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HDRP and weird values

PostPosted: Mon Nov 19, 2018 3:00 pm
by cAyou
Hi ! I'm trying to make a world based position shader, using the HDRP unlit template.
Using the World position node is giving me very weird results, not as I was excepting.

Here's the result on legacy RP:
https://streamable.com/l1693

And the result with HDRP unlit template:
https://streamable.com/ohq5d

It looks like is relative to the camera angle (?!) and follow the object instead of staying at the same position.
The shader is simply the x from node "World Position" attached to the color.
I've noticed other weird result using "World To Object" node, giving me wrong result (I had to pass the value by script...).

FYI I'm using the latest ASE plugin from this website (to fix errors relative to the 2018.3 beta version).

Are you aware of these issues? Do you know how I can fix them? Thanks !

Re: HDRP and weird values

PostPosted: Mon Nov 19, 2018 4:24 pm
by Amplify_Borba
Hello, could you elaborate on which specific Unity and HDRP versions you're using, so that we can run some tests on our side?

Thanks!

Re: HDRP and weird values

PostPosted: Mon Nov 19, 2018 9:08 pm
by cAyou
Yes no problem, I'm using Unity 2018.3b9 with HDRP 4.1.0 (the latest 4.2.0 breaks amplify shaders).

Re: HDRP and weird values

PostPosted: Tue Nov 20, 2018 5:05 pm
by Amplify_Borba
Thank you for providing additional details, we've just confirmed both issues on our side and are going to proceed to investigate them, we'll be sure to let you know as soon as we have any developments, apologies for the inconvenience.

Re: HDRP and weird values

PostPosted: Wed Nov 21, 2018 3:59 am
by cAyou
Amplify_Borba wrote:Thank you for providing additional details, we've just confirmed both issues on our side and are going to proceed to investigate them, we'll be sure to let you know as soon as we have any developments, apologies for the inconvenience.

Glad to know you can reproduce it.
Also a big issue I had was if I have a "World position" node (or any pixel related information) connected to the vertex offset node, the model became very "glitchy". So I have to avoid using them (didn't try on legacy RP). For most cases (like the original thread issue) you can pass some values to the shader (for example world pivot point) and do some math to handle what you want to achieve.
But definitely if you want the people to keep using ASE when the HDRP will be fully released and it's something you want to fix for sure.

Good luck finding those issues !

Re: HDRP and weird values

PostPosted: Wed Nov 21, 2018 4:05 pm
by Amplify_Borba
We've just released a new build, which you can download through our website, in which we've corrected the issue with the world position generation.

Regarding HDRP 4.2.0, we're still in the process of converting our template to accommodate to all the new changes it brings, so it's likely to take a while longer.

Please let us know if you come across any further issues, thanks!

Re: HDRP and weird values

PostPosted: Thu Nov 22, 2018 2:15 am
by cAyou
Amazing, thanks !