightDir : TEXCOORD1;
                LIGHTING_COORDS(3,4)
            };

            v2f vert(vin v)
            {
                v2f o;
        
                // particle positions are passed in world space, no need to use modelview matrix, just view.
                float radius = v.t0.w * _RadiusScale;
                float4 viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * radius; // multiply by size.
                o.pos = mul(UNITY_MATRIX_P, viewpos);
                o.texcoord = float3(v.corner.x*0.5+0.5, v.corner.y*0.5+0.5, radius);
                o.color = v.color * _Color;

                o.lightDir = UnityObjectToViewPos(ObjSpaceLightDir(v.vertex));

                TRANSFER_VERTEX_TO_FRAGMENT(o);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                // generate sphere normals:
                float3 n = BillboardSphereNormals(i.texcoord);

                // simple lighting: diffuse
                    float ndotl = saturate( dot( n, normalize(i.lightDir) ) );

                // final lit color:
                return fixed4(i.color.rgb * (_LightColor0 * ndotl + UNITY_LIGHTMODEL_AMBIENT),i.color.a);
            }
            
            ENDCG

        }

        Pass {
           Name "ShadowCaster"
                Tags { "LightMode" = "LightweightForward" }
                Offset 1, 1
              
                Fog {Mode Off}
                ZWrite On ZTest LEqual
        
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest

                #pragma multi_compile_shadowcaster nolightmap

                #include "ObiParticles.cginc"
                
                struct vin{
                    float4 vertex   : POSITION;
                    float3 corner   : NORMAL;
                    float4 t0 : TEXCOORD0; // ellipsoid t1 vector
                };

                struct v2f {
                    float4 pos   : POSITION;
                    float3 texcoord : TEXCOORD0;
                };
                
                v2f vert( vin v )
                {
                    v2f o;

                    float radius = v.t0.w * _RadiusScale;
                    float4 viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * radius;
                    o.pos = mul(UNITY_MATRIX_P, viewpos);
                    o.texcoord = float3(v.corner.x*0.5+0.5, v.corner.y*0.5+0.5, radius);
                    return o;
                }
                
                fixed4 frag( v2f i ) : SV_Target
                {
                    float3 n = BillboardSphereNormals(i.texcoord);

                    return fixed4(0,0,0,0);
                }
                ENDCG
        
            }

    }
FallBack "Diffuse"
}


I believe I added the right tags to both passes.. and changed the line
Code:
o.lightDir = UnityObjectToViewPos(ObjSpaceLightDir(v.vertex));

as Unity was screaming a warning log at me about using Matrix_MV. I'm not entirely sure if that's how it should look as I am a newb with shaders... But I can definitely tell you that it still does not work. I don't see anything on my camera screen. That said, the simulation DOES work, but for me to see the particles (and only with the editor camera during playmode) I need to press the edit particles button on the obi emitter component.

Also, I am getting a log "Material Property is found in another cbuffer than 'UnityPerMaterial' (_Color)". Googling about, I found that to get it working with the SRP Batcher it needs to be in a CBUFFER_START(UnityPerMaterial) CBUFFER_END block... but I don't know how to implement that either... if anyone knows how, that would be great.
Reply
#2
(03-10-2019, 09:24 PM)MasterGeneralB Wrote: So I'm trying to use a simple 2d fluid with the LW rendering pipeline and nothing I try is working...

I'm trying to get the basic obi particle renderer to work and show the fluid particles so I can at least see what I am doing. I found a previous thread about changing the tags in the shader.. but that didn't seem to do the trick.

The simpleparticleshader.shader file looks something like this at the moment:


Code:
Shader "Obi/Simple Particles" {

Properties {
_Color ("Particle color", Color) = (1,1,1,1)
}

SubShader {

Pass {

Name "ParticleFwdBase"
Tags {"LightMode" = "LightweightForward" "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"}
Blend SrcAlpha OneMinusSrcAlpha  

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest

#pragma multi_compile_fwdbase nolightmap

#include "ObiParticles.cginc"

fixed4 _Color;
fixed4 _LightColor0;

struct vin{
float4 vertex   : POSITION;
float3 corner   : NORMAL;
fixed4 color    : COLOR;
float4 t0 : TEXCOORD0; // ellipsoid t1 vector
};

struct v2f
{
float4 pos   : POSITION;
fixed4 color    : COLOR;
float2 texcoord  : TEXCOORD0;
float3 lightDir : TEXCOORD1;
LIGHTING_COORDS(3,4)
};

v2f vert(vin v)
{
v2f o;

// particle positions are passed in world space, no need to use modelview matrix, just view.
float radius = v.t0.w * _RadiusScale;
float4 viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * radius; // multiply by size.
o.pos = mul(UNITY_MATRIX_P, viewpos);
o.texcoord = float3(v.corner.x*0.5+0.5, v.corner.y*0.5+0.5, radius);
o.color = v.color * _Color;

o.lightDir = UnityObjectToViewPos(ObjSpaceLightDir(v.vertex));

TRANSFER_VERTEX_TO_FRAGMENT(o);

return o;
}

fixed4 frag(v2f i) : SV_Target
{
// generate sphere normals:
float3 n = BillboardSphereNormals(i.texcoord);

// simple lighting: diffuse
  float ndotl = saturate( dot( n, normalize(i.lightDir) ) );

// final lit color:
return fixed4(i.color.rgb * (_LightColor0 * ndotl + UNITY_LIGHTMODEL_AMBIENT),i.color.a);
}

ENDCG

}

Pass {
        Name "ShadowCaster"
       Tags { "LightMode" = "LightweightForward" }
       Offset 1, 1
     
       Fog {Mode Off}
       ZWrite On ZTest LEqual

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest

#pragma multi_compile_shadowcaster nolightmap

#include "ObiParticles.cginc"

struct vin{
float4 vertex   : POSITION;
float3 corner   : NORMAL;
float4 t0 : TEXCOORD0; // ellipsoid t1 vector
};

struct v2f {
float4 pos   : POSITION;
   float3 texcoord : TEXCOORD0;
};

v2f vert( vin v )
{
   v2f o;

float radius = v.t0.w * _RadiusScale;
float4 viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * radius;
o.pos = mul(UNITY_MATRIX_P, viewpos);
o.texcoord = float3(v.corner.x*0.5+0.5, v.corner.y*0.5+0.5, radius);
   return o;
}

fixed4 frag( v2f i ) : SV_Target
{
float3 n = BillboardSphereNormals(i.texcoord);

return fixed4(0,0,0,0);
}
ENDCG

   }

}
FallBack "Diffuse"
}


I believe I added the right tags to both passes.. and changed the line
Code:
o.lightDir = UnityObjectToViewPos(ObjSpaceLightDir(v.vertex));

as Unity was screaming a warning log at me about using Matrix_MV. I'm not entirely sure if that's how it should look as I am a newb with shaders... But I can definitely tell you that it still does not work. I don't see anything on my camera screen. That said, the simulation DOES work, but for me to see the particles (and only with the editor camera during playmode) I need to press the edit particles button on the obi emitter component.

Also, I am getting a log "Material Property is found in another cbuffer than 'UnityPerMaterial' (_Color)". Googling about, I found that to get it working with the SRP Batcher it needs to be in a CBUFFER_START(UnityPerMaterial) CBUFFER_END block... but I don't know how to implement that either... if anyone knows how, that would be great.

Hi there,

The included renderer does not support SRPs. Quote from the FAQ:
http://obi.virtualmethodstudio.com/tutorials/

Quote:Does it support SRP (Scriptable Render Pipeline)?

Cloth, Rope and Softbodies support SRP out of the box, since they do not perform any custom rendering. Obi Fluid does include a custom rendering pipeline based on screen-space ellipsoid splatting, that is not currently compatible with SRP.

Next update (scheduled for release during October) will add SRP compatibility.
Reply