#archived-hdrp

1 messages · Page 4 of 1

scarlet hull
#

IDK how to help, I've set up a simple scene with what you mentioned, and it seems to work on my side :/
Maybe the best would be to file a bug report if you're sure you've set up everything properly and it is still not working.

proper drum
proper drum
scarlet hull
#

They appear black for some reason after adding the base VFX in the scene, but the particles are here :

proper drum
#

I'm guessing this indeed is a bug and i should propably file that bug report as you suggested

scarlet hull
#

They do look better if I switch to a HDRP lit quad output.

proper drum
#

Ah i'm using Unlit, i'll try that

scarlet hull
#

I'm on 2021.3.17f1

#

Unlit should still work, so maybe the bug is here.

proper drum
#

Yep, but if i can get that to work for this prototype for now, i can ship and then focus on making a proper repro for you guys

proper drum
proper drum
#

I'll make a minimal repro proj and report a bug, but again thank you for sparing your time!

proper drum
# scarlet hull I'm on 2021.3.17f1

Unfortunately we couldn't use that version, it contains a major BinaryFormatter bug in IL2CPP that breaks our games data serialization completely, will upgrade after that is fixed(is already reported, fixed in techstream and under review for backports, but not in yet sadly). I'll just have to figure out some other effect to use instead of VFX particles.

unkempt sedge
#

Why is HDRP so much slower at 4k on CPU time but not GPU?

#

my game runs at 120 fps on full hd but only 25 fps on 4k

CPU time on 4k = 40ms
GPU time on 4k = 7ms

#

the problem is on ParticleSystem.WaitForPreMapping taking 40ms

#

Why is it so slow?

summer glacier
# unkempt sedge

is TVE the vegetation engine? If so you might want to ask the author of the asset, also profile a build since it might be editor only overhead

nimble anvil
#

my scene looks like this now, i installed terrain tools pack and it created some hdr, how do i rever it to normal?

shrewd moon
nimble anvil
#

how do i turn it of from that HDRP asset?

shrewd moon
shrewd moon
# nimble anvil nope

You'll have to find instructions how to remove / downgrade HDRP from a project, I don't know the process off the top of my head
Usually it's best to have back-ups or version control to avoid that

whole fossil
#

guys, I am unable to see probes from apv in my scene view. I am using 2022.2, in the lighting window I have them turned on yet nothing is showing up. Is there anything else that I need to do?

whole fossil
#

ah, it is still in the rendering debugger. I thought that it has changed since then

signal osprey
#

is it possible to run some scenes in BRP and others in HDRP within one project?

runic bay
#

in HDRP's custom passes, how can I get the camera data like in URP custom render passes?
I'd like to determine if the camera is a scene view camera or preview camera

runic bay
#

Also wondering if folks use multiple CustomPassVolumes

runic bay
#

the problem I'm trying to solve is how to get my custom pass into the ExecuteRenderGraph but somehow I'm injecting it before the ExecuteRenderGraph in HDRP 14 🤔

nova raft
#

I got a custom pass volume to render my weapons before everything else

#

but using this causes TAA to create a lot of ghosting

#

After trying out different settings, I assume TAA is not getting the motion vectors of these custom pass objects in time

#

so uhh what do I do? Do I gotta run TAA specifically on the custom pass? If then how?

vast kindle
#

does anyone know how i can add a 3d object to my ui while using hrp?

dawn sorrel
#

Would be pretty nice to turn off Exposure without the screen turning completely white

#

Finally

whole fossil
#

Create a depth of field and configure manual ranges for example

untold bronze
#

so I've ran into a problem using HDRP after changing the Lumens and Temperature of some lights, have no idea what's happened here so I thought I'd ask if anyone has any clue as to what exactly might be causing this:

scarlet hull
untold bronze
#

so its a problem with the quantity of lights hitting tiles, is that a setting that's change-able in the pipeline settings?

scarlet hull
untold bronze
#

oh right, thank you for the help

shell whale
#

It looks like tessellation is working but the wire frame says otherwise and tessellated more twards the center of the map, weather or not i move the perspective view camera or the game MainCamera.

sweet gyro
#

Thoughts on this air duct render for my horror game?

peak finch
# sweet gyro

looks good, I'd expect the blood to reflect a little more of the enviorment though

barren goblet
#

Is it feasible to use ovminiverse to coordinate the work of HDRP and URP?

floral oar
#

HDRP VR DXR

loud leaf
#

Which version of Unity, which graphics card, and are you using DLSS? I'm currently stuck in a bug report 😄

#

Also, is this in editor or standalone exe?

floral oar
#

2022.6, 4080, DLSS yes, and in editor

#

120 fps

loud leaf
#

I take it you mean 2022.2.6? Could you try a standalone build?

floral oar
#

2022.2.6*

#

sure

loud leaf
#

I'm currently facing an issue where standalone exe results in a black screen (with some flickering sometimes) when DLSS is enabled. QA can not reproduce the issue (they are on a RTX 20xx series, I'm on RTX 30xx series). I've created a standalone build here, if anyone with a RTX card and a VR headset would like to try it out, it would be much appreciated.

https://hyperproject.net/build/hdrp_vr_dlss_bugreport_standalone.zip

loud leaf
#

Tried updating to the latest driver (528.49) but no luck, also tried switching between iGPU and PEG for primary but no luck, same for swapping different DLSS versions. I just can't understand why QA says it's working fine. 😅

loud leaf
mellow condor
# floral oar 2022.2.6*

this looks nice. i don't think the heretic model has muscles weights and such though right

#

it's still very convincing

#

oh "weight" maybe it does in the hand

floral oar
#

Yeah it's a bit off, I'll be able to add some solvers that should.help with the hands but it's not made for VR or first person that's forsure.

dawn sorrel
#

@loud leafhi

#

looking forward for ur costume hdrp

floral oar
#

Hey @loud leaf I have not tried this yet. I'll see if I can tonight at some point

molten surge
#

I feel like I've always struggled with HDRP looking a little blurry and just not very "high definition". Apart from MSAA, what could I do to help?

shrewd moon
molten surge
#

Whenever I use TAA, I always get trails behind my player

#

So I settled with SMAA

#

If there's a way around that, I'll happily use TAA

shrewd moon
molten surge
#

Is there a way I can fix it or is it one of those things I have to wait for unity for sort?

shrewd moon
molten surge
#

Alright, thanks

loud leaf
#

QA is very vague and slow, I don't have a lot of confidence in them currently (also due to the exact same past experiences)

summer glacier
#

You can also check if your character is rendering object motion vectors by going to Window > Analysis > Rendering debugger > Rendering > "full screen debug mode: Motion vectors"
Enable it while your in-game and move around. There's two types of motion vectors, camera motion vectors which usually always work fine, and object motion vectors for animated objects - you should look for object based motion vectors around your character while they're moving.

You can also try adjusting some TAA parameters such as jitter/base blend/anti-flickering.

summer glacier
# molten surge I feel like I've always struggled with HDRP looking a little blurry and just not...

Obviously GI, but could be tough in such a large environment.
One thing you can try is disabling "reflection lighting" in indirect lighting controller, this will prevent reflections but if you don't have reflection probes it can reduce the "flat" look.

Worth checking out micro shadows as well, and adjusting the directional light to have more shadows around. I feel like there's too much direct lighting, so worth changing it a bit and seeing the result even if you can't bake gi

#

Also it feels like there's no SSAO, probably because it's mostly direct lighting and by default SSAO is set to 0 strength for direct lighting

iron siren
#

Hi everybody, I have an issue with my material in the game view where it doesn't render properly

#

Here is the scene view, where it's fine

#

And here is the game view

#

Why is it OK in the scene view but not the game view?

#

Even stranger is the camera preview does show the proper material.

iron siren
#

Really strange, it appears to be due to some quirks with instantiating in Unity. My character is actually instantiated from a prefab. If instead of a prefab, I put my prefab as a gameobject in the scene and use it to instantiate, then it works fine. But if this gameobject is set at position (0,-9999,0) to hide it from camera or disabled or hidden from camera, the bug from above occurs 100% of the time.

#

Can't figure out why it behaves so.

#

If I change the face shader to HDRP/lit then back to my custom shader graph, then it starts to work properly. Forgot to mention texture are loaded from streamingassets folder using the Trilib asset. Might have something to do with it.

molten surge
#

That's a lot of good info btw, thank you

summer glacier
# molten surge I've never noticed micro shadows actually making a difference. What do they actu...

from doc: Micro shadows are shadows that the High Definition Render Pipeline (HDRP) simulates for small details embedded in the Material of a GameObject, but not in its Mesh geometry. HDRP uses the details from the normal map and the ambient occlusion map to estimate the shadows those maps would cast if they were Meshes.

Only applies to direct lighting otherwise there won't be any micro shadows, requires AO map to be assigned.
Usually you wouldn't want it at full strength, somewhere in the middle or so based on your own scene

molten surge
#

Ah I see

#

And what about my unity version? Should I update?

summer glacier
#

No, I believe TAA received the ghosting improvement since 2021.3.6f1

#

after making sure object motion vectors are working correctly, your best bet is adjusting TAA parameters

molten surge
#

How do I know if they're working correctly exactly? Sorry I've just never touched stuff like this. I went through the debug render. The arrows were kind of all over the place on the player. I think it's due to my shader. But, how would I fix that?

summer glacier
#

Tough to explain, will message

ionic kindle
#

anyone got any idea how I'd go about making my FPS arms render over everything so they don't clip into walls?

#

I'd use camera stacking but that introduces lighting and volume issues

eternal laurel
ionic kindle
#

materials bugging out specifically

#

do custom passes require forward rendering?

eternal laurel
#

Actually they do this is from the docs Unity renders all objects in a Custom Pass using the Forward rendering path. This can cause issues if your scene is set to render using Deferred Only. In the HDRP Asset, change the Lit Shader Mode to Both to avoid issues when you build your project.

#

I too am actually looking for a good stable solution to render first person hands and weapons. It would be nice if Remy or someelse knowledgeable chimed in.

ionic kindle
#

<@&502884371011731486>

#

spam bot

dawn sorrel
#

would anyone like to help me Export some FNaF animatronic materials from blender to unity?

nova raft
#

in that case, scale your viewmodel down untill your viewmodel never exceeds your player's collider

#

looks ridiculous on the editor but it works like a charm

#

Using custom passes for rendering priorities prevented me from using TAA

#

custom pass messed something about motion vectors I guess, it ALWAYS had ghosting if you're using custom passes to render objects separately from the camera

ionic kindle
#

I was suggesting to our programmer to just add a raycast and move the viewmodel backwards as you get near a wall

nova raft
nova raft
#

goddammit I still can't figure out on how to run TAA properly with custom pass rendered objects

#

it's been 2 months and I've been constantly looking and asking about it

dawn sorrel
#

someone PLEASE Respond
THIS MESS was caused by the NORMAL Map

#

and I have no clue how to resolve it or what is causing it

#

nvm its set to color not black and white

left plaza
#

afton

nova raft
#

TAA with custom render passes cause unbearable ghosting artifacts

crystal frigate
#

does anyone know how to fix this shadow problem

south girder
crystal frigate
#

Thanks, i try it later , maybe it works

astral silo
#

how do i increase quality of shadows

slow aurora
#

please include a bigger image idk where the light is or what you were expecting

#

what you were expecting is much more important

astral silo
#

but there arent any shadows blocking light not coming directly through the glass

slow aurora
astral silo
#

yeah

slow aurora
#

anyways thatnks for clearing that up i have no idea what the problem is but someone who does know will hopefully have an easier time

astral silo
#

alright, thanks for your time though

tawdry warren
#

Hey those of you who are really good with HDRP, I am having an issue with alpha-sorting and refraction on my asset. You can see the issue here:

#

Is there any way to do some sort of self-refraction?

#

or self alpha sorting

proper drum
#

hey guys I am having a praoblem with performance in my HDRP project can someone take time and help me?

shrewd moon
tawdry warren
#

Thank you ❤️❤️❤️

vague steppe
#

Use the tmpro shader for text that goes through everything. I can tell u the name later

plucky flame
worldly kraken
astral silo
#

also, when going into an area that should be completely black (no light) the camera suddenly brightens black parts

#

(through glass)

#

fixed it

nova raft
#

light layers are busted

#

unity docs tell you to find the light layer option in settings whereas you can only see it if you enable the debug inspector mode

#

I found it, set the things according to the tutorial

#

nothing happened

#

Directional Light, it should only affect the objects with default light layers, right?

#

nope, it just illuminates everything anyways

nova raft
#

this is how it should look but it doesn't:

shrewd moon
nova raft
eternal laurel
#

Lets say I have a way to compute indirect diffuse global illumination. How would I inject that data into hdrp in a nice way. Custom shadegraph shaders that sample a custom buffer? Is there a way do add it to the gbuffer ? Ideally I would like the build in shaders to just work

loud leaf
#

I will soon be looking into the same, I think a custom pass that writes to the baked diffuse will be the most correct, but I have yet to do the actual research on this

eternal laurel
#

Hey I saw your ReSTIR GI video

loud leaf
#

I think ray marching a 360 degree cubemap + depth capture, with spatiotemporal reservoirs, in a custom pass, should be able to deliver some good results

#

It's not ReSTIR GI, it's DI in that video 😄

eternal laurel
#

My bad

loud leaf
#

No problem

eternal laurel
#

I really want to implement this paper

#

Wondering if I can repurpose some of the APV code for it

loud leaf
#

Worth a try

eternal laurel
#

Then again I have my hands full with another project atm I just found some interesting stuff and went on a tangent

loud leaf
#

😄

eternal laurel
#

They are connected. Im writing a custom BRG renderer for gameObjects

loud leaf
#

I've got this crazy long list of notes of things I've figured out and came up with since then 😄

eternal laurel
#

Well if your research leads you to a answer I would like to know haha

loud leaf
#

An answer to real time GI you mean?

eternal laurel
#

Or rather a good apraoch to inject the data into hdrp

#

i think the paper I linked is pretty good and I can implement it based on the code they provided

loud leaf
#

Ah like that. I'm not really a fan of probes though

eternal laurel
#

Why?

loud leaf
#

I don't see the point

eternal laurel
#

How come? Computing it via probes should be faster that other approaches I think

loud leaf
#

Every cheap GPU can do DXR these days, and if things get too heavy, trade some performance for bias by skipping shadow rays (and instead of classic checkerboarding, distribute the bias in a visually pleasing way using blue noise)

#

Can also trade some shadow rays for screen space ray marching like I posted in the DXR thread

#

I would love to have a HDRP version without all the rasterization hacks 😄

eternal laurel
#

Interesting. I would love to look at your implementation for reference. When I get to making the probe based gi I plan to open source it.

cloud sphinx
#

Why do my textures have these weird lines?

glacial fossil
shrewd moon
cloud sphinx
glacial fossil
#

Thats the easiest solution, though there are reason why mipmaps exist, without them, you can get some unwanted aliasing when viewing the mesh from further away

shrewd moon
#

If you're using texture maps that shouldn't be necessary
You would instead make sure that UV islands have some color padding to them

#

And ideally unwrap the mesh without UV seams all over it

cloud sphinx
#

im kind of a noob when it comes to texturing but I'll check it out later

crystal frigate
shadow thunder
#

I'm a little new to hdrp and a little confused on what settings to use when baking lightmaps. If I put any model in the default outdoors scene and bake, the sky immediately loses all it's color and the objects become very bright. I imagine it's because of the 100k+ intensity on the directional light but why use physical based lighting settings when it's not possible to bake lighting with it? Am I just supposed to turn down the intensity and adjust exposure or is there a way to bake lighting with these true to life settings?

shadow thunder
#

Nevermind apparently making the directional light mixed instead of baked fixes the issue. Can use actual sunlight values now

delicate jacinth
#

why are my meshes (when set to transparency instead of opaque) overlapping each other?

scarlet hull
ionic kindle
#

do decals not work on transparent materials?

dawn sorrel
#

is there anyway to make ripples with the new water system?

scarlet hull
scarlet hull
wooden fractal
#

Hi I have a GameObject for my Sky and Fog Global Volume but If I change it in one scene it changes in evry scene. How can I change that? (no static)

scarlet hull
wooden fractal
#

Can I change the Material of multible objects at ones? ( The Object has 2 Materials)

wooden fractal
scarlet hull
#

If the objects use the same material, changing one will change the others

wooden fractal
#

No I need the new material on the object

#

I still need the old one

scarlet hull
#

Then dupplicate the material asset, assign the new one on the objects, and edit

wooden fractal
#

Yes but how can I assign it to like 100 objects at the same time if every object has 2 materials

scarlet hull
#

Select all of them, and drag the material in the material slot you want

#

But usually, this is what the prefabs workflow is for

wooden fractal
#

This deleteds the second color

static scroll
#

i just imported hdrp for the first time , and this happen when i enter play mode ?

static scroll
scarlet hull
static scroll
#

so he cant run it also ?

scarlet hull
#

Use URP instead.

static scroll
scarlet hull
#

But even with URP, a galaxy s3 mini is ... old and not so much powerfull :/

static scroll
wooden fractal
#

How can I turn on Tonemapping per code? And how can I change the value of the diractual Light?

fiery dirge
fiery dirge
ivory flint
#

Anyone got this NaN bug with raytracing GI in HDRP 14?

ivory flint
#

worse part is I can't reproduce this bug in another scene
Try to reproduce it to make a bug report : (

shrewd moon
ivory flint
dawn sorrel
#

My game is incredibly laggy even at small resolutions, and a lot of my testers are complaining about the lag. What could be going on? And how can I reduce it?

#

I tried using the Profiler, but I have no clue what I'm looking at

summer glacier
# dawn sorrel

https://www.youtube.com/watch?v=sBpXiJ9G3OY
Learn the profiler, it's very simple and a requirement if you want to understand and improve performance.
Notice that the profiler also has a GPU module that works in the editor.

Editor has slight CPU overhead so a build will be faster for CPU, but the GPU doesn't and will be the same

Watch this video in context on Unity's learning pages here - http://cms.hq.unity3d.com/learn/tutorials/modules/intermediate/editor/intro-to-profiler
The built-in profiler allows us to capture real-time data about our scenes and analyze there performance. In this video, you will be introduced to the profiler and its basic sections.

Help us capti...

▶ Play video
dawn sorrel
rotund saddle
#

Hello, is there limitation on number of decals in the scene?

#

I want to use a pavement patches to my city ground

unique creek
#

Can someone tell me why my spotlight shows these pixelated edges?

distant hazel
#

Also reduce the amount of shadow cascades/their resolution

south girder
unique creek
south girder
#

Try Reprojection, it seems to get rid of the blockiness! It has some artifacting when moving but still looks overall better than Gaussian IMO

#

I also notice some flickering 🤔

dawn sorrel
#

Or is it possible to reduce the amount of shadows without baking

distant hazel
# dawn sorrel How do I bake the lighting, again?

In this video, we are going to take a look at Lightmapping in Unity 2020.1 to help you create fast and beautiful lighting in your scene.

Learn more about Lightmapping in 2020.1 from our Docs!
https://on.unity.com/2U7VQIX

Interested in the newest Graphics Features we added in 2020.1? Click here!
https://on.unity.com/2GHYGkR

Download the Spaces...

▶ Play video
distant hazel
dawn sorrel
distant hazel
#

There is literally an entire section related to shadows in the light component

dawn sorrel
#

Okay.

unique creek
south girder
unique creek
south girder
#

At the very bottom

#

I mean you said you are using Gaussian? So select Reprojection in that dropdown

unique creek
#

I take that back, the improvement is quite good changing the quality settings, fog control volume and resolution depth radio, thanks!

#

Yesterday

astral silo
#

so im trying to add motion blur so that my spinning fanblades (simple high angular velocity, nothing else) will have motion blur as they spin, but im not really sure how to enable it

#

i enabled motion vectors, put a motion blur override on my volume profile, put a global volume in the scene, changed settings around, changed the velocity of my fanblades around, nothing

harsh basalt
#

Does anyone know why this happened?

long wagon
#

@sick ravine Don't cross-post. Pick a single channel.

meager mist
#

Hey all, I'm getting a "flickering" on shadows on trees. The image obviously doesn't show the flicker, but as I run around its a really pronounced flicker. My assumption is that the shadows being cast are almost too precise on the leaves? Whats the best way to handle shadows on trees?

#

Seems volumetric clouds make this considerably worse

shrewd moon
meager mist
#

Yea TAA helps reduce, but its still really apparent

pulsar panther
#

I'm using a CustomPass to render a bloody screen effect. Now I want to draw another type of effect but only the last one drawn with CoreUtils.DrawFullScreen show. How can I draw multiple effects on screen in the same pass?

dawn sorrel
#

hi guys im super new to unity i just wanted to create a map to skater xl game and im using free "forestvision uni" assets unfortunately every tree model material is pink and i know its shaders fault but cant seem to fix it ;(( can anyone help me with this?

#

im using 2019.3.15f1

#

and this asset was made for 2017.3.1 or higher

long wagon
dawn sorrel
#

all fixed

#

thank you so much

loud leaf
#

Has anyone here ran into the problem where ray tracing performance degrades over time in editor and is back to normal after a restart?

rare garden
#

Hey! First time posting, i've been constantly fighting the HDRP system trying to get my lighting to show both fog and shadows when the directional light is upside down (-45 degrees), but i can't seem to figure it out for the life of me.

#

Got some screenshots about it, i'm not sure if this should go in the lighting or HDRP channel.

lofty geyser
#

I'm using recursive rendering to simulate a glass with liquid in it, but the refraction has the skybox 'leaking' through it

#

(The silvery-grey is my skybox)

#

If I disable recursive rendering the issue disappears

#

I've tried setting the Last Bounce fallback to Reflection Probes only, but then those grey areas just turn black

#

Anyone have any ideas what might be going on?

#

Disabling Double Sided on the glass material makes the issue disappear, but then the refraction stops working (as I believe the mat needs to be set to Double Sided for the refraction to work correctly with recursive rendering?)

keen glen
lofty geyser
#

Sorry I should have mentioned, the orange environment is an enclosed sphere

#

So the skybox isn't actually visible from within the environment

#

Yet is still being pulled into the refraction

keen glen
lofty geyser
#

Yeah the sphere's material is set to two sided

scarlet hull
keen glen
#

I am currently testing the new water system, which is gorgeous, but I cant seem to get screenspace reflections working. Anyone already tested it and got a realtime reflection working without that probe setup?

lofty geyser
scarlet hull
keen glen
scarlet hull
keen glen
glossy sail
#

.

scarlet hull
keen glen
# scarlet hull Here

Ha, missed that little tick there I guess 😄 Thanks a ton, now this looks even prettier, awesome

#

Dang this thing is performant on my little macbook here 40FPS for what it is and doing, nice.

shrewd moon
#

What kind of reflections are you utilizing here?

#

And what kind of shader

#

I'm only barely familiar with raytracing, but probably something related to those settings
I would create a mirror surface material using the same shader to swap to and compare

#

That would tell you what precisely is reflected and give clues about how it stops reflecting

shrewd moon
#

I wouldn't call it a workaround, shaders based on the lit graph can't -not- have some smoothness value

astral silo
#

so how do i use screen space reflections for large or noticeable surfaces? i figure screen space reflections are more optimized than non screen space reflection techniques, but i end up noticing that because screen space reflections, and by extent, all screen space based techniques (reflections, refractions, emission, ect) all only have access to the content on the screen, when the camera is moved so that those important elements are excluded from view, the reflections suddenly fog up, because if the things that should be in view of the reflection arent in view of the camera, they wont reflect those elements

this is probably good for performance, especially with smaller objects, but for larger objects, like a reflective floor, how do i make sure this isnt super apparent?

glacial fossil
astral silo
#

alright

shrewd moon
#

I think it should work with mixed lights

strong slate
#

why is the terrain and water not rendering further away?

worldly sedge
ripe flare
#

Hi !

#

I am trying to make an x-ray shader for a school project, and I can't find any tutorial for HDRP, could you help me ? I have an issue to find a way to see my meshes through walls

#

in the tutorials, they are always using the "forwards renderer", but i can't findthe equivalent for HDRP. If someone could help me that would be great, Thanks !

ripe flare
#

ok I've found it nevermind

strong slate
dawn sorrel
#

Why do i lose like 5-10 fps if i enable DLSS? o.O

#

im just in play mode and toggling this on and off

loud leaf
#

Do you keep losing more fps every time you do it?

dawn sorrel
#

Besides the mode doesnt matter its same fps

dawn sorrel
loud leaf
#

Don't use ultra performance mode btw, it's the slowest one

dawn sorrel
#

ultra performance has same fps has max quality

loud leaf
#

It's bugged, I have a report open for it, it will get picked up soon afaik.

#

(ultra performance mode being slower than max quality)

dawn sorrel
#

They're all having same fps though...

#

all of the four modes

loud leaf
#

Yeah that's the other thing that has always been bugged, there is a workaround

dawn sorrel
#

around 110 rn with first person controller in the hdrp sample

loud leaf
#

How are you changing the DLSS mode?

#

On the camera or in the hdrp asset?

dawn sorrel
#

Cam

#

Isn't that how its supposed to work Thonk

loud leaf
#

Which version of Unity is this by the way?

#

First, go into your active HDRP asset, and set your dynamic resolution settings to this:

#

Then, on your camera, set your dynamic resolution settings to this:

dawn sorrel
#

2022.2.10 btw

loud leaf
#

With these settings, it should work. I remember back when DLSS first released for HDRP, I thought the entire thing was broken, I actually lost FPS and all the different modes didn't do anything. 😄

dawn sorrel
loud leaf
#

you're forcing the screen percentage

dawn sorrel
#

oh i didnt set that

#

ok sec

#

yea now i got more fps

#

and yes ultra performance lowers fps by like 50 ...

loud leaf
#

Yeah, the force screen percentage thing is user error (which you fixed now), ultra performance is a bug

#

There used to be a bug related to the different modes but I don't know if it's fixed, I haven't touched it for a while, but I know my current settings always work

dawn sorrel
#

also max performance compared to max quality is like only 5 fps boost

loud leaf
#

So, the more GPU bound you are, the more FPS gain you will gain

#

If you have a good GPU with a fairly lightweight scene, you will not gain a lot

#

Same if you are mostly CPU bound, DLSS (2.0 at least) will not help you

dawn sorrel
#

any way to display cpu gpu info in unity?

#

oh wait i can just open taskmanager facepalm

loud leaf
#

I mostly just take a quick peek at the stats window top right, then I use the profiler for game logic and rendering debugger for graphics

dawn sorrel
#

seems im cpu bound

#

if i lower res i dont get (much) fps gain

#

what takes so much cpu tho? in the default hdrp sample scene

#

my gpu is at 50% while cpu says 75%

loud leaf
#

For CPU you can check the profiler and enable deep profile

#

In play mode you can also press ctrl + shift + backspace by the way

dawn sorrel
#

oh neat

#

ok no idea why this takes so much cpu

#

shouldnt that be gpu time since its hdrp

#

if i add actual gameplay code it will shrink fps even more

loud leaf
#

HDRP is pretty heavy on CPU, but by default there is also a lot enabled that you probably don't need

#

Also, editor has some overhead, it will run better in standalone

#

Personally I always disable everything and then enable something when I need it

dawn sorrel
slow aurora
#

wait what the

dawn sorrel
scarlet hull
#

iirc, you need to make a debug build

dawn sorrel
#

ah ok makes sense

#

I guess "Development Build"

scarlet hull
#

Yes, this 🙂

dawn sorrel
#

yea works thanks!

manic tapir
#

what is the "Color Pyramid", and why might it be using so much of my GPU? (ignore that the Canvas is using most of it, I'm working on that)

frail tendon
#

Is there a good way to detect if you are in HDRP vs in built in? I have an asset that I have scripts that make it compatable with HDRP, but I cant just include the HDRP file as it would cause errors in built in

digital spire
oak fern
#

is it possible to use HDRP for mobile devices ? my game is super super simple and its one single closed room

eternal laurel
#

If the mobile devices support compute shaders then yes

scarlet hull
eternal laurel
#

since when ?

#

I"m pretty sure I have build hdrp to a quest 2

#

it wasnt great but it did run

scarlet hull
scarlet hull
eternal laurel
#

it was definitely before 12.1 and now that I think about maybe it was a Quest 1 even

scarlet hull
# manic tapir what is the "Color Pyramid", and why might it be using so much of my GPU? (ignor...

I'm a bit confused about why it is appearing after the post processing : https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/images/HDRP-frame-graph-diagram.png

But the color pyramid pass is basically a downsampling pass for the screen color buffer : generating the mip map level of what it on screen.
It is used in example for the refraction and distortion effects

dawn sorrel
#

Hi there, I have a little question about lightning on materials using hdrp. I create some dynamic path meshes and place them onto my terrain to connect placed buildings. The material used on my Mesh Renderer looks dark/blackish even if the hdrp lit shader is used. If I use the same material on a static quad then it looks much more enlightened. Anyone knows how to fix that?

scarlet hull
manic tapir
digital spire
#

Is there a way I can get the current exposure value from camera?

digital spire
#

For context, I'm writting a utility script that will lower or higher lights intensity base on the camera exposure. I currently get it working limitedly by getting the fixed exposure value from global volume. But this doesn't work if the exposure mode is set to other mode beaide 'fixed exposure' like automatic or histogram

#

My main goal here is to use this script for item view light ( the one that move object infront of the camera and player can rotate it around) . So items get lit even if player view them in dark room.

scarlet hull
digital spire
#

Omg yeah 🤦

scarlet hull
#

If you are still willing to get the value, there is a pass "dynamic exposure" at post process that calculates the exposure value to use based on the rendering, by doing two compute shader dispatch

#

It writes to a 1x1 R32G32 texture that is probably the one containing the exposure value

wide mauve
#

Hello, i'm generating a procedural map with rooms linked to corridors (all is closed, no directional light), can someone help me find the best way to handle light with raytracing plz ?
I'm currently using screen space global illumination ray tracing but when i'm not inside a light everything turn dark, and also i'm at 10 fps :/

scarlet hull
#

What do you mean by "not inside a light" ?

I think something is no set up properly : raytracing should take in account lights that are off camera, if the GI effect only works with lights that are visible, it is probably only screen space

wide mauve
#

the light is not even off camera

scarlet hull
#

I'm thinking a some issue with the ray distance by looking at those images

wide mauve
#

i tried playing with max ray length but nothing change

whole fossil
#

guys will APV work with instanced indirect meshes? Or doesn't it matter as long as renderer is set to use probes instead of lightmaps?

wide mauve
#

@scarlet hull found out why, i needed to add "Light Cluster" to my global volume and change "Camera Cluster Range" (it was 10 by default, so lights further than 10 were not calculated)

knotty surge
#

why is this skin material look like this ?

#

can iget help pls

peak finch
#

wrong UVs

#

but also from the looks of it, your not using the right shader

#

@knotty surge

knotty surge
#

what is the right shader?

peak finch
#

not what you are using

#

but at the moment I wouldn't worry about that

#

and would focus on correcting the UVs on those hands

#

not sure if the texture map you are using is indeed like that, if it is then switch it out for something else, if not then it's the UVs on the model that are incorrect

knotty surge
#

the face its not like the hands

peak finch
#

its UVs then

#

on the hands

#

your pretty much reaffirming that its a model UV issue if both the hands/face are using the same material

knotty surge
#

so how do ifix it

peak finch
#

you'd have to fix it in your modeling program of choice

#

blender, maya, cinema 4d, etc.

knotty surge
#

blender ah ok

peak finch
#

UV mapping the hands so that when a texture is put over it, it looks correct

#

I can't give specifics since I'm not a blender expert

knotty surge
#

ok thanks iwill see

digital spire
#

ooh 2023.2 alpha
HDRP: Added Scalable Temporal Post-Processing Upscaling Filter

high flare
#

I want to create graphic settings menu, where I could modify particular elements of the graphics. I handled stuff like mesh quality, textures, texture filtering, ambient occlusion, etc. But I can't figure out how to deal with lighting and shadow settings. I suppose I could edit the Light instances, but I don't consider this an elegant solution. Does anyone here have any ideas on how lighting and shadow settings could be implemented?

shrewd moon
high flare
shrewd moon
#

Aren't these changeable individually just like LOD biases are?

#

Of course it'll require that your lights aren't using "custom" resolution

high flare
# shrewd moon Aren't these changeable individually just like LOD biases are?

Yep, those settings are changed individually for each light source. I can see that people in my project are using higher tiers for more important light sources (e.g. the sun, bonfires) and lower tiers for some less significant light sources (e.g. candles). That way we have multiple lights active while most of those have fairly low quality thus not reducing the game performance.

I feel like some equivalent of LodBias would be the best, which is a global multiplier for a particular Lod setting. It would be handy to have the possibility of simply cutting resolutions in each instance in half for lower settings. It could be done with HDRendererPipelineAsset, but it would result in changing all other HDRP settings as well, so I consider it as a last resort option. It would be neat to have this option separated for more flexibility. Alternatively, I could change the resolution settings on Light components to Custom and cut it in half, but

shrewd moon
high flare
shrewd moon
buoyant igloo
#

How do I make a object fade out, like from fully visible and it slowly becomes transparent

simple pewter
#

Hello! I hope it's the right channel here. I created a terrain using Gaea, however after applying the assets and starting the scene using the normal camera, I now have weird artifacts inside my scene view. Anyone knows what may cause this? Also got an error after play mode which had something with material out of range. It's just the basic HDRP Core Template with Enviro and my Terrain.

#

Whenever I go closer to it, it gets normal. So I feel like it's something with render distance inside the scene view?

floral oar
#

trying to create marble blast type game. I have been using GPT4 to help me create a player controller system using Cinema Machine. So far it has turned out great

digital spire
floral oar
#

Spark, just make sure you have legacy probes enabled if you want to use the old system

#

@digital spire

#

Oh didn't see you also had a probe volume in there. You need to pick which system you want to use

digital spire
#

It's bugged. I was on 2023.2 to try the new stp upscaling. I enabled APV and unity yelled that I didnt enable it. So I add the legacy probe group which also yelled at me that I already enable APV lol

floral oar
#

Oh yeah I had that issue recently. Kept crashing Unity

vagrant bay
vagrant bay
floral oar
#

It was an issue with legacy probes and the new volume probes being in the same scene. Not sure if its something to look into due to me having to enable legacy or volumes I'm the project settings

#

In*. I don't think my issue was the same as sparks

vagrant bay
floral oar
#

I'll try to recreate my issue tomorrow and send it in

eternal laurel
vagrant bay
#

For the most common uses APVs are a direct replacement, but we are working on having the probe groups shine in their own ways, more info on that soon 🙂

warped ridge
#

any one in here using hdrp with linux? i cant lunch my project i think its vulkan problem not sure

digital spire
eternal laurel
vagrant bay
eternal laurel
#

Ah I get it sometimes we would want to place denser probes around certain propa

vagrant bay
vagrant bay
#

But if you have 15 sq miles of terrain yeah use APVs no doubt

#

I guess on a more technical level, the original light probe groups are vertices on a tetrahedral mesh which then is interpolated and sampled by objects, whereas apv is using a different technique, even if it's still 'probes'.

summer glacier
#

In 2023.2, I tried baking my imported scene that uses APV + lightmaps and it crashed, usually I would report it but it seems the bug report was bugged and I didn't have time to do it again and report, I'll try to do it later.

#

I wonder what Scalable Temporal Post-Processing Upscaling Filter is in 2023.2 alpha? Since HDRP already has Temporal Upscaling
Is it similar to unreal's TSR?

digital spire
#

I tried APV on 2023.2 alpha again today. still same issue. case id IN-35807

#

What I did to get the issue
1.open 3d HDRP core template
2.Press fix all in HDRP + DXR in the wizard page
3.Enable APV in HDRP asset
4.Enable APV in default frame setting
5.Add probe volume to scene
6.generate lighting
then this error happen
and then APV just fail after that.

vagrant bay
digital spire
#

no. It's fresh project open from the hdrp core template

digital spire
summer glacier
#

APV struggles with interiors and dark areas, the less light there is, the more artifacts, noise there will be from APV. It can be masked in very bright areas, but not when the lighting is dim/low

digital spire
#

is 32 sample multiplier considered low?

summer glacier
#

depends on what env & indirect samples are set to

#

also how dense are your probes?

digital spire
#

1/9

summer glacier
#

what do you mean 1/9? Check your probe volume settings, min distance between probes

#

if it's 1 then that's a good reasonable density

digital spire
#

yeah 1 and 9 max spacing

summer glacier
#

For samples something around 1000 is okay, maybe 500-1000 for environment, and 2000 indirect.
That's the total sample count, so after including multiplier as well

#

also the more probes you have, the more samples you need, and vice versa

#

This is challenging for APV, the wall on the left is very thin, so is the roof, and it's somewhat dark inside.
You can see a lot of light leaking.

#

And this is already using view bias quite a bit.

#

and this is after using some probe touchup volumes to give walls fake thickness and invalidate some probes.

but as you can see, still light leaking in some places. And this isn't even completely closed off interiors, which are the worst case for APV and near impossible to do

digital spire
#

ughhhh, I'm trying crazy sample and multiplier rn. it's taking longer than lightmap cpu baking lol

#

still blocky

#

gave up

#

😅

summer glacier
#

set multiplier to 2 and enable importance sampling

#

worst part is this light leaking isn't just for static objects, if you have dynamic objects that don't contribute to baked gi but only receive probe lighting, they will receive that light leaking..

digital spire
#

seems like they sample the inside of geometry

summer glacier
#

Go to game view and press play, make sure your camera has TAA, should clean it up a bit

#

it could be due to the sampling APV does, you can find it in your post process override

#

for probe volume

digital spire
#

or the 0.00 is the probe that got invalidate?

summer glacier
#

That shouldn't be the issue

#

APV has sampling noise

#

which can look like the image, you need to go to game mode and use TAA + tick animate sampling

#

Actually this might be an issue just due to your material, it's too white/flat, if you were using a texture you wouldn't notice it

digital spire
summer glacier
#

Sampling noise in APV could be improved, I don't know the magic behind it but it's very noticeable when not using TAA, and sometimes even with TAA it's still noticeable

digital spire
#

with TAA, it smoothed out

summer glacier
#

There's just too many things that can cause issues in APV, too much or too little view bias/normal bias, "validity and normal based" leak reduction can cause a ton of noise or weird artifacts that go away when you disable it, but then you have even more light leaking, dilation/virtual offset (especially dilation) can cause issues themselves..

#

I experimented with APV a lot and it reminds me of lightmap hell. Different tool, same pain and never ending iterations to fix issues..

digital spire
#

they would love your feedback XD

#

I'm messing around so I can give feedback too

summer glacier
#

I posted a lot in the APV feedback thread, but it seems they have no plans for better anti light leaking

#

APV could've been a way to stop using lightmaps, and unity's lightmapper is painful to use, so painful that the majority of users use a third party lightmapper made by one person over unity's solution.

digital spire
#

Is bakery really working well with HDRP?

summer glacier
#

Unity also made bakery more problematic to use by splitting the engine into 3, in my experience it can face issues with HDRP that you wouldn't see in built-in, dunno about URP

digital spire
#

I have used it for mobile projects but I gather from a lot of places(you're also one of them lol) that it have problems wit hdrp

#

due to the physical lighting model

graceful ridge
#

Hello ! When I'm changing camera from first to second camera, the fps drops to 15 and then 60 back again. I dont know what causes the fps drop. Someone can help me? Thanks!

digital spire
#

Our game needs many cut / transition as well but we achieve that by using only a single camera and cinemachine blend override

graceful ridge
digital spire
#

Still can use cinemachine blend.

cedar kernel
#

what does this mean? I followed the tutorial but I can't paint

scarlet hull
cedar kernel
#

If I want to do vertex, this is the only part that I can edit, even the UV is fixed, not outside the map

scarlet hull
cedar kernel
#

only the flood

scarlet hull
#

Now, why only in this small mesh corner, I have no clue 🤷‍♂️

cedar kernel
#

even the other parts has that problem

#

They can only be painted on certain parts

scarlet hull
#

Makes no sense to me .... Are those objects made of submeshes maybe ?

#

I hate to be that guy, but I've just tested and "works on my machine" :/

cedar kernel
#

I'll try with other mesh

cedar kernel
digital spire
#

Is there a way I can launch the rendering debugger via editor script or set this exposure debug mode via my own editor script?

cedar kernel
digital spire
#

var hdInstance = RenderPipelineManager.currentPipeline as HDRenderPipeline;
hdInstance.debugDisplaySettings.data.lightingDebugSettings.exposureDebugMode = ExposureDebugMode.SceneEV100Values;
In case some one wanna set debug view via code XD

cedar kernel
#

What did you do to your model?

scarlet hull
cedar kernel
#

that's what I mean, if the model comes from the unity itself it will work, but if it's externally like you made from blender, it's not working

scarlet hull
#

This doesn't mean anything, the model is not something magic, it's just a .fbx file

#

Now that I said that, I've tried by exporting myself a model from blender (the famous Suzanne head).
And indeed, there is some issues apparently I have trouble painting out of the box.
It seems related to the scale converzsion from blender to unity (model has a x100 scale to be sized properly in the scene). I fixed it by setting the scale of the scene object to 1, and disabling "Convert Units" in the mesh importer

cedar kernel
#

I'll try I'll try!

cedar kernel
#

I LOVE YOU

#

IT WORKS HAHAHAHA

#

THANKS A BUNCH

brittle needle
#

Hey so, I created a camera from script and ever since then my scene doesnt seem to want to use the HDRP global volume settings. Anyone knows why?

#

I copied and pasted a camera from another scene and it worked but does anyone know why it doesnt work by default?

#

Oh my bad it seems that it doesnt work with cinemachine

dreamy fox
#

Hey there, I used fullscreen pass graphs and custom pass volumes to render an image effect after post processing. When the image effect is applied it seems like the color range gets limited? I do have hard color ramps afterwards. What could be the issue here?

#

Tested the same setup before post processing, without hard color ramps

dreamy fox
#

nvm, found the setting for custom buffer formats and changing it fixed the ramps .D

brittle needle
#

Hello people

#

I have a script that shoots a projectile rigidbody whenever i click mouse0. I want to make it so that when I hold and shoot, and when I'm holding, if I move my mouse/flick it in a general direction, depending on the direction and the extent, I want the projectile to curve, but ultimately end up at the same spot as a projectile without the curve would end up in.

#

My guess is that
-I record the initial camera angle as initRot
-I record the end camera angle as finalRot
-I find the curve direction using vectors
-I find the angle between then using quaternions and then simulate projectile motion using simple physics, but alter direction of gravity to suit the curve direction

Is this possible?

digital spire
brittle needle
#

omg

#

I'm so sorry

#

I thought I typed this in code-beginner

sacred sundial
#

Is HDRP ready for production/commerical games?

scarlet hull
sacred sundial
#

Do you know maybe names of those games? I would love to check them out

scarlet hull
sacred sundial
#

OH I didnt know that existed! Thank you so much

buoyant drum
#

Hi been trying to get a backrooms style interior lighting (but just a bit darker than what you usually see it to be) Baking also takes 34 years and when it actually finishes the lighting goes wonky and bright, some surfaces go black etc etc. Any tips for me? I have the directional light off and haven't really got on a sky box since I've been trying to get it going all on point lights. Unless there's a better way I don't know about?

Not really gone onto much graphics I've always just been coding or 3d modelling so excuse my noobness ;D

vernal burrow
#

You can also try to lower these values and test if you still face the same issue; Generally the default settings work fine

#

something else that might be happening is that you have an invalid model in your scene which pretty much bugs the baker and freezes it. Examples of this could be lets say a detailed tree or a mesh that has a ton of polycount

vernal burrow
#

Hello there, I posted this question on #archived-shaders channel but I guess its better here. I want to enable the SRP batcher / GPU instancing for my project as I have many objects with the exact same mesh and material but it is just not working, I even followed the steps provided by unity for using it but no result. I'm using HDRP and I realized that enabling GPU instancing flag on the shader does not work because of the SRP batcher. does anybody know how to fix this? I even used the profiler script unity provides but for some reason all my fields are 0 except for the main thread fps

buoyant drum
#

I have the settings on default and my light mapper is already on gpu

digital spire
#

Should be able to tell if something is wrong

buoyant drum
#

Thanks, I will try this when I get home

digital spire
vagrant bay
buoyant drum
vernal burrow
#

Yay

sacred sundial
#

Will HDRP work with VR?

shrewd moon
# sacred sundial Will HDRP work with VR?

Depends on VR platform, not all devices meet HDRP's graphics API requirements
Ones that do still tend to run into problems with performance, as you need to render a huge amount of pixels with consistently high framerate for VR

loud leaf
sacred sundial
#

Ugh alright so would it be a better option to go with URP then?

loud leaf
#

It depends on what you need 😄

#

We've collected a few here

floral oar
#

I have had better luck using VR in HDRP lately

sacred sundial
#

Since its not a bigger game I think I wouldn't even use those right now

loud leaf
#

Personally I would only chose HDRP if you're chasing photorealism

floral oar
#

here is a recent test using DX12 and Raytracing

loud leaf
#

Is that single pass instanced?

sacred sundial
floral oar
#

I was running 120 fps but Im running it with a 4080

floral oar
loud leaf
floral oar
#

multi pass

loud leaf
#

Yeah, that makes sense, still cool though

floral oar
#

yeah but not practical unfortunately

sacred sundial
#

How realistic can urp graphics get? For now I only saw URP being used in stylized/cartoonish games

loud leaf
#

I think you should be fine with URP

floral oar
#

yeah

#

Test out the new hair shader so you can create something similar

#

Depends on VR platform not all devices

sacred sundial
#

Well alright thank you guys then I think I'll go with URP then, I might have to get some assets since I'll need a volumetric fog/lights which urp sadly doesnt have :((

unkempt sedge
#

on HDRP is there an efficient way to draw a model on UI ? (Paperdoll)

#

this

#

a moving papeldoll

#

without losing a lot of FP

#

FPS

#

Is forcing a camera to forward lighting a good way?

paper terrace
#

Hey, I'm having an issue with HDRP where in the editor I get normal 200-300 fps but if I build the project it goes down to about 60 and having checked the profiler it also seems to spike quite often. I tried making a new empty project where I only installed HDRP and did nothing else but the same issue appears.

loud leaf
#

Vsync?

paper terrace
#

I didn't change the default settings

slow aurora
#

i think the defaults might have vsync

severe ember
#

Peeps, I've been trying to figure out reflections in HDRP for a bit but I keep getting artifacts with PBR accum, approximation and reflection probes. Only dxr reflections seem to work. Also any smoothness value other than 1 seems to not work as expected. What am I missing?😭

shrewd moon
#

SSR will always have some artifacts on very mirror-sheen surfaces afaik
Also they may appear worse in scene window than they really are if they rely on TAA denoising, which might not be enabled there

severe ember
#

Thought so as well but the weird thing is I had SSR disabled and still got artifacts 😦 I toyed around with the PBR accumulation method and got something ok, just quite noisy. Also it seems that materials with low smoothness values give less than stellar results, which I'm assuming is an SSR limitation?😕

shrewd moon
severe ember
#

You are right, the volume didn't have SSR but it was enabled in the hdrp asset, my bad. I don't have any clear intentions, just toying around with HDRP after a long time away and had some not so fun shenanigans with SSR/GI. I don't know if this is relevant but I'm on LTSC 2019, which could be causing issues? Anyhow thanks for the input!

shrewd moon
#

Usually you'd get by and work around the limitations of SSR, baked reflection probes and planar reflection probes
If all those fail you have the option of ray tracing / path tracing

severe ember
#

True, it's not exactly "Ancient" per se (for basic use) but I am starting to get errors in certain DCC's which is probably a sign I need to upgrade. Thanks again for the help✨

ivory flint
ivory flint
#

I'm inspecting all the material in Unity's Material Samples, strangely enough, no reflection probe node used so far, but all their materials are affected by reflection probe, except my custom Shader graph materials 🥹

scarlet hull
ivory flint
#

this is normal multiplier

#

so from this image, even some of Unity's shader does not pick up probes. I don't know what is wrong, what made a material not pick up probe, everything is Lit type

scarlet hull
#

Try to play with the smoothness / metalic and AO settings of your shader/material, as all of them can affect how the surface reacts to reflections

ivory flint
#

okay I found it, anything with receive SSR ON will has that reflection at seemingly 1 intensity, while the probes multiplier at 100 everything white, they will stick out

#

sounds like a bug to me

#

because I can't turn off receive SSR, I want raytracing reflection.

scarlet hull
#

Well : the SSR result if valid will prevail over reflection probes. You've only raised the intensity of the probes, so when SSR shows it still has the regular intensity

ivory flint
#

Thank you for the explaination

scarlet hull
ivory flint
#

I'm very excited for the AVP time of day demo.

frosty geyser
#

i have activated emission, why the materials are not illuminating around them?

shrewd moon
frosty geyser
#

found why

#

mesh renderer wasnot set to contribute to global illumination

whole fossil
#

is there any reliable solution for skinned mesh decals in hdrp?

scarlet hull
whole fossil
#

I never used mesh decals. How do they differ from regular decal projectors?

scarlet hull
#
  • Works only on opaque objects
  • Like decal projectors, they render into the dedicated dbuffers to store the decal informations
  • But they do not project on depth, it's "basic" mesh rendering into the dbuffers
whole fossil
#

is this a regular mesh (mesh renderer) with decal shader. It will conform the mesh to object that is overlapping?

scarlet hull
#

Well, somehow .... it won't project the mesh to the depth buffer (you need to have a mesh that is slightly over the surface you want to project onto), but it will be applied to whatever is under it

whole fossil
#

got it, thanks a lot!

iron flame
#

Can anyone use local Volumetric fog in version 2022.2 or newer? I keep getting material compile error and it doesn't work.

ionic kindle
#

I've got a custom master material shader in HDRP, which takes in smoothness, metallic, AO, etc maps individually

#

but it looks different, when compared to the normal lit shader

#

got an artist complaining that his asset doesn't look as good. It shouldn't look any different at all though, but I've just confirmed that yes indeed things look different with my shader as compared to the default HDRP one

#

is there something about mask maps that doesn't translate to splitting things up into individual textures?

south girder
#

The AO on my shader was a bit less effective, I had to remap its range to make it more similiar

ionic kindle
#

from what we've seen it seemed the smoothness looks different on the lit shader, vs the smoothness map on my shader

south girder
#

Just the AO, I got everything else to work the same and use the same property names as HDRP Lit

ionic kindle
#

1st is master shader, 2nd is my shader

south girder
#

Im pretty sure you sent the same image twice

ionic kindle
#

yeah bloody discord

#

doesn't track clipboard properly

#

here

south girder
ionic kindle
#

my first test before that will probably be making an adjusted shader that takes a mask map like the lit shader

#

instead of individual maps

#

and seeing if that fixes the issue

#

ideally it shouldn't, but it could be that software isn't exporting the smoothness maps the same

#

because there is no HDRP smoothness export option

#

just mask maps

south girder
#

Ye thats what I did

ionic kindle
#

smoothness maps are just from default exporting or URP export

south girder
#

Are you using the correct property names in your shader? _SmoothnessRemapMin/_SmoothnessRemapMax

ionic kindle
#

not using remaps

#

had that in an older version but ideally things would look fine on initial import

#

then if we still want to adjust I'll look into adding them back

south girder
#

Alright. Here are the maskmap properties I use

ionic kindle
#

ideally I can keep the remaps out because

#

I'm the only one who can look at the shader/material editor and not get lost

#

so I want to keep things straightforward and simple for anyone in-engine trying to get materials to work

#

could just make them but not expose them tbf

#

then if they need adjusting I can just do it in the graph

scarlet hull
#

@ionic kindle Just to be sure here : did you disable sRGB in the import settings of your metal/smooth/AO textures ?

ionic kindle
#

Do they not like srgb?

scarlet hull
# ionic kindle Do they not like srgb?

Usually those values are mean to be used with linear [0,1] , nbot sRGB that applies a gamma correction curve.
This could explain the difference in rendering

#

Maybe silly question but : why do you absolutely need to have separate maps ?

ionic kindle
#

Less effort

#

But yeah nothing really

scarlet hull
#

Less optimized shader also then 😅

ionic kindle
scarlet hull
#

You're replacing a single texture sample by 3 (or 4)

ionic kindle
#

Suppose it could add up

scarlet hull
#

And if you forget to import the texture as single channel, you waste graphic memory

ionic kindle
#

I've been more worried about poly counts and lightmaps

scarlet hull
#

What I want to point is : its nice for testing things out easilly, but it's better to have a proper texture workflow

shrewd moon
#

Any recommended tools for that? It's a bit miserable to do in Gimp for sure

flint mirage
#

hi folks,
after importing HDRP into the URP project the scene view turns grey and the game mode - black

I saw people has asked the same question here and in forums, however most of them remain unanswered and unsolved or the solution didn't work out for me

I made sure the hdrp profile is chosen in the graphics and quality tabs
I deleted and reimported hdrp again, used the hdrp wizard
nothing seems to be working

#

I would be grateful for any help 🙂

scarlet hull
#
  • Any image processing tool
  • Python image library
  • Unity editor script & import script
  • Unity custom textures & import script

And usually in PBR workflows with tools like substance, you can do this out of the box

#

@shrewd moon

scarlet hull
flint mirage
scarlet hull
#

Did you try to randomly enter play mode ? 😅

flint mirage
#

ummm, not sure I understood your question 😅 the screenshot was made not in the play mode

scarlet hull
#

Sometimes, hdrp freaks out and entering play mode will for the pipeline to reset itself and recreating all the buffer textures

flint mirage
#

mm, still the same, unfortunately

I'm using 2020.3.7 version, by the way

scarlet hull
#

Also, note that having the two pipelines in the project is ... unsupporter for the moment

#

"works", but not great

#

Do you have any errors in the console ?

flint mirage
flint mirage
flint mirage
#

after the wizard the scene turns grey

scarlet hull
#

Try :

  • Clear the console
  • In the project window, navigate to packages/High Definition RP
  • Righ click & reimport HDRP package from here
flint mirage
#

even more issues 🥲 but this time there are no errors in the wizard

#

@scarlet hull

scarlet hull
#

Hum, hard to sop the origin from all of this, I suspect that one error is chaining all the rest to fail compilation...
Do you have the same exact package versions between urp and hdrp ?
Can you check if it's possible to update both to a more recent version in package manager ?

#

Oh, wait, found it

#

Your project path is too long XD

#

That's what the first error says

#

Well, not obviously, but somehow

flint mirage
#

holy
this can be an issue? wow 😅

scarlet hull
#

Move your project so the full path is shorter

#

Yes, and it's stupid.
Because of windows

#

By default windows has a maximum file path length limit of 256 character.
As unity is caching HDRP in the /Library folder of the project, and it has itself a hierarchy of files, it can result in quite long files path.
And if some of them are longer than the windows limit, they fail importing

flint mirage
#

okay, give me a couple of minutes

flint mirage
#

@scarlet hullit worked!!!
Remy, you are amazing 🔥

#

thank you a lot for your help!!

scarlet hull
#

No pb 🙂

buoyant drum
#

is there anything for models made with UDIM materials?

wheat nest
#

Hey everyone, quick question
I'm using transparent materials for the walls in a prototype i'm making, since i have a shader that cuts a hole around the player so they are always visible (not on the screenshot since it uses a runtime script for getting the position)
and the transparent materials end up looking like this for no reason, is there a way to fix this? I never had this issue when working with URP or Legacy

dreamy fox
wheat nest
shell yoke
#

Perhaps someone can help me understand this... I have a Directional Light, I crank down indirect lighting to 0 to make scene ambience dark. I turn up directional light intensity and the model is now gray. However I drop a point light in the scene, turn off the directional light and the point light shows the textures.

#

I just made it 0.1 as a temporary measure lol.

scarlet hull
scarlet hull
shell yoke
#

This is directional light with indirect lighting to 0 (there are textures you just cant see them). Now if I make indirect light 0.1 for example the textures show.

#

However if I use pointlights it shows textures.

#

even at 0 indirect light

#

Maybe it's a bad scene, seems to be cursed, new scene has no issues lol

cedar kernel
#

How can I achieve ditering in HDRP?

scarlet hull
scarlet hull
chrome spade
#

Hey everyone, with the new Water System for HDRP I am unable to have a transparent material behind it. It doesn't render the portion of the object below the waterline, but it'll render any opaques. I can render two transparent materials, one behind the other, but the water system wont render a transparent behind it, any ideas?

shell yoke
#

@scarlet hull - Indirect Diffuse Lighting Multiplier on the Indirect Lighting Controller post process

scarlet hull
chrome spade
scarlet hull
scarlet hull
chrome spade
scarlet hull
#

Refraction works by sampling a copy of the color buffer.
Regular transparent objects (with or without refraction) are rendered after this buffer has been made, those in the "Before Refraction" queue are forced to render before, to be avalable for sampling in there.

#

Oh, I think I got why the object is not visible above the water : depth testing.
The object doesn't write to the depth buffer (like transparent objects by default), and when water is rendered, it draws over it.

chrome spade
scarlet hull
#

Opaque hair shouldn't have any issue, and for transparent mode, similarly, you can force depth write

#

Look at the "Transparent Depth Prepass" and "Postpass" options

chrome spade
scarlet hull
#

And the Rendering pass set to "Before Refraction" ?
And still doesn't work ?

chrome spade
scarlet hull
#

I'm flabbergasted now :/

chrome spade
scarlet hull
#

I'm on something else right now, but will try to reproduce tomorrow to check, might be a legit issue here

chrome spade
scarlet hull
#

HDRP QA doing it's duty 🙂

wheat nest
full steeple
#

what is this and why is it always taking so long for me, it happens each time i save a shader and it usually takes up from 1 to 5 minutes

#

this mf is the reason ive quitted multiple projects because the bigger the project gets material wise the longer the loading takes and if there are loads of materials up to even 10 to 15 minutes

dawn sorrel
#

Is there a way to prevent clipping for firstPerson objects like weapons in HDRP?

cedar kernel
#

Why the material is not working? I'm new to this mybad

fluid merlin
# dawn sorrel Is there a way to prevent clipping for firstPerson objects like weapons in HDRP?

A lot of people have used the Custom Pass method, there's a good write up here: https://www.intetic.com/blogs/unity-hdrp-render-object-on-top-of-everything/

I had an issue with that method since I have a highlight object system effect that gave it a weird look, so I ended up using an intermittent raycast with a variable for range per hand held object, with a layermask. If it hits something, I then have a method which plays an animation for the rig armature which tips the rig down and back, when the hit is cleared, it plays a reverse animation for it.

scarlet hull
chrome spade
scarlet hull
scarlet hull
chrome spade
outer carbon
#

@maiden cloak Please use the forums for job postings: !collab

hoary starBOT
full steeple
slow aurora
full steeple
#

AMD Ryzen 5 2600 Six-Core Processor 3.40 GHz

#

and GPU is RX570

#

@slow aurora

slow aurora
#

2600 and RX 570 that could explain a bit

full steeple
#

i am unfamilliar

slow aurora
#

thanks for specs tho

full steeple
#

i have no clue what it explains tbh lol

slow aurora
#

i will try to replicate on my system

#

well obviously lower specs = slower

full steeple
#

bro what kind of microsoft studio do you have at home lmao

slow aurora
#

btw does shader mean a shader graph or what

full steeple
#

you are replicating my pc

#

how

slow aurora
#

no lmao

#

i meant replicate the problem you are having

full steeple
slow aurora
#

shadergraph or doesnt matter?

full steeple
#

i make shaders and then click on save asset

#

in shadergraph

slow aurora
#

also

#

if you go to your materials folder

#

and click reimport all does that cauuse the issue too

full steeple
#

why did my unity just shutdown from doing that 💀

#

is that normal

slow aurora
#

wtf

#

no

full steeple
#

its reopening

#

what have i done lmao

#

it was not the same message tho as the save asset message

#

its basically about 7 of these

slow aurora
#

if you change something in this and save it

#

right now

#

it does the thing right>

#

also lol look at this i made while messing around

full steeple
#

nope not now

slow aurora
#

tf

#

thats very cool and funy

full steeple
#

its mostly when ive eddited multiple ones

slow aurora
#

uhm

#

thats really weird

#

anyways it might be your pc not sure

full steeple
#

anyways lets trashtalk my pc lets say ur mom and hope he's offended

#

and hope he aint loading that long again

#

ill ping you when it happens again someday

cedar kernel
#

why is my emission map not working?

true zealot
cedar kernel
#

u mean reverse?

cedar kernel
#

I already did, even If I change everything on that part, it's not reacting

#

I already tweaked everything on the emissive input panel, it's not just reacting to model, anything but the emissive part

true zealot
cedar kernel
#

fixed it now, wtf I just restarted my Unity blushie

#

Thanks thanks

#

Unity Gaslighting at it's finest

crystal frigate
#

does anyone know why the textures are bad rendered in the distance? (Anisotropic is Forced On)

scarlet hull
sour kestrel
#

hey people

#

how to collaborate with someone without plastic scm

scarlet hull
scarlet hull
#

And out of subject of this channel btw

crystal frigate
sour kestrel
#

from what i know

#

i committed it

#

then how do i get it to my friend

scarlet hull
#

You need to share the github project with him, and he need to clone the repo

sour kestrel
#

it downloaded something

#

how do i get the project to him

#

so that when he makes a change i see it when he does i see too

scarlet hull
#

You seem to lack a bit of git and versioning knowledge, I recommand that you search a bit on the net for tutorials, as really, this is totally out of the subject for this channel.

But to put it short :
When you make a change, you :

  1. commit to you local clone of the repo
  2. **push **to the distant repo

And you friend on his side needs to:

  1. fetch the changes from the distant repo (to get them in his local repo)
  2. **pull **them from his local repo to his working directory
scarlet hull
crystal frigate
#

where is it?

scarlet hull
crystal frigate
#

ok thanks

#

just 1 line?

scarlet hull
#

Well, you maybe need some more to get the material and texture, but yes.

crystal frigate
#

i cant find a script on the texture or should i create? but when i create , i only have one float it is not changing anything

cedar kernel
#

How can I adjust the intensity of the shadow? the cascade is not helping

crystal frigate
scarlet hull
cedar kernel
#

I already got the answer thanks! I didn't know it's hidden in additional settings unlike URP.

cedar kernel
#

I'm looking for the dim options, and it is hidden, my bad.

cedar kernel
#

How can I remove this horizon? even if I change the background type, the horizon is still there

scarlet hull
cedar kernel
#

ohhh, thanks for the term!

scarlet hull
#

You can control the look of it in the fog settings of the scene volume component, might need to display the advanced settings

digital spire
#

Hi. I think I have too many mixed lights in the scene with OnDemand update mode, they fight for spot in cached shadow map. In this case, how do I tell HDRP that I want this specific light to be in the cached shadow map and remove the faraway light from the reserve spot?

digital spire
#

alright, I need to evict the faraway light and force register the light I want to cache. wish HDRP do this for me.... I'll just use every frame update mode for now then :/

full steeple
#

is camera stacking already available in a way for HDRP? or not

digital spire
fiery dirge
# digital spire Hi. I think I have too many mixed lights in the scene with OnDemand update mode,...

HDRP, you can use the Shadow Resolution setting in the Lights component. By default, HDRP automatically assigns lights to the cached shadow map based on their distance from the camera and their importance to the scene. However, you can manually adjust the Shadow Resolution setting to prioritize certain lights over others. This will allow you to allocate more space on the shadow map for important light sources and reduce the struggle for space. Additionally, you can use the Shadow Distance option to limit the distance at which the light casts shadows, which can also help reduce the number of lights vying for space in the cached shadow map.

steel roost
#

Ran into this strange issue with my HDRP spotlights. They stop rendering if I look at the light source. If anyone has had a similar issue and knows where I should look any advice would be appreciated! I've spent a whole day already debugging trying to fix it with 0 luck.

Gif showing issue: https://gyazo.com/2aef1aafe417758415d2c0c95ec33aee

From what I've tested, it seems to only happen if you're looking in the direction of the actual light object that is emitting the light.

steel roost
full steeple
woven belfry
#

Anyone know what is going on with my shadows here ?
Fresh HDRP Project on High Fidelity.
Weird shadows behavior in video with camera as well

digital spire
# woven belfry

that's seems like shadow cascade. check the cascade view to be sure

digital spire
full steeple
#

it also has an entire playermodel with hands attached to the weapon so cant really shrink that aswell lol

digital spire
#

Then I'd do that only to the player and let other player show the model correctly.

#

if you don't wanna bother with that then it's you'll need custom shader like they do it in fps sample project

#

or use custom pass

shrewd moon
snow kestrel
#

Someone know where is the recorder track?

#

ahh, sorry

#

It was not installed

#

I thought that it is automatically

full steeple
loud leaf
#

@chrome locust I see the DLSS Ultra Performance issue has been reported and closed multiple times. Can you link me to some official info? Anything I can find online is stating the opposite

#

Hope it's ok to ping you this one time. 😄

#

Previous report linked to NGXSDK/2.2-0/Doc/RTX_Developer_Guidelines.pdf but it's on internal git which we can't access.

chrome locust
#

hey! @loud leaf

#

yes so this issue is interesting. So what happens is that NVIDIA based their 3 modes on resolution.
And this makes total sense if you are only talking about rasterization. That is, rendering geometry to the lighting buffer and then upscaling.

#

However, post effects: they are always at full res with DLSS. Thus, they will incur into a higher cost on what nvidia expecs a less cost

#

So I am not sure how else to solve this other than bringing it up to NVIDIA 🙂

#

we do have a workaround

#

and is to set DLSS after post.

loud leaf
#

So, if we ignore performance for a second

chrome locust
#

I added this option on 2022.2 and up. You should be able to use DLSS after post and then it might behave better

#

but you will trade for possible artifacts on DoF & Bloom

loud leaf
#

Ultra Performance having an internal resolution of 33%, and Maximum Performance having an internal resolution of 50%, there is no way it could look better right? This seems to reflect correctly in all other DLSS modes

#

I tried searching through the HDRP package for "Ultra Performance" but I'm not getting any matches somehow 🤔

#

If I manually force the screen percentage to 33%, it seems to work correctly, and I get the output I'd expect from DLSS Ultra Performance. But if I pick it from the list, I get the quality I'd expect from Ultra Quality.

#

Unless things in HDRP work different than all games on the market, Ultra Performance should look worse than Maximum Performance. (which I guess is valid, but this is where the confusion and thus reports from multiple people come from, because this isn't what all the other engines/games seem to be doing)

#

Regardless of the performance/cost, Ultra Performance should give you the worst quality of them all. (In HDRP, it gives you the best quality of them all)

chrome locust
#

This is the official developer guide for DLSS.

loud leaf
#

Yes, exactly.

#

Ultra Performance is the one you'd only use at 8k really, because it's the lowest internal resolution, for example:

chrome locust
#

correct.

loud leaf
#

Do you see the issue here? 😄

chrome locust
#

"Ultra Performance should give you the worst quality of them all"

#

Thats not correct. This is entirely %100 based on resolution. i.e. "Ultra Peformance" on a 1080p target is sort of 'undefined' behaviour

#

I think your point is that Ultra performance sould translate at 1080 right?

loud leaf