#archived-hdrp

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scarlet hull
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I haven't tested myself, but it won't come for free, that's sure.

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HDRP natively integrates screen space and raytraced (DXR) GI.
It is somewhat a part of lumen

wraith blaze
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Dont have a rtx card unfortunately

scarlet hull
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SSGI doesn't require RTX cards

loud leaf
shrewd moon
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Quite the marketing heist NVidia pulled off by convincing the general population that realtime ray tracing is specifically RTX exclusive technology

wraith blaze
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Which one would u guys reccomend is the best value for what it does

scarlet hull
loud leaf
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Here's the default HDRP SSGI (left) compared to H-Trace (right)

wraith blaze
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Oh wow

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H trace not lookinh that bad actually

shrewd moon
wraith blaze
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Price also better than lumina

scarlet hull
loud leaf
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AMD's current best RT performance is in the ballpark of a 4+ year old 2080 Ti. I think a full AMD stack could work (so also using FSR 2.x instead of DLSS) but I wouldn't risk it for development.

summer glacier
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For me imo nvidia is far ahead by default mainly due to DLSS/DLAA, optix is great as well

dawn sorrel
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Is there anything in the works at Unity similar to Nanite, Remy? Been wondering if I should just wait or take the matters into my own hands ๐Ÿคฃ

ember breach
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There is a guy recreating in for Unity, check Unity NanoTech on YouTube, I believe its called like that

dawn sorrel
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Ah yes. But for what I heard, that's going to paid. And I don't like paying lmao. So it leaves three options; pirate it, wait and see if unity does something, or do it myself.

Now, I don't like pirating ||except if it is Adobe, because fuck Adobe||, so it actually leaves two options. And I to be honest doubt Unity is doing anything.

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So maybe I'll just try to put something together myself. Maybe I could try to make a voxel-type renderer for normal models.

opal vapor
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What's the best way to wrap a heightmap around a sphere to create a 'planet'?

frail tendon
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Hey so in the past I used URP, and I render with a compute shader
To do this I used OnRenderImage to get a texture to write to, whats HDRP's equivilant of this?

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it needs to be in a script that can access other scripts attatched to gameobjects and be accessed by an editorwindow

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or is there a way to not have to deal with this, while still being able to access the HDRP material properties(not use the materials themselves, but still have them attatched to meshes so I can access their properties and textures from a script)

eternal laurel
harsh basalt
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Is there anyone know how to sample reflection probe in hdrp custom shader?

scarlet hull
harsh basalt
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custom code

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I know it is not possible in shadergraph

scarlet hull
harsh basalt
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can you show me some example?

scarlet hull
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I don't have any handy, and never did it myself, I'm just saying that it should theorically be possible

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I'm digging in the source code to maybe find soem clues ๐Ÿ˜…

harsh basalt
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I already have something, but turn out completely black.

loud leaf
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Are you trying to pre integrate brdf? HDRP does this by default

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You can search for IntegrateGGXAndDisneyDiffuseFGD

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But I wouldn't sample incoming light there

harsh basalt
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Thanks, I will try that.

loud leaf
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It's nice to have parts of the rendering equation decoupled so you can integrate outgoing light at a higher rate (for example n=4096) than incoming light (either SSGI or RTGI, which obviously you can not sample at n=4096 but rather 1 or 2)

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Code for sampling reflection probes was changed a few times recently depending on your HDRP version, but if you search for TraceReflectionProbes in ScreenSpaceGlobalIllumination.compute you will get a general idea of how it works.

harsh basalt
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I think I have the basic idea now, thanks!

ivory flint
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Anyone know why my point light lit up perfectly in scene view but not in game view ?
the scene is super simple no baked lightning

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in game view it only lit the floor not character

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dunno why but I enable this and it works now

warm radish
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Please help me out here. Should I use HDRP or URP? I'm making a realistic tropical survival game and currently I'm using URP, though I'm running in quite a few problems such as:

  1. Lighting sucks ass
  2. No cool (volumetric) fog/clouds without having to spend 30$
  3. Everything just looks... mediocre
  4. No auto exposure
    The only thing Im worrying about is the performance, and how hard it is to make realistic assets for the game. Currently I'm mainly buying assets because:
  5. We're a small team and none of us are very experienced in modelling (I know how to use Blender but I suck at optimizing it and baking takes 30 years)
  6. It's way faster and when it comes to time, cheaper.
    Any ideas/opinions/comments/notes/things I should know about? Please let me know what you think I should do
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I want the game to be runnable by most people, and not just the guys with quantum computers

warm radish
summer glacier
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I say go for HDRP because URP developers are misguiding people, URP is not built-in replacement, they basically said it in the latest QA. URP is mobile focused, mobile first, everything else is secondary. All features consider mobile first, even at the detriment of PC/console games. We can already see this happening. SSAO performance/quality, TAA putting mobile first with hardcoded settings, very slow feature development, many features with the same built-in limitations, no SSR (or plans for it because of mobile), etc.

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And you don't have to slap a hundred assets to make up for it's weak graphics feature set.

keen jay
summer glacier
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In terms of performance, learn to use the unity profiler. Very easy to learn, super useful.
There's also a GPU module for it you can easily enable.

CPU profile performance is not accurate in the editor, will have some editor overhead (you can make a build and connect the profiler to it for accurate measurements), GPU profiler data is accurate in editor.

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HDRP is alright nowadays when it comes to performance for PC, keep an eye on GPU cost, especially volumetric fog. Can get VERY expensive at high settings. And stick to medium quality shadow filtering.

use shadow caching for punctual lights, keep an eye on quality settings, and you'll be good.

warm radish
warm radish
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I have no clue what's causing this but it looks weird

shrewd moon
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Could also be shadow acne creating artefacts together with the filtering

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Smaller light sources need to be filtered less so they have less grain, and rarely you'll be looking at surfaces that close anyway

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medium quality filtering doesn't have that type of grain either

warm radish
warm radish
shrewd moon
warm radish
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Alright Ill have a look

summer glacier
warm radish
warm radish
summer glacier
warm radish
shrewd moon
warm radish
shrewd moon
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There should be no grain for TAA to blur there

keen jay
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I got some similar things with shadow resolution set very high (4096 - I want nice crisp shadows normally)

mortal current
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I didn't really get an answer from anybody in the lighting section so I thought I'd post here.
Still relevant.
Is there a way to get baked specular lighting in HDRP?
As soon as we bake lighting, we lose specular/metallic on all of our materials
Which defeats the point of PBR materials, and makes the game look 10 years old
I can't believe HDRP is marketed as a high-end solution and yet can't do specular highlights on materials with baked lighting.
The other end is to use real-time lights which are optimized terribly in HDRP (God forbid you use DX12)

keen jay
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Dropping to 2048 removed the lines for me, but there is other shadow flicker going on - so I just turned shadows off for that spotlight.

keen jay
mortal current
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Are you working on lighting for Unity?

shrewd moon
mortal current
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I'd have thought something like specular reflection within materials can be achieved via a lightmap and some kind of reflection probe

keen jay
keen jay
mortal current
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Oh, the question wasn't directed at you lol

shrewd moon
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Tweaking bias settings to find the right balance, basically
Any extreme value will create more shadow problems

shrewd moon
keen jay
mortal current
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I can do the same thing in Unreal except I keep my specular lighting...

shrewd moon
wraith blaze
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I know that the 3rd party lightmapping tool bakery has what you are looking for

mortal current
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Reflection probes do no provide specular whatsoever, merely 'reflection'

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That is specular reflection

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That is real-time specular reflection off a basic material

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This is reflection probe, and high end baked lighting.

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When you lose specular to materials, you prevent it being PBR thus you will not get correct lighting on materials

shrewd moon
# mortal current That is specular reflection

There's also "directional mode" which I believe is meant to help with that
In practical scenarios you'll want to use both reflection probes and mixed lights, and optionally directional mode and SSR
Lightmaps alone are just textures with brightness data so you have to supplement them with other technologies

mortal current
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It is what makes AA-AAA games actually look good

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When you remove specularity from materials, they look very flat and boring.

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How on earth does HDRP, a pipeline built to compete with Unreal graphically fall short from this. It's unbelievable.

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Directional mode doesn't help with this

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I've litterally setup a test scene with one light to see if I can get it to look physically accurate in anyway

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It's impossible with Enlighten, which is weird since Unreal also uses that lol

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Sorry to sound angry but we're trying to make our game look significantly nicer and baked lighting is currently our only way to keep performance good.

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It wouldn't be a problem if it didn't turn our whole map dull and flat looking

shrewd moon
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Try the reflection probes and mixed lights together first, and then with the two other features
Unreal fundamentally works with the same limitations but starts with all the features enabled

mortal current
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Mixed lighting does work..

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But it's real time lighting lol

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Just with GI baked in for the static objects around it

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It's just a nicer looking real-time light from what I can work out

shrewd moon
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Well yes, you literally can't bake a specular reflection because it changes by viewpoint

mortal current
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It's the same concept surely?

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Shouldn't there also be some form of specularity probe that bakes a specular map

shrewd moon
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The texture of the reflection probe is baked
The cubemap reflection and specular reflections are both calculated in realtime

shrewd moon
mortal current
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I'm assuming mixed lighting takes up more performance than realtime

shrewd moon
mortal current
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I've tried reading up on it trust me lol

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I never find any actual evident numbers

wraith blaze
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@mortal current I suggest going to the asset store and checking the features it has,i know for a fact it has some nice advanced tools for directional lighting

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I mean directional mode for baked lightmaps

mortal current
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Thanks I'll take a look

shrewd moon
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The vanilla lightmapper has directional mode, but in addition to that the shaders used on surfaces need to support rendering specular reflections using the directional lightmap
It's not just what the lightmap does

mortal current
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Okay, thanks for your help @shrewd moon

shrewd moon
mortal current
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Yeah we've been using HDRP for a while and we've only come to optimizing parts of our game now

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So with baked lighting we're just seeing a huge difference in the quality of our art. It's basically been dropped by a good 50%

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You can see around our scene here the ground and everywhere looking very flat

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In the case here:

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We have 1 mixed light

wraith blaze
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Still looks good tho even without it

mortal current
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And the whole team have RTX 3080s

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We lose FPS so hard using any form of real-time lighting in Unity

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If we use DX12, it's unbearable

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Our assets are all optimized etc

shrewd moon
# mortal current

The very first thing I'd add here are reflection probes, preferably box-projected
If your light sources have a fixture mesh with emissive materials, they'll show up on such a reflection exactly as your old fashioned specular light source would

mortal current
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There is...

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But we don't get anything lol

shrewd moon
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That seems odd to me UnityChanThink

mortal current
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We obviously get some effect but it doesn't look like anything you'd expect lol

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As for specularity, we get none, all of our static objects just turn to flat

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which makes the whole scene look toon shaded almost

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For example, just to test...

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I put reflection probes on every frame, real-time

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that's what it looks like

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Same scene with RT lighting

shrewd moon
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"Specular reflections" are a combination of the cubemap and reflected light sources, they're applied the exact same way on the shader

mortal current
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I don't understand why the reflection probe doesn't apply the same kind of specularity to materials then

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Even turning intensity up silly high doesn't showcase the correct spec

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I'll give bakery a go

wraith blaze
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From what i have used bakery is just superior to unitys default lightmapper in so many ways

sinful imp
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I recently updated to 2021.3.11f1, and now I'm getting a strange build error that's saying that there's no HDRenderPipeline asset found in the graphics settings, which leads to extremely long build times. I've tried removing and re-adding the HDRenderPipelineAsset in the graphics settings, reinstalling hdrp, creating a duplicate HDRenderPipelineAsset, and deleting the library folder.

summer glacier
# mortal current I'll give bakery a go

Bakery supports specular, but you have to use the shader provided by bakery (HDRP version), or create your own custom shader in shadergraph and add support to it there.

Dominant direction is inferior to what most games use for baked GI when it comes to very high fidelity. Bakery offers RNM and SH, both higher quality than dominant direction.

Thing is, mixed lights should not be that expensive.. HDRP in particular can support a ton of real-time lights fairly well. What is making it so expensive for you? If you're using point light shadows then maybe that's why.
You can still use point light shadows, but they must be cached. HDRP offers shadow caching, set it to onEnable, or onDemand, if the latter, update it as required based on player distance, what's shadowed, etc. You can also tick "support dynamic shadows" or something similar, so static object shadows are cached, while dynamic objects will be a part of the real-time shadow map.

I'd say mixed is the way to go if you can figure out the performance issues.

Seeing your scene, it looks very simple and should run quite well, are you by any chance using high quality shadow filtering? If you are, then that's why.. high quality shadow filtering can't be cached completely, it will add a massive performance cost to "deferred lighting" on the GPU, and as long as shadows are enabled, cached or not, it will be there. And the cost is no joke. It's also hidden in a way since it's added to deferred lighting, so you might not know the cause is shadows. I recommend checking the GPU profiler and seeing what exactly is so expensive, CPU as well while your there.

summer glacier
mortal current
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Thanks Max, I'll check the shadow filtering and we're largely not using many pointlights. A lot of it is spotlights. I'll possibly try out Bakery but also maybe its the volumetric lighting causing performance issues. We've definitely got a GPU bottleneck over CPU.

summer glacier
obtuse plank
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it's been a while since i touched unity, so sorry if this is a silly question

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i'm trying to add subsurface scattering to my material, but it turns out green for some reason

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the material base color is set as purple but as soon as i change the material type to subsurface scattering it turns green

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material (nothing has been changed from default except the color and subsurface scattering)

cold pollen
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hi, i want to make my game look more realistic with raytracing, and tutorials on yt said i need reflection probes for reflections. Now i made a reflection probe, placed it in the middle of my world and it's doing weird stuff:

  1. The reflections arent where they need to be (looks like the reflecting objects capture the reflections from somewhere else
  2. If i go into the area where the reflection probe takes effect, something really weird and annoying happens as shown in the screen shot below.
    Can someone help me?
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Also I have a 2080 ti so it has RT cores if that matters

wraith blaze
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did u set the bounds of the reflection probe?

cold pollen
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uhh

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how do i do that?

wraith blaze
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go to the inspector of the reflection probe and set the xyz of bounding box

cold pollen
wraith blaze
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did u make it really big?

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to cover ur whole scene plus ur enivorment needs to have reflection static ticked for the probe to work just to let u know

cold pollen
cold pollen
cold pollen
wraith blaze
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did setting it to static do the trick?

cold pollen
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nope

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sadly

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i ticked reflection probe static, did nothing

wraith blaze
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then i dont know thats so weird

cold pollen
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ok... but thanks for trying to help

tidal flare
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I'm assuming submitting a bug report for system crashes on an AMD FX-6300 (2012) isn't worth it. The user wants me to but idk how to break it to him his cpu is just too old at this point.

shrewd moon
serene ingot
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Hi I was just wondering if its possible to upgrade a URP project to HDRP and if so how to do it?

cold pollen
scarlet hull
cold pollen
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but how do i do RT reflections then?

scarlet hull
cold pollen
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nope, thanks for telling me abt that!

harsh basalt
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I got some problems with my hdrp outline shader. The first image is when I turn on the fog, the second is when I turn it off, and the third one is my code. Is there anyone who can help me to fix this?

crystal frigate
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hi , i have a problem with the standard shader the smg in the customizer of my game works fine but in hdrp it make a black screen i tried so much on this material but don't know what's the problem of it, can someone help me?

scarlet hull
scarlet hull
crystal frigate
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it works thanks

harsh basalt
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The problem right there is render queue.

scarlet hull
grizzled abyss
# serene ingot Hi I was just wondering if its possible to upgrade a URP project to HDRP and if ...

What we did to simplify this to use the newmaster stack in shader graph, make a new "master material" that uses the same texture inputs on both hdrp and urp
https://blog.unity.com/technology/introducing-shader-graphs-new-master-stack

However that is just the materials, still need to port lights, volumes, scenes etc separately as they are all different

stable viper
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Any Idea how to setup lighting in HDRP Scene for Space Game?

serene ingot
serene ingot
scarlet hull
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Looks like a bug that you could report

lofty glacier
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i have no clue what happend

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I imported hdrp and all my materials arent working

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did I just break my game or can I fix it

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I have a backup so if I ruined it it wouldnt be the worst

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but still a pain

wraith blaze
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The materials arent pink so something else must be wrong

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In ur project view

scarlet hull
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Is HDRP set up properly with the wizard ?
Are the material compatible with HDRP ?

keen jay
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Is the exception error message in the bottom corner related? (Also, I assume you have "shader" view on, not just wireframe - in case the upgrade changed the default view settings etc)

lofty glacier
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and they were pink when I first got it but then I tried reinstalling it cause I'm dumb and this is what I get this time

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thats a new screenshot

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with errors if that helps anything

keen jay
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Pink means shader did not work. I had to manually convert lots of materials to a new shader (e.g. the HDRP Lit shader). Took me ages on my project.

lofty glacier
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dang

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so do I just not use decals?

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cause thats all I was using it for lol

keen jay
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I would get more opinions. But if you use a custom shader, the HDRP wizard cannot auto-upgrade it. You have to do it yourself.

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I did get there in the end - but it took a long time because I was using a wide range of asset store assets, many with custom shaders that I did not understand.

lofty glacier
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I will just uninstall it but is there another way to use decals?

keen jay
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Dunno sorry.

lofty glacier
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thats okay

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okay its pink in my backup lol shall I look up just a video on how to change the materials? would that help is my question

steel meteor
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Yes there are guides on YT on how to try converting standard shaders into hdrp shades.

Unity has an option in the menu bar to try to convert them automatically.

If that doesn't work you'll need to convert the manually by clicking on 'standard' in the material and selecting hdrp > lit. You'll need to then manually reassign the other properties like textures etc.

lofty glacier
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thanks! very well put message!

exotic plume
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Heya! Can anyone tell me why Unity's example GroundFog particle sample is rendering out particles as squares here? Because I am upgrading an existing thing from Standard pipeline to HDRP I decided to post it here:

lofty glacier
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Hey! so I followed a tutorial but am still having some trouble getting colour do you know why this may be?

exotic plume
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Or if anyone has a simple fast solution for rolling smoky ground fog in HDRP?

steel meteor
lofty glacier
steel meteor
keen jay
lofty glacier
steel meteor
lofty glacier
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OMG lol that worked

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TYSM

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I WAS SO SCARED

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TY!!!

steel meteor
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Yeah, that light select thing is kinda weird.

lofty glacier
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I feel so dumb like 2 hrs of trying to figure this out and i needed to select my light lol

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dont know if this has to do with hdrp but think it most likley is... my directional light has very harsh shadows and I was wondering if there was a way to make everywhere lit up the same without making tons of area lights

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(sorry for asking so much I have never touched lighting/pipelines before)

keen jay
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Lighting is so complex there is a dedicated channel! Lol! In case any use, I have been writing up what I learn about lighting in HDRP on a blog: 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 โ€“ how to make itโ€ฆ

lofty glacier
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awesome! tysm!

crystal frigate
keen jay
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Are there any good tutorials on converting terrains to HDRP? Because grass is different, my upgraded terrains lost all the grasses etc I had. Not sure how to upgrade them all. I can find videos on YouTube, but basically it sounds "hard" (create models for your grasses, repaint them?) and was wondering if I was missing something.

signal osprey
stone sorrel
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for some reason my LOD setup will only show the LOD with the least amount of detail no matter where the camera is

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unity version 2021.3.7f1

distant hazel
stone sorrel
distant hazel
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it might also be because of your lod bias

stone sorrel
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ive played around with all of those setting and it doesnt change anything

distant hazel
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you mean you changed the lod bias in project settings? what is it now?

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make sure the bounds are the same-ish for all your lods

stone sorrel
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This is the only LOD I have in the project

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I cant find the LOD settings in project settings

distant hazel
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lod bias is in the hdrp asset you're currently using

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also try increasing the object size, see if it changes anything

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although 2.0 seems normal

stone sorrel
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Thatโ€™s what I thought you were talking about earlier

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Changing it doesnโ€™t help

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Atm it is the perfect size

buoyant drum
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i need help

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my shadows are appearing quite noisy

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idk if this is something to do with the materials

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but out here everything looks fine

buoyant drum
# buoyant drum

so is this something to do with the textures/materials or could there be something else causing this?

shrewd moon
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@buoyant drum I can't tell precisely, but looks like the kind of issues you could get with shadows bias, shadow filtering, screen space ambient occlusion or screen space reflections
I would start by toggling off shadows, SSAO and SSR to see if one (or more) of them is the culprit

buoyant drum
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thats with and without the AO

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and its just super grainy/noisy

shrewd moon
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I think most effects require TAA to be on to be able to filter out the pixel grain, so that's worth checking out too

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Also, even if it's on it won't show up in scene view, so preview using the game window

buoyant drum
buoyant drum
shrewd moon
# buoyant drum TAA?

Temporal anti-aliasing
TAA doesn't show up in scene view so there's more noise there, I mean

buoyant drum
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ahhh yeah

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i got it on the best one

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the subpixel one

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at least i thought it looked the best

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ahhhhhhhhhh

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i still cant get my head round it

shrewd moon
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I'm not totally sure if tweaking TAA settings will help here or if you have to just tweak the SSAO settings, but it helps with similar problems in other situations such as with shadow filtering

keen jay
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When I add a "color curves" post processing effect to the scene, with nothing adjusted (so I assume no changes being made) but the color looks quite different. Is this expected? Here is a view without Color Curves added.

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Here is exactly the same thing, with color curves added as post processing.

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I was trying to work out if this is a "bug" or a "feature".

worthy valley
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just checking is there a setting to stop automating global illumination while im working on non graphical related things

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oop yep

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Window > Rendering > Lighting > [ ] Auto Generate

dim arch
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Anybody know how to go about making a "realistic" screen?
I've made a quad and applied a rendertexture which shows a 2D Canvas - which shows a computer interface that i'm making for my player to interact with.
But its very dark when its not receiving a direct light source, which is uncharacteristic for screens. I read that you could disable "receive shadows", but I couldn't find the setting anywhere.

glacial fossil
dim arch
glacial fossil
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The render texture is not updated again for the emission map if thats what you mean, the render texture is already rendered when the computer screen starts rendering, at that point the render texture is just sampled like any other texture

dim arch
glacial fossil
dim arch
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I'm honestly not clear about the cost of using render textures and at what resolution, etc

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it sounds like an expensive ordeal to project a camera 24/7 onto a texture, and then do that for every single computer screen with a different canvas

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but I don't really know enough about the inner workings of unity or anything about this, I just know C# basically lol

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but I probably need to be less anal about performance in early stage

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dumb question probably, but how do I actually set it as emission texture? is it under light probes?

glacial fossil
dim arch
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ah, this thing?

glacial fossil
dim arch
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and then multiply with base to make it use the rendertexture ?

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seems to need an absurd amount of intensity in order to work though, doesnt seem right..

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am I doing it wrong?

glacial fossil
# dim arch

That seems quite high but by quick googling I can see that ipad 6 for example gives maximum of 500 nitses, not that much tho. You should use the values that looks good and not care of the actual values. Unticking the Use Emission Intensity could also do the trick

dim arch
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Oh yeah, there's an exposure weight slider that seems to go from 0 to 1

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If I turn it to 0.1 ish, it barely receives shadows

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and I mean, it shouldnt receive shadows so i guess i'll put it to 0

glacial fossil
dim arch
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yeah, like this right?

glacial fossil
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Yeah, thats what I meant

glacial fossil
# dim arch it sounds like an expensive ordeal to project a camera 24/7 onto a texture, and ...

Render texture isnt really ideal on most cases, it costs about the same amount as rendering a single camera (like the main camera), the resolution doesnt matter that much, GPUs are crazy at doing things parallel, amount of draw calls tends to be bigger problem on most cases. If possible, it would be better to not use render textures at all and instead use one world space UI canvas for each monitor, that would obviously give bit different visual look tho. That approach would also make it much easier to get the interactions working with the computer screen as using the render texture approach makes you unable to make use of unitys UI interactions like buttons and stuff (event systems)

dim arch
dim arch
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sorry idk why i replied twice

glacial fossil
dim arch
#

right now, my graph works by adding triangles with vertexhelper,using a simple mesh that inherits from the Unity.UI.Graphic class

#

ah nevermind, I think it requires a canvas renderer

glacial fossil
#

Youd be better to actually profile the cost of having that monitor work like that if you are worried about the performance cost (compare the performance to the same game without the monitor)

dim arch
glacial fossil
#

Well, you could add a shader to each UI element but I dont even know if thats yet possible with hdrp

#

Shader graph atleast doesnt support UI shaders yet

dim arch
glacial fossil
#

And hdrp shader coding is not documented well enough to really write them by hand

dim arch
#

fug :--D

#

but uhh, youd have all UI in the same rendertexture somehow?

#

how would you have separate screens then?

#

and different shaders

#

nvm the shaders is on the material ofc

glacial fossil
dim arch
#

well we went over that

glacial fossil
#

Yeah, so stick with the current solution and profile the performance impact if necessary

dim arch
#

yeah, I was just wondering if there was an obvious alternative

#

but it seems like rendertexture is the correct way to do what I need to do

#

thanks mate, appreciate it

glacial fossil
#

I hope so

#

Oops, autocorrection didnt like me typing n and p in a row ๐Ÿ˜…

dim arch
#

kek

wheat wolf
#

This might be better here
Can anyone help me convert URP shader code to HDRP? Specifically I want to use TransformWorldToShadowCoord(float3) from URP - which is now EvalShadow_WorldToShadow(HDShadowData, float3, bool) but I'm not sure how I set the HDShadowData

rotund frigate
#

I got a quick question regarding the thickness maps used in the HDRP terrain sample, how does one replicate this? I've hear that you can invert AO to get a thickness map; Did unity do this and assign it to the red channel?

rotund frigate
#

I ended up achieving something similar by inverting AO, and assigning it to the red channel. The thickness mapping is a tad off, but luckily the terrain shader allows for remapping

mortal current
#

Am I doing something wrong in terms of setting up DLSS.
I've gone through the entire documentation and implemented it. Depending on certain settings, my FOV just seems to go to like 20 and almost crop the entire game view.
Furthermore, I see no performance boost whatsoever. Infact, turning it off gains me 10-15 fps lol.

#

If I set maximum screen percentage to 50%. It just seemingly crops my screen.

#

Im using latest LTS version of Unity 2021 HDRP

ivory flint
mortal current
#

I can check that and it just crops it aswell

west linden
#

According to Unity's docs, Enlighten should remain available for HDRP until Unity 2024 LTS, but I cant select the option in the editor.
Am I misunderstanding something?

#

Oh could it be that it is deprecated in Unity 2020, but "un-deprected" in Unity 2021?

keen jay
west linden
#

Yeah thats what I noticed. I guess Ill just try upgrading to Unity 2021 to see if the Enlighten feature has indeed been restored there.

#

(was kinda looking for a reason to upgrade anyway)

west linden
#

Jep, enlighten totally works in Unity 2021 LTS!

#

Excellent

grizzled flame
#

They originally deprecated it due to licensing issues (they didn't want to pay or something), but then everyone got mad because there was no real working replacement

#

so they undeprecated it temporarily (basically extended its life)

#

it was kind of a disaster

shrewd moon
dark ore
#

Hello, ive been struggling to get a toon-shader in HDRP up and running. Has anyone experience with custom stylised shaders in HDRP? We use HDRP cause we need specific lighting that is only available in HDRP.

shrewd moon
dark ore
shrewd moon
dark ore
#

Hm okay, thanks anyways ๐Ÿ™‚

fluid wadi
#

Is HDRP ready for primetime? I've noticed a general preference for URP on game jams

#

But I'm coming from Unreal and the HDRP features look sweet

keen jay
dark ore
keen jay
#

They were pretty good answer questions in the forums on their RealToon thread.

shrewd moon
keen jay
#

Some statements I read made it sound like HDRP might be a challenge on lower end mobile devices for performance reasons.

#

That might be the preference for URP - makes it easier to hit performance targets across devices.

shrewd moon
#

I don't expect HDRP to run at all on low end mobile devices
If the device can run it, you're almost certainly losing all the graphical gains in performance anyway

#

More resource-efficient to use that performance to get more juice out of URP

fluid wadi
#

But you can switch pipelines based on device anyways right, supporting both URP and HDRP in a single game?

autumn ridge
#

Anyone have a good tutorial for importing Realusion Character Creator4 characters into Unity HDRP? I tried it a couple of times and got green skin, obviously a shader issue but I am fine in a regular 3d workspace.

keen jay
fluid wadi
# keen jay Smart people may achieve this. Not me though. The finer details like lighting et...

Not sure, was going off this from the docs

"You can create multiple Render Pipeline Assets that use the same render pipeline, but with different configurations; for example, you can use different Render Pipeline Assets for different hardware quality levels"

"As soon as you change the active render pipeline in the Unity Editor or at runtime, Unity uses the new active render pipeline to render content. If you are in the Unity Editor, this includes the Game view, the Scene
view, and previews for Materials in the Project panel and the Inspector"

https://docs.unity3d.com/Manual/srp-setting-render-pipeline-asset.html

keen jay
shrewd moon
keen jay
#

Cool!

shrewd moon
#

Still, it requires you to put in the work to set up visuals for all render pipelines, which is more work than just focusing on one

#

Just because the installation of HDRP into an URP project will be seamless doesn't mean it'll instantly look good with HDRP since you practically will have to manually tweak each HDRP specific graphics feature

vagrant crystal
#

wondering how exactly the new water system works, does it render using a mesh that it dynamically alters, or does it use an isosurface in someway? (also is it hdrp only, or is there someway to get it to run on urp?)

waxen ferry
#

Is the HDRP template working for other people on unity 2022.2.1.21f1? I'm getting compilation errors - it seems to work in 2022.2.0b13 though. Where do I report bugs like this?

dawn sorrel
vagrant crystal
keen jay
#

It would be interesting to know how it works. E.g. I had a built in shader from an old version of Unity that I could not port to HDRP as it relied on a "grab buffer" to do water drop refraction distortions. I was wondering if it was now possible to do it again with shader graph using some new HDRP feature. (I want to do water running down window panes, tears on faces etc - what I have managed to find/do is not as good as the old pipeline)

#

(Note: I am not an expert - I simply only found references saying "grab buffer is no longer available")

crude siren
#

how can i make hdrp run better in the editor? right now all i have is like 2 things and its running very pooly on my laptop. i have a proper computer at home which can run it better but for work on the go, how can i fix this?

outer carbon
#

You can't. There's no magic button for "make editor go faster".

#

HDRP is meant for high end machines. If yours isn't, it's going to struggle.

#

Also, HDRP for a 2D game seems like the wrong pipeline to be using ... ?

autumn ridge
dawn sorrel
#

can you tell me when enemies demo is coming to unity project?

mystic breach
#

Hello, I recently started a new HDRP demo project with ray tracing for the sake of tinkering with ray tracing itself, however I ran into a little snag it seems. I already managed to get RTX working for realtime reflections on glossy surfaces like the tiles but that's not what I want. Now I installed Unity 2022.2.0b13 that apparently has a in-engine water renderer (and a pretty realistic looking one at that) which I enabled and dragged into the scene, but no matter what settings I current enable/disable to make it have realtime environment reflections, I can't get the water renderer to reflect the surrounding environment in realtime and there's also no source material that has HDRP material options to enable receive realtime reflections... mind you I did the Unity recommended way of setting up a project to be DXR (raytracing ready) any anything else does render raytraced except the water. anyone can help me out?

#

I also tried reflection probes but they don't create the desired effect.

scarlet hull
#
  1. Added a planar reflection probe at the surface of the water
#
  1. Screen space reflections (need to enable SSR on transparent)
#
  1. Raytraced reflections
#

IDK why there is this sort of offset on the reflection when using SSR/RT
Not an offset, but the result of the reflection of the pool's border on the water surface.
SSR/RT reflections on transparent surface are always considered as 100% smooth and display sharp like this.

mystic breach
scarlet hull
mystic breach
#

not really, it still doesn't match what is being reflected

#

one wall shows but the other isn't reflected

scarlet hull
#

This is more unexpected.
You can inspect the planar probe to look at the computed reflection texture, to see if the wall is there or was culled.

#

Also, I've noticed that there is some sort of offset on the water reflection compared to regular objects, this might be a bug

mystic breach
#

shouldn't be the case because they're all part of the "StaticEnvironment" layer which are all static objects to tell the culler "only static objects and the sky should be rendered but the rest culled"

#

would be so much easier if the water shader itself had realtime reflection already included

scarlet hull
mystic breach
#

Raytraced

#

got an RTX 3080 ti so my card supports it

scarlet hull
#

Like I said higher : it works also

mystic breach
#

what do you mean "higher"?

mystic breach
#

the issue is that the water generator has no material where I supposedly can enable these things. this is all that is there. none of these components control raytraced reflections

vagrant crystal
#

saw that hdrp has cloud and fog made using the volume thingy, wondering if fluid rendering could be done in a similar way? (note i may reply slowly, i only get internet for like a few seconds every couple minutes)

scarlet hull
vagrant crystal
sleek parcel
#

For the raytracing in HDRP, how does the shader retrieve the texture data from the hit payload? More specifically, are all the textures marked as virtual textures in order to be used in raytracing? It seems I canโ€™t find related codes on Graphics repo

loud leaf
#

Search for the ClosestHit shaders in ShaderPassRaytracingForward and ShaderPassRaytracingGBuffer (for direct lighting) and ShaderPassRaytracingIndirect (for your indirect lighting/bounces) where the surface data is built by calling GetSurfaceAndBuiltinData (which gives you a _BaseColor) and then converted to BSDF by passing to ConvertSurfaceDataToBSDFData (transforming this _BaseColor to a diffuseColor), textures are sampled using the _RayTracingLodBias (defined in RaytracingMacros) as lod bias.

dawn sorrel
#

Has anyone figured out how to get FindWaterSurfaceHeight() with the new water system? I have been trying to figure it out all day I already have a buoyancy script I just need to find the Water Surface height a certain point

unique narwhal
#

I'm trying out hdrp but my scene looks really dark,
anyone experienced similar problems & know what the solution might be?

#

Turning up the exposure compensation (in hdri sky) sort of fixed the problem, but I'm not sure if that's the way to go

iron siren
#

Hi everybody, I'm using HDRP and I'm trying to figure how to use local volumes. I have an outdoor scene and inside this scene, I have a box. I want the inside of the box to be black, no light at all, even when looking from outside. Is it possible ?
From what I understood from local volume, they only work when the camera is inside the collider.
So I'm a bit confused how it's supposed to work.

steel meteor
west linden
#

Is it me or is object culling when rendering shadow maps not terribly efficient at the moment? As in, it seems HDRP renders waaay too many objects that are totally behind the camera view/frustum, and of which the cast shadow is also totally not inside the camera view/frustum

iron siren
shrewd moon
# iron siren Got it, I'm indeed not familiar with how lighting works. I'll have to look into ...

You're in luck, they posted this yesterday https://youtu.be/DlxuvvYZO4Q

Step into the famous Sponza Atrium to see how to beautifully light an environment from scratch using a mix of baked and real-time techniques. Pierre Yves will showcase the GPU Lightmapper, the new Probe Volume system, ray tracing, and path tracing.

00:06 Introduction
01:18 Speaker
01:40 Volume system
02:47 HDRI sky setup
04:16 Direct lighting &...

โ–ถ Play video
iron siren
#

I've started watching it but for a beginner in lighting, it's quite complex to understand. Do they have easier tutorials by any chance?

#

I see some from 2020 for example, is it still valid to be used in Unity 2022?

shrewd moon
iron siren
#

Thanks!

keen jay
#

As someone learning lighting as well, I found it useful to understand the limitations of the different options, then cross them off the list if you cannot live with the limitations. It helped me reduce how many things to learn. E.g. I have a lot of dynamic stuff (including the position of the sun and lights), so I gave up on baking and went pure realtime lighting. Still no expert, but it helped my brain from exploding...

dawn sorrel
#

does anyone know how to install HDRP 14.0.3 into unity 2022.1.22f1? Ive been using the 2022.3.0b14 but im having problems with the light settings not being able to change

dawn sorrel
#

@shrewd moon

#

its a good video

#

made me hyped using unity again.

blissful lodge
#

Anyone know why the iridescence material type does this pixelated look (the metal part on the race track)? weird thing is it only happens in one direction. Hdrp manual is not very helpful, just has a short description on iridescence type and that's it.

shrewd moon
blissful lodge
shrewd moon
glacial fossil
#

Actually seems to be 63 on newest unity versions

honest oriole
#

I'm using HDRP, and it says to use TerrainLit for my terrain materials, but there's nothing there...

#

Do I have to make my own shader off of it?

sterile mesa
#

How do I render an inverted sphere? A coworker made a solution, but it was not compatible with hdrp

glacial fossil
sterile mesa
#

set flip to 1 0 or 2 didn't do anything

glacial fossil
dire storm
#

would hdrp be something i use for a vr game? for some reason i am having alot of issues when it comes to exporting it as a build

keen jay
#

There is a lot of HDRP. The videos often make it look easy, but there are so many options to decide between. I start with questions like do I need realtime (for me, yes), then do I want baking (for me, no, because I move the sun around a lot). But when you say "glow", you certainly don't need HDRP to do glow effects. There is emission that has been there forever, and bloom to soften the edge of lights and great a glow sort of effect. So I suspect you don't need HDRP. I went with it because I like all the sunrise, clouds, etc effects.

shrewd moon
glacial fossil
#

Urp is currently your best choise if you want to make vr games

slender plover
#

are you using HDRP just to use glow ?

dire storm
#

performance isnt overly an issue, as it displays perfectly fine though my computer and laptop at a steady 200 fps, however building and trying to run the game is.

#

i've looked into it and checked if my gpu doesnt actually support hdrp but it does.

gilded portal
#

Hiya! I hope you're all doing well.

I need some help: I have a large dome that surrounds my playspace and I'd like to render that before everything else. If possible, I'd like to render this object as a skybox.

The problem: this object must be lit by a light object. I need it to be rendered as a skybox but I also need it to receive light from a light object.

What should I do?

vital mortar
#

Hi!

I've having issues with HDRP and raytracing after baking occlusion culling.
It seems once I've baked the occlusion, ray traced lights no longer cast shadows against static gameobjects/meshes, and the same for raytraced reflections, they are no longer reflecting static gameobjects/meshes, does anyone know why this might be? Is there an easy fix for this?

idle girder
#

hey, currently having a lot of trouble using LUT files for color grading, i don't even know which file types unity allows and which doesn't work, .cube files dont seem to work, and before i waste another half an hour with try and error i hope one of you can point me in the right direction

vital mortar
left plaza
#

Does anyone know if I can access the height of a water surface at a specific point in world space? I can't find much documentation on the new HDRP water

next garnet
#

Does somebody know if there are any free (or cheap) trees for HDRP available online that support the unity wind zone or any kind of wind bending? I tried using a directional wind zone on the HDRP Pine Tree asset but it didn't work.

keen jay
# next garnet Does somebody know if there are any free (or cheap) trees for HDRP available onl...

Some notes I wrote down for myself on wind in HDRP. If you learn better, please let me know!! https://extra-ordinary.tv/2022/08/20/hdrp-shader-graph-and-wind-zones/

next garnet
#

Would the same principle apply to for example making grass and flowers sway and bend in the wind?

keen jay
next garnet
#

Didn't some of the new versions support it again? I don't know though, my version (10.4) does not

keen jay
#

Maybe - need to check again. I think I am on 13.

next garnet
#

Bend more the higher the height of the vertex?

#

Many assets seem to implement it differently which seems to make importing many into one project quite hard ๐Ÿ˜…

keen jay
keen jay
next garnet
# keen jay Yes, but that seems to be the direction they went. People do it differently, so ...

I would like to have a cherry blossom tree with moving branches, kind of like in the beginning of this video https://www.youtube.com/watch?v=GMhPSfhd9AI, and also have the trunk be dragged to the left in certain intervals, kind of like in here at 4:21 but even more https://youtu.be/SrnyUUngw1c?t=247. I wouldn't mind paying money for 3d models or assets online as long as it would work. I've been working around in shader graph and 3d models today, but nothing I did really satisfied me so far.

#

Is this even something you should do with shaders or rather with animations? With animations it might be too expensive on performance though ๐Ÿค”

keen jay
#

Great questions. I went with shaders because of the Unity video, but there are definitely limitations. Have you looked at SpeedTree? I hear it mentioned frequently. I have not played with that one myself yet. https://unity.com/products/speedtree

Unity

Create vegetation for every environment, quickly and intuitively.

next garnet
#

Does it have a life-time license? Because I am not a big fan of subscriptions

keen jay
next garnet
#

Anything else I might be able to use and put together? ๐Ÿค”

next garnet
#

I guess this might do the trick but I'd need to contact the devs for Unity support: https://blendermarket.com/products/vegetation-tree-addon-animation

#

What would be your opinion on this?

zinc locust
#

Hello, I am facing this issue where i need to crank up my point light's intensity to 9999999 Lumen to even start seeing any light. Does anyone know why this could be happening ?

glacial fossil
shrewd moon
#

If lumen values for indoor lights in real life are somewhere in 250-1600 range, I'm pretty sure 10 billion is too much

summer glacier
zinc locust
#

@glacial fossil @shrewd moon @summer glacier ok, thanks for the help.

dawn sorrel
#

Any way to make the sun not have a disgusting flicker when theres a low flare strenght

finite aspen
loud leaf
#

DoF has had these bugs for more than 1.5 years, at this point I wouldn't trust any fixes since every fix breaks something else (it doesn't get properly tested, or else this wouldn't keep happening)

#

See which HDRP version has the least DoF issues and port the DoF code to whatever version you're using.

#

I've tried submitting the issues through the bug reporter / QA but either QA doesn't understand, can't replicate, or the fix breaks something else.

#

I know it sounds a little negative, but this never ending DoF situation has caused some frustration on my part too ๐Ÿ˜…

loud leaf
#

I was facing the bottom left quarter rendering in early May 2021 and fixed it by cleaning up the C# side (unifying the massive section of TAAU/DLSS bools for a unified DRS one) and converting remaining _ScreenSize in the DoF shaders to _PostProcessScreenSize.

Then there was an official fix, it got rid of the bottom left quarter rendering in the game view, but the issue actually moved to an internal pass resulting in a big performance hit when enabling DoF. (my bug report from May 30 2021 : https://issuetracker.unity3d.com/issues/hdrp-dlss-rendering-performance-drop-when-physically-based-depth-of-field-is-used-and-dlss-enabled)

The internal pass got fixed, but then the issue moved back to the game view. (see Kecho's comment from July 2021 over here : https://github.com/Unity-Technologies/Graphics/pull/5066#issuecomment-875166426)

It broke again when FSR was introduced, which I reported, but I didn't manage to get it through QA. Since then the issue has just been moving around (right now it's in the "manual focus" mode apparently) but it's still there.

finite aspen
#

Sounds like there's a lot of lore lmao

#

It can break with the physical camera too, just need to find settings that include "clamped?" far blurred areas

finite aspen
proper drum
#

Guys I have a Question

#

So basically I have a spotlight on my flashlight that turns on every time I give input. In my HDRP/Lit Assets room, the rendering layer mask is set to everything for that room. For the Spotlight Gameobject in the script, the RenderingLayerMask is also set to ("Everything"). But the memory performance of the next room floor has the rendering layer mask for the neighboring room. When I play the game in Unity there is no problem, but in the build it does not reflect on the floor that does not have the rendering layer mask for everything?
hope it is understandable

ruby valve
#

quick question - our materials keep popping up in source control with these lines appearing/disappearing even on the same PC. Does anyone know what causes this?

gilded portal
#

Hi!

I have a particle that is played whenever I shoot at a wall. It is using a transparent material.

If I get too close to the particles, my framerate drops. It only drops with the transparent material. What am I doing wrong? Is this overdraw?

grizzled flame
dawn sorrel
#

Guys, does multiframe rendering API or Unity recorder support sample accumulation for anything other than pathtracing? Does it support raytracing? Or is it, without pathtracing enabled, the same as temporal AA? I can't seem to find an answer in the documentation, as it only mentions pathtracing.

#

Or is its mechanism literally taking subframe renders and then averaging them together for the frame render, regardless of what they are?

ruby valve
inland star
#

play a game like warthunder or battlefield thatโ€™s rich in large particle effects (explosions, etc)

#

from a short distance youโ€™ll find that framerate is fine, but if youโ€™re already gpu bottlenecked, then zooming-in so the particles fill your screen will hurt perf

#

you can try using the half-resolution transparency, see if that helps performance at all

#

same thing can be seen in some games when you have windows covering your screen

digital spire
#

Folks, how would you approach projecting bullet hole in HDRP? Should I use decal projector or vfx graph decal output? Or decal mesh?

sterile mesa
#

I tried HDRP for 1.7 years, and it ain't working for me. 33% less FPS, unfriendly interface, but what is FORCING me to URP is that I can't skin a skybox at runtime in HDRP. Why was that feature removed?

#

It's not possible to skin a HDRP skybox in runtime with a custom image is it?

#

You can do that in URP though, right?

scarlet hull
scarlet hull
thick bane
#

Hello everyome, i switched from URP to HDRP and now i have some issues, log says
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition) (at <36f62d8e760b48f7af5d32916f997ce1>:0)
can anyone help me with that? im really new to rendering and technical part of unity in general so i have no idea how to fix this

torn sparrow
#

hello, does someone know why some of my materials are pink ONLY on hdrp? i have used the asset in other project and i didnt have that problem

steel meteor
# torn sparrow hello, does someone know why some of my materials are pink ONLY on hdrp? i have ...

If it's pink then the shader the material is using is not compatible with HDRP. You'll need to either get the specific HDRP shader for that material, for example if you bought it on the asset store, or try to swap out the shader yourself. You can do this at the top of the material by selecting a new HDRP shader, for example 'Lit' which is the commonly used one. But it all depends on what your shader is supposed to do.

grizzled flame
#

probably safe to ignore

thick bane
thick bane
#

okay, iโ€™ll send a screenshot if it wonโ€™t help

thick bane
#

yes, now its fine, but the PluginImporter not working. anyway, it's not critical

idle girder
#

Is there a way to blend between lut files using C# in the HDRP, lerping the weight parameter of the Volume components doesn't work unfortunately

torn sparrow
lone kite
#

Hi, what's a good format to have texture files in?
Is this good?

minor depot
#

I would appreciate any help here, I am trying to follow a basic HDRP tutorial from unity with the sponza scene, but when I try to bake lightmaps, all I get is a more or less pure white image for a lightmap. I beileive this has something to do with exposure, but as far as I can tell, there is no way to change the exposure on lightmaps (or reflection probes for that matter), hence why it's all white.

hearty peak
summer glacier
night depot
#

Is path tracing works on gtx cards?

scarlet hull
night depot
#

๐Ÿ‘

minor depot
#

The scene looks identical in game view with all lighting data cleared too. I feel like I am missing some crucial understanding about something here.

steel meteor
summer glacier
# minor depot The override for exposure is already set up is the thing, and changing that so t...

You can enable automatic exposure and set the min and max exposure values, and let it adjust accordingly based on view. HDRP doesn't have local exposure, so going from dark to bright and vice versa will have noticeable exposure changes and underexposure/overexposure when you're in one area or the other.

You can try to hack it with fixed exposure and the right values of indirect lighting etc, or custom tonemapping, most likely you're using aces which makes this harder to do.

About the lightmap view though, it doesn't matter as much, the in-game result is the goal, lightmap exposure just helps you visualize the lightmap.

night depot
#

I dunno, probably i'm the only one who is getting such behavior with GI. Previously that was with lightmaps, but now even with new volume probes
Probably windows is blocking some kind of GI process?

#

It feels like GI just skips sun color and treats it as pure white

summer glacier
runic bay
#

wondering if anyone knows this, but since HDRP utilizes more RenderGraph than URP.

If I'm writing my own RenderPipeline utilizing RenderGraph, how can I enable GPU instancing? Typically you would use DrawingSettings to enable it, but I'm not sure where I can do that with RenderGraph since drawing now uses RenderListHandles (which to my knowledge - doesn't accept drawing settings?)

idle girder
shrewd moon
shrewd moon
scarlet hull
# idle girder I still require help with this if someone knows a solution

Looks like the Texture3DParameter in the volume system don't interpolate, so indeed when going from a volume to an other it just "pops".

The only way to blend between lut files would be to interpolate between two texture3D luts yourself, and assign the result (a rendertexture) to a volume.

minor depot
#

Sorry for the late response by the way, I was away for a few days

steel meteor
# minor depot You would think so, but changing the indirect diffuse setting *only* seems to af...

The indirect diffuse setting should effect the lightmap of both you're own cube and the Sponza model.

Getting the expose settings right is a challenge, but this recent video from Unity helped me understand things a bit better. Have you seen it?

https://youtu.be/DlxuvvYZO4Q

Step into the famous Sponza Atrium to see how to beautifully light an environment from scratch using a mix of baked and real-time techniques. Pierre Yves will showcase the GPU Lightmapper, the new Probe Volume system, ray tracing, and path tracing.

00:06 Introduction
01:18 Speaker
01:40 Volume system
02:47 HDRI sky setup
04:16 Direct lighting &...

โ–ถ Play video
lethal carbon
minor depot
# steel meteor The indirect diffuse setting should effect the lightmap of both you're own cube ...

I in fact have, that's where I learned most of what I did about HDRP, great video. Unfortunately, the issue seems to be with the model, as lightmaps just don't affect it at all apparently, regardless of exposure or indirect lighting settings, while the cube seems to be acting normally, I am beginning to think the model I'm using is broken somehow, but as for how to fix it, I don't know where to start..

steel meteor
minor depot
#

Yeah, it is, here are the settings if I messed something up, but while looking at the import settings, I noticed it complaining about warnings on last import. It was entirely about a lack of normals. Does this mean I just need to find a new sponza model? Or that I messed something up?

frail dune
#

Hello, I am attempting to figure out how the lighting in this works. I have a large amount of prefabs that are instantiated each one may have around 8 lights. So roughly around 1000 lights spread out through a large distance which I didn't think would be a problem but evidently it is. I consistently hit the max shadows limit and performance tanks. I attempted to figure out baking but that doesn't seem to work with prefabs. What is an effective way to light a scene with a lot of procedurally placed prefabs?

digital spire
#

How to fix decal projector not rendering in Scene View?

#

Unity 2021.3.8f1

open tide
#

Hey, There!

I'm having trouble importing my photo scanned assets in to Unity.
Some how unity is not importing the material.

shrewd moon
open tide
shrewd moon
open tide
#

how does the extract textures work? It doesn't show what format the file should be.

sterile mesa
minor depot
mellow condor
#

why might changing the fixed exposure cause such a big rendering hitch

#

and why might changing the sky when the sky is set to realtime rendering cause such a big hitch in a reflection probe?

#

i have a feeling these two are related but i'm not yet sure how

#

seems very weird that the sky, when it changes despite being realtime rendered, takes this long to update inside a reflection probe

dawn sorrel
#

is it just my wacky exposure settings or do HDRP lights need to be ridiculously bright to be seen?

#

When I say bright, I mean a typed in value higher than the max of the slider.

keen jay
scarlet hull
lucid kernel
#

So if I add an effect/override to HDRP global settings volume profiles it covers my entire thing, but can I make it work so that it only goes onto an asset?

#

Like for example just the santa hat icon

lucid kernel
#

this is using the Kino package by Keijiro

dawn sorrel
#

how can i make interior's look darker from the outside?

keen jay
# dawn sorrel how can i make interior's look darker from the outside?

Apart from auto-exposure (make inside look darker by making things outside brighter, so when you go outside the auto-exposure kicks in), there are local volumes that you can use to change things like indirect lighting on volume profiles, which can increase the bounce rate of light when you enter the room (I think - I have never actually tried it, but there are local volumes, and indirect lighting does brighten things up, so I think should work together...)

buoyant igloo
#

In certain places its doing this weird flickering thin where these dots show up, I've tried changing a ton of settings and they still show up, even when I press play

#

Lowering this number is fixing it, what does this setting do?

glacial fossil
#

I think shadow filtering can affect those dots

buoyant igloo
glacial fossil
#

Somewhere on the hdrp asset I think, google should know

buoyant igloo
#

I found shadow filtering quality but it doesn't seem to be doing anything

inland star
#

if filtering is at high then the renderer will use filtering method that requires TAA to be enabled on your camera to look proper

#

without TAA youโ€™re just going to end up with a grainy mess

sweet gyro
#

Why does HDRP seem to break when I use BOTH a mask map and a detail map?

#

Are you supposed to only use one or the other?

#

If so, why does a mask map only contain the blue channel of a detail map, instead of the smoothness itself?

#

(because blue in detail transfers to smoothness)

keen jay
summer glacier
# buoyant igloo

Most likely shadow filtering quality, are you sure you changed it for the active HDRP asset?
Setting it to medium should sort this out, you can confirm it's set to medium by going to your directional light and scrolling down to shadows, if there's parameters such as 'minimum blur' 'angular diameter' 'blocker samples' it means it's still running high quality shadow filtering, which looks grainy because it relies partly on TAA to denoise, so you'd have to use TAA on your camera. (and in scene view, if you want it to apply there too, although I don't recommend TAA for scene view as the FPS is too low for good results)

shrewd moon
buoyant igloo
#

Yeah, I'm not sure if I'm using the settings right though, there is still a little bit of weird stuff in the shadows

#

I also set the shadow filtering to mediun

#

medium*

shrewd moon
buoyant igloo
#

I know

#

I'm fine with it looking weird in the editor

#

There is still a little bit of weird stuff in the shadows in the game view, its better, just not entirely gone

shrewd moon
buoyant igloo
#

First one is the editor, second is in-game

shrewd moon
#

Downgrading the filtering quality should get rid of the dithered shadows entirely

buoyant igloo
#

To low?

shrewd moon
#

Anything below high
SSAO and SSR may have their own grainy filtering that you might be seeing

buoyant igloo
#

Where would SSAO and SRR be?

#

the hdrp asset?

#

found it

#

I think that worked

inland star
#

this is much more realistic shadow filtering, and can sorta-semi get similar results to UE5 virtual shadow maps

#

itโ€™s just quite expensive to compute, so engines use dithering and half-resolution sampling to get around it, then use TAA to denoise and/or upscale

#

thatโ€™s also one of the key reasons why the bigger games like bf2042 donโ€™t let you turn antialiasing off completely

wraith blaze
scarlet hull
sweet gyro
scarlet hull
#

and imported as linear texture

sweet gyro
sweet gyro
#

Which just exports as PNG

#

As far as import settings I didnโ€™t look at that

scarlet hull
sweet gyro
#

Iโ€™ll check that when I get home. But in general I should be able to have both a detail and mask map right?

#

And also, if my detail map contains normal X and Y, then why do I also have another normal map field on HDRP Lit ๐Ÿค”

scarlet hull
scarlet hull
#

You don't need both.
The detail map is ... well ... for details when the objects is seen from very close up.
If you don't need it, just don't use it.

sweet gyro
scarlet hull
sweet gyro
#

Is the high detail normal only used when itโ€™s close enough to the camera?

peak finch
#

yes

tough spire
#

in a hdrp project, i created a outdoor scene, this is not a all the time issue but when it shows up it seems perm. I create a terrain, there is a directional light at max, at a distance it shows fine

#

if i zoom in a little, the screne goes black

dawn sorrel
#

Is there an explanation for this?

#

There is no explanation in the docs for why the setting doesn't work in Deferred Only mode.

#

Also holy shit, probe volumes finally landed????

dawn sorrel
#

Where do I get water on hdrp?

scarlet hull
terse tangle
#

I'm getting a crazy CPU spike when enabling/disabling large batches of renderers in HDRP. There's some time spent in the texturestreaming system but most of it is unaccounted for in the profiler. We are using the SRP batcher so I'm curious whether it could be that. Anyone have any ideas?

hollow frigate
#

Hey, everyone, I was hoping someone could give me some help with an error I'm running into in 2023.1

#

This is the relevant part of the shader, but I'm not knowledgeable enough to know where to go from here

keen pivot
#

i has a confuse, in this web page on the frame debugger, it says that the HIGHER the number, the more is batched and the more efficient it is https://learn.unity.com/tutorial/working-with-the-srp-batcher#5ff76df1edbc2a6d02b058ea

Unity Learn

The Scriptable Render Pipeline (SRP) Batcher is a rendering loop that speeds up CPU rendering in Scenes with Materials that use the same Shader variant. To use the SRP Batcher, your project must be using either the Lightweight Render Pipeline (LWRP), the High Definition Render Pipeline (HDRP), or a custom SRP.

#

yet i've been trying to reduce this number

#

having less draw calls

#

thinking that this is the amount of calls it makes, and it it batches more, there will be less number here, and less batches shown

#

so far the reduction in these calls seems consistent with me making the shaders similar

#

so is this webpage wrong or can someone tell if me i'm going mental or something?

#

that is to say that page says thats the amount of draw calls, i see it as the number is separate batches

#

and you'd want less batches, with higher draw calls in each batch

sullen sigil
#

why are my camera details ass

#

left is scene right is game

floral fern
#

I don't remember the name but there is a setting that specifies at what point the camera should cut of stuff from view

#

You need to lower that

sullen sigil
#

oh i already fixed that

#

i mean the sharpness

floral fern
#

Oh, sorry

sullen sigil
#

the blurryness

#

np

floral fern
#

IDK, I have no experience with HDRP ๐Ÿ˜ฆ

sullen sigil
#

its so

#

complicated

#

tbh i have no idea how to do urp either but

#

this lighting

#

is

#

hard

#

when you put on glasses

#

something wrong with shadows i think

wraith blaze
#

new water system is lit

scarlet hull
#

Yes, because if it was unlit, it would look weird in the scene rendering.

wraith blaze
#

Meant it as a joke XD

#

Means i like it

lone kite
#

Hi everyone, how can I prevent Unity from compiling shaders I don't use?
For instance it compiles volumetric lighting compute shaders even though I don't use any volumetric lighting.

#
Compiling compute shader "VolumetricLighting"
    starting stripping...
    finished in 0.00 seconds. 64 of 192 variants left
    64 variants, starting compilation...
    finished in 12.94 seconds. Local cache hits 0, remote cache hits 0, compiled 64 variants
vernal merlin
#

Hi guys, any idea how to make outline in HDRP Unity 2021.3 project? We tried some assets from Unity asset store, but they have not been working.

dawn sorrel
#

fog doesn't seem to work?

left plaza
steel meteor
dawn sorrel
#

I mean it doesn't work for me

#

In my game

#

Can't find any explanation for why it doesn't work

steel meteor
dawn sorrel
#

I've tried just about everything in the Fog settings

#

Not even the default settings work

steel meteor
dawn sorrel
#

I've just realised something

#

Im at Y: 1000

steel meteor
#

That will be it too ๐Ÿ™‚

idle jolt
#

ahhhhhh im gonna cry

#

ive been trying out the new water system in hdrp

#

but when i try to use a custom material/shader graph on the water the ocean just goes invisible

#

(default)

#

(trying to add custom material)

#

i think it is a problem with the "water shader graphs", because the preview is pink and even when i apply the material on a cube the cube goes invisible as well

#

the onyl other person i found that had talked about this is in this thread a few months old

#

no one replied though so im still stuck

idle jolt
# idle jolt

ive been trying for the last 2 hours, no avail

#

ive found more people talking about this issue

#

but they are never answered

idle jolt
#

ive tried everything and the only reason i can come up with is that somethignis wrong in my specific project

#

im gonna try making a completely new one

idle jolt
#

still dosen't work

bronze coyote
#

Hello, i have problem. After update from beta 2022.2.16b to non beta 2022.2.0f1 all rendering is gone

#

even after revert project version update and go back to beta version nothink work

#

is there way to fix it?

worldly cape
#

Whenever I enable HDRP + DXR I get a flickering black screen. I can't figure out what's causing this, as there's nothing popping up online. I had this back in 2020 when I first got my 3080 and wanted to test out ray tracing in Unity, as well right now when I'm on 2022.2 tech preview (I did also try 2020 for the heck of it, but same thing there).

worldly cape
#

Looks like it's actually specifically when I switch to DX12.

scarlet hull
loud leaf
#

@worldly cape Can you host your project on github? I can check what it does on my RTX 3080.

I've encountered the same issues when using gsync fullscreen + windowed mode, multi monitor setups and/or igpu/dgpu combo.

topaz ravine
topaz ravine
lone kite
#

How can I get rid of this shadow artifact?
The shadow makes it look like the rock is hovering above the ground.

worldly cape
worldly cape
#

I did read about the gsync possibility and disabled it and even restarted to be sure, but no difference.

#

Iโ€™ve got a 4k displayed connected to HDMI 2.1, but that display is turned off when Iโ€™m working in Unity; I donโ€™t think it would be a conflict, but of course could try with just my main monitor only plugged into DisplayPort.

worldly cape
wraith blaze
#

For some reason mine is the other way arouns i cant use dx11 on unity 2022.2 game view is just black but when i swap to dx12 it works

shrewd moon
lone kite
worldly cape
#

I've tried 2020.3.26 with URP on DX12, and 2022.2.0 with HDRP on DX12, and the flickering screen occurs.

#

I'm on an i7-8700k, RTX 3080 (latest drivers), and 16gb ram.

minor sedge
#

Trying out the new water system, when I turn on caustics I just get these triangles projected everywhere instead. Does anybody else have the same issue? All HDRP and water surface settings are completely default other than the caustics being enabled.

scarlet hull
minor sedge
#

No, nothing. There was something about a memory leak once after I first created the project, but not in response to anything with the water.

scarlet hull
#

What's you PC configuration ?

minor sedge
#

AMD 6900 XT / 5950X

#

I also suspect it has to do with the GPU, probably should have just bought an Nvidia card, I've been having nothing but trouble with the 6900 XT in Unity since I bought it

#

I don't think the Unity devs even bother testing new features on AMD cards anymore

scarlet hull
#

To be fair, most of the devs work with nvidia cards indeed, but water has also been tested on console, so I would expect it to work on AMD cards. I'll try to find someone to check this quickly

minor sedge
#

Thanks, appreciate it

scarlet hull
minor sedge
#

Yes, was going to test it on 2023 alpha later today to see if that makes a difference

minor sedge
#

Just checked, in 2023.1.0a22 there simply is nothing at all, neither proper caustics nor the weird triangles.

minor sedge
#

There's also something very wrong with underwater rendering in 2022 and 2023, the surface is completely opaque when viewed from below apart from a refractive hole in the surface straight above the camera

lilac steeple
#

Is there a possibility for a UI Blur in HDRP project? Frosted glass look just like this one

#

I know it's possible to do in URP since every single asset or resource I find is only for it, but I really need it for HDRP project

#

even with UI Camera Stack for HDRP there is never any blur

#

this is the only thing i can achieve

#

but it's not even working in playmode

scarlet hull
#

And it will only reflect things using screen space reflection

minor sedge
#

Even if it is expected, is that really desirable? I think it looks pretty horrible and would not want to play a game that looks like that. If only screen space reflections are possible, I'd much rather have no reflections on the surface at all if that means plugging up the hole, just imagine how games like Subnautica would look if they took this approach.

#

Is the surface being completely opaque expected too? I don't see any technical reason why the surface couldn't be transparent from below if it can be from above.

scarlet hull
#

And here what it looks in a photograph under sea water :

#

There is a critical angle at which you don't see the sky through the surface, but beneath the water surface again

minor sedge
#

Okay I understand what you mean, it's just that the transition is a hard line which looks very unnatural.

#

I think raising the underwater absorption distance should widen this angle though, right? This just looks wrong to me.

#

There also is a difference in opacity depending on what is behind the surface, as you can see here the cube still shows through the surface but any gradient and color of the sky, clouds, and even the incredibly bright sun are blocked completely as if the surface was a brick wall

scarlet hull
#

Sadly, it doesn't support reflection probes for the moment

#

And on the subject of the caustic issue : I can locally reproduce it, I don't have the triangles, but I don't have caustic displayed at all.
Hat to find an AMD gpu and open my pc case to swap, but finally can see the issue ๐Ÿ™‚

minor sedge
#

Well that's something at least, thank you for digging into it!

#

Just tried it with transparent SSR, is there anything you can do about the flickering?

#

Static images don't really show how offensive that is to the eye, looks like it's in dire need of a denoiser

scarlet hull
#

Did you try to tweak the SSR settings to see if it would make the flickering disapear ?

#

Or at least lessen it

scarlet hull
# minor sedge Well that's something at least, thank you for digging into it!

I've entered a bug report internally, I don't have a public facing ID to share for the moment, but we're tracking it now.
The issue also happens on our latest internal code, so it's not related to the 2022.2 release, and probably not a regression.
Now, on the first look, we have no idea why it is happening ๐Ÿ˜…

idle jolt
#

This is great

idle jolt
#

On a side note, and Iโ€™m not expecting this to be answered, but will a system like this come to unity?

#

I know about boat attack, but will a built in, customizable system like the water system for hdrp come to urp?

#

I tried the boat attack water, but it is hard to customize, as certain materials will result in weird dark spots in the ocean

#

And the boat attack water is generally a little janky

topaz ravine
#

this one is hard to customize too, because this is from the unity dev and water system is still pretty new to users ,the Water system is now a built in feature for HDRP in 2022+ so it's just HDRP only atm, btw you will have to enable before make it work

minor sedge
#

Can somebody explain to me how to get raytraced GI to work? I watched the latest video on the Unity YouTube channel about it, which made it look simple but of course it is not simple. Switching to the 'Ray Traced (Realtime GI)' quality preset in the sample scene does add raytraced GI, but it is rendered on top of the baked lighting which makes everything too bright and completely defeats the point of having realtime GI in the first place. In the video it looks as if the baked data is automatically no longer rendered as soon as you enable ray tracing in the SSGI override, but that's not what happens. So I tried clearing the baked data, but that just leaves me with no GI at all. Changing any of the SSGI or ray tracing volume override settings has absolutely no effect either. Tried it with 2022.2 and 2023.1 as shown in the video, made no difference.

dawn sorrel
#

How do I enable volumetric fog?

dawn sorrel
#

"Volumetrics" setting doesn't seem to do anything

idle jolt
#

Because you can use custom shaders for the water

#

Without the water breaking

topaz ravine
#

@minor sedge if you plan to use Raytraced GI you will can't have baked data in the same time, it won't work as you can see in your result you will have to stick to realtime lighting, which is.. pretty solid in 2022 because we have adaptative probe volume to help GI lit the scene, it's good especially in indoor, so just delete your lightmap and disable static lighting, in the meantime you will have to put your Sky volume GI to be static too

topaz ravine
#

you can use the HDRP wizard to help setup HDRP for raytracing automatically, look at the DXR tab

#

@dawn sorrel you will need to add "fog" in your volume and check enable at least

minor sedge
#

@topaz ravine Thanks for the help, but like I said I already tried deleting the lightmap, that causes the raytraced GI to disappear too. I know about the HDRP wizard, the DXR tab shows that everything is set up correctly.

sage shard
#

Does anyone know how I can disable all post processing effects on a specific camera (HDRP)?

dawn sorrel
#

You know when you select what depth test mode to use for transparent objects, currently when transparent objects are overlapping each other and the render order changes it just pops in, is there a setting to perhaps fade it in instead?

earnest mist
#

Is HDRP worth it now over URP for general purpose?

#

Last time I checked all it had was volumetrics and bad performance so it wasn't really worth it over URP

#

Have they improved it?

keen jay
# earnest mist Have they improved it?

Have they improved it? Yes. Is it a replacement for URP? No. Its still slower and probably always will be. If you don't need the fancy HDRP features, then sticking with URP I think will always give better performance (from my understanding - I have not done detailed analysis etc - but HDRP is talked about for high end devices, not mobile phones for example).

wraith blaze
#

I am using it in my project

#

Its improved alot

#

Here is a screenshot of my game with hdrp on max settings,and yes i know i can still make it better

scarlet hull
summer glacier
#

If you're creating a PC game, use HDRP.
Using URP for PC/consoles is a mistake. URP developers themselves see URP as mobile-first, unless your project is 2D, or you intend to add support for mobile, switch, or old-gen consoles, HDRP is the way to go.

#

In empty scenes, URP is faster.
But HDRP scales far better, with full compute capabilities and proper rendering tech & lighting.

#

For example URP SSAO on PC costs a massive amount, something like 4-5x HDRP's, even though HDRP has better SSAO (GTAO), mostly because URP bases features on mobile, performance and visuals on PCs and consoles isn't a priority.

#

that said, in HDRP we still don't have capsule shadows, they were in-progress but now canceled and back to under consideration ):
One step forward, two steps back..
but overall, for PC and consoles, HDRP is far ahead.

tacit kraken
#

Is there a way to install the water by using "Add package from a GIT URL..." with HDRP LTS (2021.3.15f1)? Or is there another way to install it to test it out? Thanks!

keen jay
shrewd moon
loud leaf
#

If you want to support mobile chips, sure.

shrewd moon
loud leaf
#

๐Ÿ˜„

shrewd moon
# loud leaf ๐Ÿ˜„

I would presume there are niches between phone apps and triple-A photorealism where the choice of render pipeline is not so obvious, right? ๐Ÿค”

amber crystal
#

Hey, Does anyone know how to fix this ?

loud leaf
shrewd moon
summer glacier
#

HDRP doesn't support mobile/switch/WebGL

#

I would say if you need to support some of these platforms, you're better off with built-in/URP, juggling two render pipelines will probably not pan out

#

Many projects with bad performance in HDRP especially are caused by developers not using the profiler, HDRP features can get very expensive depending on quality settings , volumetric fog on medium, looks innocent, consumes a massive amount of GPU performance

#

It can scale down, but not as much as built-in or URP, it sort of has a fixed cost

lucid kernel
#

Does anyone have any tutorial on how to edit HDRP global settings via a script? I'm still sort of new to unity :)

#

I've got a postprocessing override which's settings I'd like to edit :)

wintry depot
#

After running for a while, my standalone build of the HDRP terrain demo segfaulted in libvulkan_radeon.so. Is it most likely a bug in the Vulkan driver, or can it still be a bug in Unity?

#

Looks like 0x97282 is in vk_icdNegotiateLoaderICDInterfaceVersion@@Base.

#

I used Unity 2022.2.1f1.

wintry depot
#

I found a few issues on the Unity issue tracker with vk_icdNegotiateLoaderICDInterfaceVersion in their name but they were either fixed in earlier versions or are a bug in the AMD drivers for Windows from 2018 that only affected the Editor.

worldly cape
#

I'm toggling Ray Tracing with:

_frameSettings.SetEnabled(FrameSettingsField.RayTracing, !_frameSettings.IsEnabled(FrameSettingsField.RayTracing));

but it looks like lights don't seem to apply to this. Meaning, I still need to uncheck "Ray Traced Shadows" on each light source, even when the global toggle for RT is turned off.

#

Is there a better way to do this?

#

Is there a way to access the RT setting on lights? I see light.shadows but nothing for RT shadows.

thick warren
sturdy shadow
#

Hey guys, I was wondering if raytracing with the scriptable render pipeline is possible? and if it has been done before (any resources on it)? It should be able to be exposed right?

loud leaf
#

HDRP has ray tracing support, yes.

#

There is also an asset called "Corgi Raytracing" which adds ray tracing support for built in / URP.

minor sedge
#

Is there any workaround for the editor crashing every time you try to enable transparent SSR?

scarlet hull
minor sedge
#

in some way that's actually worse because doing it this way will break your project since it's going to crash every time you open it up without a chance to disable transparent SSR again unless you used version control

scarlet hull
#

Yeah, that's a risk ... you could still disable the setting by text editing the asset though ๐Ÿ˜…
But it shouldn't crash at all

minor sedge
worldly cape
light marlin
#

Having problems importing the physics based materials library in a project; The (rgb) Maps come in broken (or inverted)/ what is the best way to bring in the materials library in a existing HDRP project?

inland star
minor sedge
# inland star What are your settings in the volume profile

Found what causes it, you have to completely disable the sky in the visual environment override. It's kind of bad to not have sky and there will be these weird black blocky artifacts everywhere, but that will show the raytraced GI. I suppose for some reason the ambient light is way too bright when SSGI is enabled.

minor sedge
#

Also looks like emissive materials don't contribute any raytraced GI unlike what was shown in the demo, no matter whether they're set to realtime or baked

loud leaf
#

Are you using quality or performance mode?

unkempt sedge
#

Why my Fog don`t have this settings?

#

on unity 2022

#

There is no Anitropy

#

where are the other fields?

loud leaf
#

Click the 3 dots in the top right, and select "Show Additional Properties"

minor sedge
keen pivot
#

sorry for being thick but what does part of the unity docs for emission exposure weight actually mean? Exposure Weight The Exposure Weight is a value between 0 and 1 which determines how much the emission color will be exposed (the exposure won't affect this part of the emission).

#

relates to this thing:

steel meteor
summer glacier
#

you can enable here:

slender nexus
#

exposure changes automatically in HDRP, how do i turn it off?

steel meteor
summer glacier
slender nexus
slender nexus
#

how do fix the pixel displacement problem that occurs when 2 faces meet at an angle

glacial fossil
glacial fossil
sleek parcel
#

I wonder how Unity handles textures in the raytracing pipeline? In the conventional rasterization pass, Unity binds the textures for each drawcall. I assume this is not the case for raytracing because all the textures have to present in vram to be accessed.

However, from all I can see, the texture sampling seems to be handled in the same way regardless of raytracing (which is good for the production workflow I guess). For example, in LitData.hlsl, there is an early alpha test which samples texture and there's only one code path for raytracing or rasterization. There are further pbr texture sampling via a function call GetSurfaceData() which I can't seem to find its detailed implementation after searching.

#

I've also checked the function BuildFragInputsFromIntersection where it simply reads the uv from vertex data, so I guess anything special is done earlier.

So does anyone know how Unity implements the texturing in the raytracing pipeline? I don't think Unity supports bindless texture for now, so is it via the virtual texture system where the shader treats it as fetching from one giant texture atlas? Is it possible to port this to any SRP-based pipeline?

orchid moon
#

Hello guys, we have been trying to use outlines in our project, but so far we failed. Using HDRP and VR, here I post some link of stuff we tried and didn't work for us:
Free outline shader - https://www.youtube.com/watch?v=hEth0drTuyg&ab_channel=SpeedTutor
Outline via shader graph - https://www.youtube.com/watch?v=XPGpaA-JExA&ab_channel=FeitizoGames
URP shader graph - https://www.youtube.com/watch?v=X-kaX_8bYRc&ab_channel=LukeOโ€™Reilly
HDRP outline - https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/hdrp-outline-162150
Finally, easy performant outline for VR - https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/easy-performant-outline-2d-3d-urp-hdrp-and-built-in-renderer-157187

At this point nothing is working for us, not even the paid assests. Also I am willing to pay if me manage to get outlines working. So if you got clue, how to get HDRP for VR outlines working, please share this idea with me.

wooden fractal
#

Hi If I trag my Skybox Material into the background it didnt change can someone tell me why??

shrewd moon
wooden fractal
#

Ok and how can I change that?

wooden fractal
#

@shrewd moon ?

shrewd moon
torpid jacinth
#

Is there any way to make materials attached to prefabs from the asset store compatible with HDRP if the "edit>rendering>materials>convert all built in materials to HDRP" method doesn't work?

harsh basalt
#

write your own shader

steel meteor
main gull
#

does anyone know what causes that weird shadow glitch?

shrewd moon
#

Even if TAA is enabled on the camera it might not appear in the scene window unless enabled for that too

main gull
#

I have it on high and it still apears in game view

shrewd moon
#

High quality shadow filtering uses dithering to simulate light sources with a large diameter, and in turn TAA is used to denoise it

main gull
shrewd moon
#

You might be able to fix it by decreasing light diameter, or turning shadow filtering quality from high to medium altogether

#

Other effects like screen space reflections can cause a similar grain but that too should be fixed by TAA

main gull
#

ok, thanks for the tips

#

but it's impossible for me to get rid of it completly and have somewhat reasonable shadows quality

#

it still shows up at medium filtering and reduced light diameter

#

with taa on

shrewd moon
main gull
#

hmm I will look into that

loud leaf
#

Has anyone ever experimented with sampling reflection probe depth? (Is this a thing HDRP can do out of the box, or has anyone tried adding it?) I wonder if it could be worth it to ray march the depth of a real time reflection probe for cheap visibility testing. (some tunable knob, if the data seems unreliable, use traceray instead)

#

I'm currently using reflection probes for path guiding / importance sampling (they only capture sky & lights which are not occluded by geometry) but it would be crazy if I could also use a remaining color channel for this.

sleek parcel
# main gull

What does the original surface look like without shadow? Iโ€™m not too sure whatโ€™s the glitch because to me it kinda look like a fabric-textured hat.
But if not, you might want to increase the shadow bias? This pic to me looks like have the classic acne issue?

sleek parcel
#

But ya I still suggest try increasing shadow bias and maybe that could fix it

dawn sorrel
#

So are you actually in a 'planet' in HDRP

wraith blaze
#

hi after upgrading my project to unity 2022.2 im having a strange issue,everything works in dx12 but dx11 and vulkan doesent work,nothing displays in the game view except UI,any help would be great

modern bone
#

Hi, I have this scene I'm working on and in my first proof of concept the lighting worked fine. Now there's this phantom shadow being cast. The only light that gets rid of it from what I can tell is a directional light, which doesn't work for this application. Any ideas why this shadow is appearing? It's a hard line as if this is a rotated spot light but it's not.

#

even when I use a point light and move the light down it persists at the same position relative to the light source

#

I moved the light on top of the mesh and even here it's casting a hard edge shadow, which I'm pretty sure a point light isn't supposed to do. I feel like this is something basic that I'm completely missing

#

okay I solved it and feel slightly silly because I've been trying to figure this out since last night but in case it helps anyone else I (silly me) forgot to assign the normal map the normal map texture type ๐Ÿคฆโ€โ™‚๏ธ

unkempt sedge
#

can i use Graphics.DrawMeshInstanced with native arrays?

#

or pointers/span?

crystal thicket
#

How do I draw an object on top of everything when using HDRP? For reference, this is for a gun the player is holding.

inner parcel
#

Look about it. It's a cool feature

crystal thicket
inner parcel
#

Iirc, i was able to fix decals and transparency with custom pass too. It's just a matter of choosing the right settings

crystal thicket
inner parcel
hushed helm
#

Does anyone know a way to render grass textures with the Terrain System with HDRP without having to purchase a Grass Renderer?

patent sun
#

is there an option to update reflection probe smoothly without a lag spike?

crystal thicket
keen jay
# crystal thicket Does anyone else have an answer to this?

What do you mean "in front of everything else"? Do you mean you want it superimposed over the normal camera view? Like a game menu or similar? If a 3D gun the character is holding, you just want that in the right position so it is part of the 3D scene. So not sure exactly what you are after.

#

In HDRP, in inspector, my character in the preview window at the bottom is pink. The character is fine in the scene, its just the inspector window. Also if I preview an Animation clip and drag the character in it also works correctly (you can see the character). Its just selecting the character model prefab directly that does not work.

hushed helm
crystal thicket
hushed helm
#

What I did is I created a Custom Pass layer to my Camera object

#

You have to add the "Custom Pass Volume" component to your Player's First-Person Camera GameObject

#

This is what my Custom Pass settings look like

crystal thicket
hushed helm
#

It's important that the Injection Point is set to "Before Post Process" or "After Post Process" -Either one works, but using "After Post Process" will make the effected objects ignore any Post Processing you have in the scene.

crystal thicket
hushed helm
#

Sorry I couldn't help -that's what works for me, but hopefully there's a solution that works for you.

crystal thicket
#

Well, it only stops working when I add the second layer.

#

I don't really wanna scrap my entire project over this; do you think we could narrow it down a bit more?

hushed helm
#

Sure I can try

#

a screenshot would be helpful, but if you don't want to then that's fine

crystal thicket
#

Okay, I did some messing around and it works fine without the second layer, there's just some buggy shadows when I clip with an object

#

One sec, lemme make sure it's all fine

#

Okay, looks like we're good

#

Thanks for the help.

hushed helm
#

o

#

yeah np

whole fossil
#

guys do you know a way to render only decals in custom pass?

exotic pumice
#

long shot..

how do you fix Pixelation from sunrays edges

inland star
#

might help to set volumetric filtering to reprojection

#

otherwise youโ€™ll just have to up the volumetric resolution in the hdrp asset

wooden fractal
#

Why is my Outline Glowing in the Scene but not in the Game?

sterile mesa
sterile mesa
#

mat.mainTexture = tex;
renderMesh.material = mat

#

That's the answer.

scenic jay
leaden light
#

Does anybody have a idea of what postprocessing settings are the best for hyperrealism?

leaden steppe
#

any way to get rid of this ugly stuff?

#

using the ssgi

limber sigil
#

@leaden light in hdrp, you can set up the sky and fog volume overrides; such as, ambient occlusion, volumetric clouds, bloom effect

inner parcel
leaden light
#

What U guys think, is that better and what is missing?