#archived-hdrp

1 messages · Page 1 of 1 (latest)

lone river
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hey guys can some one help me out firuge the cause of this error?
these trees are doing this is build mode

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in another scene this does not happen

summer glacier
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Random question, tempted to report it as a bug but I'd like a confirmation first:

Reprojection denoising in volumetric fog increases performance cost by 2.5x-3x

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Is that expected or should I report it as a bug?

scarlet hull
digital spire
summer glacier
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There's another issue: When the post process "fog" is enabled, but inside it you disable the fog like this pictue:

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The volumetric fog cost will actually still happen as long as volumetric fog is ticked, as if volumetric fog is enabled, even though there's no fog/volumetric fog on screen. Even if this is working as intended, it doesn't make sense (unless there's a point to it I don't know about), volumetric fog should rely on fog being enabled

summer glacier
# digital spire Ty for the tip: do not enable reprojection denoising in volumetric fog.

Yeah reprojection is very expensive (1.5x/2.5x), but.. it really pushes visuals for your volumetric light.
edit: then again, you can push volumetric fog quality quite a bit if you use gaussian denoising until you reach the cost it would be on lower settings with reprojection, so I guess it really depends on your particular project
reprojection is also better when you're moving next to punctual sources of volumetric light

junior thicket
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i'm not sure if this is the place to ask it but
me and my friend are trying to make a see-through texture, like a fence with the see-through holes in it
we have literally no idea how to do that and whatever we try doesn't work
it's transparent in blender but not in unity
could anyone please help us with this?

junior thicket
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i'm not sure if it's even using all the texture maps that i imported it with

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i don't think it is

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is there a way to know that?

junior thicket
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we have literally no idea how to make the model use all the texture maps

steel meteor
shrewd moon
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Just a warning that HDRP and the resources for it will assume that you have a solid grasp on rendering fundamentals like these, so it's a really rough choice to start out with

steel meteor
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It looks like your bloom level is too high.

In the your GameObject Hierarchy, select your Global Volume and then in the inspector find the Bloom override and disable it to see if that makes it any better:

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If you can temporaily disable it just to see if that is what's causing the blow-out of your materials, that would be good.

summer glacier
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it's exposure

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go to exposure, set it to fixed, and change value until it looks right

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look up exposure in HDRP doc to learn more about it and how to use it correctly

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also check global settings, HDRP has a bunch of post processing by default enabled. so when you disable ur stuff in the global volume, it might fallback to bloom from global settings

steel meteor
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Yes, HDRP tries to render scenes based on the real world properties of light and materials etc. So the expose might be too high for your camera and you get an 'over exposed' picture.

It'll be one of things that you'll need fiddle with and try to understand what all the different properties do.

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Change the fixed expose value until it looks better.

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If you have a day/night cycle then you can't use a fixed exposure. You'll need to use dynamic, so change the mode.

summer glacier
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reflection probe

steel meteor
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All of those are dynamic, it just depends what the best one to use is. Automatic is the easiest, but not always the best results.

Again, best to just play with the different settings

hidden plank
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What's the recommended way of having per render parameters for a HDRP shader graph material? Like if i have fish swimming around with various velocity and want to control speed of my vertex shader waving?

exotic fable
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Hi, my game is super blurry in the middle of the screen. Any idea why? Is this some HDRP setting?

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There is no bluriness in the editor

mellow condor
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is there a way to ensure a screen space - overlay canvas appears in an hdrp camera render to render texture?

mellow condor
mellow condor
upbeat hill
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I'm having a really strange issue. I've booted up a brand new, totally fresh project with the 2022 Unity Build, in HDRP, and there's these weird black artifacts on my model that I imported, (That are being cased by something in the shadows, I've almost certainly narrowed it down to)

I don't know what EXACTLY is causing this though, or how to fix it. Can anyone help here? I'm sorry if this is an inept question.

I have not done ANYTHING to this fresh project other than add a model and a floor to it, and there are no special materials or shaders active.

https://cdn.discordapp.com/attachments/497872424281440267/1001307723134152724/unknown.png

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Turning off shadows fixes it, but well, it turns off shadows.

hidden plank
shrewd moon
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I would expect VFX graph has something similar

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Material property blocks are probably the next option but it won't work with SRP batching

hidden plank
shrewd moon
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How much half-shadow there is that needs to be filtered depends on the light source diameter; smaller diameter means sharper shadows
I've heard that lowering the filtering quality to medium makes them less grainy

eternal laurel
mellow condor
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you might also have to adjust the cascades. it's hard to tell from the scale of your model

ionic flame
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im using hdrp and have emmissive lighting

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basically my problem is you see the bars next to the light are really absorbing the light and i dont want that

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but i still want to maintain the base color

steel meteor
ionic flame
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ill change the lighting so you can see it better

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i just made it green

steel meteor
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Ok, I see what you mean. Are you using a point or area light, or just baking with emissive light?

ionic flame
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im using emissive

steel meteor
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And baking?

ionic flame
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yeah

steel meteor
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So the colours on the bars are correct because of bounce lighting, you just don’t want them to receive any light.

You could untick the static checkbox for the bars so they aren’t included in the baking process. That’s one way.

ionic flame
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i dont want them to recieve no light just significantly less

steel meteor
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Hmm. I’m not on my pc at the moment. I can’t check to see what other options are available.

exotic fable
indigo summit
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can someone remind me what is this thing called? i totally forgot the name

scarlet hull
indigo summit
scarlet hull
scarlet hull
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But indeed, having display stats as the first one would make sense

indigo summit
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last question, the mini render stats (right side), if i want to close it i have to tab the shift button 3 time, is this intended?

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Ah when not in play mode the display stats are not available (which kinda make sense)

scarlet hull
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Feel free to report a bug for this one 🙂

indigo summit
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will do then

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let me check using the latest beta

indigo summit
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so yeah, nvm then 😄

eternal laurel
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wait wait are the hair samples out ?

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cause I checket the beta yesterday

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and did not find the samples

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unless they are in the material samples

hollow frigate
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does anyone know what version reflection probe time slicing was added? I'm on 2022.1 and I can modify the value in script, but it doesn't seem to affect anything

indigo summit
indigo summit
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is there a way to modify custom pass properties from other script?

indigo summit
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hmm i have to work it backward it seems if i want to modify custom pass properties from other script, by making the custom pass to copy other script properties instead

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kinda weird but it works

upbeat hill
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And here's another pic of the problem in question. It seems to only happen in places where the model I have is in its own shadow? The normal cast shadows by things aren't affected?

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Oh, nevermind, I found it. It wasn't under the HDRP settings, it was under the Quality Settings. Sorry for the trouble.

shrewd moon
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@upbeat hill Did you change the light's diameter yet

upbeat hill
granite marsh
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Hello guys

I would like to know, if there is a way to render transparent particle (like a smoke particle flipbook) inside a mesh with a hdrp transparent refractive material? Any clue ?

scarlet hull
granite marsh
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@scarlet hull i've tried, but i get nothi,g :/

scarlet hull
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Oh ...
I remember there was a bug about this, but I was sure that it has been fixed 🤔

granite marsh
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😢

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i'm on hdrp 12.1.6 btw.
i've 2 refractives materials for the tank + liquid, then the smoke flipbook.

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screen for the flipbook.material.
Hdrp is new to me :/
A lot of parameters to tweak.

scarlet hull
granite marsh
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legacy particle system

scarlet hull
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I'd recommand switching to vfx graph, the legacy particle system is not really made for HDRP

granite marsh
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Ok, i'll give it a try 🙂

quiet quest
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anyone ever had HDRP drawn nothing no girds no cubes nothing

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no errors

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wizard is green

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i dont know what to do here

scarlet hull
# quiet quest

This should not happen, but sometimes can be fixed by:

  • changing scene
  • creating a new scene
  • entering play mode
  • reopening the editor
  • nuking the library folder
quiet quest
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seem like nothing works...

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ummm

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not sure what I can do here

scarlet hull
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This is ... unexpected.
Does it also happened for a newly created project with HDRP template ?

quiet quest
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no it does not

scarlet hull
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So it does only happen to you on existing projects after importing HDRP ??

quiet quest
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it looks like from a custom template

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i will have to dig some more

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but let me ask a qustion

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will HDRP break if you create a new proj w a different name and copy in the ProjectSetting, manifes.json and asset ?

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from a working project

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isnt that essentially what a template is?

scarlet hull
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Ah no, if you copy the assets with it, it should work

quiet quest
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ill do a small test, i have a feeling this is what happed here

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thats Remy for the help

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thanks*

mellow condor
mellow condor
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why does the color in the swatch look nothing like the color i've chosen

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this is ridiculous

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why is it saving the wrong color

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does anyone use unity for anything anymore?!

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how am i supposed to use

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a color in two places

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this is so ridiculous

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whatever

shrewd moon
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Trying to save a HDR color as a swatch and then using it as non-HDR will cause a bit of mismatch as well

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To be fair it'd be kind of complicated and ultimately pointless for the UI to try to adapt to different color field types

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Because colors aren't one to one convertible between HDR and LDR anyway

lament comet
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Hi guys! Is possibile to connect mobile controller (like iPhone or iPad) for a pc game with HDRP? Thanks you 🙏🏼

shrewd moon
lament comet
lament comet
digital spire
undone pecan
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question:
does anyone have any experience with textmesh Pro and HDRP?
Its not working with the materials, and its just blurry.

upbeat hill
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I'm in version 2022.2, and I'm having trouble getting a camera to render out alpha into a render texture, I've tried setting the Color Format to different things like suggested, but I don't think it's working at all.

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(It should only be rendering the character in the middle, but for some reason, it's writing weird stuff underneath them)

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i'm basically just trying to set up a pixel perfect outline around entities in my scene.

upbeat hill
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OK, nevermind, now I have a different problem. I'm having trouble figuring out how to get Scene Depth into my Custom Pass to work. I'm pretty sure it's not working, right now, I'm trying to pass the scene depth to the screen so I can visualize it, but it's only outputting pure white.

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I read that this node setup is supposed to do that, but it's not working.

upbeat hill
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I seriously can't figure out how to get my custom pass to actually generate the depth I need

upbeat hill
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Ok, so, I've written a script that I read would make the camera go into depth mode, but it STILL only outputs full color to the buffer render texture I have assigned to it.

upbeat hill
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Ok, so, it was working before, but now when I plug HD Scene Depth directly into my fullscreen shader, it just renders this black triangle over half of the screen, and I'm not sure why.

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Does anyone know some possible reasons why this might be happening?

upbeat hill
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Nevermind. I've managed to figure out all of this stuff myself after some trial and error.

ionic tangle
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What happened to this Fog parameter ?

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or how do one have sunshafts with volumetric fog & clouds?
I'm reading that i'ts only two options but nothing works when I do it.
I always end-up downloading a package from a forum that do work and I can't find the differences in parameters.

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ehhhr okay that's here, but it does nothing either.

ionic tangle
barren goblet
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how to use DrawProcedural in custom pass?

idle sage
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hello, can my GTX 1080 support ray tracing in Unity for HDRP?

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I have researched and it seems that "yes"

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because it uses something called "ray tracing fallback"

loud leaf
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Yes it should, if you have the correct windows version + nvidia driver. Keep in mind it will be pretty slow.

idle sage
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ok thanks! yes probably it will run pretty slow..

rugged kernel
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Is there any way for me to cast shadows with a area light without the object being static? I want it so when a door opens the light from the other side leaks into the room your in

steel meteor
rugged kernel
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hmm, then im probably doing something wrong

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the light keeps leaking through

steel meteor
rugged kernel
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yes

steel meteor
# rugged kernel yes

The light looks very soft, so have you light baked the area light? Is the light set to realtime or baked?

Also, my test is on 2022, I'm not sure what you're using and if area lights can cast realtime shadows

rugged kernel
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the light is set to real time and neither of them are set to static so Im really confused on why it does it

ionic flame
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how do i make realistic glass

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like with custom refraction

eternal laurel
ionic flame
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but how would i apply after i download it

eternal laurel
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Well I havent tested the glass myself but it looks like its two shadegraphs so you will be able to figure it out 🥳

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There is a glass scene in the project where it is set up

ionic flame
eternal laurel
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yes the git repo is a project

dawn sorrel
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@rugged kernellooks real

rugged kernel
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Thanks

noble sparrow
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Hey guys. I haven't used HDRP a lot before, and I would like to know if someone has found a workaround to the lack of camera stacking. I'm coming from URP, where it's very easy to render the viewmodel of a first person character over the environment. Is such a thing achievable in HDRP too and to what extent? Thanks :)

eternal laurel
lunar stone
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is hdrp water system released?

scarlet hull
lunar stone
round elbow
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Hey, is there away to mask lights? like set certain lights to only affect certain objects.

quartz heart
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Hey, I have a project I made in HDRP and I want to move it to normal built in pipeline.
is this possible?
I can Simply delete the package from the package manager and convert all Materials myself.
will this work? is there anything else I need to do?

outer carbon
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Things like lighting and cameras and any other HDRP components would have to switch. And of course updating any code referencing them.

But yes, it's possible to switch with some work.

quartz heart
thick swift
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Hello all, I'm using HDRP in my project and all of a sudden i can't see any shadows? I've tried adding new lights/removing old ones and removing my volume post processing but nothing seems to work, anyone know a solution?

pallid monolith
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how can i convert uv to position on the mesh

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I need to change texture on mesh based on some things from scene

shrewd moon
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@pallid monolith There's no need to crosspost to unrelated channels

pallid monolith
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i posted here first then realized its the wrong channel

dawn sorrel
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#archived-lighting message

Made a thread in lighting asking for help with light leak. Probably should've made it here as I'm guessing it's to do with HDRP.

granite marsh
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Hello guys some questions about decals

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i have 3 decals inside my scene (only 2 on the screen). When i switch on the third , i go this :

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Any idea, this random (sometimes, the first one turn white) sometine the second...

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and when i launch the player, i've got this

scarlet hull
granite marsh
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Any idea (its for merch/visual production) and i'm gonna need a lot of decals

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Hello @scarlet hull
its 2048x2048 by atlas or for the integrality of all atlas inside one scene ?

scarlet hull
granite marsh
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ive got this

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8192x8192

scarlet hull
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Unless you have very big textures, I guess you shouldn't fill the atlas then 🤔

granite marsh
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it for 4k screen with large close up

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i thought that it was 2048x2048 per Atlas

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it seems that you're right, the limit size is for the ALL atlas - at the same time

scarlet hull
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I don't get what you mean by "per atlas"

granite marsh
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i thought the limitation wason 2048 -4096 per decals

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and it seems that is for All the decals inside a scene

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i crop texture size inside unity and by now, all the decals inside my scene are visibles (but blurry ^^)

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thank you again

scarlet hull
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The decal atlas is a texture that contains all the decal textures, for decals applied on transparent objects.

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And not for the whole scene but "for all the decals visible by the camera"

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8k by 8k should be quite enough, that's 16 2k x 2k textures.
With 3 decals that use basecolor/normal/mask map, it should fit in the atlas

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@granite marsh

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But of course, the larger the decal texture, less you can store in the atlas

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You can use the Rendering Debugger window (in Windows/analysis menu) to view the decal atlas in the editor

granite marsh
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ok ;:)

lunar stone
digital spire
digital spire
digital spire
sterile mesa
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How do I paint on my hdrp skybox in runtime

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I want to be able to change the .png it uses.

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Without precompiling one

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Since I make the .png with code in runtime

sterile mesa
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The USE CASE IS THIS: I have a MMO starfield, some different colors and nebula. When a ship enters warp, the actual stars/nebula are rendered, the skybox derenders, and you see them whip past you like StarTrek:TNG. Then when you exit warp, the skybox is drawn behind the scenes to resemble the stars and nebula where they settle, and the gameobjects of stars and nebula are derendered (still see em because they're now skybox).

bold wadi
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Hey everyone ! I made a png texture and I would like to know how to make it so the transparent part is, well, transparent in the shadergraph

rose shore
steel meteor
tidal flare
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It seems that the HDRP package is crashing my user's even when on decent hardware, is there anything known to cause consistent crashes?

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Additionally if it helps it seems that a common issue is that the unity crash reporter never opens in any of these cases

tidal flare
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said they were running decent hardware

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when I looked into it more, they didn't have a gpu

open tree
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how do I shift the horizon in HDRP physically based sky? I want the sun to go below horizon above sea level.

scarlet hull
open tree
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@scarlet hull sorry probably I wasn't clear. I want the horizon level where the sun goes down, to be above visible sea level.

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like in this image, there a dark gap between the sea level and sun

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this is what I am getting, I want it to be little above the sea level

scarlet hull
open tree
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that's what I thought but increasing sea level isn't doing anything

iron siren
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Could somebody confirm me if my understanding of surface inputs and details inputs is correct?
If I understand the documentation correctly, they both do the same thing, the only difference is that the detail and mask map will contain information of several layers at once? So if I fill the base map + normal map, it would be the same as using a detail map having albedo desaturated in R channel and the normal map X/Y in the required channels and smoothness channel at 128, is that correct ?

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Meaning if we only use albedo and normal maps, we don't really need detail and mask map

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But if we need them, it's better to pack albedo and normal map in the detail channel and leave the base map and normal map fields from the surface inputs empty?

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Basically, either one or the other, filling everything is redundant for some layers then?

scarlet hull
iron siren
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So you still need to fill the base map texture even if the detail map contains the albedo data? You can't just leave it empty and change the color of the base map if the detail map is filled?

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I'm trying to import some Daz3D clothing which offers some specular map which should be the smoothness map for Unity if I understand well? But to use this map, I'd need to create the detail map then since there is no smoothness map in the surface inputs? Not sure if it's worth the efforts though

scarlet hull
iron siren
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Oh indeed, I mixed it up

scarlet hull
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base color blue can get lighter/darker until white/black, but won't change to red with detail map

iron siren
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Ok got it

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For the mask map, if we want a neutral metallic and occlusion, it should be RGB 128 on average right ?

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And if we don't use detail mask, then the blue channel of the mask map can be ignored ? Which only leaves the alpha channel for the smoothness? Did I get that right ?

scarlet hull
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So if you don't use detail mask, the mask map value is :
R = 255
G = 255
B = whatever
A = smoothness

iron siren
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Got it, thanks a lot for your time and explanations

scarlet hull
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This might lead to a material that look dark due to metallic beeing maxed out, you'll have to reduce it with the metallic slider value, but this way you have control over it, whereas if you use R = 0, the slider will have no effect as it's multiplyed with the value

iron siren
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Ah got it, thanks

iron siren
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Is there a way for HDRP lit layered to handle semi transparency for the additional layers ?

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My texture has one spot with some semi transparency

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But the hdrp/litlayered doesn't care?

iron siren
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Nobody?

sacred veldt
shrewd moon
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This is a fundamental limitation of screen space reflections

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The other option is to use something like box projected cubemaps, a planar reflection probe or fully ray traced reflections

sacred veldt
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planar reflection probe mhm

covert summit
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Hi, recently I have bumped into this kind of block artifacts problem on the multiple projects. it seems there's too many volumetric lights intersecting but how can I increase the limit? Or any workarounds?
I have searched about this problem but I can't find any info of this problem...

barren goblet
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where can I get a free megascan scene for HDRP?

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a complete scene

iron siren
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Still nobody here to let me know how to have the HDRP lit layered shader handle 50% opacity on the extra layers? At the moment, it displays all pixel with opacity > 0% as if it was 100% opacity. Is it a wrong set up on my side or can't the HDRP lit layered shader handle semi opacity on the additional textures?

upbeat hill
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I'm using the latest 2022 version, and for some reason, my Post Processing Effect is showing up in game, but it isn't showing up in the scene view OR the camera preview.

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I have post processing turned on in the scene settings, as well.

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Does anyone know what might be going wrong here?

dawn sorrel
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I often see things that I don’t in game view, maybe not the issue here lol
Nice SCP SL though, I like that game

mellow condor
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but your scene will render too slowly if you disable this

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i think you will have to fake this effect for it to perform well

mellow condor
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other than a camera orbit you can't do much in those scenes because they don't react to anything 🙂

mellow condor
mellow condor
ashen shore
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Does anyone know how to apply volume/post processing to UI?

distant lintel
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Hello all. When using urp its been easy to upgrade the materials, but in HDRP I cant seem to find an option to upgrade materials in project to HDRP.

Is it not possible, or am I missing something ?

iron siren
iron siren
# distant lintel

I don't think there is an upgrade feature. IF you moved from standard RP, the materials of your objects won't change and they'll still be using the standard RP shader which doesn't work in HDRP and displays as purple like you showed. You need to go to your gameobject and change the shader from standard to HDRP/Lit

eternal laurel
iron siren
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Isn't the lit layered shader exactly for layering textures together?

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Why wouldn't it be adequate for my use case?

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I'm getting good results so far actually, it's only the semi transparency which is a bit strange.

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I did write a custom shader to merge texture by I'd prefer to use built in shader since my shader graph knowledge is close to zero...

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Here is another use case for my project:

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I'm using the lit layered as a skin shader (using the subscatter option). The first texture is the face texture without the eyebrows. Second texture is the eyebrows. It's working quite well, I'm not looking for AAA quality so I don't mind if it's not realistic looking.

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Transparency seems ok here, but I've been trying to add a heightmap to give the eyebrows some more height however it's working weirdly.

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From my understanding, a heightmap is a greyscale texture with white being pixel forward and black being pixel backwards. But when I apply, I can't get the eyebrows pixel to stretch out, moreover the whole face texture gets backwards too while only the eyebrows layer should be affected.

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Here is the same with amplitude set to 5, I was expecting the hair on the eyebrows to move forward, but instead, the rest of the face seems to move backwards while the eyebrows don't move at all.

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I thought maybe using grey 127,127,127 instead of full black background could fix the problem but it only reduce the strangeness

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When I increase the amplitude, the eyebrows still won't stick out, only inwards.

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Using pixel displacement mode

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If I use the vertex displacement mode, the correct result appear, only the eyebrows vertices are stretching out as expected.

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But I need the pixel displacement instead. Why don't they work the same?

mellow condor
valid token
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i'm going through this video enabling raytracing for the demo scene. when i enable screen space reflections, i'm getting these cube artifacts around the edges of objects. anyone have any idea what the issue is?

https://www.youtube.com/watch?v=ad9f_nKU0ZA

glacial fossil
covert summit
mellow condor
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what is your objective?

covert summit
violet owl
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is there a way to use the physical sky with a skybox? i want to have a sky at night instead of a black void but i can't find a way to use the physical sky at the same time

shut spade
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Why does this keep happening beneath the camera

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It messes up all light and shadows

twin holly
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how can i get rid of this automatic shadowing/darkening of this mesh? it seems to change automatically in occurrence to a directional light

shut spade
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Literally where the hell is shadow distance in HDRP

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With min and max

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It's not in the volume override

iron siren
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Could anybody give me the name of the HDRP/Lit properties for Tiling and Offset? I'm checking the Shader code but I can't find any vector or float related to it
I can see this :
[HideInInspector] _InvTilingScale0("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
But there is no _BaseColorMap_ST property in the file? Where does this come from?
Plus it's a hidden property so it shouldn't be the one I'm looking for.
The goal is to be able to change the tiling and offset at runtime. But can't find those 2 properties in their code. Quite strange.

open tree
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In HDRP how do I apply texture to the moon? I added a surface texture but it is not working, what am I missing here?

eternal laurel
open tree
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@eternal laurel thanks, that worked

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I have another problem, I am controlling the day-night cycle using a C# script. I have 10-12 reflection probes in my level, I need to update them every hour or so in game time. I know "on demand" mode does that, but how I do it?

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I need some examples or documentations for the coding process.

eternal laurel
#

"• On Demand: Updates the Probe's capture data when you request it. To do this, access the Probe's HDAdditionalReflectionData and call the RequestRenderNextUpdate() function.
This property only appears when you select Realtime from the Type drop-down." documentation exists

#

I would suggest you pre bake 4 sets of probes and blend them according to the time of day

#

rather than rebaking

#

should be faster but more memory intensive

open tree
#

so 4 reflection probes per location?

open tree
eternal laurel
#

its a Component on the reflection probe you get it like any other component. If you dont know that, stop doing a day/nigh cycle and go do a basic course on learn.unity.com

open tree
#

okay thanks

open tree
#

Is there any way to exclude VFX particles from DLSS? they are causing bad ghosting effects.

mellow condor
iron siren
#

How can I change the tiling of the main layer in HDRP/Lit at runtime? I can't find the property code for tiling or offset.

#

Is there another place to get this information if nobody knows here?

#

Also, is it possible to change the layering list of the HDRP/Lit Layered at runtime ?

open tree
#

I am facing a weird issue. I have some reflection probes set to realtime on demand mode, when I hit play in editor I am getting complete black screen until I move my camera , then it flickers and no problem after that. If I set the reflection probes to bake mode it doesnt happen. Getting no error or anything. any idea?

mellow condor
open tree
iron siren
# mellow condor aren't you trying to use LayeredLit for a clothing system?

Yep, still on it ahah 😉 For tiling and offset, I found out they are linked to the texture directly and they have unique methods SetTextureOffset and SetTextureTiling to change them. It was a bit confusing because other shader have exposed properties to change those values. Moreover, in the editor in the lit shader, we can only change the offset and tiling of the albedo, but it seems that using this code, we can also change the tiling and offset of the normal map independently which is nice, though I'll need more testing to confirm it's really working.

#

The only remaining issue is semi transparency not being handled properly in both opaque and transparent mode. I think it's a bug. I've opened a ticket but no news so far.

ionic flame
#

for some reason when i obscure some of my glass texture infront of a light it does this

icy pollen
shrewd moon
#

Probably a screen space reflection (or refraction) artifact

ionic flame
dawn sorrel
#

Hey everyone, i'm facing a strange issue in HDRP with Ray Tracing. Essentially I have a capsule for my player, I obviously don't want to see a capsule and just want to use the collider, sure I could probably use an empty with a collider, but is that really necessary or is there some option in the settings to fix this issue.

#

I've broke it down to what part of the mesh renderer is causing this and that's the Ray Tracing tab where it says Dynamic Transform. If I turn it to off it does same black artifacting

#

Okay it's something else, even if I delete the capsule the black artifacting still happens

#

Broken it down even further that the ultimate culprit is Screen Space GI Ray Tracing, apparently it loves and needs the capsule lol

cinder root
#

How do I stop a HDRP decal from drawing on objects after being spawned? I'm dropping objects on a explosion scorch and new objects on top look scorched

dawn sorrel
#

I'd take a guess and think maybe decal layers? You can find the option here

cinder root
#

that didn't do it

eternal laurel
#

That will do it. Create a scorched layer. Wheb you do your explosion move neardy objects to that layer and set the decal to only affect it. Simply ticking the box wont do much

cinder root
#

That's a bit of a pain. I can see how it would work though. But I'm going to try a third party asset instead

#

since already have it. Not looking to do anything fancy with the decals anyway

dawn sorrel
#

Also you can - the material on objects such as a player turn off "Receive Decals" on the material udner surface options

eternal laurel
#

Pretty sure any third party asset wont have a exclude new objects option by default

#

Buuuut gl hf

cinder root
#

it could have been this simple though:

#

thanks for info anyway

lofty hatch
iron siren
#

Can somebody tell my why this texture is shown as being 85.3MB in size while it's only 135KB in windows explorer?

#

OK, nevermind, it's the size in RAM which is shown here which is the decoded version of the one windows explorer shows.

true zealot
#

Textures in Unity are also imported to formats that are ready for runtime graphics. The format you use to author the asset has no effect on the size once imported

#

If your texture is just a black and white mask you might want to choose to import it only as one channel.

iron siren
#

I was saving my PNG as RGBA thinking it couldn't handle greyscale due to my ignorance lol. After understanding a bit more about shader and images, I'm starting to get the hang of how those things work, at least a little bit better 😉

#

Thanks again!

#

Hm, it's a bit strange, I did change to greyscale which reduced the size in windows explorer from ~182KB to 129KB, but Unity still shows the same size unpacked.

#

64MB in both RGB or greyscale. Is it normal?

true zealot
#

As I said,

the format you use to author the asset has no effect on the size once imported

#

If it's still imported as RGBA8 without compression (or whatever) then that's 8 bits of R G B A

iron siren
#

Oh got it

#

Indeed, enabling high compression reduced to 16MB, quite a difference

#

And using crunch crompression even lowered that to 308Kb in low quality. But I still don't see a difference in the shader graph preview. Does compression not affect the preview?

true zealot
#

I have no idea. I was saying that if you just have a black and white texture without alpha then you could also switch the format to R8 or 16, as all the channels are the same

iron siren
#

Ah, got it. I do have alpha though, so won't be able to use this way.

#

Anyway, you enlightened me once more, thanks a lot for this! 😄

barren goblet
#

why this guy implement Nanite in unity?
do you think any project will use this kind of art asset?

#

small teams have no budget to use this art style

sterile mesa
#

how do I set the brightness of a gameobject in HDRP? I want to change an item to absorb more light aka be brighter

glacial fossil
dawn sorrel
#

Higher end graphics are pretty easy to make, despite the popular belief that they aren't. But getting them to run in a performant way is the actual hard part 😆

#

The reason why most indie games are low-poly or some mix art style is because most indie devs instantly assume that it's super hard to reach realistic looking games. I'm saying this from personal experience. Three years ago I was sure that I could never get my games to look realistic, but nowadays it's super easy and pretty fun actually. It requires a little bit more learning, but it's worth it. If you want examples of Unity indie games with pretty damn good graphics, check out Road To Vostok and Project Z for example.

barren goblet
#

but if a project is going to realistic style, especially 3d scans, why not choose UE5?

#

The Nano Tech has no value😂

dawn sorrel
#

I'm not talking about nanotech. You don't need Nanite nor it to have a realistic game. We've been making pretty damn realistic games for almost ten years, after all.

#

I personally think that making models should not just be as easy as just importing them into an engine and enabling a tool. But I like the challenge of optimization so it's just my own stupid opinion lmfao.

shrewd moon
# barren goblet The Nano Tech has no value😂

HDRP and UE5 are very close in visual fidelity, but beyond that the engines and their workflows are quite different
A tool like this would probably have have value for a studio that's looking for more feature parity with UE while having chosen Unity out of necessity or convenience

dawn sorrel
#

At this point the only difference between unity and UE is that Unity doesn't have a system like Nanite, or actual realtime GI and they don't make every tool they buy free for everyone.

#

For me, those don't really matter since the base engine is good enough for my every need.

barren goblet
dawn sorrel
#

Let's be real here, Unity is going to make something similar at some point. They know that they're losing customers if they don't. Same goes for actual GI.

barren goblet
#

unity is far from here, they just finished adaptive volume GI, that's very old school tech😄

dawn sorrel
#

That may be a small base of customers that need things like that, but since unity is aiming for also cinematic and movie creators so they'd just benefit from such tech.

shrewd moon
barren goblet
#

lol, HDRP has a trend to make small cinematics, the digital human and lion king

#

but cinematics don't really need Nanite, it needs realtime GI like Lumen

loud leaf
#

HDRP has real time GI using hardware ray tracing. If you're targeting photorealistic graphics / cinematics, you're already targeting GPU's that can do hardware ray tracing.

dawn sorrel
#

Valid logic, actually.

#

Also, the reason why people usually choose unity over unreal is the general requirements for the engine. I literally got hdrp and volumetrics to run on a seven years old PC on 30 fps. No wonder unity is the most used engine, you barely even need a good PC lmfao

loud leaf
#

I'm not a huge fan of Lumen because of the delay/blobs/etc, maybe the scheduled updates will make it better.

dawn sorrel
#

Lumen also takes a fuck ton, and I mean a fuck ton, of performance, which is a total minus in my books. Like yeah, obviously. You get amazing lighting, but it takes so much performance that you either need a beast of a PC or just don't use it.

#

I view UE5's graphical jump as a total minus in general, tbh. I personally still use the Xbox One to play games, but when studios aim to use this advanced graphical stuff they most likely only aim to release on next gen.

autumn harness
#

Hey guys is there any way of using tree compoment for hdrp?

#

because im getting pink error textures

scarlet hull
autumn harness
scarlet hull
autumn harness
#

I'll try that one out. I don't know where the options for the tree gen is though.

autumn harness
dawn sorrel
#

Why is it changing HDRP Volume layers makes local volumes stop working

#

Is this a me issue, or a HDRP thing.. Because I can't find anything that would rule out either.

scarlet hull
#

@dawn sorrel The camera has a volume layer mask, making it that only the volumes in the listed layers will affect the rendering of specific cameras.
If you change a volume to a layer that is not in this mask, it will no more affect the rendering.

eternal laurel
#

And its always anoyed me that adding a new layer does not check it by default in the camera masks

dawn sorrel
scarlet hull
lone river
#

hey guys when building the game I am having this

#

any idea?

shrewd moon
#

@lone river Please post only to one relevant channel

dawn sorrel
scarlet hull
dawn sorrel
#

Ahh

#

I've got no camera in the scene as it's loaded in an additive do not destroy scene

#

I'll just put one in for whilst i work

dawn sorrel
#

@barren gobletyou are a troll, clearly

steep verge
#

is hdrp cant rander realtime sahder?

#

in viewport?

scarlet hull
#

@steep verge Sorry what ?

dawn sorrel
#

Something about a real-time shader

#

Most likely asked "why hdrp can't render a realtime shader in the viewport"

glacial fossil
#

@steep verge

worn flax
#

can anyone help with procedural world generation in hdrp

glacial fossil
gloomy condor
#

guys how do i check if im using hdrp or urp

#

I think im using hdrp but there's an "Exposure" node that I can't find here

pliant heath
#

I'm getting a lot of this on building:
Graphics.CopyTexture source and destination have different master texture limits

on my build.. but its not telling me what texture?

  • first build worked fine, now its 'failing' apparently but it appears to be building still?
    everything seems fine...
#

can anyone advise me on how to find the problem texture or where i can fix this issue? cheers

#

ok i am a big dumb nevermind. - did not realise Hdrp quality settings panel defaults to building in 'low quality' mode

barren goblet
shrewd moon
pliant heath
exotic fable
#

Not sure if this is the right channel so please correct me if it is not.

#

Any tips on how to make my hdri sky cubemap less boxy? Like what effects to add in photoshop or on Unity?

#

Mine feels a little bit too much that I'm on a cube (which I know I am 😆 but still)

shrewd moon
#

Anything that's not drawn in 3D projection mode won't have the correct perspective

exotic fable
#

what is the skybox material for HDRP?

#

I was using the Legacy one, which has 6 sides

exotic fable
#

oh cube textures work, got it thanks !

fresh wolf
#

I just switched to HDRP and Im getting this really weird shadow that moves with me.

#

And Im getting an error

glacial fossil
exotic fable
#

Hi any tips on how to set up lightning for a space scene? My current problem is that I have a tight coupling between the skybox and the lightning on the scene. If I change the skybox, I need to change the entire light settings for the scene. It's also hard to manage making the scene look well lit enough and the skybox not looking too bright

#

I'm using the Exposure Compensation in the HDRI Sky and Directional light intensity to manage this

#

Exposure is set to automatic

#

If anyone has some preset values for space scenes it would be great 😛

#

Should I use fixed exposure?

analog merlin
#

hi , im trying to make stylised "wiggling" shadow effect, plan is to offset shadow map with slight noise, but i cant figure out how to hook up shadow map (single directional light) in hdrp

analog merlin
# exotic fable Hi any tips on how to set up lightning for a space scene? My current problem is ...

there is great talk about light in hdrp: https://www.youtube.com/watch?v=yqCHiZrgKzs , imo clamping exposure min/max values might help you

In this video, you'll learn how to create AAA-quality visuals for current and next-gen games. We’ll also show you HDRP’s key rendering features and how to tune settings for anti-aliasing, lights, shadows, exposure, and more.

Speaker:
Pierre Yves Donzallaz (Senior Rendering & Lighting Artist)

Did you find this video useful? Room for improvement...

▶ Play video
fresh wolf
exotic fable
onyx depot
#

Hey.. im trying out hdrp for the first time. My point and spot lights doesn't seem to emit any light when the directional light is set even if i put it in full intensity.. it will show up when directional light is disabled or if it's intensity is brought down to almost zero. And i should mention the spot and point lights are inside a structure which is decently dark.

glacial fossil
native pilot
#

I know HDRP isn’t for low power devices but if I am targeting desktops that go from low power to high power can I stay with HDRP or should I just bite the volumetric fog and return to URP? I don’t believe I’ll ever go on mobile.

onyx depot
eternal laurel
#

Place a reflection probe inside the space

onyx depot
#

So i have to manually do it every enclosed space?

fresh wolf
worldly crest
#

do baked reflection probes affect reflections of static objects?

#

for example, if I have two metal walls marked as static and bake the lighting with no light probes, will the metal walls reflect each other during the baking process?
if I then add a baked light probe and rebake lighting+bake the light probe, does the lightprobe affect what is reflected on the already-baked walls?

warm zephyr
#

Anyone know how to access "Shadows" VolumeComponent via script?

scarlet hull
exotic fable
#

I wanted to give it a fixed color

exotic fable
#

Thanks

exotic fable
#

Damn this is a game changer lol

mellow condor
#

I set my shadow resolution and filtering to max, but I still see a lot of aliasing on my direct light, what gives?

warm zephyr
eternal laurel
worldly crest
#

looks like this: instead of trying to model 1000000 different variations of zombies in varying damaged states, they said, lets just create a few internal wound models that we can slap into the zombies.

but you want to be able to see the wounds. for example, if you place some guts inside the zombie model, but the zombie's tummy hasn't been destroyed, then you wont see the guts behind the tummy.

#

so they said: ok, let's place a white splatter texture on the tummy. this will tell the renderer to make the tummy pixels transparent where-ever the white texture is on. then you can "see through" the tummy and see the guts. then they use the ellipsoid to better scale the tummy texture and guts so it fills up the transparent hole better. idk the exact implementation. but that seems to be the gist of it.

rather than actually deleting parts of the model, or creating a million different zombies in different damages states, just make the damaged part of the zombie transparent, then you can stick in some gore models in the zombie. so they aren't dynamically destroying zombie meshes, just turning part of the zombie mesh transparent

eternal laurel
#

Well sure I understood this much from the pdf too🤣. Is the splatter texture rendered in UV space ? How exaxtly is the alpha of the splatter and the clip from the elipsoid combined ? Stuff like that.

#

The actuall gdc talk would be nice but I cant find it in the vault or anywhere

red needle
#

hey i really need some help i made a character in blender that look like this

#

but when i upload it to unity in hdrp its just look like this

#

and its becouse i have no idea how to setup the materials

#

And I cant find any youtube video explaining it

dawn sorrel
#

Can someone explain why changing the ground tint or turning the cloud layer on affects the lighting of the scene (quite dramatically)? I would think these are background elements that shouldn't impact anything

dawn sorrel
true zealot
dawn sorrel
shrewd moon
scarlet hull
#

@red needle

  • Check the lighing in the scene (or put your model in a already correct lit scene like mentioned)
  • What are the textures you've showed used for (can't see the whole names) ? Are they properly imported for their usage (type normal for normal map, sRGB disabled for metalix/smoothness/specular ...) ?
dawn sorrel
#

Yo Remy, were there any big changes to HDRP in general in the more recent versions? I could run a hdrp game at around 30fps with older versions, but now I always go below 22. Had to switch to urp because of this.

#

Even on the lowest quality settings my performance doesn't change at all.

warm zephyr
eternal laurel
#

anyone know why I"m not seeing my command buffer in the frame debugger in 2022.2 ?

mellow condor
#

when rendering in batchmode, why might my custom pass blitting the color buffer only draw a picture when debug build is checked?

#

this is a real puzzle

#

the backbuffer is the render texture so it shouldn't really matter if there is or is not a screen. waiting until the end of the frame, and then blitting using Graphics.Blit works

sacred veldt
#

its any easy way to make like switch between baked lights and realtime?

dawn sorrel
#

You could just switch your scene with realtime lights to a scene with baked lights on the go

dawn sorrel
mellow condor
#

is there an event when the gpu has finished rendering?

#

for example, if i have a camera targettexture sent, and i render to the camera

#

i would like to know the exact time, possibly even from not the main thread, that hdrp has blitted the final pass's output to the render texture?

mild wing
#

OnPostRender() is what I'm using for after all rendering is completed.

mellow condor
#

anyway the hdrp equivalent for them occur after the main thread work for the camera is done

mild wing
#

They work for URP in my case.

#

I know the coroutine wait until end of frame will work for HDRP as well.

latent mulch
#

hey people! We have a project in Unity 2020 LTS with build-in pipeline, and we want to remake it in HDRP and we are considering using a newer Unity version for this, do you think it is recommended? Does 2022 has stable enough HDRP or should we stick to something like 2021 LTS ?

scarlet hull
latent mulch
signal osprey
#

how do I bake all dynamic objects in the reflection probe, including obejcts which don't have the "reflection probe static flag turned on" ?

shrewd moon
pulsar skiff
#

how do i do something similar to camera stacking (urp) in hdrp? i need it for my weapon viewmodels

eternal laurel
#

Custom render pass

pulsar skiff
#

ah thanks

#

ill look into them

pulsar skiff
#

the only version this has are 2021.2/3, 2020.2/3 and 2022.1

eternal laurel
#

Concept is the same🤣

pulsar skiff
#

are you telling me to rewrite it?

#

aw heellll nah

signal osprey
#

how do you guys like HDRP?

eternal laurel
#

Very much

pulsar skiff
signal osprey
#

@eternal laurel @pulsar skiff what do you render in it - can you show?

pulsar skiff
#

i render weapons

#

its a fps game

#

you still there?

#

@signal osprey

pulsar skiff
#

i hate my life

#

why is this error in the compositor not going away?

signal osprey
pulsar skiff
#

What do you want me to show

#

The weapons are several gameobjects on a layer named. Viewmodel

#

I also have a second camera that only renders that layer from before i upgraded from urp to hdrp

#

In urp there was a thing called camera stacking that rendered that second cameras view onto the main camera

#

You are asking me to show you stuff without telling me what you want to see

pulsar skiff
#

Here i sent some more

#

Do you want to see the hierarchy?

#

I cant send you a pic but this is how it looks like:

MainCamera:

-viewModelCam

-flashlight

-weaponHolder:
--pistol
--shotgun
--grenade
--ar2
--physcannon

#

Main cam renders every layer except viewmodel layer

#

viewModelCam only renders the viewmodel layer

signal osprey
#

no i know how to use stacking, i was only curious to see what benefit of HDRP over built in

pulsar skiff
#

What do you mean? Hdrp looks so much better

#

Im doing it for the graphics

#

Vfx graph, shader graph and decals

#

Volumetric lighting ,ray tracing, hair shaders

#

You came here to ask me why im using hdrp?

pulsar skiff
#

Acting like you are goig to help me just to say what is the benefit of using hdrp in the #archived-hdrp channel

#

What did i do to deserve this

#

Are you guys seeing this?

#

Ig im gonna have to do something about it myself

signal osprey
#

what a drama queen 🤣

pulsar skiff
#

You were literally acting like im waisting your time when it was the opposite

mellow condor
#

a custom pass blit appears to fail only in release builds. when built with development mode checked, everything works 😦

pulsar skiff
#

hey guys, i made this shader named water which should look something like this and actually did look like this in urp and hdrp deffered renderer but as soon as i changed my lit shader mode to forward every material using this shader became invis, how do i fix it?

eternal tendon
#

guys please help. So i added hdrp to my project. And after adding it everything turned pink. Then i foun how to fix it on internet and now every texture is blue

dawn sorrel
#

im desperate with the grass in hdrp, what am i supposed to replace the details with?

lament mango
#

uhh... does anyone know why i got this visual glitch? is it a shadow bias problem or something?
(edit: you can barely see it)

#

increasing the shadowmap res made it even worse

lament mango
#

ok so i did a bit of playing and it seems to be coming from the directional light angular diameter

steel meteor
# lament mango ok so i did a bit of playing and it seems to be coming from the directional ligh...

Yes, setting to angular diameter to 0 will fix the issue, but then you have sharp shadow edges which you might not want.

To get around this, you can use the Graphics > HDRP Global Graphics > Shadows settings to change the defaults shadow cascade effects. Playing with the Cascade count, Border and Split settings can help.

Or, it might be better to add a 'Shadows' override to your global volume, set the cascade count to 4 then play with the settings in there.

lament mango
ionic flame
#

in my scene i have this issue

#

i think its a little too dark up in the corner

#

all light comes from the emissive lights on the ceiling

pulsar skiff
#

hey guys. ive come across a problem with recently on hdrp 12.1 and camera stacking

_first off, here is the scene set up:

1-a main camera that renders every layer except "viewmodel" with the depth value of 0
2-a second camera "weapon cam" that only renders the viewmodel layer witth a depth calue of 1 and the background type of "none" to achive

the depth value and backgrounds are set like this to achieve a effect similar to urp's camera stacking to avoid weapon clipping

3-and at last, a planar reflection prone

_the problem:
as you can see in the gif a portion of the "weapon camera" goes white when the planar reflection probe comes near its field of view?
it doesn't happen with the normal reflection probes

_things ive tried:
ive tried excluding the probe layer that the planar probe is on(basicly making it so the camera dosnt render reflections from that probe) yet that did not achieve anything

this problem is really bothering me and any help with this issue would be appreciated .thanks for reading

#

also please ping me if you respond, thanks :)

summer glacier
# lament mango increasing the shadowmap res made it even worse

You got a few ways to go around this, one is switching to medium quality shadow filtering. Less nice/smooth looking shadows, but the issue will be gone.

Another is turning on cascade blending, increasing it on every cascade, and lowering angular to 0.4 or thereabouts.

I reported this bug a long time ago.. but HDRP doesn't care much about high quality shadow filtering except for demo purposes, so fixes are slow unless they need it. So many issues and bugs I've reported related to high quality shadow filtering (even though it's a massive quality increase compared to medium..)

summer glacier
pulsar skiff
#

i want my weapons to be seen in a different fov then my normal view

#

i tried the compositor, everything went white. i tried custom passes, nothing happened

#

following official unity tutorials

summer glacier
#

I remember many people do the trick in a custom shader for the weapon itself, what to do exactly is more complicated, (google around there's many threads about camera stacking alternatives/what to do in HDRP)

pulsar skiff
#

i did not see any shader related things?

summer glacier
summer glacier
#

or post in HDRP forum section

pulsar skiff
#

how bad really is the performance?

#

oh nvm

#

its like 30-50 fps

summer glacier
#

don't remember exactly but it's pretty bad, you can check it out in the profiler

pulsar skiff
#

=|

summer glacier
#

there's also a GPU cost, not just CPU

pulsar skiff
#

ik

#

so urp does it in a diffrent way resulting in more performance?

#

im really tired of searching online and not finding any solutions

#

what im doing rn was recommended to me by a friend

summer glacier
#
pulsar skiff
#

alright!

#

ill look into it

#

so both of these change weapon fov too?!

#

great!

#

thank you so much!

pulsar skiff
#

the shader is broken af with lighting

#

it just looks black

#

except the emissive parts given to it with emissive map

#

oh nvm

#

the maskmap was broken, just had to remove it from the graph

#

how do i fix the clipping? this only distorts the model to look like a different fov

#

@summer glacier

lament mango
#

render the gravity gun on another layer

#

above the main scene

#

thats how games usually do it

pulsar skiff
#

but how

#

thats the thing

#

im trying to avoid using two cams and depth

#

because it costs like 50fps

#

maybe custom passes?

#

i tried them before but i couldn't get them to work

lament mango
#

im not sure exactly how but no not by using 2 cameras

#

you need to tell unity to first draw everything else and then draw the gravity gun

pulsar skiff
#

Ah nice. How to fix weapon clipping urp

pulsar skiff
pulsar skiff
#

Alright ill check it out

ionic flame
#

this is me looking at a wall

#

idk why the resolution is doiung this

pulsar skiff
pulsar skiff
#

works in scene view but not ingame?

pulsar skiff
#

okay got it to work but things clip through eachother and are seethrough and... idk what is going on

#

the hand can bee seen through the handle. the tip looks weird , mesh is messed up

#

visual effect graph is uhhh

#

this shit is broken man

#

@lament mango

#

this is it "after opaque and depth normal" which breaks the rendering. and "before postfx" like the tutorial said which does not render anything. and none of these work when removing the weapon layer from the cameras culling mask like the tutorial said

lament mango
#

weird.. they dont render in the correct order

pulsar skiff
#

hey chat, is there a way to make a light look the same in every scenario? i have this point light that i use as a flashlight but in some scenes it looks dark in dark areas, dark in bright areas and some scenes it looks very bright everywhere

pulsar skiff
#

maybe a script to change the light intensity in different exposures?

shrewd moon
latent mulch
#

Hello! In this image, the top version is from Blender (eevee), and the bottom version is Unity 2021 LTE HDRP. Despite the obvious differences, the only one I take issue with **is the shading on the left+down wall/shelf. **It's much smoother on Blender. Is there a way to approach this level of smoothness in HDRP? Maybe a shader or lighting parameter hidden in some pipeline settings?
Some details:
Both lights are sun/directional, hitting directly from the front, rotated 10 degress downwards. The light angular diameter has no effect on this shade.

steel meteor
# latent mulch Hello! In this image, the top version is from Blender (eevee), and the bottom ve...

The shadow on the Blender image looks like ambient occlusion to me. You can add SSAO (Screen space ambient occlusion) as an override to your post-processing volume and play with the settings in there.

If the light is coming directly from the front then you can also add a Shadow override to your volume, but first try adjusting the Angular diameter of the directional light to give your shadows diffuse edges.

dawn sorrel
ripe quail
#

I tried to set it up, but it looks like my UI is still getting caught up in the motion blur.

#

Oh wow, I got it to work... nevermind! Custom Pass ftw!

ionic flame
#

idk wtf is happening why is this area turning dark

ionic flame
#

i dont know if this is like global illumination but i think it might be

#

nvm fixed :D

glacial fossil
bold wadi
#

Hey everyone. Is there a way to have a sky like this :

#

But

#

with an exposure like that ?

#

Im trying to have really dark shadows/areas, but by doing so, the sky is not realistic

ionic flame
#

anybody know a tip for making the ray tracing less laggy

#

and also how to use emissive lighting with ray tracing

glacial fossil
bold wadi
#

Oh? Alright then I'll think I'll keep the sky dark as well, thanks for your feedback ^^

dawn sorrel
#

Oh sorry nvm

summer glacier
#

and have another post process volume but set to dynamic, with sky set, and added to hierarchy. That way you can control the lighting and sky visuals separately.

untold copper
#

I know you can use the local volumetric fog component to create additional fog that gets added to the global fog, however is there any way to subtract fog from a region instead of adding? My situation requires that the global fog is quite intense but certain areas need no fog. As far as I can tell, this doesn't seem possible for some reason.

#

I would rather not create my own volumetric fog, but I'm starting to lean in that direction

#

Nesting local volumes inside of each other is also additive, so I can't override a region of local fog either.

digital spire
#

Suddenly, there are multiple GI solution that is about to hit asset store at the same time

#

H-trace, Erabus, Lumina and another one in URP forum

#

Idk what to choose 😂

scarlet hull
rose ferry
#

What is the difference between a "sky and fog global" volume and a "global" volume?

untold copper
digital spire
leaden quartz
#

does anyone have best quality settings for shadows (for a pre-recorded cinematic movie so idc about performance)
with me trying to find the best settings they either appear too blurry, glitchy, flicker, etc

leaden quartz
#

also i have a problem with volumetric fog sometimes i can see those square/rectangle shaped holes

digital spire
hoary meteor
dawn sorrel
dawn sorrel
#

Does anyone know how I fix this? i recently activated Virtual Texturing, I set my shader graphs up to use them, but get spammed with this at runtime

whole fossil
#

guys, is it possible to extend hdrp with custom volume overrides? I would like to change some of my custom system parameters (for example camera parameters) and interpolate it the same way as the volumes are interpolated.

whole fossil
#

oh nice! thanks!

whole fossil
#

hm, it seems that it should be possible to create new VolumeComponent with VolumeParameters. Sadly creating one with just test float volume parameter breaks the rendering

scarlet hull
whole fossil
#

I haven't played with it too much, i've just created component wit VolumeParameter<float> but I think I've noticed in the source code that it shouldnt be used directly, instead we should extend it so it doesnt have a generic type. I'll fiddle with this a bit more first

scarlet hull
whole fossil
#

thanks! I am starting to get it going. One thing that I cannot wrap my head around for now is to detect entering/exiting from the volume. Is it something that is prepared?

hoary meteor
#

Hi guys, im using the wind zone but not working with this plants model. Trees is working well, but plants or also grass not working. why?

bold wadi
#

Hey everyone! Im having a problem with HDRP, here is the situation.
The arrow represents the light source. As you can see, in the red circle, the light goes through the wall for some reason, and lights up the corner.
Another problem, in the orange circle, you can see some weird horizontal lines.
Anyone ever had this problem? Thanks.

plain mural
#

hey guys, if i have 2 custom passes, how do i make it so that they dont overwrite eachother?

#

right now only one is working at a time

obsidian hawk
#

please help hdri sky in hdrp is very dark

hardy wyvern
#

How do I publish HDRP project. It throws me an error when I try to publish it with OpenGL.

shrewd moon
hardy wyvern
shrewd moon
hardy wyvern
#

What kind of package do I need for it?

shrewd moon
bold wadi
bold wadi
hardy wyvern
# shrewd moon

I published Linux, Mac, PC standalone build, but it required unity for others. If I want to create a file for people who play on windows then do I have to take Universal Windows Platform build instead of the first one?

obsidian hawk
#

sorry

bold wadi
#

No problem

shrewd moon
rose ferry
#

Last time I made bullet hole decals I used the HDRP decal projector, but I'm wondering if it's cheaper and smarter to just use a plane with a texture on it (for walls and other static objects)

#

With a bit of height to it to avoid z-fighting

shrewd moon
chilly raven
#

any tutorial to start out with my hdrp project?

#

thanks

rapid rose
#

Does anyone know if there is an equivalent of camera.Render() in HDRP? I am setting my render texture and i want to force the camera to render, but i can't find the method that manually renders camera. For instance, URP has UniversalRenderPipeline.RenderSingleCamera(). Anyone know?

sinful imp
#

I'm currently having an issue where in the editor, the lighting from my directional light works just fine. However, when I build the game, it's like the scene has a giant shadow casted over it. Here's an image of what I'm talking about (top picture is in the editor, bottom is in the build). I've tried making sure the rotation of the directional light is correct in the build, using deferred rendering instead of forward, changing the light layer of the light, changing all the light parameters, and increasing the max distance for shadows in the shadow post process component. Only changing the max distance for shadows has had any effect, though it's still quite broken. I'm kind of stuck now, so any help is greatly appreciated!

inner palm
#

i went from 2022.1.2f to 2022.1.17f and now none of the skinned meshes are rendering

#

only when I enable ray tracing, they appear when I turn it off

#

and its only the skinned mesh renderers

#

putting the materials on standard mesh renderers works fine so I assume the materials arent the problem

#

unrelated issue with the janky blur but its only in the scene view and im basically done with what I made this project for

#

looks like i gotta try my luck with a beta version or seomthign

#

restarting editor changed nothing

inner palm
#

2022.2.0b8 fixed it

#

though weirdly the ray tracing is behaving differently now

#

oh they added denoising??? poggers

loud leaf
#

Ray tracing denoising has always been there, for path tracing it is relatively new yes

modest merlin
scarlet hull
modest merlin
#

No, I removed 8 now and still

#

strange 😕

scarlet hull
#

Can you show the inspector of one of those spotlights please ?

modest merlin
scarlet hull
#

Hum, nothing suspicious here either ... But what you show definitively looks like a tiled lighting issue

modest merlin
#

looks like it was because of the shader i was using for a plane to create elevation

scarlet hull
#

Wut :/

#

What shader was it ?

modest merlin
#

a custom shader

#

using amplify

glacial fossil
scarlet hull
scarlet hull
modest merlin
#

vertex offset from a bumpmap

scarlet hull
#

This is something very straightforward and should work 🤔
Might be interesting to see if it does the same in shadergraph

glacial fossil
modest merlin
#

yeah, the problem im the worst in shaders 😅 it will be pretty hard but lets see if i get somewhere

modest merlin
#

By disabling this option on the shader gameobject completely solved the problem

#

@scarlet hull

scarlet hull
modest merlin
#

Im really confused with all of this, being honest 😅

glacial fossil
crystal frigate
#

Hi , i have a Problem, the Hands of the Player in my fps shooter are getting multi rendered , can someone help me

#

Im using mfps 2.0 and hdrp

wanton shuttle
#

On a material using the HDRP/Lit shader... Why does modifying the emission not actually change anything during runtime? If I look at the material in the inspector, nothing changes. However, if I go into the inspector and change the values manually, it changes.

Code snippet.

   m.SetColor("_EmissiveColor", Utilities.GetColorFromTeamColor(owner.teamColor));```
dawn sorrel
#

help me decide between urp or hdrp please... my game is going to be on a computer but i dont know which to choose.. i know that hdrp is stronger... but I am not sure which to pick

#

(i am a beginner)

summer glacier
#

most videos are built-in.

dawn sorrel
#

yes but i want to create shader graphs now.. i did work with materials in the normal shader... but now i want to add stuff.. i just dont know which to pick

dawn sorrel
summer glacier
#

You can move into HDRP later, now is just learning

dawn sorrel
#

one last question though... just asking for your opinion, if you work on a game, which would you rather finish first the mechanics or the effects

dawn sorrel
summer glacier
#

effects? do you mean visuals

dawn sorrel
summer glacier
#

You don't have to finish one before the other, they usually go together but it's good to focus on mechanics, visuals can be done later based on what you have

dawn sorrel
#

and that's what i did.. i finished most of the mechanics part... so time to do some visual stuff

scarlet hull
# wanton shuttle On a material using the HDRP/Lit shader... Why does modifying the emission not a...

When emission is set to not black on the material, the material inspector will toggle a keyword.
Since you are changing the emission color value from code without the inspector open, the keyword is not set, and the emission code is stripped out.
We now have a public API to automagically set all keyword and passes depending on the material property values : https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@15.0/api/UnityEngine.Rendering.HighDefinition.HDMaterial.html#UnityEngine_Rendering_HighDefinition_HDMaterial_SetUseEmissiveIntensity_UnityEngine_Material_System_Boolean_

#

Only available since unity 2022.1 sadly :/
If you're on LTS, you need to set the keywords manually, but to make it work in a build you need to be sure that the needed shader variant is included, using ShaderVariantCollection.

Or, here's an easy "hack" : set the emission color to something very close to black but not black, to have the material emission keyword/pass enabled, but not visible ^^

novel arrow
#

How to bake lightmaps?

steel meteor
languid plover
#

Why do I get this message in the console?
I made sure to turn water on in the hdrp asset. I just want exp[eriment with the new water system bat it doesn't render.

rugged kernel
#

how would i achieve this sort of lighting? it feels uncanny but is also well lit up

novel arrow
plain mural
#

does anyone have any examples of modifying the normal buffer in AFterOpaqueDepthAndNormal?

#

whenever i try to do it, it just returns a solid white texture

fierce ridge
steel meteor
buoyant drum
#

quite grainy shadows

#

any way to fix this?

dawn sorrel
steel meteor
dawn sorrel
onyx gale
#

does anyone know what setting i have to change to add a brightness setting to my game? does unity provide some kind of setting

dawn sorrel
#

It’s a post processing thing

onyx gale
#

yeah that’s kinda what i’m going for now, thanks for the reply.

strong slate
#

how do i increase render distance?

i have plenty of trees, but they arent visable and the shadow map aint showing unless im close to the ground

fierce ridge
#

My bakes are saying they are going to take 8 hours plus, even when done on the gpu regardless of quality settings

#

Is there anything i can do about this

keen jay
# onyx gale does anyone know what setting i have to change to add a brightness setting to my...

In case any help, I wrote a blog post of what I have learnt about lighting so far (still learning!) - e.g. there is the Exposure Post Processing effect, but you can also fiddle with ISO etc on the main camera or Cinemachine Virtual Cameras instead (which is easier to animate). https://extra-ordinary.tv/2022/09/25/lighting-tricks-in-unity-hdrp-for-cinematic-effect/

I am creating a simple animated cartoon using Unity and the High Definition Render Pipeline (HDRP). One challenge that comes up is how to control the lighting levels of shots – how to make it…

keen jay
fierce ridge
inland star
#

what are the shadow resolution settings on your lights? Also, you could turn down the shadow distance if your scene doesn’t need a 6km view

#

oh bruh they left the server, can’t even ping them now

shrewd moon
fierce ridge
#

i did not, cleared cache and that fixed i't

crude creek
#

hey guys so i just made new project and installed Hdrp

#

but i get like 40 errors instantly and ive triwed to fix them but i am unable to

#

ok well when restarting not so many anymore but

shrewd moon
crude creek
#

Yeah thats what i did it just says either reimport or check the version of the package is the same as the hdrp and it is did all those things ..

hearty smelt
#

I'm having a terrible time understanding how these HDRP skyboxes work. The global settings seem to take over every scene in the project, no matter what skybox I place in each individual scene. Each scene needs it's own skybox. If I take out the *global * skybox, I get no sky's at all from any scene , even though each scene has their own skybox assigned.

#

At this point I'd be willing to pay for some help on my project from an HDRP pro who knows how this works, and can make the game more performant. (That's the other thing)

#

Selecting very low, low, medium, high and very high graphics profiles makes the scene look better, or worse, but has 0 impact on framerate. <shrug>

#

Any HDRP pro's need a side gig for a couple of days? 🤔

dawn sorrel
#

Why the shadows so weird?

#

like stretching

keen jay
keen jay
# dawn sorrel Why the shadows so weird?

Under Quality / HDRP in the project settings I got some improvements by cranking up the Punctual and Directional Light Shadow resolutions. I then set the directional light game object shadow resolution to the max as well. It might not be your problem, but it helped a lot on my project.

dawn sorrel
#

The res didnt help sadly

#

I tried

#

before

keen jay
#

Well that got to the end of my knowledge pretty quickly! Lol!

dawn sorrel
#

lol its ok

summer glacier
# dawn sorrel

It's because you're using high quality filtering for shadows. And by default, the directional light angular paramater (basically shadow smoothness) is set to 1 which is too high.

Reduce it to 0.5 or so. You can find it in your directional light inspector.
Also high filter quality shadow depend on TAA to clear out noise, so in scene view make sure camera is set to TAA and refresh is on. Or you can just ignore the noise in scene view and try it out in game view with camera set to TAA.

Another option is to just switch to the medium shadow filtering quality option, then it'll just work as usual and less complicated. High offers better smooth shadows and a parameter to control smoothness.

lament comet
#

Hi guys! Is it possible to use visual effect graph effects in HDRP + DXR mode?

shrewd moon
west linden
#

What is this "DXR

#

DirectX raytracing?

glacial fossil
keen jay
tacit kraken
#

Im using HDRP for VR and I guess Forward is the way to go. People are also saying that MSAA is the best to use. Do I change that under the HDRP High Fidelity > List Shader Mode: Forward > Multisample: MSAA 4x? I also see it under the HDRenderPipelineGLobalSettings (every rendering tab). Or if someone else had a reccomendation please let me know! Thanks.

keen jay
#

I set the anti-aliasing on the main camera (and the scene camera). (Actually, I tell a lie - I turned off the anti-aliasing as it was giving me more problems than it was solving, but that might just be for my project!)

summer glacier
#

In 2023.1 alpha, there's some new sharpening quality options that are much better than the current (and only) option

leaden quartz
#

Any ideas why lightmapper doesnt seem to do much if anything at all in HDRP

#

It does make a slight difference but generally the room looks too bright, especially noticable where the desk is there is no shadow at all

#

Path traced it looks like this, a bit too dark but thats the look i want to achieve just a bit brighter in the end

warm forum
#

Does anyone have suggestions that might help get me started on a good way to get color variance for things like clothing or metal? Most of what I found involves using MaterialPropertyBlock but I read that is not the way to go in HDRP? I'm not very knowledgeable about this area, but would like to create color variants of clothing and swords and stuff. What should I look into to get me started on the right way to do this?

strong slate
#

why are some dark and some bright even tho i have no light source in the scene?

shrewd moon
keen jay
#

It took me weeks to discover “ground tint” in the hdrp profile. I could not work out why my characters had a light shining on their faces from below!

strong slate
scarlet hull
scarlet hull
strong slate
#

but ill check out the video

scarlet hull
warm forum
# scarlet hull Why not create materials or material variants ?

I'm using new materials for each color variant at the moment but wasn't sure what is the usual way of doing this. I thought I'd see what other people are doing and learn something. Does the SRP Batcher make having these extra materials not really an issue when there are quite a few variants on screen? I'm really just trying to see what I need to start looking into to make sure I'll be able to implement a good way of doing this. If just using extra materials isn't going to create an issue down the road that works fine.

scarlet hull
warm forum
loud leaf
#

Is there a reason why there have been no HDRP changes for 7+ weeks?

scarlet hull
loud leaf
#

Yep I know, but it was supposed to sync every 2 weeks, and I noticed it completely stopped, so I was wondering why.

loud leaf
#

Has the inconsistent folder structure and messed up workflow really made things easier?

#

I can see this helping someone internally who has never heard of symlinks, but for the most of us, this is just terrible.

#

Not to mention all of the previous PR's and paths that have broken due to this.

#

Not trying to bash you personally here, by the way.

scarlet hull
#

Erm, it did made some things easier indeed:

  • The graphic packages are now in the same repository as the c++ source code, resulting in less breaking changes from c++ code in graphics
  • It's also way easier for dev to work on a feature that requires c++ and c# code change
  • We now bound the graphic packages versions to the engine release, making it impossible to have a broken engine and package version combo
loud leaf
#

It would have been better to prepare the automated synchronization with the public repository before such a massive change that affects all of us working with the HDRP codebase. This change has not only been executed in the wrong order (execute and then get ready), it has been 8 months and is still not ready. We're all left in the dark trying to ensure compatibility with the next release and it's almost scary waiting for massive dumps of squashed together PRs/commits without any of their original structure and messages, especially if we're getting 8 weeks instead of the original 2 weeks worth of data.

scarlet hull
#

I think it's not the first time I see this feedback here ...
We are working to have an automated process and more frequent updates.

loud leaf
#

Indeed, and not even from me. I decided to not speak up until now, trusting things would improve without the need to raise concern. Apparently we didn't deliver enough feedback last time such a workflow disrupting change was delivered to the SRP community (december 2020) since we were greeted with current broken circumstances due to bad preparation only a year later.

keen jay
# strong slate ok, im trying to make everything dark and only a flashlight as light but cant se...

In case useful, I have been keeping notes in a blog. Turning ground tint off for example helped a lot for dark scenes for me. https://extra-ordinary.tv/2022/09/25/lighting-tricks-in-unity-hdrp-for-cinematic-effect/

I am creating a simple animated cartoon using Unity and the High Definition Render Pipeline (HDRP). One challenge that comes up is how to control the lighting levels of shots – how to make it…

dawn sorrel
#

@loud leafglad to see you back mate 🙂

dawn sorrel
whole fossil
#

guys, I am really bad at shaders and got stuck with the rendering outline of occluded objects based on https://github.com/alelievr/HDRP-Custom-Passes. I can't figure the way to render outline only when it is occluded. The objects are being rendered to the custom buffer but the place where outline is being drawn doesn't exist yet in the depth buffer so I cannot compare it to anything. Does anyone have an idea or stumbled upon such thing?

scarlet hull
whole fossil
#

yeah for fill effect it is pretty understandable for me as those pixesls exists in the custom & camera buffers

#

apart from that - I really appreciate your work, thanks ❤️

whole fossil
#

actually, I have achieved what I've wanted, but I doubt that it is a correct way:

        float4 outline = float4(0,0,0,0);
        
        float2 uvOffsetPerPixel = 1.0/_ScreenSize .xy;
        float customDepthSample = 0;
        
        for (uint i=0 ; i<sampleCount ; ++i )
        {
            customDepthSample = max(SampleCustomDepth(posInput.positionNDC + uvOffsetPerPixel * _OutlineWidth * offsets[i]), customDepthSample );
            if (customDepthSample <= db)
            {
                outline =  max( SampleCustomColor( posInput.positionNDC + uvOffsetPerPixel * _OutlineWidth * offsets[i] ), outline );    
            }
        }
#

where

float db = LoadCameraDepth(posInput.positionSS);
scarlet hull
#

Well, if it works 🙂

whole fossil
#

yeah, it works as it should. I mean that I've made something that works but my modifications probably arent the wisest ones 🙂 I don't like to fiddle with stuff that I don't understand decently at least ^^

strong slate
#

hi, could someone jump in a call with me quick? i need some help setting up some basic lighting

strong slate
#

nah bruh that aint gon help

strong slate
#

sucker

shrewd moon
strong slate
dawn sorrel
dawn sorrel
keen jay
#

oh, sorry, you said "get rid of" - I just read "get". Are you using automatic exposure? There are a few modes to it. I would try adding an exposure global volume where you set exposure to "fixed" just to see if it stops happening.

dawn sorrel
keen jay
#

I am suggesting to try adding one, as the default may be automatic exposure which does a histogram of the screen. When you pan out, you see all the dark around the area, so it may be overcorrecting. To see if this is the problem, add a Exposure post processing effect but set it to "Fixed" (not automatic) just to check that is not the problem. (It was a frequently problem for me, so I set a global Exposure with mode set to "Physical Camera" so the ISO etc of the camera controlled exposure.)

shrewd moon
summer glacier
dawn sorrel
#

@summer glacier @shrewd moon @keen jay Thanks guys, I understand now

dawn sorrel
fierce ridge
#

just wondering what causes unity to have models break when i import them

slender sorrel
#

hello

#

im investigating volumetric clouds

#

but for some reason, it didt work in game, but work on scene

#

how can i solve this?

keen jay
#

Random thought - could you have two volumes with same priority? It might randomize which one wins then. (Solution would be to adjust priorities of the volumes to different values.)

slender sorrel
keen jay
#

Looking at image, is it something like the amount of light on the clouds, rather than the clouds themselves at fault?

slender sorrel
keen jay
#

Its okay - it did not make sense when I thought about it either! 😉 Its just the brightness of the two windows is different and I was trying to think of why that might occur

#

The point of viewing the clouds is different, at a different angle I think.

slender sorrel
keen jay
#

A suggested thing is to select the camera, then "Align View to Selected" so the scene camera exactly lines up with the main camera.... (but bottom line is I am not sure. They are close, but not the same)

#

Great minds think alike!

slender sorrel
#

but seems the same

slender sorrel
keen jay
#

I was just experimenting with one of my projects, and the scene and game view window clouds are not identical either...

keen jay
slender sorrel
keen jay
#

I had to adjust the field of view of the scene camera, but yes - its in both.

slender sorrel
#

ooh, i just fixed that.

#

i turned on local clouds

#

thats why it didt show up in game view

#

i shouldnt turn on something that i dont even know

keen jay
#

Cool! Glad you worked it out. I had no idea otherwise. Local Clouds I think let you fly through them (like a plane).

slender sorrel
#

thanks for helping me btw 👍

#

i appreciate it

keen jay
#

No problem - I am trying to learn it all too. I often find debugging problems helps me learn more too!

#

Local clouds definition: "Indicates whether the clouds are part of the scene or rendered into the skybox. When enabled, clouds are part of the scene and you can interact with them. This means for example, you can move around the clouds, clouds can appear between the Camera and other GameObjects, and the Camera's clipping planes affects the clouds. When disabled, the clouds are part of the skybox. This mean the clouds and their shadows appear relative to the Camera and always appear behind geometry."

slender sorrel
#

graphics rendering are just getting better and better these days

keen jay
#

...and more and more complex!!!

slender sorrel
limber crypt
#

trees. how.

#

holy shit does speedtree not work

#

it's OK till the bark, then when the leaves come in it gets so, so, fucked

timber pollen
#

HDRP "the current render pipeline does not support grass details". Can't paint on my grass. Is there any way around this or should I do with hdrp? Ty

dawn sorrel
#

You can use the tree details, if you're talking about the default terrain system, it still works.

summer glacier
#

use tree details (not good for performance), or use an asset that handles terrain object rendering (GPU instanced, nature renderer)

keen jay
#

Are there good assets for trees and grass with hdrp? A lot of my assets did not upgrade to hdrp, meaning all my terrains now look rather bleak and empty.

wraith blaze
#

Hey guys dumb question but is there anything similar like unreal's lumen in hdrp?If not is there any 3rd party asset that can work with hdrp that provides this feature

scarlet hull
# wraith blaze Hey guys dumb question but is there anything similar like unreal's lumen in hdrp...

No.
You can find some real time GI plugins compatible with HDRP in the asset store, like this one : https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/lumina-gi-hdrp-real-time-voxel-global-illumination-231711

Add depth to your project with LUMINA GI HDRP: Real-Time Voxel Global Illumination asset from ARTnGAME. Find this & more VFX options on the Unity Asset Store.

wraith blaze
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Do u know if the performance hit will be bad?