Open ty3232 opened 1 month ago
Hi, I'm sorry to hear that!
What Unity version does your project use? And is this issue reproducible in an empty URP project?
I cannot reproduce it on my computer using Unity 2022.3.37f1 and 6000.0.5f1.
I'm using Unity 2022.3.39f and I'm not sure what you mean about reproducing.
If I mean copied I'm not sure. But here are some photos and there are no errors.
From the screenshots, it seems there’s a shader warning indicating that one of the shader passes is invalid. (line 855)
Are there any compilation errors in the shader inspector?
Well, these errors pop up when installing unity ur
p but I can't read the script well friend.
![Uploading 2.png…]()
I think it’s because SSGI is not installed through the Package Manager, and the shader include files use absolute file paths.
#include "Packages/com.jiaozi158.unityssgiurp/Shaders/SSGI.hlsl"
Can you try removing the SSGI renderer feature & “UnitySSGIURP-main” folder and installing it again through the Package Manager?
I did that, but it still didn't work.
Do you have Git installed on your computer?
Or, you can try manually installing the package:
I tried, but it didn't give me all the files.
It looks like you created a repository rather than downloading this one.
You can download the repo (zip file) this way:
Installing it using the Package Manager should be pretty straightforward, but I’m not sure why it’s not working.
Thank you so much I have many questions 1. You are the only person who brought HDRP urp and with path tracing have you ever considered GTAO or a different solution like sign distance field or Radiance Cascades.
https://80.lv/articles/radiance-cascades-new-approach-to-calculating-global-illumination/
![Uploading 5.png…]()
![Uploading 5.png…]()
Please make a dicord. đź‘Ť đź’Ż
Glad to hear that it’s working!
I chose the screen space solution because it is easier to implement and works well with other custom features.
In the future, RTGI can also be added on top of it. I don’t have plans to try other global illumination solutions yet, mainly because there are higher priority features to complete.
As for Discord channel, I may consider it later, but I doubt if this is necessary.
If screen space is easy you check this old website that uses Dynamic, Noise Free, Screen Space Diffuse Global Illumination https://gamehacker1999.github.io/posts/SSGI/ This one is Screen Space Indrict diffuse It's in a different language but you can translate it into English. http://walkingfat.com/%E7%94%A8unity-srp%E5%AE%9E%E7%8E%B0ssgi%EF%BC%8C%E5%92%8C%E6%89%8B%E6%9C%BA%E7%AB%AF%E7%9A%84%E6%95%88%E6%9E%9C%E6%B5%8B%E8%AF%95%EF%BC%88%E4%B8%80%EF%BC%89/ The last one has a ton of different screen space plus Denoisers as well in PDF https://www.semanticscholar.org/paper/Signed-Distance-Fields-Dynamic-Diffuse-Global-Hu-Yip/309fd819ad7c50ac850f8348e164a3a28cd33f7f If Screen Space is a better solution for you then I wouldn't won't you to switch and hope it can be a discord in the future if not that will be fine just hope your work doesn't go to dust like the other assets on git hub and unity store. đź‘Ť
Thank you for these suggestions, and sorry for the late reply!
I heard that some devs may deprecate their assets (or repos) if there's minimum usage. All my repos are actually for a future project (but may never start), so I'll try my best to improve them even if they get little attention.
This is my first time creating a UPM package (SSGI), and it requires a different installation method. I'll update the shader includes to use relative paths so that people can install it as they prefer.
It works perfectly with no issues and no errors performance is better than Hdrp again thank you but other than that it works hope you can add more features this is great.
Have you ever considered ambient occlusion like RTAO to replace the regular URP ambient occlusion?
hope you can add more features this is great.
Thanks, I'll continue to improve it when I have time!
Have you ever considered ambient occlusion like RTAO to replace the regular URP ambient occlusion?
I don’t have plans for ambient occlusion yet, because in theory, AO is an approximation of GI.
However, you can still use both in a project, just make sure the result looks good.
I see what you mean I'm using HBAO and with the ssgi, it makes the ambient occlusion better.
Is there any hope of updating the path-tracing ssgi I like the stacking it has with Regular ssgi?
Do you mean improving the "UnitySSPathTracingURP" repo?
Path tracing is very helpful for realistic rendering, and I have many ideas to improve the repo (more material types & denoising), but it takes a lot of time to try and implement.
So, I plan to continue adding another feature (ex. sky improvements) to URP first.
Cool, I hope you can find a team to help you with your projects someday. It would be a waste to lose.
Hey like the update for indirect there maybe a problem with the vegetation it makes ghosting noises when moving the camera.
Does this occur in older versions of SSGI?
Additionally, how do you render the vegetation? For example, the ghosting issue can be due to incorrect motion vectors.
well i'm using unity 2022 version don't know what you mean of incorrect motion vectors.
Motion vectors are 2D coordinates that describe the movement of screen pixels from the previous frame to the current frame. Currently, the denoiser relies heavily on them to avoid ghosting.
Can you try disabling SSGI and check if there's severe ghosting in the game view on the vegetation when using TAA?
Regarding the problem, do you use terrain details to place the vegetation? That could be the cause of incorrect motion vectors, AFAIK.
Oh okay sorry friend it works fine was using FSR3 when switched off the ghosting was gone.
If FSR2 or 3 is causing ghosting, there might still be a problem with the motion vectors.
That's interesting because I didn't expect the SSGI denoiser would work with incorrect motion vectors.
I'm using with asset store fsr 3
I suggest contacting the FSR3 publisher for support, as they’re more familiar with the asset.
Feel free to discuss with me if you have any questions with SSGI!
Hey, these guys just put out SSRT3 on GitHub. Might want to check it out. https://github.com/cdrinmatane/SSRT3
Thanks for reminding, will check it out when I have time and share my thoughts and findings here!
So, I download from get git hub first everything was setup from adding in the ssgi in urp render and looking at the camera inspector, but it didn't work. then using unity package manager url I added the website to the url still didn't work. I hope the developer can fix these issues really like his work cause the path trace ssgi works but could use a better denoiser, but it still works and it's almost better then HDRP performance. I get around 35 fps or less using Hdrp ssgi with path trace ssgi I am getting around 78 plus using fsr 3 on the unity asset store getting around 90 or higher fps. Thats why I'm curious about ssgi if they are not the same just hoping the developer will continue these graphical projects especially ssgi for urp amazing you are the only person doing unity's work thanks. đź‘Ť