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HDRP support #201

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huwb opened this issue Mar 22, 2019 · 22 comments
Closed

HDRP support #201

huwb opened this issue Mar 22, 2019 · 22 comments

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@huwb
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huwb commented Mar 22, 2019

Creating a new issue to track HDRP dev, which will likely ramp up as the LWRP version settles.

@MassDefenestration
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MassDefenestration commented Apr 5, 2019

HDRP support is, in my opinion, the best way to attract further development and feedback.

Realistically, 2018/19 HDRP doesn't have any complete ocean shading solutions that look anything close to the competition. Unity is half a decade behind everyone else both on and off the asset store.

I would be very interested in running with Crest if HDRP support is introduced, there's a hell of a lot to love here.

@sasa42
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sasa42 commented Apr 9, 2019

Same here. We reserved a lot of pixels per frame for crest hdrp. Adding the raytraced DXR reflections from the Unity Experimental DXR pre alpha would also solve all over water reflection issues toward fotoreal per default.)

@olavrv
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olavrv commented Apr 15, 2019

HDRP + DXR reflections would make Crest the absolute top water solution available on the market! We have used Ceto, Playway for a long time - and we are super excited about Crest. I think such a solution also would sell very well on the assetstore with HDRP/DXR support! Keep up the excellent work.

Feel free to check out our work: https://www.morildinteraktiv.no

@danwipf
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danwipf commented Apr 25, 2019

would love to have hdrp support!

@dongle
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dongle commented May 21, 2019

Yes, would love to use this in an HDRP VR project. I appreciate all the work that has gone into this so far. Hopefully I can contribute a bit once I get more up to speed with Unity.

@huwb
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huwb commented May 28, 2019

I made a channel on the discord (linked from the readme) to track progress here btw.

@urokuta
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urokuta commented Jul 7, 2019

looking forward to it!

@sbinunity
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I was surprised to see your contribution, it was so cool. In the past, I also studied real-time rendering of the ocean. I used the inverse Fourier transform to generate the waveform. To achieve its GPU version for efficiency, the interaction is difficult because there is no project to push to stop this. the study. But seeing your results today has ignited my interest in ocean rendering, and I have the urge to do something that I am very satisfied with. But unfortunately there is no support for the HDRP pipeline, I hope to support the HDRP pipeline in the future, I think there are too many people think so, the real rendering and interaction is more and more important for content creation. Please refer to https://sim.unigine.com/, this company has great technology about water, very good

@FastSkill
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Would love to see HDRP support! The ocean is amazing! great work indeed. I work mainly with HDRP and nothing I have seen done or done myself for ocean shaders is even close to comparable, so please please do make it happen.. big thumbs up!

@Gabrielkang
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Just need to put my 2 cents into the pool for HDRP support. 👯‍♂

@jesst3r
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jesst3r commented Oct 25, 2019

thumbs up for HDRP, can't wait

@SpyChar
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SpyChar commented Dec 3, 2019

Yes pls.

@StepanMynarik
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+1

@nlaha
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nlaha commented Feb 17, 2020

This would be appreciated.

@EddieSoloProjects
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+1 for HDRP. This is a must have :)

@valentinwinkelmann
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I agree. Crest absolutely needs a HDRP update. Especially since the HDRP is now officially no longer in beta.

@MrStormCoder
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+1 urgently needed

@huwb
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huwb commented Mar 7, 2020

We're preparing the release. Should be a matter of days.

@vladakucharik
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+1 for HDRP

@huwb
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huwb commented Mar 17, 2020

We submitted the package to the store and are awaiting feedback. I'll post back when there is news.

@AwesomeSuri
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Can't wait! Does this version also support VR?

@huwb
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huwb commented Mar 25, 2020

We are proud to announce Crest for HDRP is now available on the Asset Store. https://assetstore.unity.com/packages/tools/particles-effects/crest-ocean-system-hdrp-164158 . The page lists requirements and other details.

The big differences to other versions of Crest are..

  • Underwater effect rewritten as a more robust postprocessing effect.
  • Shadowing - sharp shadowing of direct lighting only for now. Soft shadowing of the water volume is on our list.
  • Ocean shader rebuilt from ground up to align with what shadergraph generates, for maximum compatibility with HDRP systems.

While we've received positive feedback from multiple rounds of testing, there will inevitably be teething issues, please bare with us while we settle it. We're offering the asset for a discounted price at the beginning while it matures.

If you encounter problems please create new issues (and also feel free to reach out on discord: https://discord.gg/g7GpjDC ). Closing this issue now that HDRP has launched!

(@AwesomeSuri we cant vouch for all VR setups, but we follow the shadergraph format closely and should work wherever normal shadergraphs work. But running HDRP in VR will want a beefy GPU..).

@huwb huwb closed this as completed Mar 25, 2020
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