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pidi_planar_reflections_3 [2020/09/25 04:00]
irrsoft [PIDI Planar Reflections 3, Standard vs Lite Edition]
pidi_planar_reflections_3 [2020/09/25 06:14]
irrsoft [PIDI Planar Reflections 3]
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-Furthermore, the asset comes with specific shaders and workflows for mobile devices and the new Lightweight SRP renderer, starting with version 5.7 for Unity 2019.1, version 6.9 for Unity 2019.2 and later this year Universal RP for Unity 2019.3++Furthermore, the asset comes with specific shaders and workflows for mobile devices and for the Universal RP / High Definition RP in Unity 2019.4+
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-Below you can see a comparison table showing the full feature set of each edition. The Lite edition has an add-on sold separately which adds LWRP support in Unity 2019.1+ (this add-on is included free of charge in the Standard / Team edition). To learn more about the specific limits and differences between the standard Unity rendering pipeline (also known as Built-in) and the new LWRP pipeline, please go to the corresponding section of the documentation.+Below you can see a comparison table showing the full feature set of each edition. The Lite edition has an add-on sold separately which adds LWRP support in Unity 2019.4+ (this add-on is included free of charge in the Standard / Team edition). To learn more about the specific limits and differences between the standard Unity rendering pipeline (also known as Built-in) and the new LWRP pipeline, please go to the corresponding section of the documentation.
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-===== Universal RP vs Standard Pipeline =====+===== Universal / High Definition RP vs Standard Pipeline =====
  
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 {{tablelayout?colwidth="360px,240px, 240px"&rowsHeaderSource=1&rowsVisible=20&float=center}} {{tablelayout?colwidth="360px,240px, 240px"&rowsHeaderSource=1&rowsVisible=20&float=center}}
-^ Feature  ^  LWRP / Universal RP  ^  Standard Rendering  ^+^ Feature  ^  Universal / High Definition RP  ^  Standard Rendering  ^
 | Render to external RenderTexture |  ✓  |  ✓  | | Render to external RenderTexture |  ✓  |  ✓  |
 | Post Process Stack v2 Support |  ✓  |  ✓  | | Post Process Stack v2 Support |  ✓  |  ✓  |
 | Real-time + Static Reflections |  X  |  ✓  | | Real-time + Static Reflections |  X  |  ✓  |
 | Dynamic reflection resolution |  ✓  |  ✓  | | Dynamic reflection resolution |  ✓  |  ✓  |
-| Advanced optimization |    ✓  |+| Advanced optimization |  ✓   ✓  |
 | Layer-specific reflections |  ✓  |  ✓  | | Layer-specific reflections |  ✓  |  ✓  |
-| Water shaders |  ✓   ✓  |+| Water shaders |  Universal RP Only   ✓  |
 | Depth based effects |  X  |  ✓  | | Depth based effects |  X  |  ✓  |
 +| Blur Pass / Blurred reflections |  ✓  |  ✓  |
  
  
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-Different packages are provided to support the different URP and HDRP releases. These packages are clearly labeled with the pipeline's name and version so they are easy to install, just by unpacking their contents inside the Unity Editor after double clicking on either one.+Due to multiple changes in the way URP HDRP releases are handled by Unity it is heavily recommended to use the latest LTS Unity release for SRP pipeline developmentThe SRP packages provided with the asset are clearly labeled to indicate which SRP and Unity version they are targeted for. While they may work with newer versions of Unity and Universal RP / HDRP it is recommended to use their targeted versions.
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   * It is being developed with Unity 2017.1+   * It is being developed with Unity 2017.1+
-  * If it uses LWRP, make sure it is using a compatible version+  * If it uses Universal RP or HDRP, make sure you are using the latest Unity LTS release (Unity 2019.4 LTS)
  
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 To achieve the best results and especially if you plan to use the advanced Water Shaders with URP, you must change the settings of the Scriptable Render Pipeline Asset that you are using (you can find it in Project Settings / Graphics) and enable the Opaque and Depth texture rendering features. This will ensure that all the internal data required by PIDI Planar Reflections 3 is generated. To achieve the best results and especially if you plan to use the advanced Water Shaders with URP, you must change the settings of the Scriptable Render Pipeline Asset that you are using (you can find it in Project Settings / Graphics) and enable the Opaque and Depth texture rendering features. This will ensure that all the internal data required by PIDI Planar Reflections 3 is generated.
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- +\\ 
-{{ :planar3_lwrp_settings.jpg?direct&600 |}} +{{ :planar3_lwrp_settings.jpg |}} 
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-While we do our best to keep up to date with LWRP releases there may be times when Unity updates their pipelines and adds or removes functionality from them (and in most cases breaking the compatibility of LWRP shaders) before we can issue the corresponding update. If your version of LWRP does not load the shaders appropriately or the demo scenes inside the URP Add on folder show pink materials please be patient, as we will issue the corresponding patch usually within 1-2 days of a new LWRP release or contact us to let us know the details of the error to our [[support@irreverent-software.com|support email]].+While we do our best to keep up to date with LWRP releases there may be times when Unity updates their pipelines and adds or removes functionality from them (and in most cases breaking the compatibility of LWRP shaders) before we can issue the corresponding update. If your version of Universal RP / HDRP does not load the shaders appropriately or the demo scenes inside the URP Add on folder show pink materials please be patient, as we will issue the corresponding patch usually within 1-2 days of a new LWRP release or contact us to let us know the details of the error to our [[support@irreverent-software.com|support email]].
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-==== Camera Depth Effects ====+==== Reflection Depth Effects ====
  
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-In some cases you may want to simulate more accurate PBR reflections by using depth-based blur on them (which makes the objects blurrier the further away they are from a surface) or use the depth features of the reflection to generate an accurate mask that allows you to mix real-time and static (or baked) cubemap based reflections.+In some cases you may need to access the depth pass of the reflection, which stores the distance from the different reflected objects to the reflective plane in the green channel, for many different effects such as to generate an accurate mask that allows you to mix real-time and static (or baked) cubemap based reflections.
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 {{ :planar3_castdepth.jpg?direct |}} {{ :planar3_castdepth.jpg?direct |}}
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 +----
 +==== Blurred Reflections Pass ====
 +
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 +Starting with version 3.5, PIDI Planar Reflections 3 includes a new feature called "Blur Pass". This feature allows you to apply a high quality Gaussian Blur filter to the reflections rendered by the asset right before assigning them to the material. This blur pass is applied by the caster on a per-object and per-material basis.
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 +{{ :planar3_reflectionsblur.jpg |}}
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 +There are two ways of applying this blur pass, either to the Final Result of the reflection rendering process or as a separate pass to be stored in a new texture2D parameter called "_BlurReflectionTex". Using the Final Result mode will work with any shader compatible with our reflection system while the Separate Pass mode requires additional work to implement the new _BlurReflectionTex parameter and how its contents will be used. All the included PBR shaders in all rendering pipelines implement and work best with a Separate Blur Pass.
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 +{{ :planarreflections_blur.gif |}}
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pidi_planar_reflections_3.txt · Last modified: 2020/09/25 06:14 by irrsoft