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Scriptable Render Pipeline Support #407

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FejZa opened this issue Nov 10, 2019 · 3 comments
Open
9 tasks

Scriptable Render Pipeline Support #407

FejZa opened this issue Nov 10, 2019 · 3 comments
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Backlog Use this label for items that are solely for the purpose of information and tracking work. Feature Request FR Accepted Feature Request accepted, ready for development
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@FejZa
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FejZa commented Nov 10, 2019

XRTK - Mixed Reality Toolkit Feature Request

Is your feature request related to a problem? Please describe

Unity has introduced scriptable render pipelines as a replacement to the legacy render pipeline some time ago. The URP - Universal Render Pipeline - (formerly LWRP) as well as the HDRP are out of preview by now and the modern way to get started with Unity projects. It is to be expected most people utilizing XRTK will be using URP or HDRP in their projects, that's why the standard assets need to be updated to support those. Currently all standard assets will render the pink error shader if used with render pipelines.

How would you classify your suggestion

  • Usability / Configuration

Describe the solution you'd like

As the HDRP documentation notes:

NOTE: Projects made using HDRP are not compatible with the Lightweight Render Pipeline. You must decide which render pipeline your project will use before starting development as HDRP features are not cross-compatible between HDRP and Lightweight.

unfortunately there is no way to have an automated workflow for converting projects in between pipelines. Anyway an automatic conversion would most likely not produce tuned and 100% optimized assets for each pipeline, that's why I am suggesting the following changes:

  • Remove the Mixed Reality Standard Shader
  • In XRTK.SDK create a new subfolder StandardAssets/URP to hold all URP standard assets
  • in XRTK.SDK create a new subfolder StandardAssets/HDRP to hold all HDRP standard assets
  • Identify assets that need to be updated
  • Create / port existing standard assets to URP in the newly created folder
  • Create / port existing standard assets to HDRP in the newly created folder
  • If possible, make sure to exclude/delete StandardAssets/URP folder if the URP package is not present in the project or the legacy pipeline is being used
  • If possible, make sure to exclude/delete StandardAssets/HDRP folder if the HDRP package is not present in the project or the legacy pipeline is being used
  • If possible, make sure to exclude/delete StandardAssets/Legacy folder if any of the SRP packages is present in the project
@StephenHodgson StephenHodgson added the FR Accepted Feature Request accepted, ready for development label Nov 10, 2019
@StephenHodgson StephenHodgson added this to the Version 1.0.0 milestone Apr 2, 2020
@StephenHodgson
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We talked about this a bit yesterday but wanted to add the conversation remarks here.

We discussed dropping the MRTK standard shader in favor of making this change

@StephenHodgson StephenHodgson added the Backlog Use this label for items that are solely for the purpose of information and tracking work. label May 16, 2021
@StephenHodgson
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This should likely also fix #686

@StephenHodgson
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I actually don't think this is a breaking change. I've noticed how some asset packages will just overwrite the local assets in the assets folder. We should likely do something similar when we copy/clone the assets from the sdk

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