#archived-hdrp

1 messages · Page 86 of 1

midnight surge
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I know 1 mesh is better for optimization but will it cause me problems when lighting my scene

hollow frigate
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Wondering if anyone has had this issue. Changing the exposure of the physically based sky at runtime causes extreme lag, almost 300 ms. Changing anything else on the physically based sky doesn't cause lag, but exposure does. Is this intended?

summer glacier
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but if you do change some settings, it'll have to recalculate ambient lighting and all, it depends on the setting. Some won't require an update. few things to watch out for:

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Number of bounces, this plays a big role in how long it takes, find a reasonable amount

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and second, update mode: Don't leave it at realtime since it'll cost you every single frame

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you can do "on change" and basically it will cost you whenever you change some important settings or the sun moves (since it's cached, it recalculates on change)

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last option is to set it to on demand, and you decide when to update it by script.
Ideally you'd set it to onDemand, and update it every few seconds (or longer, depends on your project)

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This only matters for the ambient lighting, the look of the sky is unaffected for the most part

hollow frigate
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And I have it set to two bounces

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There's no way that it taking 300 ms to update after a change is normal, right? That pretty much entirely disqualifies it from changing settings at runtime

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I mean, It takes less time to calculate a 4k reflection cubemap

loud leaf
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Why would you change exposure every frame?

summer glacier
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Well, if you change exposure every frame then it will update the sky every frame.
Although onDemand should stop it from updating unless you tell it to via script..

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300ms also sounds too much, way too much.

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I believe back when I tested it, it took around 5ms on a GTX 1070.

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(give or take a bit)

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Are you initializing and deactivating the sky? This is the one thing I can think off that would cost so much. (Like moving into a volume that changes sky type away from physical, and then a volume that switches back to physical) the initialization step is very expensive but it should only happen once unless you change sky type at runtime.

hollow frigate
hollow frigate
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Even something like 50 ms is fine as long as I limit the frequency, it's just the fact that it takes literally a third of a second that makes it an issue

loud leaf
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I think that's simply because it's not intended to be used that way

hollow frigate
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Right, that's why they included a setting that specifically allows you to do exactly what I'm trying to do

eternal laurel
hollow frigate
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Im going to update to 2022 first

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If that doesn't improve things I'll submit a bug report

barren goblet
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how to not using the exposure, when doing lighting calculation?

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the lightmap doesn't use exposure I see

tall lynx
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hi there,
i have a little issue with HDRP and lighting.. using unity 2022.1.1f1
i got exposure set to fixed exposure of 15..
i have a directional light, and it works as expected, i can rotate it, change the intensity, and it all works fine..
but if i add a spot light or area light to the scene, it doesnt have any effect, nothing lights up. if i disable the directional light, the scene just stays dark..
ive tried that with area lights and spot lights, and ive tried lighting up a unity3d terrain and a model im using, but it's like it doesnt exist..
i've googled some time about this issue, but i cant find anything besides issues with exposure settings, or hdr sky (which i'm also using, but have disabled atm) or too low intensity, but that's all not the reason

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does anyone have an idea where the issue lays?

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  1. screenshot the light settings
  2. screenshot the exposure settings (overrides for that are in the Sky and Fog volume entity that is currently disabled)
  3. screenshot without the directional light, but the spot light still doesn't do a thing
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maybe this should have been in #archived-lighting but it is essential hdrp/lighting mixed issue i assume

midnight surge
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Guys I'm placing lights in my procdural maze but when I get away from the spawn lights start flickering does someone knows how to fix that ?

midnight surge
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the problem was that they were too many lights at screen

plush hinge
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hey, is there a way to apply opacity maps to materials in unity?

shrewd moon
plush hinge
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so i want to use that instead

shrewd moon
shrewd moon
# plush hinge yes

The shader determines where the alpha will be sampled and I don't think there's an option to change that in the default shaders
You can make a new lit shader in Shader Graph to get full control over that, though

plush hinge
summer glacier
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wish I could help but 2D is an area I don't know much about, did you try posting in the forums? Both HDRP and 2D sections

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or shadergraph section

twin holly
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Any way to change the render distance on these light cones for spot lights?
No matter how high i set the fade distance they dont seem to render past a certain threshold

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i have a Sky and Fog volume with a high enough attenuation distance for objects, but is there a different value for these lights?

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op never mind i figured it out

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forgot about this lol

wintry depot
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Is it normal that adding a physically based sky permanently hangs Unity 2020.3.34f1 on Intel Comet Lake UHD Graphics?

VULKAN DEBUG: ERROR:  [../mesa-22.1.1/src/intel/vulkan/anv_device.c:3631, 0]: GPU hung on one of our command buffers (VK_ERROR_DEVICE_LOST)
scarlet hull
wintry depot
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I just tested on another laptop with Intel Tiger Lake UHD Graphics and on Windows 10 instead of Linux and it worked

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Not sure if I used the exact same volume overrides

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I'll try again on the Comet Lake computer running Linux

wintry depot
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Why do I get this as soon as I start Unity now? There's nothing to even render in the scene

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Not that this is really related to HDRP

wintry depot
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Ok, as soon as I create a Sky and Fog Volume, which by default adds a Physically Based Sky override, Unity hangs and the last line in the Editor log is this:

VULKAN DEBUG: ERROR:  [../mesa-22.1.1/src/intel/vulkan/anv_device.c:3631, 0]: GPU hung on one of our command buffers (VK_ERROR_DEVICE_LOST)
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Time to file a bug report I guess

scarlet hull
wintry depot
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I used the 3D Core template and added the High Definition RP, Entities, Hybrid Renderer, Unity Physics and Netcode for Entities packages

polar light
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Hi all
I was just about to commit to URP, but then i saw this thread
https://forum.unity.com/threads/stylized-npr-hdrp-examples-screenshots-videos.837313/
Basically if i'm gonna focus on the graphics in the future and not so much now, should i switch to URP now then HDRP later, or HDRP from now and the work towards stylization can be iterative?

Also in general, if i'm targetting something more low end, can HDRP stylized be low end? Or HDRP is always gonna be heavier than URP no matter the "quality" of the content, even if say the type of stylized is low poly, vertex color?

scarlet hull
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Generally speaking, HDRP will always be heavier than URP with the same base content.

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If you don't need all the HDRP lighting option, URP is probably a better choice

polar light
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But say a base content of a style that's "low end" (low poly, almost no texture), can typically be lower end than URP of standard/higher quality content ?

scarlet hull
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Hum, this is almost more a debate abou art direction and expertise in the lighting and tooling than something else

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If I want I can use low poly assets and make them look crappy fast in HDRP VS high poly asset looking good and slow in URP

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Performance is not only about polycounts

polar light
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I think im gonna do URP first then

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Cheers

wintry depot
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Why do I get this error then?

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And the DOTS entities render just fine

scarlet hull
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Do you maybe have multiple HDRP assets ?
Else I don't know why it would happen :/

wintry depot
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No, I only have one:

~/projects/alter/Alter/Assets master* ➜ rg HDRenderPipelineAsset
HDRPDefaultResources/HDRenderPipelineAsset.asset
13:  m_Name: HDRenderPipelineAsset
~/projects/alter/Alter/Assets master* ➜
scarlet hull
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IDK what I should understand from this 😅

wintry depot
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I only have a single file that contains an instance of the HDRenderPipelineAsset MonoBehaviour

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And it's HDRPDefaultResources/HDRenderPipelineAsset.asset

scarlet hull
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okay

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Well then, I have no idea why this error is happening sorry.

thorn yew
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Hi all, I'm working on a HDRP project and I'm using shadergraph and vfx graph to make some simple FX.
We're looking at using HDRP volumetric fog, however I've found that when I'm using a shader on a vfx graph effect that has something plugged into the alpha channel, it renders black when the camera is far away in fog.
Its hard to tell it from the picture but on the right I've got the same particle but without anything going into the alpha channel in its shader and it reacts as expected to fog.

Is there any way I can get a vfx graph shader to react to fog as you'd expect: disappearing when the camera is far away and re-appearing when closer?

midnight surge
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I have a procedural generated donjon, how can I light it without having preformance issues ?

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Also because I can't bake light, how can I get indirect bounces ?

deep mortar
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Did someone know why when im trying to render in AOV sequence image for Depth pass it's full black... ?

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Or it render depth pass like a beauty pass .. @shrewd moon

summer glacier
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Well, not much you can do. In HDRP there's SSGI, it will help a bit but it can't be compared to the quality of baked lighting.

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You'll just have to rely on dynamic lights, maybe you can try to fake GI with dynamic lights, but probably a pain to do procedurally

midnight surge
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yeah and because I'm using a lot of lights, I can't to activate shadows :(

summer glacier
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did you try shadow caching? it's helpful for spot/point lights

echo crow
digital spire
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Hello, I got this error spamming the scene

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"Cannot use a Mesh for building the Ray Tracing Acceleration Structure"

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There are some mesh where it have problem with raytracing. I know which one but I don't know how to solve it? There is no guideline or documentation about this error

round slate
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Im new to HDRP and after launching a new project with the HDRP preset and placing a normal plane into the scene (scale 10x10) those dotted shadow circles appear around my camera. It doesn't lineup with the end or start of a Cascade so it doesn't have to do anything with those settings. Im wondering if anyone else experiences that issue?

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It looks like it applies dithering between cascades without there being any shadows

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Nvm figured it out by myself. The settings in my HDRP Quality preset were pretty messed up. Turns out its not a good idea to use High Quality filtering with 512 resolution directional lights...

willow torrent
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Why are all of my models so dark?

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Not super familiar with HDRP

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So any help would be great : D

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Ah ok lol I dont have a light source

mortal moth
sterile mesa
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Hello, I upgraded to hdrp. It seems my old shaders are incompatible. Is there a way to convert them? If not, is there a way to detect non hdrp compliant shaders and delete them, I have like 50 and I think they hurt compile time.

floral oar
glacial fossil
oblique vapor
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Any suggestions for per object outline (highlight Interactable object) for HDRP 12.1.6 (Unity 2021.3 LTS) ? Looking at this https://assetstore.unity.com/packages/vfx/shaders/outline-shader-hdrp-202845 since https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/hdrp-outline-162150 does not seem to work with recent HDRP releases. Any opinions are more than welcome (personal experiences etc)

Add depth to your next project with Outline Shader (HDRP) from Easy Game Studio. Find this & more VFX Shaders on the Unity Asset Store.

Add depth to your project with HDRP Outline asset from Knife Entertainment. Find this & more VFX options on the Unity Asset Store.

mellow condor
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is there a way to have different bloom for the celestial body than for the rest of the scene?

inner parcel
inner parcel
# oblique vapor Any suggestions for per object outline (highlight Interactable object) for HDRP ...

Have a look at this. I did some minor modifications to the outline custom pass to get it to work on latest unity. If you cant get it to work, just let me know. I can send over my files.
https://github.com/alelievr/HDRP-Custom-Passes

if you're looking for a ready made solution, you also have this. just import it, configure the project and youre pretty much done.
https://github.com/Arvtesh/UnityFx.Outline

whole fossil
inner parcel
swift pawn
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Hello. I've been loosely orbiting around the raytracing support for a while, and when getting 2022.1 today, I noticed enabling the feature in the pipeline asset while disabling all raytracing effects still causes a significant load to the GPU. Does someone know what is being processed on the GPU side exactly? Disabling raytracing from the pipeline asset removes the load entirely. I know running this on a GTX 1070 is asking for troubles, and it doesn't really matter in my case performance-wise, but I don't see an explanation for this behavior. I also looked up online, but there's very little information and discussions about Unity raytracing, so I didn't find anything interesting.

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Hmm. Looks like Discord didn't bother to send the descriptions for the images. First shows all effects disabled, second is the load on the GPU with raytracing enabled in the pipeline asset but all effects disabled, and third is raytracing disabled entirely from the pipeline asset.

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The remaining enabled components have no effect on the framerate as well.

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Another odd thing I noticed is that when an effect is on, enabling path tracing (did it accidentally) and disabling it tanks the framerate until leaving play mode.

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Though I'll say the tanked framerate feels more believable for a 1070. 😛

mellow condor
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can i put the sky on a different layer?

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my objective is to do a moon

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i want the moon to have a sharp border and still use procedural celestial body. maybe that's dumb. i can use an hdri too

scarlet hull
swift pawn
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The one on the camera? That's where I disable it.

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Didn't think there would be a difference, since it's an override.

scarlet hull
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Ok, I tought it was the global toggle for raytracing in the HDRP asset

swift pawn
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Also, the components I was referring to are the HDRI Sky/Visual Environment etc...

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Ok, I tought it was the global toggle for raytracing in the HDRP assetAren't they the same?

scarlet hull
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No

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On the HDRP asset, it fully disables the feature, and in the frame setting it tells the renderer "don't bother calling the raytracing stuffs for this camera"

swift pawn
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Thought it could be something like this. I only have one camera though, and toggling in the frame settings override does make a difference.

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So somehow it's doing work for that camera, but I can't locate the load. 🤷‍♂️

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GPU profiling didn't seem to work either whether Graphics Jobs was disabled or not, so I couldn't check that.

scarlet hull
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yeah, I agree it's not so easy.
I'm no a pro on the raytracing part either. I suspect that there is still some build up of the scene representation done, even if there is no effect using it.

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They shouldn't be on by default, but maybe you have raytraced shadows ?

swift pawn
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Camera's frame settings.

scarlet hull
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Shadows are set per light 😅

swift pawn
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Oh, oops. 😛

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Sorry, not really used to this.

scarlet hull
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But like I said, it is possible that the acceleration structure is computed for the camera, even if it's not using it, that would explain the additional perf hit.
Maybe just disable the frame setting if you don't need it

swift pawn
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I'll try disabling this.

swift pawn
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I did notice optimizations on the CPU side since last time I tried on an older version (acceleration structure update versus re-adding objects to it every frame), so I figured most of this load might have been something else entirely.

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Disabling shadows and contact shadows on the light source made it about 35% faster (~110fps vs ~400fps with raytracing disabled), so I guess there's leftover effects that aren't managed by the volume component.

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And well, I do need raytracing eventually for this project, but I can definitely work without it in the meantime. Was just curious about this behavior.

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Thanks the help!

scarlet hull
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I'll asks questions around, normally if all effects are inactive RT should not impact the perfs, but there might be an issue

swift pawn
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Oh wow. Disabling the HD Additional Light Data component from the light removes the load entirely.

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Goes back to 400-450 fps.

scarlet hull
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Okay, so it was comming from the shadows/light.
I'm not sure you're only affecting RT by disabling this component tough 😅

swift pawn
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Well, I just realized disabling it outside of play mode made everything dark! 😛

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It still worked in play mode somehow.

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And alt tabbing also fixed it. 🤔

scarlet hull
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IDK, don't do that, it's unsupported behaviour 😄

swift pawn
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Right. I don't want more things to go weird. 😛

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Looking back on the shadows stuff though, it makes a bit of sense since the volume component doesn't seem to have raytraced shadows modules. The only ones it has have no sampling or raytracing options. The additional light data bit is a big mystery though.

scarlet hull
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Also, you've disabled the volumes overrides in the screeshot above, but it doens't mean disabling the effects.
Maybe there is some other volumes with RT active, maybe even the defautl one.
You can try look at the rendering debug window, volume section to see how the different volume components get resolved

swift pawn
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There's only one volume listed there.

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I'd setup a side-scene only including persistent objects for this project so things don't get unloaded when switching scenes/maps. I haven't gone far with raytracing, so I only used one volume in the persistent scene.

scarlet hull
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I have no other idea

swift pawn
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Well it's no biggie, I can work with this. At least we could narrow it down some. Thanks for your help again! 🙂

scarlet hull
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👍

balmy patio
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Any idea why I have this artifacts in this HDRP scene? Is the Terrain Demos Scene from the asset store, played as it was downloaded

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Without TAA the issue is removed but there is a lot of noice in the alphas

native pilot
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How can I get the shadow casting to have a very far max range without the close stuff looking terrible? Can I adjust the squishing of the shadowmaps so that the max distance of the shadows can be really far, but the close stuff still loofs fine?

glacial fossil
native pilot
glacial fossil
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You cant change the quality per cascade. You can set the general shadow map quality from hdrp asset tho. In general, further cascades are blurrier than the closer ones

native pilot
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alright, it still looks bad but not nearly as bad

vague mulch
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Hello, people! Having a weird problem with framerate drops in our project when shooting. If I use Vulkan, it works fine, but if I switch to DirectX, then FPS suffers. Checked the profiler, but there seems to be something which is not being tracked. Here's the example of normal frames and frames with spikes.

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Normal frame:

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Percentage of ms values are distributed properly

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Frame with a spike:

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Something is taking most of %, but is not even being shown

frosty agate
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Help. I left the editor open for 1 hour, then unity stopped rendering used +25gb ram so i had to shut it down and restart.

Now my HDRP project is not rendering anymore. I restarted the pc but still same errro.
The scene view is grey, game view is black, no errors in console.
I changed nothing.
what can it be?

vague mulch
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Ok, I found the cause of my problem. It was in Nvidia Control panel setting per application. Texture Filtering Trileniar Optimization was on. Should be off

vague mulch
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UPD: apparently it was a max frame rate setting problem. Also inside driver

frosty agate
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ye this is not the first time this buggy mess of hdrp does that.

last time it did it when i made a shader for a rug in shadergraph with parallax occlusion mapping.

you look at the mesh with the camera in the scene, and immediately it starts spamming an error and stops rendering anything

i will try vulkan, but with vulkan the nodes in shadergrah are flickering so hard that its actually unusable to work withing ...
thx for the hint @vague mulch

vague mulch
mellow condor
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did you ever figure out what the issue was here?

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i'm also trying to diagnose a very long deferred depth prepass

quiet quest
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is there a way to turn of shadow casting for hidden objects when using raytracing?

stray flume
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how can i stop clouds from rendering on second camera?

scarlet hull
high void
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Hey I'm compiling a list of good tutorial on hdrp for our art dept and was looking for recommendations. Obviously all the unity ones, but do you guys have others you recommend beyond beginner stuff? Super appreciate it. Thanks

hexed barn
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anyone know how i could get rid of the shine on the floor and wall? I am using DXR

loud leaf
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You need to setup and bake reflection probes

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The reflections you're seeing are ray traced, but the lighting -inside- the reflection is still rasterized, it will fall back to the reflection probe & sky.

kindred gyro
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Is this the right place to ask questions and help with light baking using HDRP?

kindred gyro
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The problem was the light baking, and when I baked it, I got a dark, mushy looking scene. Left before and right after.

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I tried to generate the UV on the FBX, adjusting the exposure through the Volume, and reflection probe. Nothing works, and I believe I am missing something here.

scarlet hull
kindred gyro
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Yeah, everything is baked. This scene is for testing, using Probuilder wall, floor, and ceiling. Ticked the Contribute GI as well.

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Testing scene so that way I can bake faster and tweak the settings.

scarlet hull
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🤔
Are you 100% sure the lightmap UVs are good ?
You should see the UV islands of the elements in the lightmaps display of the lighting window

kindred gyro
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I'll check it now

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For this one, I am not very familiar.

scarlet hull
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You can click on "preview" to display them bigger and then view UVs.

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I can spot some gradients there, but I'm not sure from what elements they are

kindred gyro
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Interesting

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is that bad?

scarlet hull
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I don't think so, with the exception of the floor and ceiling, I guess that the other bigger sized quads are the walls, and they appear to be lightmapped, so I don't really understand why they are rendered black in you screenshot

snow axle
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Is it possible for HDRP to raytrace in real time, something like UE5's Lumen?

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  • maintaining the same quality as it would with pre-built lightmaps.
eternal laurel
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Even lumen doesnt maintain the same quality as pre-baked maps

scarlet hull
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There is no equivalent to Lumen in HDRP ||for the moment||
HDRP supports raytraced GI tough

eternal laurel
scarlet hull
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I'm not teasing anything here 😅

eternal laurel
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sure sure 😉

loud leaf
heady ruin
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Are there any resources for getting started with an outer space scene in HDRP? I want to be able to include a sun as a star but the only options seem to include having a ground included as well which I don't want.

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Also having some wild issues with the exposure being too high and fixed exposure doesn't seem to be fixing it without getting rid of the sun, but am hoping the folks in the lighting room can provide some solutions there

sterile mesa
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How do I change the graphic of an HDRI sky in game?

sterile mesa
sterile mesa
heady ruin
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About ready to ditch HDRP and try URP. A little annoyed I upgraded in the first place cuz so far it's been nothing but headache

eternal laurel
sterile mesa
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I'm not quite sure why they couldn't have kept legacy API changes while updating to new stuff. Everyone keeps repeating the same mistakes of Windows 8 for user interface. Corporate executives and managers think the User Interface Captain's seat is their seat because they think they should be in charge of everything... This is why google/Blizzard and even Apple have quite terrible UI design decisions.

loud leaf
dawn sorrel
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Anyone know how to exclude objects from motion blur? I know how to disable it entirely, but its mostly the first person mesh that looks bad with the motion blur.

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Not sure if I need to look at custom passes or the post processing settings, dont see anything in either

quick birch
shrewd moon
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HDRP is not meant to fit every project and every developer, as its goals and requirements are quite specific
The right tool is always the one that works best for the specific purpose

heady ruin
paper briar
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Hey guys, I'm creating a 3rd person game using HDRP and I'm wondering if I could get some help to achieve an idea I've got.

The idea involves having a dense global fog with an attenuation distance of say 2. However I'd like to create an effect where the player can sort of walk through this fog with a 'bubble' around them that pushes back the fog in a certain radius. I tried doing this with a global volume and a local volume attached to the player with the local volume at a higher priority (with a less dense fog) and a sphere collider that is big enough to encompass the camera, however this didn't achieve the effect I was after, instead it had basically just overwritten the global fog while inside the collider and it meant you could see as far as you wanted.

Is there any way I can create this effect?

snow axle
near fjord
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i am a studdent and for my project i want to make a game that support RTX but how does anyone knows a tutoriels or a pdf book if you know dm me or sent it derectly to me "sorry for the grammar"

paper briar
eternal laurel
paper briar
eternal laurel
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No... you can controll the density locally with this. We have used it for this exact purpose. Havent attached it to a player but it should work

paper briar
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Oh great!

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I’ll give this a go later and let you know.

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Thank you 🙏

paper briar
paper briar
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I had a look and the changelog said all they did was rename a density volume to a local volumetric fog so I'll try using a density volume and see if I get a result

paper briar
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I can make darker local environments compared to global, but not lighter local environments compared to darker global.

eternal laurel
paper briar
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Just to check we aren’t at a misunderstanding, I’m looking to still be able to see the global fog from within the radius, it just cuts off at a certain point, if that makes sense. It’s quite hard to explain

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Or essentially make like a small clearing in a global fog

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I will download and test newer versions

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Hopefully you’re right

leaden quartz
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Does anyone have any idea why this face appears jigged like this in HDRP, it doesnt happen in SRP, I've tried different shaders and parameters but it doesnt change anything, im using the HRDP/Lit shader rn

turbid matrix
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srp = scriptable render pipeline

leaden quartz
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i mean standard rendering pipeline by that sorry

strong elbow
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Does camera stacking exist in HDRP?

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If so, where?

shrewd moon
strong elbow
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How is it that URP has it but HDRP doesn't?

strong elbow
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Can custom passes do that?

shrewd moon
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I have no direct experience with custom passes but I think it's the best option to try in your case

turbid matrix
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haven't tested that one specifically myself, just seen it being there

strong elbow
strong elbow
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custom passes are sick!!

dawn sorrel
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Probably a dumb question but

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Is there currently no way in HDRP to have a UI camera? HDRP does not allow multiple camera stacking as far as I am aware, right?

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So there would be no way to have another camera showing only the UI and then doing post processing on that UI camera?

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I see above some people are talking about Custom Passes

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Not sure if that applies to this situation or not

summer glacier
toxic basin
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Hello! , i have a problem , i'm making a test HDPR project to test camera stacking with the HDPR graphic compositor and an error has started to appear: "Objects ae trying to be loaded during a domain backup , this is not allowed as it will lead to undefined behavoiur!".

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is there a fix for this?

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i'm using Unity 2022.1.0f1

toxic basin
shrewd moon
toxic basin
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is more optimal / safer to use custom passes?

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again , working on a test project to test the waters here

shrewd moon
# toxic basin what problems would it create if it was used in such manner?

either performance or memory overheard, depending on technique
Custom passes would probably be much cheaper, my understanding is that the compositor is intended for rendering demos or showroom use where performance is not a concern
But you can try it and profile to see what the cost would be in your use case

toxic basin
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the rendering CPU usage is the tradeoff, from what i see using the compositor and various cubes moving

toxic basin
#

i guess lighting is more limite with this option , ill be testing all 3

dawn sorrel
#

Also the camera stacking project doesn't work for me

#

Just causes the screen to go grey

#

And I'm on unity 2022

#

One thing I couldn't wrap my head around last night is how you can even do world space UI in hdrp - without post processing affecting it

#

An obvious example would be floating nameplates or health bars

#

In the case I was trying to figure out, I wanted world space UI behind a specific mesh, and I wanted this UI to not be affected by post processing

#

I couldn't figure it out

#

In the standard render pipeline this is way easier. I even have another unity project set up and I accomplished it fairly effortlessly

#

The one camera limitation in HDRP is really frustrating

shrewd moon
dawn sorrel
#

Are custom passes complicated? I tried looking into them and they seemed really overwhelming

#

I also use Amplify Shader suite for making my shaders so I don't know if that adds complications

shrewd moon
dawn sorrel
#

I am familiar

#

Actually I watched that vid last night and recreating his exact steps did not yield the same results for me somehow

#

But I'll test more today

#

So if I wanted to make UI elements glow under certain situations, I'd use a custom pass?

#

Probably completely separate thing: can particles be rendered on a ui canvas?

#

UI particles are very common in games so I'd imagine there's a way

shrewd moon
sacred veldt
#

Soemone knows why that happens? like everything is black and exposure changes nothing

dawn sorrel
#

Do any materials work? Are your normals flipped?

sacred veldt
#

I just did some changes and that happened even clearing changes in source control didnt fix this

#

and yes lights are broken

#

everything just looks like that

onyx gale
#

Does anyone know why, when i change to a new scene, not in additive mode, the old scenes volume is effecting the new scene being loaded in. It only effects it for like half a second then fixes almost like its blending out from the old volume. any thoughts

kind zephyr
#

Hi there 🙂
I try to optimize my HDRP scene and I don't understand the following message in the Frame Debugger
SRP: Node material requires device state change

Materials are the same and keywords too ... could you help me?

bold wadi
#

Heya everyone! I was wondering why my reflection probe isn't working right now? As you can see, the sphere outside of the radius reflects the sky, so I added a reflection probe to make it reflect it's surroundings. Though, the sphere just doesn't reflect anything when it is inside the probe? Why does that happen?

#

(pressing bake doesn't change a thing)

#

Oh and here is the reflection prob inspector if you need it

weary quarry
#

When switched over to HDRP, my debug.drawlines and any other gizmos no longer show in Game view when I have Gizmos toggled on. Tried toggling all of them on/off. Having a surprisingly hard time finding any info using google. Anyone know anything about this or heard of it?

versed zealot
#

why does my preset look like this

lone river
#

hey guys I got a map with 4 terrains, when I am looking to one of them it does this

#

that white patch

#

it does not render

lone river
#

but it only shows that in a specific camera angle

crimson pewter
#

hey does anyone know where to turn on opaque texture in HDRP pipeline asset? can't seem to find it

turbid matrix
#

@crimson pewter what are you trying to do?

crimson pewter
turbid matrix
#

also, this is no URP, you don't have to separately toggle that

#

I meant... what do you need that for

crimson pewter
#

i'm making a transparent shader but it turns out unnecessary bright

#

it's just the scene color plugged in the base color

turbid matrix
#

hdrp has hd scene color node that can take exposure into account

#

it's separate node

crimson pewter
#

oh! that kinda works

#

it's not completely transparent

turbid matrix
#

is that actually mesh behind it or something else?

crimson pewter
#

nope, empty scene with just a plane

turbid matrix
#

if it's just empty space, you could see all kinds of things affecting that plane, like fog

crimson pewter
#

oh might be it

#

sorry i'm new to hdrp

#

thanks a lot for your help! it's all fixed now :)

crimson pewter
#

hey, sorry for the probably newbie question but i'm new to hdrp, why does my twirl effect only works in game mode? did i miss something?

glacial fossil
lone river
#

hey guys when I am running my game my scene view turns gray, I have to enable and disable lights to see my scene again, any ideas?

lone river
#

hey guys can some one help me out undesrtand why the terrain turns gray?

crimson pewter
weak tendon
silver trench
#

Hey does anyone know a good deal about render pipelines and shaders that would be willing to help me fix a project I have been working on? I have been working on a game for a while and I accidentally installed the incorrect version of an asset which used a different render pipeline or something and now a lot of my stuff is pink. I tried looking it up and fixing it on my own but I feel like I am making it worse due to my lack of experience/knowledge with render pinelines. I have been trying to fix this for so long I am just lost on what to do at this point.

lofty kestrel
#

guys how can i upgrade the material to HDRP

turbid matrix
#

@silver trench main thing to learn from this is to always use version control (so you can easily revert any change you don't like)

#

basically your issue is that your materials use shaders now that are not supported by the renderer you are trying to run them with

turbid matrix
#

you'd think there would be some HDRP variant for probuilder shaders though

#

I haven't really used it much myself so no idea

lofty kestrel
lethal carbon
#

There is a shiny material made by shader graph.
How can I maintain the same brightness and appearance in any environment, but not affect other objects?

No matter how dark or bright the directional light is, I hope it will shine with the same brightness.
It shines on itself, but I don't want it to reflect or affect other materials.

How should I approach it?

shrewd moon
sacred veldt
#

Shader error in 'HDRP/Lit': Couldn't open include file 'Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl'. at line 351

#

unity 2022 and hdrp

lethal carbon
shrewd moon
silver trench
# turbid matrix <@540585085066543134> main thing to learn from this is to always use version con...

Yea, I've been kicking myself over it. We were about to set that up to avoid shit like this but yea its unfortunate. Basically I wasnt able to catch it before the asset installed.

But i've been doing more research, I basically just have to go to all the materials and such and change the shader to standard right?
I found this video on it if you dont mind taking a look to see if this is what I should be doing to fix it: https://www.youtube.com/watch?v=26dB_qEoc34&ab_channel=StevenSun

Thank you for responding btw.

Unity 2019's HDRP does not currently support the mobile platform. If you need to switch the template to the mobile platform, this video tutorial can teach you how to remove the HDRP function in the project.

  1. Delete the package corresponding to HDRP.
  2. Rebuild the materials.
  3. Rebuild the light and shadow.
  4. Adjust the Post effects.
  5. Swit...
▶ Play video
shrewd moon
# lethal carbon Yes, SSR is the problem

Material surface options has an "after post-process" rendering pass which you could try
Also, according to docs SSR only includes transparent GameObjects that use the BeforeRefraction rendering pass, so you could also make it transparent and use some other pass than that
If neither options work, there's still the custom pass system that may solve the problem

lethal carbon
shrewd moon
#

Still, kind of a niche request
Why do you want to exclude objects from SSR?

lethal carbon
#

It is the same use as the UI

#

I want to act like a world canvas UI as a 3D object.
look the same everywhere.
But don't want it to affect other objects.
Did I approach something wrong?..

shrewd moon
#

Makes sense to me

turbid matrix
shrewd moon
turbid matrix
#

there's a "receive SSR" checkbox for this

#

not sure if this was something you were asking about though, didn't read all past discussion

#

basically how that works is that HDRP then just marks that object extra stencil bit that bypasses SSR for that part of the screen

#

if you just want to do it the opposite way (omit that specific object from SSR effect) then that wouldn't work

#

but you could do things like render your bright object using transparent instead of opaque and not using transparent SSR option on HDRP

#

your transparent object can still be 100% on it's alpha

shrewd moon
turbid matrix
#

ah so.. HDRP handles opaque and transparent materials separately for SSR... hence suggesting that transparent material possibility because it wouldn't show up on regular SSR

#

SSR is actually processed really early on HDRP's graph

#

it's part of that async lighting stage

#

so you might be able to draw the extra object on next custom pass injection point after that

#

which is that before prerefraction

#

so.. I guess same thing that Spazi said

#

but this really boils down on what your project can do

lethal carbon
shrewd moon
lethal carbon
turbid matrix
#

or was bloom done earlier? that graph doesn't seem to list it.. my assumption would be that it's at PP stage

#

it's not horribly difficult to check, it's probably listed on that render graph debugger thing

#

I haven't done HDRP custom passes in a while myself so can't directly guide you for the setup now but docs and existing samples should get you going

#

(check pinned messages on this channel)

lethal carbon
#

@shrewd moon @turbid matrix Thank you, everyone. I'll look into the keywords you gave me : )

rigid token
silver trench
rigid token
#

i just moved all my assets and the scene to a non-hdrp project

#

sometimes assets in hdrp just dont work

#

all my guns turned pink so i just went back

silver trench
rigid token
#

yep wrong chat 😅

#

was wondering where that was sent

#

but yeah its worth it if you have no other solution and want to save what youve done so far

undone pecan
#

question:
Why can i see a transparent material thru an object?
The material is being used on a particlesystem.
It doesnt show in the Scene view, just in game view.

undone pecan
shrewd moon
#

Kinda looks like SSAO misbehaving
Could try toggling that off to see if it does anything

#

Seems like it may be less trouble to make a new HDRP project and import your scripts and art assets into that, rather than converting back and forth

#

How are they a pain? Shouldn't references stay intact when changing between similar shaders? Moreover shouldn't the pipeline converter be able to handle that part automatically

turbid matrix
#

this is about swapping between RP's that Unity doesn't have automatic conversion scripts for

#

there's is a hacky approach for this btw

#

you could just make your own shader / SG that uses same property names as the RP you are moving from

#

if you have matching names there, swapping the shader will automatically map the old values there

#

I sometimes do this if I just need to test some content between the different RPs and the original content is authored for only one

#

I have no idea why URP and HDRP don't have matching names for these

#

they really should have

#

they share some same names (if I remember right) but most common ones don't

#

Unity's stance on that is evolving.. they have had cross-SRP initiative for few years now where they try to make it easier to jump between these

#

being able to add multiple targets to shader graphs was first steps on this

#

(you can author SGs now that work on all RPs)

#

I have made proof of concept prototypes even on hotswapping between LWRP and HDRP (and later URP and HDRP) at runtime. It's possible but it's not what Unity is trying to achieve

#

what they basically want to happen is that you can use like say, URP for some platforms and HDRP for others without having to reauthor the whole project

#

but right now majority would be fine for just having conversion scripts that weren't only one way street from built-in renderer

#

for some reason Unity just refuses to do this

lethal carbon
#

Where should I start to use the custom pass?
There was not much information available through unity's official manual and video.

Can I use a custom pass without background knowledge such as HLSL or ShaderLab?
Many of the common problems I face with hdrp seem to be saying that I should be able to use custom pass.
But there doesn't seem to be a lot of tutorials or information about this.

What should I look for first?

turbid matrix
#

@lethal carbonlook for pinned messages on this channel

#

github part has some practical examples

digital spire
#

Is it expected that HDRP full screen custom pass with the injection at "Before Post Processing" doesn't have transparent objects in the color buffer ?

#

and after that just below there is no transparent object

#

Alright, enabling "Distortion" in frame setting fixed this issue -*-

versed zealot
#

how to i make a sprite renderer render last in a 3d project

misty orchid
#

how much of an effect on performance can a decal have?

#

also is hdrp the only way to have decals?

glacial fossil
#

Urp has decals too and you can use some assets made by others that allows decals on built-in render pipeline

quiet quest
#

is there a way via script to get a list off all the texture attached to a material. All the shader map keywords are unknown

quiet quest
#

@scarlet hull thank you

iron siren
#

Hi, I'm creating a HDRP outdoor scene and created an new outdoor empty scene. When I check the profiler, I see 2500+ textures loaded taking 2.4Gb of memory but the scene is empty. Where does it come from ?

iron siren
#

Yeah, after reading online, it appears it also check textures in the Resources folders which are actually not used at all in the build. After building and check the memory usage in Windows it's only a few hundreds so this number is not really relevant. That's quite misleading

shrewd moon
iron siren
#

Oh, I thought the profiler was only profiling the current assets used in the player, not the editor

strong elbow
#

Is there a way that I can uncap the light intensity? Right now my spotlight is rather far away but it's capped at 40k lumen

#

and it has basically no effect on the scene

whole fossil
strong elbow
#

which barely makes a difference, sadly

#

After looking at some general lighting tutorials, I've found out that 40,000 lumen is exhaustingly hot

#

like your face would melt off

#

but for some reason ALL of my scene lights are much more dim than they should be

#

any ideas?

shrewd moon
strong elbow
#

I don't have any exposure settings I don't think

#

The Volume component has exposure disabled for now and I'm using the scene view to look around

shrewd moon
#

Light brightness is always relative to exposure

strong elbow
#

Where else can I control the exposure though?

#

Because if I have it disabled, is it normal to have a super low exposure by default?

shrewd moon
#

You should always use some level of exposure, or have it set to dynamic

#

And try to use real world light intensities

#

If you have no exposure defined at all, what is the light brightness relative to?

strong elbow
#

wym relative to?

#

Oh huh apparently my exposure was too low

#

I set it on the Volume component

#

But that's weird that it would be super low by default

#

hmmm maybe not

#

Alright I got it now

#

It ended up being a combination of my exposure settings being wrong and having baked the lighting

#

so when I changed everything, the lighting stayed the same

#

thank you Spazi

shrewd moon
# strong elbow wym relative to?

In the physical world and HDRP any light or shadow are relative to the exposure range it's being viewed with
As far as I know it's not even possible to "not use" exposure, at least it's certainly not intended

strong elbow
#

Well technically it is

dry tendon
#

Any idea why are all the textures, except few others, don't work despite their material preview showing everything fine?

strong elbow
#

If I have an empty scene with no camera, I don't have any control over an exposure value

strong elbow
dry tendon
#

That's also saying I am also using default object meshes such as cubes capsules and etc. Some done using ProBuilder

mellow condor
#

how can i reduce the amount of pulsing in motion blur on a moving camera

finite parcel
#

hey folks! It's been a while since I checked in with how the render pipelines are coming along. how production-ready would yall say they are? where are we at in terms of feature parity with built-in?

#

i'm considering switching to SRP but I've been burned by incomplete unity features before

mellow condor
finite parcel
#

@mellow condor well, I'm happy to do my research & figure it out -- would you say it's feasible to ship a game with HDRP if you ARE an expert in it?

#

or, maybe a better question: if I'm comfortable writing shaders, doing tech art, etc etc -- is there a big benefit to switching? in terms of performance, workflow, or features?

steel meteor
finite parcel
#

I know! I would probably be interested in writing a custom SRP

steel meteor
#

Sorry. I thought you were asking what the differences were.

finite parcel
#

oh sorry -- yeah i meant switching between built-in and srp

wraith blaze
#

Hey guys what would be the best course of action to making a city in hdrp and not destroy performance?

scarlet hull
wraith blaze
#

thx

mellow condor
finite wing
#

Hi guys! I'm using Hair Shader and as a result I'm seeing these weird shadows. Does anyone know what this is? I thought it was the shadow texture resolution, but I increased it and didn't notice any improvement.

#

This is the shader's parameters

summer glacier
#

If you're using high filtering shadows, change to medium and see if it does anything. Make sure refresh is enabled in the scene view

finite wing
#

this occurs both in the editor and in the game

#

ok, i'll try

#

this worked perfectly!

#

for some reason the high quality causes this visual problem.

#

ty ^^

summer glacier
# finite wing this worked perfectly!

np, you might still want to use high filtering shadows as it gives you more control on how smooth the shadows are, and also produces better smooth shadows

#

your issue was most likely that the parameter that handles how smooth shadows are, was set too high

#

You can control it per light, in your directional light there's an "angular" setting at the bottom in the shadows section

#

lower = less smooth, high values can lead to issues

#

Your issue also might've been samples set too low, you can increase the quality of high filtering shadows , in your light there will be new parameters, increase them but remember it effects performance, find what works for you
(these options only show up when shadow filtering is set to high)

#

also high filtering shadows rely on Temporal Antialiasing, so you might need to enable that in your camera, and your scene view camera (Also need to enable refresh mode for TAA to work in scene view). TAA will look better in-game since scene camera refresh is FPS capped

finite wing
#

Thank you for the tips. I'm testing the parameters you pointed out to find a nice match. Anyway, a simple change in these parameters has already brought me much better results using the high filter.

scarlet hull
#

Maybe also look at tweaking the contact shadow settings to increase the precision

finite wing
#

I also thought it was something like that. But contact shadows are disabled in lighting and HDRP settings.

#

In fact, perhaps this warning I've neglected for too long has to do with shadow accuracy. It makes sense?

mossy star
#

Hey, So for a few days now, in HDRP I am trying to draw a terrain over another terrain (basically I have a low res background terrain and multiple closeup terrains) I want to draw the cloesup terrains over the background terrain so the background terrain is not visible when the closeup terrains are drawn.
I tried custom passes but that produces some artifacts...
Also tried to modify the TerrainLit shader so i could overwrite the depth buffer of the background terrain to some BIG numbers but i dunno how to achieve this cuz there is no frag shader that i could touch.

Any suggestions?

summer glacier
iron siren
#

Why is material not displaying properly here ?

#

The transparent material behind renders before the one in the front?

#

OK nevermind, checking depth write in the material options fixed the issue, nice.

#

Though I still can't figure out how to import a transparent texture at runtime... At the moment, transparency is displayed in black...

mossy star
turbid matrix
#

@iron siren you can also use opaque material with alpha cut for something like that

#

I don't know if there's any good reason to use transparent for use case like that

scarlet hull
iron siren
#

Second, I created my own shader using shader graph and I didn't know I had to handle transparency in it myself. So I added a Step node to get a black/white copy of my original transparent texture to now which part to cutout then simply multiply the original texture with this cutout to remove all the transparent areas. Now, the transparent areas are correctly not appearing.

#

The only downside right now is that my cutout is a yes or no, meaning if a pixel will fully show or not depending on the cutout value, it doesn't handle semi transparency yet. I still need to study Shader Graph a little more to know how to handle such a case but at the moment, my game can work with this shader. Already spent too much time on shaders :x So much to learn.

scarlet hull
iron siren
#

Oh, I'll give it a shot

#

Oh indeed, that does the same lol

#

Actually, no, it does display semi transparent now

#

Even better

#

Thanks lol

scarlet hull
#

Actually, do you really need a custom shadergraph to simply display a texture with transparency ?

iron siren
#

Well, I use two different shaders, one is basically a copy of the lit HDRP, the other one is another copy except I add nodes to be able to merge 2 textures together

#

Like this, this shader use 2 textures : one is the wall, the other is the windows. I merge them together

#

But then I reached a case where on of the model was using transparency (fences) and I missed the alpha node.

scarlet hull
iron siren
#

Now I only have this problem. Depth transparency. I'll try to play with the settings.

scarlet hull
iron siren
#

Layered lit shader? I'll have to check it. But as you said, learning shader graph can be useful in the long term

iron siren
scarlet hull
#

To fix what you have in the screen shot, enable alpha clipping for the transparent shader, with a depth prepass.
Use a cutout value slightly above zero to ignore all fully transparent pixels, but still profit from alpha blending for the other ones.

iron siren
#

Hm, I don't see any cutout field when enabling the alpha clipping option in shader graph. Do I need to add a node myself to handle the cutout like I did before ?

#

At the moment it does fix the problem but it's cutting out way too much like you said since I don't know how to change the value

scarlet hull
iron siren
#

Got it, I'll try

remote notch
#

Does anyone have any tips on why my volumetrics is making this weird noise?

summer glacier
#

finally look at volumetric fog quality settings, if it's too low increase it a bit.

#

only do the last part if you have to, since it will increase the cost

#

but this issue looks like denoiser are disabled, or fog quality is set way too low
or you're using reprojection but refresh mode is disabled

remote notch
#

working fine now, thanks ! 😄

safe cargo
#

Hello, one question 🙂 If I want to create my shader in HDRP - is there some documentation for that language? (Sorry I am a beginner) - maybe a stupid question - what is even this language? Is it C ? Or C++ or something like that?

scarlet hull
safe cargo
#

I know about the ShaderGraph, but I am just curious what is the language behind 🙂 Thanks! 🙂

scarlet hull
#

Shadergraph under the hood generates shaderlab/hlsl code (you can look at is when inspecting a shadergraph and clicking "show generated shader").

safe cargo
#

Okay, thanks 🙂 I am asking because maybe I want to understand a little bit so I can upgrade some of the shaders, which are not compatible with HDRP..... (in the far future 😄 )

scarlet hull
safe cargo
#

I know it is complicated - that is the reason why the publisher is not doing his version for HDRP 😄

iron siren
#

Why is this wall normal map cut in half and moves strangely depending on camera distance and rotation ?

#

Same with the grass, it becomes darker when the camera gets closer

scarlet hull
glacial fossil
#

Dont know either, most likely has something to do with mip maps tho

keen latch
#

Hey guys
I barely know anything about shaders and need some help
I need this effect https://www.youtube.com/watch?v=EzM8LGzMjmc but in hdrp
I havent found any tutorial for this and really need it for a project Im working on in uni

Games like Antichamber feature impossible geometry where multiple objects seemingly inhabit the same physical space, but only appear when viewed from certain angles. We can recreate the effect in Unity using stencil shaders and Universal Render Pipeline's special Renderer Features functionality!

👇 Download the project on GitHub: htt...

▶ Play video
scarlet hull
keen latch
scarlet hull
wraith blaze
#

Anyone got any pointers on how to improve this shot?

lunar condor
#

does anyone know of a good HDRP night environment set up without any packages?

lunar condor
wraith blaze
#

Thx will do

turbid matrix
#

track surface also looks like one repeating texture.. could break it up / use decals

#

@wraith blaze

dawn sorrel
#

@turbid matrixDUDE WHATS UPQ?

#

long time no chat

digital spire
#

I am in love with HDRP path tracing denoising package. How can I live without it in 2021 LTS now 🥺

#

It's filling the gap of realtime bake lightmap preview nicely.

wraith blaze
#

Do u need RT for it?

scarlet hull
#

Yes

digital spire
#

The only downside about this is that now I will not be satisfied with the rasterized result 🥲

#

All the little detail that I have overlooked before now stood out so much that I can't unsee it

#

How do I even get this kind of details with the typical light map baking and reflection probe 🥲 Raytracing result do not even come close.

shrewd moon
digital spire
#

No. Can't

#

I have tried EVERYTHING. Those little shadow just won't show up except in Path Tracing

#

And light baking but I need to bake for a long time because I need very high resolution light map

shrewd moon
#

If you get no effect from SSAO at all, you have some problem with it
It should be able to shade crevices like that, just not nearly as accurately as RT

loud leaf
#

But that's heavy, maybe you can get a similar result with RTAO

#

Are the shadows from a directional light or sky?

shrewd moon
loud leaf
#

(shadows on the ground)

digital spire
loud leaf
#

Yeah it's very heavy. Have you tried RTAO instead of SSAO? And are the shadows on the ground casted by a directional light or by your sky?

digital spire
#

Raytrace AO did. So I think I need to decrease the denoiser radius a lot

#

Raytraced AO

loud leaf
#

I would try setting the RTAO sample count to 2 and decrease the denoiser radius as much as you can

digital spire
#

It seems like large denoiser radius is the main problem that blocked me

loud leaf
#

Yep. Something like 0.1 for both RTGI and RTAO is great for restoring detail but is more likely to break with bright small lights (more prone to noise)

loud leaf
#

Basically you balance these settings depending on the use case, there is not one setting that works for every situation.

There are two ways to reduce noise:

  • Use a higher denoiser radius (~0.5), you will lose details and contact shadows, but you can keep a high clamping value (~10.0) which means lights are exactly as intense as they should be

or

  • Use a lower clamping value (~1.0), this way lights won't be as intense as they should be, but you can keep using a lower denoiser radius (~0.1) for details and contact shadows
dawn sorrel
#

@loud leaf

#

am waiting for new stuff from u

#

restir that is

lunar condor
#

^ forgot to mention I don't want to bake anything (everything realtime) since baking would take 10 years on my PC

#

and most other tutorials I've seen on youtube use baking

eternal laurel
turbid matrix
#

probably also baked

#

altho I don't really understand the "has to be realtime" aspect here

#

you setup lighting and sky anyway

eternal laurel
#

We uaed it as a starting point and made a realtime env

#

So the pp settings and dir light settings etc from there are good

turbid matrix
#

there are some samples where that definitely isn't the case

#

like the current HDRP sample template

#

it totally breaks if you swap it to realtime lighting (unless you redo all lighting work)

#

just a random note, not related to fontainebleau

lunar condor
lunar condor
turbid matrix
eternal laurel
eternal laurel
#

And anyways 90% of a good night scene is the pp effects

keen latch
lunar condor
#

I tried for around 2 hours today before I gave up, it's something about HDRP that is making working with lighting at night that makes it so difficult

#

I also wasn't able to get fog working at all, the light from the flashlight was super bright, shadows didn't blend whatsoever and the fog nearly covered the entire screen even tho the annuation distance was over 500

turbid matrix
#

2h while trying to learn something you don't know yet is nothing

#

there's limited amount of tutorials for HDRP since it's not that widely used but people typically figure these things then by reading the docs and doing experiments

#

with HDRP you'd also need to understand how exposure works and how to deal with more realistic lighting values

ebon yarrow
#

Trying to change particle effect color, but start color has no effect. The default particle material uses HDRP/Lit or Unlit. I think that’s why color doesn’t change, what’s a proper shader to use for particle system in HDRP?

shrewd moon
shrewd moon
turbid matrix
#

@dawn sorrelhttps://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.1/manual/Override-Visual-Environment.html#sky

#

or just override the sky type from camera setting?

#

"Color"

#

if it's gradient, you'd have bunch of color options and you can just put same color for all

#

but you could also be seeing fog here

#

HDRP has different camera settings

#

yes, by not using HDRP

#

technically yes but it's not supported scenario by Unity.. also if it's just the sky color you care about, there's nothing preventing this on HDRP

#

what does background type "none" do?

#

I've never wanted to setup any scene without sky but this is definitely something you can do

#

you probably still have bunch of overrides on default HDRP volume that implements visual environment

#

which Unity version?

turbid matrix
#

@dawn sorrel so basically the simplest thing you could do is to create a new scene, go to camera and set the sky to color from it. then go to volume the new scene gives you, disable visual environment and fog

keen latch
turbid matrix
#

@dawn sorrel it's also probably going to be darker than the color you set because of the default tonemapper which you can disable by putting tonemapping override on the volume

#

@keen latchstencils are kinda pain in HDRP

#

there's supposedly some stencil additions on bleeding edge Unity (2022.1 or 2022.2) but haven't tested those myself

#

in past it was mostly manual shaders with custom passes to get stencils set yourself

#

well.. there's few exceptions here.. basically you could reuse the existing material stencil flags too if they don't break your project otherwise

keen latch
#

damn okay
i asked so many people now and nobody got an answer to that

turbid matrix
#

you know these material flags?

#

these are actually stencil bits

#

of course you may want to use these features yourself and then you can't just hack and reuse these for your own things

#

for Uni project, I'd definitely just go with built-in renderer or URP at most if you need something like this

#

built-in will give you the most resourses and tutorials to pull this off

keen latch
#

alright thank you i will take a look into it

turbid matrix
#

@ebon yarrowjust to be more clear, these samples are located in the HDRP page on package manager.. there's separate samples section per feature

sacred veldt
#

I have baked lights on hdrp and seems its just 30 fps thats just uhm ( RTX 3060 )

shrewd moon
#

@sacred veldt You need to give a lot more info if you want anyone to be able to help

ebon yarrow
sacred veldt
shrewd moon
sacred veldt
#

downgrade to 2021 uh pain

shrewd moon
# sacred veldt downgrade to 2021 uh pain

It's probably less trouble to put all your assets in a package and import them in a project of a different version
Ideally you would never have to downgrade a project

lusty lily
#

any idea why this happens? changing scale in lightmap does nothing

sacred veldt
#

baked light with HDRP any move with camera just fps drops Unity 2021.3

#

Its just true pain

#

its 0 realtime stuff

sacred veldt
#

profiler 10/10, editor loop takes time mhm imagine whats that

turbid matrix
#

don't profile in editor

#

it will not give you the results you seek

sacred veldt
#

I need to really make build?

shrewd moon
sacred veldt
#

then its editor issue or what? or its normal

lusty lily
turbid matrix
sacred veldt
#

Soo any fps drops like from 160 to 30 while moving camera is because of editor? ( while looking at profiler )

turbid matrix
#

you'll know the answer to that once you profile in build

#

this isn't HDRP thing btw, you should always do benchmarking on actual builds regardless the renderer you use with Unity

sacred veldt
#

Ok but if I want to make build then il2cpp build will work with profiler? how itself I can do this

turbid matrix
#

it'll work just fine

#

just make sure you do development build when you want to attach the profiler to built version

sacred veldt
#

reflections and lights just doing this why idk

scenic jay
sacred veldt
#

soo light source is like too close?

#

should be easy to fix afaik

#

its any best distance to not have problem with this?

#

seems like even while moving light same thing happens

#

its just blinking at some camera rotation

vapid dragon
mellow condor
#

why is the CPU performance of HDRP so poor

#

on simple scenes, it is CPU bound

#

it takes 5ms to render shadow maps of a directional light at 512x512... why...

#

it's ridiculous

#

is unreal engine this bad?

vapid dragon
mellow condor
vapid dragon
#

oh idk i just know asset management is the worst there

loud leaf
#

Are you on DX11?

mellow condor
loud leaf
#

Also, what version of Unity & HDRP?

mellow condor
#

nvidia reflex seems to have helped a lot

mellow condor
#

DirectX 11 performance is about 1/4th of DirectX 12

#

but i think that's idiosyncratic

#

sometimes it's the same, sometimes it's different

#

@loud leaf i can even show you directly with a link right in your browser

#

hardware gpu scheduling also made the computer very unstable

#

mono vs. il2cpp master is about 2-4 fps

#

seems way too ilttle

blissful dust
#

help

#

this is a screen shot from one of my testers

#

why is the lighting like that

#

its only like that for him

#

he is using a 550ti

#

game is made in unity hdrp

steel meteor
# blissful dust

HDRP allows for your game settings to change to say High, Medium and Low (or other custom modes), so maybe this persons PC is using Low settings and this has turned off one of the overrides on your global volume, like fog for example.

On your PC, try the different graphic settings to see if you can replicate this issue.

blissful dust
#

OHHHHHH

#

ohohoh

#

so i just force high settings

#

because high settings

#

is just low

#

with fog

blissful dust
steel meteor
blissful dust
#

i did

#

it didnt change a thing

#

also i deleted the other quality settings

#

since they are useless

#

but could this be a visual environment thing

steel meteor
#

Well the quality settings aren't useless. If the player has a 550ti, that video card is 11 years old and isn't going to be able to play your game with all the top-notch HDRP settings.

It difficult to tell what the issue might be when it's some else's code running on another persons PC.

blissful dust
#

well the HD settings

#

are very low

#

and the quality settings

#

wont matter

#

since its a voxel game

#

and the textures are relatively small

#

ill look for more fixes

#

and try more

mellow condor
#

ugh
@loud leaf
when i set graphics APIs this way

PlayerSettings.SetGraphicsAPIs(BuildTarget.StandaloneWindows64, new[] { GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Direct3D12 });

d3d11 and d3d12 have 20 fps (using -force-d3d11, -force-d3d12)

when i set it this way

PlayerSettings.SetGraphicsAPIs(BuildTarget.StandaloneWindows64,
new[] { GraphicsDeviceType.Direct3D12, GraphicsDeviceType.Direct3D11 });

d3d11 and d3d12 have 60 fps+ (using -force-d3d11, -force-d3d12)

loud leaf
#

vsync?

mellow condor
#

there are just too many hidden side effects for settings in unity

#

this is a joke

#

no

#

it's got nothing to do with that

#

it's got nothing to do with anything

#

it is probably a huge editor bug

#

with some side effect

#

who the hell knows why!!

#

it's completely ridiculous

#

i feel like i'm on crazy pills

snow delta
#

Okay, this is gonna be a weird one, and may involve directly editing the scene files, but:

Our project was initially in HDRP, but we switched to URP. Everything else is fine, however, one of our scenes, when loaded, seems to spawn an object called "HDRP Compositor" with a missing script. This object seems to be spawned on load, and we've got no idea how. how do we remove this offending object?

shrewd kite
#

Hey guys, when I set this skeleton to transparent/alpha this is what it looks like, is there a way to avoid it? I want my material to be transparent, but only when I change it's alpha, I don't want it to be like in the picutre

snow delta
#

this is due to Depth sorting and the Z-Buffer.

mellow condor
#

why does changing hte layer of a Volume strongly affect the appearance of the scene?

#

what is the significance of it?

#

same with the probe's "volume layers" - what is the significance?

#

it's not documented

#

of a volume layer mask

#

like for the purposes of sampling the sky?

#

also, while i'm willing to pay for nice materials, is measure materials going to still perform the best?

mellow condor
#

why is baking a reflection probe so hard in hdrp

#

why doe sit never work

#

clicking bake, clicking generate lighting bake... what the hell do i have to do

#

to make it work

#

is realtime on enable the only viable probe rendering solution?

steel meteor
mellow condor
#

they aren't static so why would i have rememberd to do that lol

#

i just wanted it to bake the probe

steel meteor
mellow condor
#

but i believe you are right

#

and i am sad

#

thank you for helping me

digital spire
#

Is there a way to fix this over exposure from looking out of dark room to sun lit exterior?

#

Oh I use "curve mapping" mode + spot and it get rid of the over exposure and behave like phone's camera now.

mellow condor
#

has anyone experienced flickering of a reflection probe's affect on an object as the camera rotates?

#

why might this occur?

#

i see i'm not the only person with this problem

knotty solar
#

not sure if this fits in here or #⛰️┃terrain-3d (but I guess the later is more for editing tools), but I'm having way too many drawcalls (20k), especially looking into it, RenderLoop#DrawSRPBatcher is calling DrawIndexedInstanced each a lot of times with an InstanceCount of 1. This doesn't feel right, does anyone have a clue? The Vertex and IndexBuffers also aren't changed either, only the "SetGraphicsRootDescriptorTable"...

#

according to https://blog.unity.com/technology/srp-batcher-speed-up-your-rendering, I misunderstood the batcher then, but why does it call Instancing API if it's not instancing? Does that mean I need to get my materials instancing ready and then they wouldn't even be real subject to SRPBatching? If so, is that even possible for terrain details?

mellow condor
mellow condor
#

maybe this is a stupid question but is it possible to have a realtime render probe in hdrp that behaves more like the standard render probe in terms of performance?

knotty solar
#

From https://docs.unity3d.com/Manual/GPUInstancing.html: The SRP Batcher takes priority over GPU instancing.
From: https://docs.unity3d.com/Manual/SRPBatcher.html#intentionally-removing-compatibility : If you want to render many identical meshes with the exact same material, GPU instancing can be more efficient than the SRP Batcher.

Why?
I get that the overhead of rebinding uniforms/whatever SetPass does can be avoided, which is what the batcher avoids. But why isn't the batcher itself rendering all the batched meshes using instancing? I mean they are by definition easy because they don't have real per-instance data. Is it because you typically have only a few meshes per batch and general instanced rendering has a bigger overhead than a regular drawcall?

Asked differently: Why is using Instancing worse than the SRP Batcher? Shouldn't the whole instance call have the very same constants anyway? So is it only that the SRP Batcher applies to more than regular instancing could?

mellow condor
#

is there some kind of accelerated shadows option? as opposed to rendering shadows on the player loop

mellow condor
#

how does hdrp know to use a reflection probe for a material?

#

why would it flicker on and off?

steel meteor
mellow condor
# steel meteor The probe volume (Cube or Sphere) is where materials are influenced by that prob...

my game is an open world vehicle simulator. i am experiencing an issue where:
in the editor, everything works fine
in standalone player
when the vehicle starts at the origin, the reflection probe affects the object
as soon as the vehicle starts moving away from the origin, the reflection probe only affects it at certain narrow camera angles

this is pretty baffling. i don't see why it should decide no reflection probe effects this way. the reflection probe is parented to the vehicle.

dawn sorrel
#

2022 beta is out

#

time to get busy 🙂

steel meteor
# dawn sorrel 2022 beta is out

I've been using 20221.0f1 for a while now. It's actually pretty stable and most of the 3rd part assets I use work with it fine.

steel meteor
dawn sorrel
#

2022.1.0.f1 ?

steel meteor
mellow condor
#

i am doing custom rendering

#

i assume that is related but i'm not sure why

#

i am calling Camera.render

#

is there a reason a probe might not affect custom rendering?

#

i haven't figured out yet what might be happening in the internal render loop that i haven't reproduced

#

i tried the culling thing and that didn't improve anything

#

it's just so odd.

#

i have a feeling it has something to do with the "screen" resolution versus the render texture size

tough lagoon
#

This happens whenever I create an HDRP game

#

2021.3.3f1

mellow condor
#

or are you duplicating something on your file system?

#

you can try setting your com.unity.burst version in manifest.json to 1.7.0

mellow condor
#

i think because in the standard pipeline it looks like this

cpu (mc cpu          )                   
   cpu                wait for probe last
      cpu
         cpu
            cpu
               cpu
                  gfx gfx gfx gfx gfx gfx (mc gfx)

whereas in hdrp it's

cpu   cpu   cpu   cpu
   gfx   gfx   gfx   gfx...
#

also i don't think they render shadows in probes lol

#

people have tried turning off everything except opaque and it doesn't perform nearly as well as standard

#

the graphics pipeline stays much busier with the standard pipeline

tough lagoon
dawn sorrel
#

i have an hdrp dxr crash

#

here is the log file

blissful dust
#

hey how can i change the refrence size for the rthandles

#

like in real time

dawn sorrel
#

@blissful dustnice avatar, anyways can u read logs?

blissful dust
#

no sorry i cant

mellow condor
# dawn sorrel

there isn't much in here unfortunately. it looks like it's a bug in 2022

#

does the scene work in 2021?

dawn sorrel
#

@mellow condorso

#

i made a new scene and grabbed the two cars edy physx

#

work fine

#

niice car game

#

can i have the scene project?

mellow condor
dawn sorrel
#

maybe its a bug

#

i have to look at it on my pc and check 🙂

dawn sorrel
#

too bad alembic dont support path tracer

#

i tried in 3 last versions no luck

mellow condor
#

in my journey to diagnose the reflection probes, it is clear that the hd probe system is culling them

#

i might make an override to never cull the probe and i think this will solve the issue

#

i'm not sure how it decides

#

i don't know why rendering from Camera.render would cull while rendering in the renderloop would not

mellow condor
#

well

#

can i use something like a custom pass to modify the culling state for hdrp?

#

what is the best way to do this?

#

i found a bug in the internal culling code

mellow condor
#

what's the best way to do glossy reflections like these? i believe that is a reflection of the sky

#

in my experience it is pretty blown out in hdrp

mellow condor
#

can i bake high quality filtered shadows, then toggle to realtime low quality later?

summer glacier
mellow condor
#

it sounds like i should bake shadows, then when i need to switch to realtime, change the light to realtime and that's it

#

i'm trying to build a vehicle scene

summer glacier
random pasture
#

I'm new to Unity and want to know how to remove the sun in HDRP projects.
(For context in case this may help: The game I am working on is supposed to have very little natural light from the sky.)

steel meteor
random pasture
#

So I tried it but it ended up pitch black (as opposed to my idea of very little natural light). Do you know how I would be able to do like 4% or 5% lighting without the sun?

#

ah, nevermind, I found a better channel for this.

blissful dust
#

hello my freind has this bug where the point lights are over exposed only for his pc

#

this is how it looks when he's away from the point light

#

other than that its just pure white

#

anyone got a fix

#

if anyone has a fix dm me please i need to fix this before release

mellow condor
wheat valley
hollow frigate
#

Just wondering if anyone has had performance issues with realtime reflection probes

#

Having just one costs around 60 ms

#

Doesn't matter what the resolution or any other setting is, it's always about 60 ms

steel meteor
# hollow frigate Just wondering if anyone has had performance issues with realtime reflection pro...

With Realtime > Every frame, yes there is a significant drop in frames - my game drops from 100fps to 45fps. With Realtime > On Enable, there is no difference in FPS when I have the reflection probe enabled or disabled. I'm using Unity 2022, but if you don't need to reflect moving objects then you don't need to use the 'Every frame' option.

Depending on what your reflection needs are, you could try enabling Screen Space Reflection. This is done in the Project Settings > HDRP panel, and then add an SSR override to your Volume.

glacial fossil
hollow frigate
# steel meteor With Realtime > Every frame, yes there is a significant drop in frames - my game...

My game is a completely dynamic procedurally generated world, so the reflection probes have to be regenerated relatively quickly. Screen space reflection works alright, but reflection probes provide significant better quality. The problem is, I'm fairly certain a bug is causing the performance issues since I doubt that a single reflection probe has 60 ms of overhead, not intentionally at least

hollow frigate
glacial fossil
#

GPUs can run either 32 or 64 threads at once (theres also lots of those 32/64 groups of threads called wavefronts, theres thousands of cores on modern GPUs in total), not less so if you make only one addition on GPU, 31/63 extra additions will be made anyways

#

So no, 128x128 -> 1024x1024 is not 64 times slower and it shouldnt be, CPU is still processing same amount of draw calls and doing things on GPU is not that straight forward, GPUs are specificly designed to do loads of parallel calculations

celest citrus
#

Hello everyone, So I'm having a problem with HDRP light layers. The light layers are active in the global settings and they show up in the culling of objects but for some reason in the light settings if I try to open additional properties it won't work. Anyone knows why? it should look like this but for some reason, the light layer won't show up

scarlet hull
celest citrus
#

yes mate

#

it's so odd cause the light layers are enabled everywhere, just the lights wont show the additional properties

scarlet hull
#

On my side, enabling/disabling light layers on the active HDRP asset will show/hide the setting, I really think that this is what is missing

celest citrus
#

alright lemme check with the guy

#

are you enabling it here?

#

@scarlet hull

scarlet hull
#

Yep

#

Do you maybe have multiple HDRP assets ?

celest citrus
#

yeah he had multiple assets

#

thanks for the help @scarlet hull

scarlet hull
#

😉

summer glacier
#

called slicing or something similar in the inspector

#

or set it to OnDemand and choose when to update it

mellow condor
#

why might my projects' vfx graphs not be rendering on metal hdrp in 2021.3, when they rendered correctly in 2021.2..

ionic flame
#

i enabled hdrp and everything is purple

steel meteor
ionic flame
#

so now that i have hdrp set up i cant use occlusion maps

steel meteor
glacial fossil
ionic flame
#

like theres no spot to put it

steel meteor
#

They are packed into the green channel of the Mask texture. Check out Mask Map for hdrp. That will explain it.

ionic flame
#

wait so how do i isolate the green channel

#

bc it looks like its making it smooth too

steel meteor
#

Or you can create your own shader graph and use separate textures, but the built in hdrp shader is more efficient.

steel meteor
ionic flame
#

oh wait you make it green?

#

what if there are white splotches will that just be ignored

ionic flame
#

just 1 quick question though

#

what is the alpha channel

steel meteor
#

Usually it's for transparency, like having holes in flag texture, but on the mask map it is used for smoothness.

Smoothness is related to how unity calculates proper PBR materials.

ionic flame
#

or like value ✨

steel meteor
#

Well each channel goes from 0 to 255 or black to white.

ionic flame
#

so is it saturation?

#

like how would i contact alpha channel

steel meteor
#

Not sure what you mean by 'contact' the channel.

ionic flame
#

like if i were to "contact" the green channel i would color an image green

steel meteor
#

No, on the Mask map, each channel is black and white. The value is used in calculation to determine a physical property of the material.

ionic flame
#

gotcha thx

digital spire
loud leaf
#

It shouldn't be broken in Unity anymore, at least same framerate or better

digital spire
mellow condor
mellow condor
#

is it possible to dim the self-shadowing of normals?

bold wadi
#

Hey everyone, I was wondering why I get this error?

#

When both options are enabled like asked

bold wadi
#

Another question, why is my lightning looking like this when Im generating the lightning :
(This is the version I want)

#

And like this when it's done? :

shrewd moon
bold wadi
#

ooh, so that's what happens?

shrewd moon
bold wadi
#

Thanks ^^
I'll make sure to check that tomorrow

bold wadi
#

it said I should ^^'

shrewd moon
bold wadi
mellow condor
#

the materials need to be tuned so that they reflect more indirect light

eternal laurel
#

Anyone know if it is possible to "inject" a custom fog formula in hdrp ? I mean the regular distance fog, not volumetrics. I can ofc copy over the shaders, manually modify them and use that but maybe there is a better way ?

scarlet hull
eternal laurel
#

That way I can probably even extene the volume and have my fog as a option

#

I very much want to try out the gpudriven branch that relies on render🍔 and has a ton of cool things like geometry pools and viz buffers