#archived-hdrp

1 messages · Page 3 of 1

inner parcel
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Anti aliasing is configured?

leaden light
inner parcel
leaden light
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WOW

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THAT IS JUST WOW

shrewd moon
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@leaden light use the game camera for previewing instead of scene camera

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High quality shadow filtering and screen space reflections require TAA

leaden light
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Hows that?

inner parcel
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Try adding some more details to the environment

mellow condor
leaden light
mellow condor
#
  • pick better camera angles. generally more telephoto is better. think outside the box. place the camera far from the car, and experiment with it.
  • configure reflections correctly. make the glass reflection behave less physically. it should be more like a mirror
  • fix the materials on the vehicle. add a lot more metal to the car paint to give it more depth. it is way too dark at the bottom. for now, try making the interior dark. you can also experiment with a realtime reflection probe for the body reflection of the road. you will also adjust its brightness.
  • adjust the lighting of your non-vehicle elements. this means if you look at the histogram of the screenshot without the vehicle, it should be a normal curve.there is a lot of white in the road, it is very bright, it should be lower contrast and avoid white paint generally. in the background, it can also be lighter.
  • your shadows lack depth. this is tricky to solve in unity. you have to use multiple shadow colors, so that some are dark and some are light. the maps are very soft.
  • use fog and haze to soften / lower the contrast of more distant geometry
    @leaden light
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you might want to pick a different vehicle

leaden light
mellow condor
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and maybe paint it silver or something

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it will help you make things more realistic if that's your goal

leaden light
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That is a hyperrealistic model

mellow condor
leaden light
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There is a x

mellow condor
leaden light
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Ah now it is

mellow condor
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try changing the camera angles

leaden light
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But how do I make the glass more mirror like?

mellow condor
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you can experiment with the measured materials library

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to learn how the parameters add up to the effects you want

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in the long run you can also start replacing the library assets

leaden light
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I have already tho

mellow condor
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what is the reference you are using?

leaden light
mellow condor
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like some reference art

leaden light
mellow condor
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which has more refined UI

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the UI makes a big difference (better to just have no UI)

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instead of ugly UI

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the EV6 is a prettier car

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make sure to use a good car lol

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if you're going to do A Car

leaden light
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I have lots

mellow condor
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hmm

leaden light
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X again

mellow condor
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you should have an opinion about which is best

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try now

leaden light
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I did

mellow condor
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go ahead.

leaden light
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What do you think now?

mellow condor
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that's better

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hard to tell though

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the road got grayer right?

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less white?

leaden light
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Yes

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Less brightness on materials

mellow condor
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generally in this sort of daylight

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the road would reflect a huge amount of light onto the car

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you can also simply make things like exhuaast pipes black

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the car should be reflecting a lot more light

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and being illuminated by the environment more in the shadows

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en you get around to it you can fix the interior

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more flakes will also help making the paint seem less flat

leaden light
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Okay wait lemme add more flaxes

mellow condor
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you should add a license plate

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i think it's best to take cars in video games off roads

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if possible. you can cut the UI too

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you don't need it

leaden light
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Y

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Its a racing game

mellow condor
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there are a lot of racing games.

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it really depends on what you want to do

leaden light
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And then why no UI?

mellow condor
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you can try those links on your phone

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one thing that should be obvious to you, from those demos, is that you do not need UI

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you don't need a speedometer. you especially don't need a racing wheel

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just think outside the box

leaden light
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Yea

mellow condor
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you barely need a road. like unity's terrain is way too bumpy to drive at speed on - you will have to become a Terrain Scientist to sort that one out, like i did

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mario kart doesn't have a speedometer either

leaden light
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I have terrain solution

mellow condor
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so what i'm saying is not that unorthodox

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the shadow maps are very low res

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i mean lal this stuff is a collection of effects

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and your time and budget

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i personally respond more to the controls

leaden light
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Yea

mellow condor
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yeah this is a good start

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and is starting to show you where you need to do a lot of work 🙂

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like the road

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because these sorts of low angle shots are way more interesting

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it' best to do a procedural / shader graph material for stuff like the road

leaden light
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but I do need a base material

mellow condor
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concrete is pretty easy to do fortunately

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"rough"

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you can also study substance material graphs

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the hardest thing is turning substance style displacement into shader style

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using UVs

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for performance reasons i do not do reflections of dust in the metal but i should

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in this shot there is a lot of post, like lens dirt

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that adds a lot

leaden light
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Yea

mellow condor
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you will use the cinemachine volume overrides to control that

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motion blur in unity is quite glitchy

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so i just turn it off

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the terrain material is procedural in all the scenes

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so that they survive closeups

leaden light
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mhh

mellow condor
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you can also look into microsplat

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to do stuff like tire marks, which add a lot

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personally i would use a real car, that you like

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i wouldn't waste too much time on what is a "racing car," racing tires don't really read at most camera angles 🙂

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"nobody cares"

leaden light
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True

mellow condor
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think outside the box

leaden light
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xD

mellow condor
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vfx graph is hard to master too but adds a lot

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the graph for the sand dust is complex

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because it reacts correctly to the wheels, and when the car is airborne

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i didn't have the time to do deforming desert

leaden light
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How do you mean that?

mellow condor
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like to deform the desert terrain under the vehicle

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and doing this very fluidy sand is also out of scope for me

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but you can approximate it well

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these terrains are not hard to make from scratch

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i mean to make an accurate terrain from scratch

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you would obviously never take an ioniq on the desert, it's more of a "latte ordering" car

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but "Nobody cares"

leaden light
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bruh

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I am working on the procudual texture rn tho

orchid moon
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Hey guys, is it possible to change HDR image, but only color? My issue is that by changing image, everything is affected. So is it possible to just change image with applying values of the old one (to have grey background but retain light and bounces of blue background)?

rotund frigate
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Anyone know how to change the scene view camera settings to use the same volume as the scene?

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Bit annoying using the scene cam since it’s always over exposed and not at all representative of the game view

leaden steppe
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anyone?

orchid moon
indigo summit
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anyone here familiar with custom pass?

fair tundra
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Hey there

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I wanted to use HDRP to achieve an effect but HDRP is very resource heavy and lags my PC quiet a bit.

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Any tips to reduce the lag

leaden light
fair tundra
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But I will try

shrewd moon
snow kestrel
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hello, I can't see the leaves through the glass, does anyone know how to fix it? Everything is fine when I am not looking out the window.

pine night
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How would you fix geometry breaking with displacement? Im using HDRP/LitTessellation shader with tessellation displacement enabled.

scarlet hull
scarlet hull
pine night
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Ah ok. Does it work if the whole model is on smooth?

scarlet hull
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Yes, that's the idea

pine night
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okay thanks

summer glacier
leaden steppe
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ssgi

summer glacier
# leaden steppe ssgi

Then it's SSGI, was that picture in scene view or game view in-game?
In scene view the window doesn't refresh often, so like 1-2 FPS, unless you have refresh mode enabled.

To test SSGI out go to the in-game window and press play, or enable refresh mode for scene view.
SSGI needs to accumulate quite a few frames to converge, thus it needs high FPS (30 and over).

Check your SSGI settings as well, make sure denoising is enabled, and settings aren't too low.
Finally you can use Probe Volume (APV) which is new probe lighting system for HDRP in 2022.1 & 2022.2 and up, it works as a fallback for SSGI once it's baked so it helps SSGI have a more stable output. Another fallback is reflection probes for SSGI.

leaden steppe
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it may be the settings, i kinda got rid of em and instead used baked lighting

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but baked lighting isn't very practical for what i'm going for

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oohh my godd, thank you so much man, i've been wanting to fix that for so long!

wheat iron
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I'm having issues importing .FBX models from blender

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some models import and apply materials just fine

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others look like this

scarlet hull
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The unity model importer will try to find textures that are already in the project, and map them to the material slots, if you were using a "regular" material in blender.
If you were using a node based material, unity will not be able to import it at all.

wheat iron
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Ah, I had to reimport this model a few times and didn't clean out the old models

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could that be the cause?

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the old models (and other models made with similar texturing methods) worked flawlessly

granite marsh
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Hello buddies,

I have some difficulties with a customer./client. We are working on a touch application on a 55" 4K screen. The client was complaining about a blurry rendering on the image (nauseous effect - we were in MSAA 4X).
Following his return, we removed the AA and the customer tells me that now it tires the view... .
Is there an alternative to AA that is less blurry than MSAA? TY

scarlet hull
granite marsh
scarlet hull
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Can be

shrewd moon
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Is increased render scale an option for HDRP? I recall dynamic resolution doesn't go above 100%

granite marsh
idle girder
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HDRP with Raytracing enabled, does anyone know why this one cupboards material completely freaks out while every other asset is fine, my team modeled everything themselves, and i dont think we did anything differently with this one model

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it looks perfectly fine when disabling raytracing

loud leaf
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Try increasing ray bias

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@idle girder

idle girder
loud leaf
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Hmm that's odd. All I can recommend then is to check out the wireframe of the model to see if there's anything weird going on.

idle girder
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wireframe also looks fine to me, i guess i ask her to send me the file for the cupboard, it's odd since every other asset she made also works perfectly fine

leaden light
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what do you guys think on the progress on my game?
https://www.youtube.com/watch?v=NnfkUSQdNOw

We made our game hyperrealistic, here are the results!

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//Recommended videos:
▶️ How I made my game HYPERREALISTIC – https://youtu.be/BzcwxvNtfvQ

👉 Subscribe: https://www.youtube.com/c/MrOverload?sub_confirmation=1
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forest oar
sweet gyro
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Can someone explain why the Mask map takes Blue as detail mask, which is smoothness, but also has alpha as smoothness?

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That seems redundant?

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Is there something I'm missing?

eternal laurel
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@sweet gyro Detail mask is not smoothness, its where to apply the detail map. Details are like micro additions to the surface, think of pores on skin or scratches on metal

waxen lantern
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@granite marsh that being said, a visual reference of some sort would be extremely helpful.

keen warren
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Hey everyone! I've got a question. We are trying to make something like this in HDRP:

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So far we can't get it right. How would you approach this?

  1. What post-effects would you use?
  2. How would you set up lighting?
  3. Fog? Screen Space Reflections?
  4. Flares? Bloom? Lens dirt?
keen jay
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Personally... Bloom for sure. I would try a bit of fog.

inland star
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  • bloom + some lens dirt
  • some very light fog
  • ambient occlusion
  • lens flare
  • screenspace reflection
  • maybe some chromatic aberration
  • possibly a reflection probe or two for when ssr fails
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probably some ssgi or raytraced gi as well

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but if it doesn’t need to be dynamic then do some baking with enlighten or the new probes

keen warren
inland star
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if only unity had a half-decent non-performance-annihilating realtime gi solution 😔

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Unity as a company seem stuck on baked systems, and everyone on the asset store seems addicted to old voxel-based (but definitely realtime!) systems

wraith blaze
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Im using h-trace which is realtime gi

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Still in the early stages tho

mellow condor
mellow condor
wraith blaze
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U mean the emissive correct?

mellow condor
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do you think that's an emitting light back there?

wraith blaze
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No thats baked gi i think

mellow condor
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yeah

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it's funny because you'd only see the bounced gi in these shadows on a spaceship if the sun was behind the ship, like it is here

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and you can't "see" those illuminated surfaces facing the sun

wraith blaze
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Tue

mellow condor
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i have no idea what i am talking about though

wraith blaze
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True

mellow condor
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maybe it Just Works

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@keen warren i think you should rig something with an ambient occlusion map. i think you can fake something like this with shadows + illumination based on the AO

wraith blaze
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But ye h-trace works alongside unitys screenspace gi so it has limitations at the moment

mellow condor
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hmm

wraith blaze
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There we go

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This is the look i got with htrace

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Still need to tweak alot of stuff

keen warren
mellow condor
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lol

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uh

keen warren
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Thank you! I'll look into it.

keen warren
mellow condor
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this predates stable diffusion blah blah

granite marsh
# waxen lantern sounds like either the root of problem is with something other than anti-aliasin...

it would be with pleasure but i'm under NDA.
What i can tell, it is a circular carousel on which a series of bottles of a certain brand of spirits are paraded at a sustained speed.
I suspect that beyond the aliasing it's a problem of too sustained scrolling that causes cinetosis in sensitive people.
The framerate is stable and capped at 60+.
I added a test pattern on the screen and blurred the background via Dof in PP. I'll share the build with the client and see what it says.

keen warren
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This is our test scene right now. We are looking for ways to improve it. There will be more stuff on it eventually.

keen warren
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(the game is rogue-like TBS)

mellow condor
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are you familiar with Nexus: Jupiter Incident?

keen warren
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Yup

mellow condor
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is your goal to make something that looks more 2001 space odyssey like that reference?

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the biggest difference is the camera angle

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in 2001 they were also literally small props

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they made those props look huge with supertelephoto lenses

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that will have the single biggest impact on improving the sense of scale. then lighting/levels

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it might be impractical from a gameplay point of view to change the camera

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which is why this is so hard

keen warren
waxen lantern
mellow condor
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the ship would look so small with a wide angle

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unless there is gameplay significance to the planet in the background, you might as well work in a more naturalistic scale

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there are lots of angles where asteroid fields will look good

keen warren
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From a gameplay standpoint, the planet is irrelevant, but we are a bit worried that the scene will look empty without it.

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But we'll try to experiment with the camera angle, maybe we'll find a good balance.

dawn sorrel
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How to draw grass in HDRP

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has anyone figured out?

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or we just making space games cuz grass is a big no?

floral oar
steel meteor
# dawn sorrel How to draw grass in HDRP

What do you mean by "draw" grass? Is this what you want to do?
https://www.youtube.com/watch?v=8VRVWSlVuDQ&ab_channel=Unity

The Unity Terrain - HDRP Demo Scene was created in Unity 2021.2 with High Definition Render Pipeline. Experience the latest improvements to Unity's 2021.2 Terrain authoring workflows, SpeedTree integration, and High Definition Render Pipeline to help you form and populate real-time organic worlds. The included assets from the package are fully c...

▶ Play video
echo willow
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Hi there, I am just testing out the HDRP render pipeline and my GPU is always at around 100% in scene view. even when Im not navigating the scene. Is this normal? thanks.

loud leaf
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When using OpenXR Mock, I noticed LaunchIndex.z and unity_StereoEyeIndex are always 0. Is this expected? (this is in RayTracingIndirectDiffuse.hlsl)

dawn sorrel
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but with billboards , not a mesh

steel meteor
dawn sorrel
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the thing is the detail shader is not supported by HDRP and detail shader is used by grass in terrain tools

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so im kinda confused

loud leaf
summer glacier
hollow stream
vague canopy
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Is there a way to convert an existing skybox to HDRP? Because I had really cool looking skyboxes, but they got messed up when I switched to HDRP. My lighting seems to be messed up as well. How should I go about fixing that? Here's how it used to look, and here's how it looks after HDRP messed it up.

worthy escarp
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Okay. So, I'm trying to make a night sky for my private game, but for some reason, the sky is too much lit and the moon's flare won't go away. How do I fix this?

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I have my moon light at 5000 lux, but going down, I can't see the ground anymore. Here's a before and after when decreasing the moonlight's lux.

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I set the lux to 2000 in the second picture.

wraith blaze
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Did u change the exposurr value?

eternal laurel
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Moonlight is around 1-2 lux not 2000

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You should adjust your exposure settings

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Then again night scenes are actually faked mostly. I think we do about 100 200 lux, fiddle with the exposure and slap on a bluish color correction to make that cinematic night feel

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With a aces correct lut ofc

summer glacier
echo willow
eternal laurel
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Whats the complexity of the scene ?

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But it most certanly should not be at 100%

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Is the gpu doing things with unity closed? Are your drivers up to date?

night depot
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Any idea how to enable enlighten lightmapper?

dawn sorrel
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can I disable hdri sky box ambient light?

summer glacier
# night depot Any idea how to enable enlighten lightmapper?

enlighten baked lighting is deprecated (realtime gi enlighten is still there though, but the enlighten lightmapper for baked lighting has been deprecated) forgot which version, possibly starting with 2022.2
It's possible to enable it (in the future though it will be entirely removed), somewhere in the settings I think. There's a blog or post about it on the forums, will tell you how to enable it. Not recommended though.

dawn sorrel
harsh basalt
dawn sorrel
harsh basalt
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That's what real world and a high quality render should be

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Because of the IBL, there is no way to use the skybox and have a different environment lighting

dawn sorrel
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oh

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ok

vague canopy
summer glacier
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for correct lighting make sure the enviroment tab, found in the lighting panel is also assigned to a volume with the same HDRI, and switch it to HDRI

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if you want baked lighting, otherwise you can just set your visual env to dynamic

hasty epoch
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with a shader graph is it possible to make the time node work out of runtime and in the scene view? thanks

outer carbon
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@idle thicket This is an English only discord

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Also, there's no off topic here

floral oar
dawn sorrel
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Anyone’s game in play mode (in editor)
Lags like hell with Lights or shadows?

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At this point it doesn’t matter with VSync, aspect ration nothing

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Profiler just shows Scripts and Other

(I don’t have any scripts in the scene)

dusty maple
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Hey folks, anyone having troubles with additive my loading two scenes, each with its set of light probes (merging using tetrahedralize)? This works fine in built in renderer but not in HDRP it seems

ionic kindle
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Having a weird issue where the ambient light probe seems to just be ever present in all my objects in the scene, and is over-riding my light probes causing them to have no effect

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causing this kind of effect, where dynamic objects are just receiving skybox lighting

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also just realized it was partially affecting even my baked lighting on objects

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really bugging me since it's basically destroying the realism of the lighting setup I'm trying to go for

mystic shale
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Hi, can someone assist here.. I am using Unity 2021.3.16f1 and in a HDRF project created the tree from the add gameobect from 3D in hierarchy.. why does the bark still show pink regardless of what I choose in the shader options of HDRP Nature

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this has been baffling me and cant figure out... dont the speedtree shader work with hdrp? am I supposed to rely on assets creatd by others?

ionic kindle
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I had a tackle with speedtree in hdrp last year, it was the 2020 lts version but back then speedtree wasn't compatible I believe

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Don't know if it's compatible now

mystic shale
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hmm okay... any videos on yotube ask to download an asset of nature pack and create I am a sucker for downloadign assets and want to ccreate my own trees... stuck here

ionic kindle
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So far hdrp has been a rough learning experience for me, due to things just not seeming to work straightforwardly. With very little or conflicting documentation

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Like my lighting problems aforementioned

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Looking online, their light probes just work. Mine, not so lucky ha

mystic shale
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hmm okay.. ill stick to URP , hope the trees and grass work fine in it..

ionic kindle
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We used speedstree in URP, worked fine there for us

mystic shale
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Alright thanks mate!

summer glacier
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go to your lighting tab > environment > make sure it's assigned to a volume with your HDRI sky, or physical sky. Then choose what sky to use from that global volume in your environment.

After that, you have to make sure visual environment override is set to static so you can bake lighting.
Finally bake lighting, after that use reflection probes to cover your environment and bake them to get correct lighting, otherwise specular light leaking will be everywhere and it'll look flat, and not as dark as it should be.

ionic kindle
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objects ignoring light probes, and getting lit by sky lighting

ionic kindle
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in fact now I have a weird issue where this shadow isn't proper

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it's being cast through the red building on the right

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looks strange

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and now everything feels too bright and over-exposed

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weird, it's like the inverse of what should be happening

summer glacier
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Do you have a reflection probe? Are your objects marked as static so reflection probes can effect them?

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also check your exposure override.

ionic kindle
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There is a reflection probe yes

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but these are dynamic objects

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the buildings are static

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the trash can and bags are dynamic

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hence why I need light probes

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but the light probes are just straight up not working at all

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no influence on their lighting

ionic kindle
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I only see expose compensation on the physically based sky

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is that what I'm looking for

summer glacier
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you can add an exposure override to your global volume.

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HDRP also has one set by default in global settings.

ionic kindle
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yeah I have that already set up

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it's pretty free to go wherever it needs to go so I don't see that as being an issue

summer glacier
#

You can change the exposure to get desired lighting, but HDRP lighting is slightly complex, if you don't understand how exposure and lighting work in HDRP, you should watch this: https://www.youtube.com/watch?v=OXCB-LKCK_Y

Let's take a look at how we can set up Environment Lighting in Unity, using the High Definition Render Pipeline, or HDRP for short!

Learn more about Volumes and Volume Overrides: https://on.unity.com/2L8dHef
Learn more about Environment Lighting in HDRP: https://on.unity.com/35HWYrv

▶ Play video
ionic kindle
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I remember watching this, been following its principles

summer glacier
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It's not that simple, it can under expose or over expose, when it's something you don't want. All based on your lighting intensity, and sky as well.

ionic kindle
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it's frustrating that realistic lighting values don't actually produce realistic lighting in hdrp

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if I use a real sun temperature value and intensity, things are too orange and over exposed

summer glacier
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Light probe also don't have per pixel lighting, they light an object with one flat value, so it doesn't look as detailed as lightmaps for example. HDRP's new probe lighting system has per-pixel lighting, which does a much better job. It's in starting with 2022.2, enabled from settings.

ionic kindle
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we're in 2021

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sadly

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reflection probe is in the right spot too

summer glacier
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can you try adding indirect light override, and turning reflection lighting (or something similar) to 0.

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Not sure that's the exact name, but it's something similar.

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how does it look then?

ionic kindle
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remove the specular lighting but also makes all the dynamic objects pitch black

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also is common to have to turn lightmap exposure down a lot when viewing baked lightmaps

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mine are always blown out

summer glacier
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are you sure your sky is set to static and is being baked?

ionic kindle
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I had it set to that earlier but reverted just now since it looked off

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I'll retry

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turning it to static disables my clouds though

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which is strange

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disabling local clouds fixes that though, interestingly

summer glacier
#

global volume has to have a visual env override set to static. Add your desired sky.
Then create a volume in your asset browser, don't add it to your hierarchy, and add your desired sky (HDRI, physical, whatever) -- after that go to window > rendering > lighting, switch to Environment, drag the volume in your asset browser to "profile", then set Static Lighting Sky to the sky used in said volume.

ionic kindle
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wdym don't add it to hierarchy

summer glacier
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With this setup, your hierarchy global volume affects the look of your sky, but the lighting comes from your asset browser volume.

ionic kindle
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I thought the point of global volumes was to be in-hierarchy to add overrides

summer glacier
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Do the above if you want to baked sky lighting

ionic kindle
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at the moment I've got a basic over-arching hdrp volume that is the default settings. Then because I'm trying to figure out improvements to that my scene has its own volume, where I'm just over-riding all the stuff I need to

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including changing the sky

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are you saying I should disable all the sky stuff in my scene volume? and add it to another volume that isn't in the scene but is stored in the lighting environment tab?

summer glacier
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You can just disable default global settings post process and only use your global volume.

summer glacier
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just disable the overrides in global settings

ionic kindle
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I've had to modify the global one to get it looking more universal

silk thistle
#

hey there my pictures is getting crushed color wise on the game view, but i can't figure out why, it's an HDRP scene, looks fine in scene view jsut game view it's like it only gets half the colors

ionic kindle
#

didn't know you could just turn it off with a setting somewhere

weary fog
weary fog
#

Reflection probes I guess in unity

summer glacier
#

reflection probes

ionic kindle
#

also they aren't receiving any light probe data at all

#

and yes

#

I have reflection probes

#

but they don't even seem to be working

#

it's so strange

summer glacier
#

Not just light probes, even unity's lightmaps need reflection probes. Unity doesn't bake specular lighting so your forced to cover your world with reflection probes, not a fun process

ionic kindle
#

I have a reflection probe in this scene

#

it's all set up

summer glacier
#

did you bake it?

ionic kindle
#

I mean they get baked when I bake the lighting but yes

#

I have manually baked as well

weary fog
#

A as in singular? Because you need a ton

ionic kindle
#

that I am worried about at the moment

summer glacier
#

can you show me your reflection probe and it's placement

ionic kindle
#

tried rebaking the lighting with the indirect reflection thing in the volume turned off

#

and some other settings changed like static clouds and visual environment

#

dynamic objects are still completely black

#

and there's the reflection probe

silk thistle
ionic kindle
summer glacier
#

turn indirect ref back to 1

#

does disabling and enabling the ref probe affect the trash assets?

ionic kindle
#

yes

#

but the specular outline is still there

summer glacier
#

do you have Influence volume enabled in your ref probe?

ionic kindle
#

nope

summer glacier
#

try it

ionic kindle
summer glacier
#

also if it doesn't help, try placing another reflection probe near the trash assets covering it

ionic kindle
#

looks much better, turned on distance based roughness too

#

gah this is driving me insane

#

just noticed dynamic objects aren't leaving shadows now either

#

the bins are looking better though

#

from a distance especially, the no longer have that uncanny glow

#

but why do my dynamic objects not cast shadows?

#

for some reason it baked the shadows on this dynamic object too despite not being marked as static or a static shadow caster

#

oh apparently i had to set shadow map to everyframe, but isn't that expensive?

#

this pipeline man 🥹

loud leaf
#

Didn't they introduce something like mixed cached shadowmaps for that? I haven't touched shadows in a long time 😄

weary fog
#

Well if you want your shadows to be real time they kinda have to be updated every frame

ionic kindle
weary fog
#

You can set some stuff to mixed cached, haven't dug too much into that

ionic kindle
#

instead of it just being a lighting thing

#

no idea how hdrp works when it comes to the nitty gritty since it's so esoteric and badly documented haha

weary fog
#

The shadow map is just the technical term

#

It just means your dynamic shadows in this case

ionic kindle
#

missing my ability to rip open things and edit them like in URP

#

like getting the lighting information for a shader

summer glacier
#

You can cache shadows for all static objects. This will save a lot of performance, especially for shadows from point lights.

With HDRP, you can do cached shadows for static objects, while retaining every-frame shadows but only for dynamic shadows. This way you get accurate shadows for dynamic objects, and better performance since static object shadows will be cached.

#

Go to your light and set your light shadow update mode to on enabled, or on demand. If you want it to still update dynamic objects every-frame, you can then tick "always draw dynamic".

#

Notice that caching is mostly meant for lights such as point/spot/area. Directional is a bit more tricky.

ionic kindle
#

ok but how can I get my light probes to work

#

I've figured out the shadows I believe

#

but this white sphere isn't being coloured like the light probes indicate it should be

#

oh what the hell that's just strange

#

if I view it from certain angles it goes correct

ionic kindle
#

@summer glacier any idea?

mellow condor
mellow condor
# ionic kindle on

this is a poorly-placed reflection probe, possibly. the little test balls are quite bright

mellow condor
mellow condor
#

i experience many probe culling errors

#

in hdrp

ionic kindle
#

any suggestions to fix?

#

been bugging me all day lmao

mellow condor
#

just to confirm you are not using weird materials right?

ionic kindle
#

wdym weird materials

mellow condor
#

you are not trying to author the material for the ball yourself

ionic kindle
#

the ball material is a base material

#

just a simple white material using base shader

#

the other materials in the scene are a custom shader mostly though

mellow condor
#

do you mean the HDRP/Lit

#

hmm

ionic kindle
#

but the issue is agnostic of that, affects both

mellow condor
#

when you say custom shader

#

something you made in shader graph?

ionic kindle
#

affects both hdrp/lit and my own shader

#

yes

#

but the ball is hdrp/lit

#

and is affected

mellow condor
# ionic kindle the ball material is a base material

okay this is the patch i made

diff --git a/Packages/com.unity.render-pipelines.high-definition@12.1.7/Runtime/RenderPipeline/HDRenderPipeline.cs b/Packages/com.unity.render-pipelines.high-definition@12.1.7/Runtime/RenderPipeline/HDRenderPipeline.cs
index 34918678..6997fe2e 100644
--- a/Packages/com.unity.render-pipelines.high-definition@12.1.7/Runtime/RenderPipeline/HDRenderPipeline.cs
+++ b/Packages/com.unity.render-pipelines.high-definition@12.1.7/Runtime/RenderPipeline/HDRenderPipeline.cs
@@ -1334,6 +1334,14 @@ namespace UnityEngine.Rendering.HighDefinition
 
                     hdCamera.RequestDynamicResolution(cameraRequestedDynamicRes, dynResHandler);
 
+                    // Force add all the HDProbes
+                    var allProbes = GameObject.FindObjectsOfType<HDProbe>();
+                    cullingResults.hdProbeCullingResults.Reset();
+                    foreach (var probe in allProbes)
+                    {
+                        cullingResults.hdProbeCullingResults.AddProbe(probe);
+                    }
+                    
                     // Add render request
                     var request = new RenderRequest
                     {
#

in other words, duplicate your hdrp package to make it editable, and then add the following lines to HDRenderPipeline.cs at line 1336:

// Force add all the HDProbes
                     var allProbes = GameObject.FindObjectsOfType<HDProbe>();
                     cullingResults.hdProbeCullingResults.Reset();
                     foreach (var probe in allProbes)
                     {
                         cullingResults.hdProbeCullingResults.AddProbe(probe);
                     }
#

this will negatively impact performance

#

you should be using source control too

#

before you do this

ionic kindle
#

what is this

mellow condor
#

hmm

#

okay let's start with something more basic

#

does this issue where the appearance depend significantly on the camera view

#

reproduce in your standalone build

#

or only in editor?

ionic kindle
#

not built it yet, but in the editor nothing is being affected by light probes unless I look at them from very specific angles/distances

mellow condor
#

do you have both your scene and game view visible in the editor at the same time?

ionic kindle
#

nope

mellow condor
#

okay

ionic kindle
#

but I have tried looking at the objects in both

mellow condor
#

try a build

ionic kindle
#

not sure if it can really be that simple ha

#

I'm not the one in charge of builds and I'm not sure what would get messed up if I tried to set up a build

mellow condor
#

hmm

#

well my culling issues only reproduced in the standalone playe

ionic kindle
#

only in editor?

spiral igloo
#

Hello folks!

#

What is the limit of a realistic VR experience on mobile? Do you have any video or game that you can recommend and say "This is the limit of a mobile vr device can offer for now"

#

What happens if I created virtual machines in the cloud with our game working on, and calculating everything, sending it back to the goggles simultaneously?

#

I know it would be costly but any other downsides of doing so?

shrewd moon
# spiral igloo What is the limit of a realistic VR experience on mobile? Do you have any video ...

I imagine this would be really hard to procure, because there's many different kinds of hardware, as far as I know, and each different kind of scene has its own costs and limitations
A cramped indoor scene may have less things to render so you can make them more detailed, as opposed to an outdoors scene with forests and waterfalls for example
Furthermore how much performance you can squeeze out depends on your graphics engineering skills
HDRP is historically not a feasible option for either VR or mobile hardware at all, but those evolve fast and there's a lot of specific optimizations you can do if you know how

shrewd moon
spiral igloo
#

Thank you so much. It gave me another perspective.

ionic kindle
#

still having a weird issue with light probes not affecting dynamic objects, except when viewed from certain angles

#

tried rebaking, changing settings on the mesh renderers, etc

shrewd moon
#

@ionic kindle Post only to one relevant channel at a time, please

ionic kindle
shrewd moon
#

At least those usually seem to be the cause for odd and unique problems

ionic kindle
#

but yeah we've been on the same version of unity, always in hdrp

#

it's just exceedingly frustrating since there is no good documentation of this

shrewd moon
#

From what I've heard and can find, the angle-dependent probe problem seems to be a pretty unique case
I would try to poke at it and try to reproduce it, or to isolate it into a test scene
If you can force it to happen you could test if upgrading the editor has a positive impact on it
Also, see if it happens in build if you haven't already

ionic kindle
#

any videos on light probes are from adjacent unity versions, or don't show anything in detail

#

upgrading the editor?

#

I've also tried using probe volumes but there's no way to preview them to see if they're working

#

feels like I'm just in the weird half-complete version of hdrp as opposed to the 2022 version :/

wooden fractal
#

Can somebody tell me why the outline of the play and optionsbutton is grey (The Image is white)

shrewd moon
ionic kindle
#

there's technically realtime raytracing, but no denoiser and terrible performance, technically probe volumes but no way to preview

#

in my version

shrewd moon
#

"preview"?

ionic kindle
#

everything I've seen of light probe volumes shows a bunch of probes

#

like normal light probes

#

but just generated

#

with all the subdivision levels and such

#

but in my version that doesn't appear to exist, it just asks if I want to subdivide but there are not gizmos for the probe volume, no previewing of the light probes it generates

#

it's just strange

ionic kindle
#

since that's all I've heard of

shrewd moon
#

APV is the brand new system

#

Which might not be finished yet?

ionic kindle
#

any inkling of an idea on how I could fix the light probes then? Can't find anything on it online, scoured everywhere

shrewd moon
ionic kindle
#

Nope, currently using hand placed light probes because the probe volumes aren't working

#

and the hand placed ones also, aren't working

#

also upgrading versions is not viable

#

or possible, really

#

as the uni is basically forcing us to stay on 2021 LTS

shrewd moon
ionic kindle
shrewd moon
#

Can you get them working in a copy of the scene? In a fresh scene? In a fresh HDRP project? In a built-in project?

ionic kindle
#

it's more about reproducing when it DOES work, which is when I view things from certain angles

shrewd moon
#

The angles aren't the problem
It's not supposed to break at all

ionic kindle
#

yup

fierce ridge
#

is there any third party ssr packages or anything

#

im unimpressed with unity's ssr

summer glacier
#

No, not for HDRP unfortunately.

full lotus
#

hello, someone know if it's possible use Quest Pro passtrough with HDRP Unity project?

long scarab
full lotus
scarlet hull
#

If it is possible to send the passthrough over from the quest to the PC, why not, else the link/airlink is for VR only

fallow owl
#

hi, im having trouble with the look and quality of the shadows in my scene. They not only appear low quality but also have a flickering effect as seen in the video. I'm really not sure what this is as I'm pre new to HDRP, any suggestions?

summer glacier
#

also for the banding you can enable Dithering in your camera inspector, then press play and go in-game. Should help with it

fallow owl
#

nah the light is static, however whenever i move move the camera the shadow flickers, idk if its something to do with the shadow rendering in or not

summer glacier
#

that's weird, you can check your shadow filtering quality in your active HDRP, try medium/high, although that shouldn't have anything to do with moving shadows, sometimes slight flickering if you're using high shadow filtering with low settings and no TAA, but not this much

fallow owl
#

looks like I've found a fairly good fix. I upped the light atlas resolution to the max, not sure how it'll affect performance but the flickering has gone down and is mostly unnoticeable.

floral oar
#

@fallow owl the shadow filtering is a bit bugged. That fix is not going to solve it completely so change it to Med in your HDRP shadow settings.

orchid moon
#

Hey guys, I downloaded project from gitlab, but all I see upon opening is a grey scene. Any idea what could be the issue ?

shrewd moon
long scarab
full lotus
long scarab
#

And are you also able to use the "scene model" aka Room setup?

full lotus
long scarab
# full lotus Didn't try

does not look like, just found a reddit thread. it says only 3d pass through is working, no extra data.

full lotus
#

Try yourself and u will see it will work. HDRP project, Scene with only the OVR Rig Hand Track, enable passtrough on your Quest Pro, tether your device to PC then build and run. It works

dawn sorrel
#

Anyone here using HDRP for XR have advice or reflections on whether HDRP has been worth it or if they should've stayed with built-in or gone with URP?
Got a research project and been using built-in... but now looking to use VFX graph and so trying to figure out the path forward. Ideally would like to maintain highest fidelity but seems that rules out major platforms like Oculus (but they lack high end headsets anyway)... Otherwise have to run 2 different projects for the same simulation... weird design from unity

warm radish
#

The hdrp and urp I described here is my experience, not that of an expert

eternal laurel
idle girder
#

I am using HDRP and i am getting frustrated with unity, i have some SERIOUS performance problems for (as far as i can tell) absolutely no reason, i am getting MASSIVE vsync delays when i build the game (not in play mode) and sometimes, completely randomly and seemingly out of nowhere they go away and i hit normal framerates, i am 100% not GPU bound (even tho taskmanager etc say GPU is at 100%) because 1: i have seen higher framerates appear randomly, 2: GPU is only drawing about 110Watts of power, which isnt even half of what it can draw 3: lowering the resolution doesnt do anything for the framerate
I am also 99% certain Vsync is off and target application of at ~165fps
if someone can help me find out the issue here it'd be greatly appreciated

#

with Vsync turned on, exact same latency, but WaitForTargetFps appears

loud leaf
#

I have been "inactive" in that area for about a year, I come back today and absolutely EVERYTHING is broken, nothing gets tested I swear to god.

#

I spent a lot of time testing and reporting bugs in 2021, here we go again.

#

I'm almost tempted to just swap everything to a 2021 HDRP fork facepalm

#

(since getting things through QA -> backlog -> PR -> in engine takes actual months)

#

Now that they've closed off the repository for us I can't easily see what PR broke it either.

#

What a shit show

long scarab
# loud leaf What a shit show

We are using HDRP with VR in production (2021.3.9). What issues did you face exactly? Only bigger issue we have are known issues with dynamic resolution.

#

Have not tested later versions, as 2021.3.10+ instantly crashed due to other bugs introduced (non VR specific)

loud leaf
#

Yeah, since he was talking about reflections / highest fidelity, I'm also interested in this area, so far I can see that:

  • DLSS flickers like crazy
  • RTGI/RTR display wrong contrast or something (I can't think of a reason why this is happening, very weird issue)
  • Some CameraRelativeXR issue, difference between left/right eye, this is on unmodified HDRP
#

Also, performance is really bad, this wasn't the case in the 2021

#

(I also have the 2021 project standalone here)

long scarab
#

Hm, DLSS is working fine, albeit not really helping performance much, just doing better AA, but no flickering (using openVR / SteamVR)

#

performance does not seem to have changed much, we are using HDRP since 2020

#

left / right issues: I see this with SSAO

#

RTGI looks okay, but is much too slow anyways

loud leaf
#

I'm on 2023 + OpenXR, but now rolling back to 2022.1, 2021 is fine.

long scarab
#

oh, ok

#

that's bad. was hoping to update to 2023.1 as soon as it will be released

loud leaf
#

Me too, I spent a year studying ray tracing to hopefully apply that now, was going to check out if everything was still working ok before the release.

long scarab
#

i tried 2023.1.25a in non VR, had like 5 crashes in the first 10 minutes, just created some material, nothing fancy. So I guess it is not really stable yet

loud leaf
#

Yeah I experienced the same, both VR and non-VR. I would be fine with sticking to LTS, I don't really need any new features, but Ray Tracing is out of experimental since 2023.1 so it's a hard pick for stability here (LTS with experimental Ray Tracing, or 2023.1 with non-experimental Ray Tracing). These issues could just be temporary, "alpha things", it's fine for things to break in alpha releases, but it is not listed in the "Known Issues" on the 2023.1 release notes so it feels like a bit of a gamble to look the other way and just wait, and possibly observe the same broken state in the upcoming release.

long scarab
#

I'll give 2022.2 HDRP / VR a try until 2023.1.x becomes more stable.

loud leaf
#

Yeah, I'm getting things ready right now, it's a bit of hassle to switch editors / report bugs for me since I'm on 20 mbit down / 2 mbit up ADSL. KEKW

#

ok, 2022.2 is broken, now downloading 2022.1

long scarab
loud leaf
#

The same list so DLSS too

loud leaf
#

The same issues are happening in 2022.1, I will try and narrow it down to the last working version and compare changes to hopefully make this easier for QA. 🫡

#

Just rebuilt the 2021.2 version I have here to make sure and it's definitely working fine.

long scarab
#

Tested VR on 2022.2; with TAUU, everything seems to work. RTGI still too slow (HDRP Sample scene on 3080 gives 12fps), the Raytracing quality level with TAUU gives 45 fps.

#

Did NOT manage to install DLSS. The "fix" button does nothing 😉

loud leaf
#

Have you also tried DLSS, and are you in single pass instanced mode?

#

(enable SPI in both the OpenXR settings, and in your HDRP asset)

#

Multi Pass is fine on every version for me

#

Hmm that's weird.

long scarab
#

I have SPI

loud leaf
#

In both active HDRP asset and XR settings?

#

Also, what is your OpenXR version?

long scarab
#

1.6.0

#

everything default, complete new project

#

just swithced off fog and stuff like lense flare, which does not work in VR

loud leaf
#

I'll try TAAU.

long scarab
#

I mean, it looks kind of bad, though 😉

#

Seems the XR resolution is low, have not checked this

#

lots of aliasing

#

even with TAAU

loud leaf
#

I can't find TAAU, was it available in 2022.1? 😅

long scarab
#

2022.2 I tried

loud leaf
#

The issues don't seem related to OpenXR so far (I kind of assumed this at one point), I swapped OpenXR from the last working version to one version up and it's still broken

#

Ok, I'll swap to that

long scarab
#

I was logged out from Unity, DLSS does install now

#

ok, this is a bit weird. need to do more testing. DLSS seems to run, but it's slow as always in Unity HDRP / VR , but defintitely can see the AA.

#

But now also TAAU is slow (after installing DLSS)

loud leaf
#

Well, if you're really in single pass instanced, that's good news, because then there must be some way to make this work. 😄

#

Wait, have you also tried standalone + on real device?

long scarab
#

I have SPI on both OpenXR settings and HDRP asset

loud leaf
#

Everything works in editor and mockhmd for me, it's the real devices that break after 2021.2

#

Bit of an important detail 😄

long scarab
#

you mean in build ?

loud leaf
#

yep

long scarab
#

Have not done a build yet, will try after I sorted out the performance incosistency with TAAU / DLSS

loud leaf
#

How are you testing now? MockHMD?

long scarab
#

Valve Index / STeamVR

#

works fine so far

loud leaf
#

Ah yeah, I think SteamVR performance is broken, there were a lot of reports on it a year ago but I never went into that rabbit hole. I think I created a bug report for some people but I don't know if a fix ever went through

#

(SteamVR + HDRP that is)

long scarab
#

I'll also try Oculus to compare

loud leaf
#

I just tried 2022.2 with TAAU, SPI in editor and that works fine indeed.

#

Building standalone with the exact same settings now, I'll let you know how that goes

long scarab
#

restart Unity -> back to 45 fps with TAAU. Found also a bug (OpenXR backend is forgotten after restart of Editor, swithcing back to "system default")

loud leaf
#

Performance could be ray tracing related, my editors always get unusable after I've entered play mode like 3-4 times, that's when I usually restart. I'm so used to it already, I don't know if I have any report open for it

long scarab
#

ah, ok, after restart I also get 45fps+ with DLSS

#

so DLSS seems to work for me (on SteamVR backend)

loud leaf
#

Ok, so, for me TAAU works fine in standalone, DLSS flickers like crazy.

long scarab
#

no issues on DLSS. will do a build and test

#

no RTGI, though

#

just the standard raytracing profile

loud leaf
#

Hmm does that not have RTGI? I haven't used those profiles

long scarab
#

no, there is a separate profile, will test this, too

loud leaf
#

I'm trying a bunch of different DLSS settings now. I know there used to be a few bugs in those settings so maybe one of them is causing this.

#

It's funny that Ultra Performance is still broken in 2023.1 KEKW

#

I think they made a typo or something

long scarab
#

yes, one is going to 100% resolution 😉

loud leaf
#

Everyone has just gotten used to it lol

long scarab
#

so RTGI also works, but 10-12 fps with DLSS

loud leaf
#

Hmm

long scarab
#

maybe your issues are project realted? Saw strange things after major Untiy upgrades, e.g. reflection probes not working correctly, needed to delete them from scene and reinsert in order to make them work with APV

loud leaf
#

I have it in both older and newer project :/

#

They are just test projects, the old HDRP example scene, with RTGI, DLSS, and official HDRP (so no sideloading of packages)

#

Is there any chance you can try this with OpenXR?

#

(I'm pretty sure SteamVR + HDRP DLSS is broken when it comes to performance, I have seen this before)

long scarab
#

it's OpenXR with SteamVR backend

loud leaf
#

Ah like that, yeah.

#

Did you also try OpenXR + Oculus backend?

long scarab
#

I get 25fps with RTGI if I swotch DLSS to "after post process"

#

this is a huge gain, and a new option in 2022.2

#

I'll try oculus next

#

all in Editor still

loud leaf
#

For me

RTGI + DLSS + OpenXR with Oculus backend in single pass instanced, is definitely broken in standalone, but fine in editor

long scarab
#

and looks beautiful, only the edge of the shadows are jagged in the room with the glass thingie

loud leaf
#

I don't know if it's related to RTGI, but mentioned it in that list just in case

long scarab
#

I'll do a build with RTGI and test (SteamVR backend first). Seems that it is by design that Unity forgets the OpenXR backend after restart, found it in docs. Good idea (not).

loud leaf
#

I'm now going all the way back to 2023 alpha, switching to TAAU and see how many of the issues will disappear. Maybe it's all coming from the same root cause

long scarab
#

first time I tried raytracing, still buggy in 2022.2. But there it's still experimental. Now it just "forgot" the directional light.

loud leaf
#

lol

#

So, the test project runs in 2023 standalone with TAAU (I haven't paid attention to the other issues yet), but the performance is way worse than the exact same project in 2022 standalone with TAAU.

So much for all these recent DX12 improvements and DX12 out of preview KEKW

long scarab
#

lol.

loud leaf
#

I'll make a big list and see what I can report today, I really hope to get HDRP DXR VR back on par with the state it was in summer 2021 (or better)

long scarab
#

in 2022.2 it looks okayish

#

waiting for the build. but 30fps with RTGI on DLSS after another restart (in Editor). I might have turned of SSR, though, need to check once build is done

loud leaf
#

Yeah that memory leak sucks

long scarab
#

build does not start in VR 😉

loud leaf
#

:/

long scarab
#

afair DX 12 was not supported by SteamVR, not sure if this changed

#

but in Editor it did run

loud leaf
#

Ah

long scarab
#

will try buld with system default backend

#

test with build using system default: 2x crashed, then it started on Oculus, but a flickering slide show, completely broken

loud leaf
#

yeah, that

#

I will do some bug reports today. Thanks for helping me test this and finding out that TAAU works in standalone, now I can at least continue development. 👍

#

Colors in 2023 standalone are still very different than in 2023 editor for me, but that's another rabbit hole 😄

long scarab
#

BTW getting 50fps with RTGI on Oculus (no SteamVR). 35-40 fps if I enable SSR.

loud leaf
#

How did you fix it?

long scarab
#

That gets in the Realm of being usable

#

in Editor

loud leaf
#

(the flickering slideshow)

#

Ah yeah

#

Not sure what's going on here

long scarab
#

I'll try if I can fiix the builds, if I find out anything, will report here

#

wow, this looks bad

loud leaf
#

Colors in editor

#

Colors in standalone

#

Not sure why (this is TAAU btw, so not related to the broken DLSS bug)

long scarab
#

seems some color grading post process not working in build. you shoudl check without post processing

#

So build issue on 2022.2 is RT related

loud leaf
#

Yeah I disabled it all now, still the same though, very weird

long scarab
#

without raytracing, it works ok

loud leaf
#

Hmm

#

RT works for me, but my issues are DLSS related 😄

long scarab
#

so DX12 + HDRP + VR works

loud leaf
#

yep

long scarab
#

ah, maybe I don't have DLSS on

#

let me check

#

yea, no DLSS on that build, will redo.

loud leaf
#

The color issue doesn't seem related to post processing, color grading space / lens attenuation mode or quality setts (I only have a single hdrp asset)

#

I've also removed all baked lighting & directional light, maybe it's ray tracing related, I'll check

#

I do remember a ray tracing issue that incorrectly handled the visual environment in standalone builds.. I just assumed it was an alpha release issue back then and never paid attention to it again.. it was like a year ago.

#

Well, this doesn't help 😄

#

Every time you try report a bug you find 10 new bugs

#

I'm going to take a break from this 👍

long scarab
#

can confirm that the issue is DLSS

#

so DLSS / HDRP / VR = completely broken in build, as you mentioned before.

loud leaf
#

yep

long scarab
#

The good news is that RT + DX12 works in VR

#

and would be performant, if DLSS would work too outside Editor 😉

#

Did you do a bug report on that one ?

loud leaf
#

So:

  • HDRP VR : DLSS is broken in standalone build (screen flicker)
  • HDRP VR : standalone colors do not match editor colors (just confirmed this is not related to dynamic resolution)
  • Ray tracing projects get slower after every time you enter play mode, requiring an editor restart every few times, this can also be toggled by turning the "path tracing" volume component off and on a few times as far as I am aware
  • DLSS Ultra Performance mode either needs to be faster than Maximum Performance, or simply renamed to Ultra Quality mode
  • Some kind of camera relative / single pass instanced issue for RT shadows between left/right eye
#

No bug reports yet, will get to it asap.

long scarab
#

sounds good! can confirm all issues, have not tested RT in build yet re colors, will do with 2022.2 + TAAU

loud leaf
#

Thanks a lot nice

shrewd moon
#

You can make a thread if it seems like the topic will take a lot of space

long scarab
#

guess we are done 😉

long scarab
#

So

nova raft
#

custom pass + taa procudes crazy ghosting artifacts

nova raft
# nova raft

Changing injection point to "After Post Process" gets rid of the ghosting but the Viewmodel doesn't get any anti-aliasing, also introduces weird shakings instead (probably due to TAA)

#

I assume the problem is Viewmodel getting drawn way before TAA kicks in?

#

I also set the "ViewModel" meshRenderers' as this

untold rapids
# loud leaf Now that they've closed off the repository for us I can't easily see what PR bro...

HDRP is still available in the https://github.com/Unity-Technologies/Graphics as usual and you can grab a local copy like how you've always been able to. The PR's are fully mirrored in the public repo.

GitHub

Unity Graphics - Including Scriptable Render Pipeline - GitHub - Unity-Technologies/Graphics: Unity Graphics - Including Scriptable Render Pipeline

loud leaf
#

Yeah I mean that they're usually like 10 PR's squashed into a single commit with no descriptions & comments

#

Usually I would just go to the PR tab and search for "DLSS", and read what has been happening, and it would be easy to spot where things could have gone wrong. But the bug reports are sent so hopefully QA can reproduce them so they can get picked up for 2023.x

untold rapids
loud leaf
#

Like I said, PR's, descriptions and comments are gone, so there's no way I'm going to scroll through that all.

untold rapids
#

Yeah. Internal work on a custom branch. That indeed can be a change so you don't necessarily see the development branches anymore which is a shame and indeed can be annoying for bisecting errors etc.

loud leaf
#

Well, now is the time we'll find out how much this has really improved the time between a bug report and the fix landing on the user side. Before this massive setback, it was about 2-3 weeks between a ray tracing bug report and me being able to grab the updated code from git.

summer glacier
# idle girder I am using HDRP and i am getting frustrated with unity, i have some SERIOUS perf...

Why are you guessing if you are GPU bound or not? Unity's profiler has a GPU module, enable it and see how long it takes. Your frustum view matters, so performance changes based on your camera's location and view.

Do setTargetFrameRate (forgot it's exact syntax, you can find it in docs), set it to a high number (400-500), and place the script in your hierarchy, doesn't matter what it's attached to as long as it loads.

Wait for presentation & wait for signal usually means you're GPU bottlenecked.
Remember, if you're GPU Bottlenecked, the CPU will always be higher as it'll have to wait for the GPU to finish, and that time is added to your CPU, usually you can tell as it's called things like "Wait For Signal, or wait for presentation" Also, don't use timeline mode to view your profiler metrics, use hierarchy, much better. And if your GPU is at 100%, also usually means it's your bottleneck.

GPU profiler performance metrics are accurate in editor and build, it doesn't have editor overhead.
Unlike CPU performance, which will be slower in editor compared to a build. For correct CPU performance, create a build with dev mode enabled and auto connect profiler. GPU profiler will not work in a build unless you disable graphic jobs (in project settings > player)

#

If you're on DX12, you might want to switch to DX11 for HDRP. Unity's DX12 implementation currently suffers with compute, which is used everywhere by HDRP, so you'll have worse GPU performance with DX12.

opaque swallow
#

Hi all, Unity beginner here. I'm working on a project where I need to randomly generate areas that look like they're peeled on a cucumber. To do this I intend to use a shader that takes in a skin texture, a flesh texture, and a randomly generated mask that will blend the two textures making the cucumber look peeled.

However, in addition to this I also need to make a new surface over each peeled section. Do you guys know how to do this at runtime? I think I'm asking how to make a mesh for each continuous peeled section on the cucumber which will have a transparent material. Please let me know if my question doesn't make sense, I'm new and don't know what I don't know including the jargon

Lastly I had no idea where to post this question so please point me in the write direction. I'm using HDRP which is the only reason I'm posting here

untold rapids
idle girder
untold rapids
# idle girder thanks, using 2022.1.18.f1 currently

DX12 came out of experimental in 2022.2. I recommend upgrading to that. The 22.1 version has whatnot weird syncpoints here and there which once removed were a big perf improvement. Especially the interaction of those with graphics jobs were a painpoint. But as you are GPU bound (from engine perspective that's GPU bound as it waits for it) it shouldn't affect that part.

loud leaf
#

Hey sharpneli, since you're here, do we always need to pass -force-gfx-jobs split for split graphics jobs or is it enabled by default?

#

Been trying to test it out in 2023.1.0a26 DX12 (Editor), but no luck.

#

Passing the command line argument seems required, but it does work.

untold rapids
loud leaf
#

Thanks, that makes sense 👍

untold rapids
#

It will become default in Editor too but that requires us to finish fixing some really hairy edgecases related to shader compilation triggering from worker threads etc. It likely works now but you might encounter some issues

untold rapids
# loud leaf

I just realized. The graphicsJobMode is still native there. The enum is not in the GraphicsJobMode enum! Time to file a bug and get that done. Thanks for making us realize :D. Split jobs definitely should appear there.

loud leaf
#

I was wondering that 😄

nova raft
#

do custom passes not receive motion vectors at all?

#

I got a gun model being rendered on top of everything thanks to custom passes

#

enabling TAA causes crazy ghosting artifacts

#

this doesn't happen when I don't use custom passes

#

and render the gun model normally with the camera

nova raft
silk thistle
#

Is there any real documentation on porting custom shaders to hdrp?

#

Having issues finding stuff thats not been deleted and isnt 4 or more years old

spark walrus
#

Hi everyone. I'm having a very strange problem, and I hope you can help. I switched to HDRP a little while ago and then switched back to default after it was causing more of a headache than I wanted to deal with. I've made more progress and wanted to build, but when I do I get that warning that there's no HDRP asset in graphics settings. However in the second picture you can see I'm not using HDRP, so I don't understand why it's looking for one. And then of course HDRP settings are still in the build settings on the left as you can see in that third picture. I was yelling at my computer because this makes no sense. I cannot find anywhere where Unity is told I'm using HDRP, but clearly it thinks I am. Anyone know how to tell it I'm using the default render pipeline?

#

And FYI they were right, the build took 30 minutes on a relatively small game before I decided to stop it

#

And the Quality section also shows it's using the default render pipeline

true zealot
spark walrus
spark walrus
nova spear
#

Hello, I am having an issue with HDRP, whenever I toggle "Sky Reflection" to off, the player in my scene start glowing as if emission was set to white

idle girder
#

this is what my performance looks like when i start the game

#

however, when i switch between high and ultra a few times, i randomly start to get this:

#

the second one is miles better and what i want, why does Unity dedicate that many resources to shadows when it obviously doesn't need to

untold rapids
left plaza
#

Does HDRP not support lookup textures??

idle girder
untold rapids
idle girder
#

Hoped so aswell, but this issue has been going on for too long and it's significantly hindering progress of the project, we can't really afford to spend much more time on solving it, but thanks for the help

steel meteor
eternal laurel
brazen knoll
#

hello everyone, i tried updating my game's render pipeline to hdrp and it ended up looking like this. how do i make it look like the sample scene?

ionic kindle
#

Anyone got any ideawhy my AO from textures is looking like this?

#

Oh my god I figured it out

#

@shrewd moon probe volumes being enabled in the pipeline asset was causing literally every issue

#

😂

#

Can finally stop tearing my hair out

shrewd moon
#

Does seem like something to report as a bug

indigo summit
whole fossil
#

is it possible to render vertex color in hdrp custom pass?

indigo summit
#

should be possible with override material, and use material with vertex color

scarlet hull
indigo summit
scarlet hull
#

I had the built-in draw renderers in mind indeed

indigo summit
#

by theory red cube should've cut through white cube

scarlet hull
#

I think you also need to override depth for it to work

indigo summit
#

on the mask?

scarlet hull
#

at least, or try both

indigo summit
#

it give me this now

scarlet hull
#

A bit hard to decipher, but I think you gray plane is rendered twice ?
Once "normaly" and once with the custom passes ?

So the cube if overriding depth (as seen in the AO effect), but not the color

indigo summit
#

So the MainCamera should cull those object?

#

i mean layer

scarlet hull
#

The plane at least yes.
There is a way to have a different culling for camera & custom pass, I'm trying to find it again

indigo summit
#

oh, but the plane are broken though

#

wait, everything behind the mask become unlit now?

#

welp i'm confused 😅

scarlet hull
#

So the mask cube is not visible ?
Then you should not target the color buffer with it, nor write to depth

indigo summit
#

yeah the stencil mask cube should not visible

#

only the plane, with cut out

#

how about the plane then?

scarlet hull
#

idk the injection point you've used, but I recommend "before transparent" and force the plane to draw the "forward" pass

indigo summit
#

in the same custom pass component or using multiple component?

scarlet hull
#

Same

indigo summit
#

yeah this is what i got

#

with BeforeTransparent Injection point

scarlet hull
#

Try to also override the material

indigo summit
scarlet hull
#

Hey, you seem to have inverted the depth writes.
Mask object no write, masked write

indigo summit
scarlet hull
#

Oh ?

#

Ah, I remember there was a bug like the where you need to write depth to also write in the stencil :/

indigo summit
#

ohh 😅

scarlet hull
#

Isn't there a pass named "forward opaque" ? for the masked object

indigo summit
#

hmm nope

scarlet hull
#

No, ok, it's the good one then.

#

In your last screen, masked object has stencil comparison to "always"

indigo summit
#

oh right, should've Not Equal

#

How about the plane then?

scarlet hull
# indigo summit oh right, should've Not Equal

Sorry, took quite some time to understand the issue and how the fix it.

At the end, the trick was to set the plane material to transparent 😅
Here is also my custom pass settings, to compare and double check

#

The forward pass is different if the material is set to opaque or transparent

indigo summit
#

Ah i see

#

so this effect can't work for Opaque material then?

scarlet hull
#

Well, technically, the material is opaque (alpha = 1), and you are rendering directly in the color buffer, not the GBuffers, so you're already after the deferred lighting pass, acting like a transparent material anyway

indigo summit
#

i see

#

are the Mask and Masked material in your image using built in Lit Shader? or custom ?

scarlet hull
#

Both use HDRP/Lit

indigo summit
#

Gotcha, Thanks for the help. I'll test them out

left plaza
#

I'm trying to use a custom pass to render an object after a fullscreen custom pass happens. It works, but it only works when queue is set to Opaque or similar.
I have pixels that are alpha clipped on the object, and this just causes them to not be clipped out, is there a way to fix this?

buoyant igloo
#

I’m trying to do something like this in my game, where cracks emerge in the ground, it needs to be able to be placed anywhere so I can’t just model it into the floor, is there a way to do it in hdrp?

dusk terrace
#

I'm checking out the Unity Terrain - HDRP Demo Scene using 2022.2.4f1, but the trees are a bit wonky.
Any idea what could be causing this?

leaden light
#

Had that with my grass

steel meteor
# buoyant igloo I’m trying to do something like this in my game, where cracks emerge in the grou...

Have you tried the tutorial?
https://youtu.be/qiAiVa0HtyE

Let's open holes, cracks or fissures on the ground! This is an awesome technique that uses a custom configuration of the stencil buffer to render holes on top of other 3d objects. Love it!
RPG Builder: https://assetstore.unity.com/packages/templates/systems/rpg-builder-177657?aid=1100l3Jhu
RPG Builder YouTube: https://www.youtube.com/channel/UC...

▶ Play video
buoyant igloo
steel meteor
buoyant igloo
#

I couldn’t find the forward renderer file shown in it

steel meteor
shrewd moon
#

In HDRP you probably could do the same with a custom pass

sterile cairn
#

So...not sure what's going on here, but I'm trying to assemble modular rooms and whatnot in the prefab editor, and they look totally normal in there...but then when I actually bring them into a scene, they're grey and washed-out and the lights don't show at all.

I have no sun or post-processing in my scene. It is completely empty other than the prefab. I am using scene lighting. This is probably some kind of rookie mistake but god damn lmao

#

in the prefab editor vs in the level itself

#

nevermind - turns out that disabling everything in the HDRP global settings was the way to go

ionic kindle
#

wish we had more to dig in to

shrewd moon
# ionic kindle no idea how to even start on custom passes, there's barely anything on the langu...

When using the High Definition Render Pipeline (HDRP) we can use a custom pass to change materials on scene geometry, change the draw order in which objects being are rendered, and read camera buffers to use in our shaders. In this video, we'll take a look at how we can build a Custom Pass in Unity and use it to manipulate our scene.

👇 Learn mo...

▶ Play video
#

It's a feature that doesn't require coding fortunately

ionic kindle
ionic kindle
left plaza
ionic kindle
#

and applying progressive crosshatching materials overlayed onto everything else depending on the lighting level

#

with custom light cutoffs too

#

it was really impressive stuff

#

same guy did edge detection using vertex colours for HDRP with custom passes and a custom post processing thing

#

all of which he scripted himself

#

there's just no documentation of how he learned how to do that, which I can find

left plaza
#

oh also unity does have a sample scene full of stuff like that

left plaza
#

Why does a custom pass cause clipped pixels to be rendered? Is there a way to remove those pixels so that they can't be rendered by the pass? The injection point is before post processing on the custom pass

#

by the looks of all the past messages in this channel, it looks like it's become a custom pass hate channel

left plaza
sterile mesa
#

HDRP, how to you change color? I hear it has something to do with shaders. I don't understand shaders. Here's my shader: https://pastebin.com/xrEJke1Y

How would I change a ship from cyan to white?

I tried:

  renderMesh.material = GameObject.Instantiate(stats._myMaterial);
        renderMesh.material.SetColor("_Color", Color.white);
        renderMesh.material.SetColor("BaseColor", Color.white);
        renderMesh.material.SetColor("BaseColorMap", Color.white);
        renderMesh.material.SetColor("_BaseColor", Color.white);
        renderMesh.material.SetColor("_BaseColorMap", Color.white);
#

I'm pretty sure lots of people have my problem in not being able to change colors in hdrp

sterile mesa
#

ok, I just set the texture. I may draw textures on the fly then

#

renderMesh.material = GameObject.Instantiate(stats._myMaterial);
renderMesh.material.SetTexture("_BaseMap", StationBoard.gameBoard.GetComponent<LinkedActiveGameObjects>().tex_ThreeBoxRobot);
renderMesh.material.SetTexture("_MainTex", StationBoard.gameBoard.GetComponent<LinkedActiveGameObjects>().tex_ThreeBoxRobot);
renderMesh.material.mainTexture = StationBoard.gameBoard.GetComponent<LinkedActiveGameObjects>().tex_ThreeBoxRobot;

#

Seems to be a problem with hdrp

scarlet hull
#

And please use code blocks next time

scarlet hull
#

And I've just checked, you can also use the "shortcuts" api :

material.color = myColor;
material.mainTexture = myTexture;
shrewd moon
#

The default values for color and texture should be white
Cyan color implies that a shader is compiling

mellow condor
mellow condor
#

equal is an unusual choice

#

a lot of people just mess with that setting randomly, and then you wind up interacting with different nonsensical depth tests everywhere

#

use the default one

#

on all your materials

mellow condor
nova spear
mellow condor
sterile cairn
#

but yeah it got solved

#

bit silly that HDRP just sets up this kind-of-awful default project profile

worldly kraken
# buoyant igloo That’s not for hdrp, I can’t do most of the steps that tutorial does

HDRP or URP, the concept is still the same, using stencil buffer, you need to get stencil buffer to work in hdrp first
This thread should help setting up stencil buffer to work in hdrp.
https://forum.unity.com/threads/finally-got-working-stencil-on-hdrp-lit-with-light-shadows-see-an-objects-through-other-objects.1194103/

keen warren
#

Hey everyone. I'm making a space game and want to add an atmospheric scattering effect (it looks good). The standard physically based sky looks good, but the fact that I can't turn off the ground makes it limited for use in a space game. Is there any other way to simulate the effect? Or a package that does it?

cobalt glen
#

Did I hear correctly that unity has a water system now?

outer carbon
sterile mesa
# scarlet hull As you can see in the shader code, the main color is "_BaseColor", and the main ...

That doesn't work with white tho... It is bugged since it doesn't work in all use cases. I'm just swapping textures now: Ok I see the problem. The problem is that this only partially influences the color a tiny fraction.

Color.white does literally almost nothing at all.

Color.green is significant, but not on all mesh textures.

Video to see it: www.rumble.com/v27qfoa-hdrp-buganomoly-in-unity.html?mref=sbycb&mc=11sm2 I don't recall this being a problem in Unity's default package, I could change colors at will.

#

Don't bother fixing it for me, Textures are actually superior

cobalt glen
scarlet hull
scarlet hull
# sterile mesa That doesn't work with white tho... It is bugged since it doesn't work in all us...

I had to connect to a proxy to watch the video, but :
The is totally expected.
The cube has the default HDRP material, that has a light grey color, that you are changing to white. So it only gets a bit brighter.
What your are seeing is a lit object and you are changing it's surface color, but it is still lit.

If you want your object to look full white, you'll need to use an unlit shader, like HDRP/Unlit

indigo summit
ionic kindle
#

I am curious if there is a way to grab lighting information relatively easily, or somewhere to read up on how to do it in HDRP

#

for the purpose of say, making a shader/material that interacts uniquely with lighting

#

or to stylized the lighting e.g. cel shading

#

because I've seen very basic effects like that in earlier versions of HDRP that have always been quite complicated in execution

scarlet hull
#

There is not official way to do it currently.
You can pass lights information to your shaders if you want though.

#

Theorically speaking, if you switch the render pipeline asset to "forward only" shaders, I suppose you can access the lighting data in the shader, but this will require to dig in the lit shader code to find a way to retrieve it in shadergraph, probably with some custom functions

#

@ionic kindle

delicate pulsar
#

Is possible to replace sun with our own vfx( i know we can set texture but can we use somehow shader graph effects etc)?

scarlet hull
#

The physical sky expects a texture for the sun.
You can however use a custom render texture, and a dedicated shadergraph to write into it

barren field
#

Yo, does gltfutility not work with hdrp? I cant seem to get the materials transfered to hdrp

barren field
#

Aaah, damn…

scarlet hull
barren field
#

Thnx

#

Lemme check that out

swift stirrup
#

hi. is the srp batcher source code available for reference?
i cant find it in the core rp package

summer glacier
ebon panther
#

Is there any way to turn the texture of the ground layer into a seamless texture?

ionic kindle
#

my first person arms are receiving the directional light regardless of wherever they are in game view, but in the scene view they look fine

#

scene view

#

game view

#

we are doing the arms via camera stacking, and I think that may be the issue as those arms are being rendered on a layer without all the world objects and therefore always receiving the directional light

#

any way around this?

swift stirrup
hearty peak
eternal laurel
#

It also works out of the box when you install the package while stochastic will require a bunch of work

narrow bluff
#

Hey, is there anyway to turn hdrp graphics to normal such as in normal projects? I just want to use it for the vfx graph

eternal laurel
narrow bluff
#

So urp is like a normal project

eternal laurel
#

In terms of performance and platform accessibility yes

narrow bluff
#

Thanks!!!

keen jay
#

I am on 2022.2 using HDRP and would like to use ray tracing (for better quality) but I use vertex animation to make trees blow in the wind and release notes for ray tracing says vertex animation is not supported. Is there a good way to combine wind, trees, and ray tracing?

molten surge
#

When I load a scene from an asset bundle, I'm getting this odd effect. Anyone know how to fix it?

#

I had the issue a while back and I'm pretty sure I fixed it by changing the post processing buffer format. But that hasn't worked this time around

long scarab
long scarab
#

Hm, I know this kind of effects only due to bugs in dynamic resolution.

molten surge
#

It's got to be something to do with the post processing/lighting as it's basically an imprint of the sky box from the previous scene

whole fossil
#

i don't really know if my question belongs here or in the #archived-shaders channel, but I'll try my luck here. Is there a way to have blendmodes in ui images using canvas overlay with hdrp? Anyone tried that?

scarlet hull
whole fossil
#

I've tried that, but I don't quite understand how to access the underlying data to blend the pixel value from

scarlet hull
#

Don't do that, just output color + alpha in the shader, and change the blend mode

#

Now, you'll still be limited to HDRP blending modes

#

Hum, as it's for overlay UI, maybe the built-in unlit shadergraph might be also a good choice.
Overlay canvas are rendered in a different path than HDRP

whole fossil
#

oh thanks, I'll check that out. I only need additive which should be easiest to achieve

whole fossil
#

I think I got it, thanks @scarlet hull!

unkempt sedge
#

How do i create a paperdoll in HDRP if i can`t use two cameras? (too slow)

proper drum
#

I'm having a major headscratcher with HDRP Planar Reflection Probe, i can't see how this thing is supposed to work in the OnDemand render mode when the thing does not attach an HDAdditionalReflectionData to itself. Manually adding it causes a regular reflection probe to come with it. Or is this thing just unfinished and i'll need to code around it and make my own call to the renderpipe to update the probe on correct cameras?

scarlet hull
proper drum
proper drum
scarlet hull
#

Check the default frame settings for realtime reflections, by default lowres transparent are disabled for example :

proper drum
#

And the HDRP assets also have correct setups to render those passes, it only breaks when trying to render every other frame

#

PostPass is also broken and can artifact