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obi fluid + hdrp
#11
Hi Jose and VM team!

I just bought this asset on the spring sale thinking I could use it in my HDRP based project.
Though I see HDRP is not supported and it's of no use for me at the moment I'll keep it because is such a fantastic asset to have.
It's a shame Unity is been so negligent with documentation, I've already seen this complain from other developers.

In any case, I was able to use obi fluid with particle renderer, so I get to use some of the features.
Do you have any advice about what we can achieve with that and some other unofficially supported features?
I'll try some stuff with it on my prototype then move to other solutions if HDRP support isn't ready by the time I finish prototyping Gran sonrisa.
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#12
Hi,

FYI

HDRP support deferred-rendering.
https://docs.unity3d.com/Packages/com.un...ering.html

CustomPass and VEG can override materials and Z-buffer in screen-space.
https://github.com/alelievr/HDRP-Custom-Passes#liquid

keep up the good work !
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#13
Hi there,

I'd just like to show my interest as well for Obi fluid HDRP support Sonrisa
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#14
Just throw my 2 cents - I'm checking this topic from time to time and hope to see the HDRP support one day! Ángel
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#15
(29-08-2021, 08:03 PM)sam3dx Wrote: Just throw my 2 cents - I'm checking this topic from time to time and hope to see the HDRP support one day! Ángel

Indeed, I hate to nag, but I'm hoping for HDRP too.
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#16
(07-11-2021, 09:03 PM)whack Wrote: Indeed, I hate to nag, but I'm hoping for HDRP too.

I still regularly attempt to get the renderer working in HDRP. All my efforts so far have been in vain, it just seems like HDRP (and the whole SRP ecosystem) is designed with a few very specific use cases in mind, as soon as something deviates from the marked path it becomes an unsurmountable wall.

Writing a non-trivial shader by hand for HDRP (which is where I invested my time at first) is out of the question, Unity has made it clear in the past that their intention is for ShaderGraph to be the one and only way to make shaders for SRPs. ShaderGraph however is still nowhere close to being flexible enough to implement what Obi needs.

In one of my latest attempts I learned that not long ago it wasn't possible to pass custom interpolated data from the vertex to the fragment stage (something that Obi heavily relies on), SG just got an update to allow this - but only in Unity 2020.2 and up -. This is basic functionality that should have been there from the start imho. See: https://forum.unity.com/threads/performi...st-7553410

Recently, the folks at Unity have backpedaled on pushing ShaderGraph as the only way to write shaders and will allow hand-written stuff in the future. However they're still in the design stages of a shader API for HDRP (and other SRPs) that makes it feasible to write custom shader stuff by hand without the need to completely take apart the entire render pipeline and reassemble it yourself.

Just trying to get my frustration across  Indeciso . Jason Booth's better shaders package is right now the only alternative left to deal with non-trivial HDRP shaders, this is where I've been investing my time lately.

Will keep you updated on this but I expect it to keep being a long and painful road.
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#17
(08-11-2021, 09:02 AM)josemendez Wrote: I still regularly attempt to get the renderer working in HDRP. All my efforts so far have been in vain, it just seems like HDRP (and the whole SRP ecosystem) is designed with a few very specific use cases in mind, as soon as something deviates from the marked path it becomes an unsurmountable wall.

Writing a non-trivial shader by hand for HDRP (which is where I invested my time at first) is out of the question, Unity has made it clear in the past that their intention is for ShaderGraph to be the one and only way to make shaders for SRPs. ShaderGraph however is still nowhere close to being flexible enough to implement what Obi needs.

In one of my latest attempts I learned that not long ago it wasn't possible to pass custom interpolated data from the vertex to the fragment stage (something that Obi heavily relies on), SG just got an update to allow this - but only in Unity 2020.2 and up -. This is basic functionality that should have been there from the start imho. See: https://forum.unity.com/threads/performi...st-7553410

Recently, the folks at Unity have backpedaled on pushing ShaderGraph as the only way to write shaders and will allow hand-written stuff in the future. However they're still in the design stages of a shader API for HDRP (and other SRPs) that makes it feasible to write custom shader stuff by hand without the need to completely take apart the entire render pipeline and reassemble it yourself.

Just trying to get my frustration across  Indeciso . Jason Booth's better shaders package is right now the only alternative left to deal with non-trivial HDRP shaders, this is where I've been investing my time lately.

Will keep you updated on this but I expect it to keep being a long and painful road.
I understand.

Appreciate all your work!
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#18
(08-11-2021, 09:02 AM)josemendez Wrote: In one of my latest attempts I learned that not long ago it wasn't possible to pass custom interpolated data from the vertex to the fragment stage (something that Obi heavily relies on), SG just got an update to allow this - but only in Unity 2020.2 and up -. This is basic functionality that should have been there from the start imho. See: https://forum.unity.com/threads/performi...st-7553410

Will keep you updated on this but I expect it to keep being a long and painful road.

Hello, dunno if it's related to this change, but an HDRP-compatible fluid renderer popped out recently: https://assetstore.unity.com/packages/to...ree-201207
It look less pretty than Obi, but maybe figuring out how they did it could help you.
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#19
(05-02-2022, 01:21 PM)Epineurien Wrote: Hello, dunno if it's related to this change, but an HDRP-compatible fluid renderer popped out recently: https://assetstore.unity.com/packages/to...ree-201207
It look less pretty than Obi, but maybe figuring out how they did it could help you.

Hi Epineurien!

Thanks for your post Sonrisa. I'm aware of Zibra, however all they seem to do is reflections. No lighting integration, no attenuation, no shadows, (either receiving or casting), no absorption, etc.

I already have basic reflection/refraction + 1 directional light working in HDRP, will probably release it as a poor man's HDRP integration.

cheers,
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#20
(06-02-2022, 12:31 PM)josemendez Wrote: I already have basic reflection/refraction + 1 directional light working in HDRP, will probably release it as a poor man's HDRP integration.
Yes! Please! Basic reflection and 1 directonal light is awesome deal!  Corazón Ángel
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