Re: Unity 2019.1.1 HDRP and Noesis 2.2.2
I created new project in Unity 2019.3.0b9 + HDRP. When I enter into play mode, I don't see any preview.
Does this mean that Noesis is still incompatible with HDRP? :D
Does this mean that Noesis is still incompatible with HDRP? :D
Re: Unity 2019.1.1 HDRP and Noesis 2.2.2
It means we are waiting for the Unity team to solve the bug mentioned in this thread. 😃
There are a few companies already using HDRP with Unity + Noesis, but it required modifications to properly invoke the camera callbacks. We hope all this will be solved once Unity releases HDRP as a non-preview package.
There are a few companies already using HDRP with Unity + Noesis, but it required modifications to properly invoke the camera callbacks. We hope all this will be solved once Unity releases HDRP as a non-preview package.
Re: Unity 2019.1.1 HDRP and Noesis 2.2.2
It seems that HDRP isn't in preview anymore on this version of unity, check out image bellow:We hope all this will be solved once Unity releases HDRP as a non-preview package.
http://prntscr.com/pttt5j
Re: Unity 2019.1.1 HDRP and Noesis 2.2.2
I see, although 2019.3 is still in beta but yes, thanks for the information. We will have a look at it as soon as possible.
Re: Unity 2019.1.1 HDRP and Noesis 2.2.2
So 2019.3 and HDRP is now out of beta, but the bug still seems to be there. Fortunately, the SRP provides a new mechanism where the rendering can be hooked in. I'm not sure if I'm doing everything correctly, but with some minor changes it seems to be working with the HDRP. I'm attaching my modified version of the Assets/NoesisGUI/Plugins/NoesisView.cs component, plus a simple script containing the required custom render passes.
Hooking into the rendering this way also provides the benefit of being able to define whether the GUI should be rendered before or after post processing effects (replace CustomPassInjectionPoint.AfterPostProcess with CustomPassInjectionPoint.BeforePostProcess, could be made configurable, but since I don't need that right now, I didn't bother ;-) )
Hope this will help :-)
Hooking into the rendering this way also provides the benefit of being able to define whether the GUI should be rendered before or after post processing effects (replace CustomPassInjectionPoint.AfterPostProcess with CustomPassInjectionPoint.BeforePostProcess, could be made configurable, but since I don't need that right now, I didn't bother ;-) )
Hope this will help :-)
- Attachments
-
- NoesisView-HDRP.zip
- (8.45 KiB) Downloaded 207 times
Re: Unity 2019.1.1 HDRP and Noesis 2.2.2
Thanks a lot for your time! I think this is incredibly helpful. I will find time to have a look at this very soon.
Re: Unity 2019.1.1 HDRP and Noesis 2.2.2
We fixed HDRP in Noesis 3.0 (now in beta). Please try it and report any issue.
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