#archived-hdrp

1 messages · Page 5 of 1

chrome locust
#

I guess the problem would be HDRP allowing 1440p or anything other than 4k in ultra perf.

loud leaf
#

Ultra Performance could be used at 1440p, it's just going to give you horrible quality (except in HDRP)

chrome locust
#

i think what happens is that hdrp just lets you render at 1440p native

#

in dlss you tell it "give me ultra performance" it doesnt give you a %

#

it gives you a hard resolution.

loud leaf
#

Why does it not scale the internal resolution from 50% to 33% (when changing from Maximum Performance to Ultra Performance) ?

#

Hmm.

chrome locust
#

the API gives you a hard resolution

#

my point is

#

nvidia has designed these modes to be hard wired to the resolution.

#

i mean we could recompute a percentage 😄

loud leaf
#

I haven't checked out the API, somehow I can not get any matches when searching through the HDRP package, but it does feel kind of weird getting the best quality out of the worst mode.

chrome locust
#

it does. But thats NVIDIA's decision to hard wire these modes to resolution

#

let me show you the C api, its public actually 1 sec

woven belfry
#

Oh I see, How can I enable it ?

chrome locust
#

@loud leaf https://github.com/NVIDIA/DLSS/blob/main/include/nvsdk_ngx_helpers.h#L69
Function signature:
NGX_DLSS_GET_OPTIMAL_SETTINGS(
NVSDK_NGX_Parameter *pInParams,
unsigned int InUserSelectedWidth,
unsigned int InUserSelectedHeight,
NVSDK_NGX_PerfQuality_Value InPerfQualityValue,
unsigned int *pOutRenderOptimalWidth,
unsigned int *pOutRenderOptimalHeight,
unsigned int *pOutRenderMaxWidth,
unsigned int *pOutRenderMaxHeight,
unsigned int *pOutRenderMinWidth,
unsigned int *pOutRenderMinHeight,
float *pOutSharpness)

GitHub

NVIDIA DLSS is a new and improved deep learning neural network that boosts frame rates and generates beautiful, sharp images for your games - DLSS/nvsdk_ngx_helpers.h at main · NVIDIA/DLSS

#

As you can see, this spits out the desired With and depth based on the input.

#

we pass the current resoltuion, say 1080x1920

loud leaf
#

yeah

chrome locust
#

nvidia spits out back 1080x1920 when InPerfQualityValue

#

is Ultra

#

we can really implement whatever behaviour we want on top

#

but thats just how nvidia handles it.

loud leaf
#

Could there be an issue in the API call? I don't want to be a smartass and doubt your work here, but even at 4K, I'm not getting the expected result.

shrewd moon
# woven belfry Oh I see, How can I enable it ?

If you have TAA enabled in your game camera, you won't need to enable it in the scene view
If you still want to do that though you have the option to check it on from Scene Camera menu
And as the prompt states you also need Always Refresh on

chrome locust
#

I agree though, its confusing. If there is an issue, I think we might just have to bite the bullet and close the gap. I have to check other games to see how they are handling this.

#

I dont agree with how nvidia chose these settings, or the fact that they want to own this part of our render pipeline. Preciely because support issues like this occur and leave us the engine developers scrambling

loud leaf
#

All good, thanks a lot. I do see both UltraPerformance and UltraQuality as possible inputs for NVSDK_NGX_PerfQuality_Value in the "DLSS_Programming_Guide_Release" PDF, maybe UltraQuality is getting passed? (which currently seems to be missing from UI in HDRP)

chrome locust
#

Those are hidden

#

make sure to also read the document pdf

loud leaf
#

What I mean that the "Ultra Quality" seems to be missing on the user end

chrome locust
#

they were experimental

loud leaf
#

(which does get shipped with games these days) Edit : I got confused with Quality / Maximum Quality here

#

Hmm

chrome locust
loud leaf
#

Thanks

chrome locust
#

We can only ship and support Quality, Balanced, Performance, Ultra-Performance

#

@loud leaf this is your ticket right?

#

If so, could you send me the .data capture, and include also the GPU capture ? (enable the GPU module on the top left part of the profiler).

loud leaf
#

My ticket didn't include any performance metrics, unless QA added them.

#

I do understand different modes won't always give the expected performance increase, but visual quality on Ultra Performance does seem a lot higher than Maximum Performance.

chrome locust
#

If you can send me privately a gdrive download link or attachment the .data thatd be great. Yeah these captures show CPU spikes as well

#

yeah because i think ultra performance is doing it at highest res. Ultra perf only kicks in at highest res

#

is not doing % as you expected.

#

ill take a look again. Might just have to recalculate the % 🙂

loud leaf
#

Hopefully this makes it a little more clear. 😄

loud leaf
chrome locust
#

@loud leaf i got some news

#

you were %100 right.

#

I was absolutely wrong. There is a bug. And is just a facepalm. Let me show you the diff:

#

= vs > ...
This safety check was acutally ignoring Ultra Perf setting 😦 I made the assumption this was working. Thanks to you i tripled check everything in the pipeline and found the issue.

loud leaf
#

It happens 😄 (at least I make mistakes all the time)

chrome locust
#

Im very sorry for being a hard head. I will get a fix up and running asap

loud leaf
#

All good 👍

chrome locust
#

FYI I implemented this debug menu in the HDRP debugger so you can see the behind the scenes.

#

its shipping already, not sure if you have used it, but I was able to find the issue clearly when I tested 6k and still saw 6k as the output resoltuion 😁

loud leaf
#

I've came across that section but forgot to use it in this case

chrome locust
#

yeah, always use it. You can track all camera states. Each row in that table also means a lot of memory and state that nvidia dlss keeps for history buffers.

#

Its a straight look into device memory, we can track all the views active in your game this way. So keep an eye on it!

#

also remember: we have the injection points, this is something we added to help you mitigate perf on DOF & post.
Additionaly, we have some changes coming up to PBR dof that makes it 60% faster 🙂 so keep an eye on it.

loud leaf
#

I've tried the different injection points but haven't been able to get any good results with it so far. I also occasionally (couple times an hour) come across this weird DLSS jitter issue where part of the sky (or geometry) keeps on jittering forever, I can't quite pinpoint where it's coming from, it seems to have something to do with changing DLSS modes at runtime.

chrome locust
#

good news too, seams like this bug only affected ultra performance mode

#

good stuff. Go community! expect a fix soon across 2022.2, 2023.1 and 2023.2+. Cheers and thanks again @loud leaf 🙂

loud leaf
#

Ah, I found out why I haven't had any luck with the injection points. Half my TextureHandles break when I change the injection point to "After Post Process", the same effect as disabling DLSS. 🤔

Edit: it also messes up the height of the textures when changing the injection point. The TextureHandles are marked as dynamicResolution. If I set dynamicResolution to false, the "after post" injection point works, but now my TextureHandles break with the "before post" injection point.

woven belfry
#

different lighting shows problem 1 on vid but not so much shadows problem :\

crystal frigate
stone holly
#

is there a way i can do camera stacking (like to remove weapon clipping)

#

because i know HDRP doesnt do it the same was as URP

digital spire
# woven belfry strange.

screenshot your setting of shadow in global volume.
you might need to increase the cascade blend and reduce shadow distance in the global volume.

#

after increasing the border

worn swan
#

Hello guys, supposedly SpeedTree should function in HDRP now, but I can't get wind to work.
I use HDRP/Nature/SpeedTree8 shader and a pack from asset store

unkempt sedge
#

Color Buffer Format The format of the color buffer that HDRP will use for rendering, using R16G16B16A16 instead of R11G11B10 will double the memory usage but help you to avoid banding. R16G16B16A16 is also required for Alpha-Output.

Why do HDRP only has this two color formats?

#

why no R8G8B8A8?

ripe quail
#

Camera stacking like you're used to is either not recommended or not supported outright, can't remember

#

it would torpedo your FPS for no good reason

stone holly
#

it straightup doesnt exsist

#

LMAO

#

why arnt these core features being fixed?

ripe quail
#

these guys made UI stacking, but just figure out custom passes, it's the way you're supposed to do it

#

it's not hard

stone holly
#

thanks bro!

ripe quail
#

You just nest a custom pass volume in your camera, you target a layer you set that has your weapon on it, and you override its depth to Always so it shows on top of everything

#

idk this probably isn't perfect, I'm actually here to ask a question about this 😄 but hopefully it gets you started

stone holly
#

thanks man this is huge

ripe quail
#

Has anyone figured out how to make Screen Space Camera UI elements not be affected by post processing?

#

omg I just figured it out

#

@stone holly This will apply to you too

#

make sure you disable your gun layer from your camera's culling mask

#

it shouldn't be necessary... maybe it won't hurt anything though...

stone holly
#

yeah, HDRP is making me loose my mind

#

especally because im making a MFPS

ripe quail
#

I've tried HDRP, URP, built-in... I prefer HDRP most 🙂

stone holly
#

I love URP its a really nice inbetween

ripe quail
#

It seems like it can do pretty much everything

#

Little things drove me insane about URP, but I loved how good its performance is.

#

at least in a blank scene 🤣

stone holly
#

although someone else may have had a completely different experience which is fair enough

stone holly
floral oar
#

created a** "Mask" **map creator if anyone is interested in it.

#

gives you a preview at the bottom when creating it

digital spire
scarlet hull
floral oar
#

if anyone needs a generator for maps used for lit materials.

scarlet hull
eternal laurel
#

Anyone know why fixed exposure would take up 15 ms ?

stiff bramble
#

Hey can anyone recommend a way to make a custom lens shader in HDRP? I'd like to simulate a panoramic/fisheye camera (the lens distortion post process doesn't give me what I want)

worn swan
eternal laurel
#

just the compute dispatch that says 0.00ms

floral oar
mellow condor
#

vfx graph performance of large, numerous transparent particles improved massively

unkempt sedge
#

why no static batching?

#

is merging meshes bad?

#

Will it increase performance for level with a lot of small objects?

#

small props

#

i`m planning to write a system to merge meshes for HDRP/URP (i have a lot of small props / modular buildings).

Is it worth it? will it ever increase performance?

scarlet hull
#

It will still help offload some work from the cpu, as it will have less things to batch together with the SRP batcher.
But things need to be merged together in a "culling efficient" way

unkempt sedge
#

I will do it like mesh combine studio 2.

#

in a grid of 16x16

#

But it will only increase cpu performance and no gpu?

#

for realtime lighting it is good because it can decrease shadow casters too, right?

scarlet hull
#

Some performance profile would be needed to know what are the gains, but from my knowledge :

  • you will still send the same amount of triangles to the GPU, so this will not have an effect, or minimal
  • but you have less objects to display, so less stress on CPU for culling and srp batch
  • batches will contain less objets, maybe gain on GPU ?
  • you will however loose potential perf since you won't have multiple instances of the same mesh anymore
whole fossil
unkempt sedge
mellow condor
eternal laurel
#

Unity versions is 2022.9

#

It’s also somehow tied to the amount of objects in the scene as far as I can tell

unkempt sedge
#

Is it possible to use buffer format R11G11B10 with render texture+transparency?

#

can i use different render buffer format for different cameras?

unkempt sedge
#

i have a paperdoll on my game

#

Do i really need to double bandwidth to use it? R11G11B10 is enough for my game.

topaz ravine
unkempt sedge
#

Is there a better way to do it? render with background on green then remove?

topaz ravine
#

You can stick with your R11G11B10 settings if you use a Draw Renderer Custom Pass in an empty buffer rather than drawing pixel from a camera

unkempt sedge
#

What is a custom pass? i`m using UI Toolkit. Does it works with render textures?

#

i have icons in UI Toolkit on top of the paperdoll

topaz ravine
#

A custom pass is the way to create buffer and use it the rendering in HDRP

#

color/depth or custom data

#

it a bit technic btw

unkempt sedge
#

Do you think it can work with day/night system? my paperdoll is always on "day"

#

i`m using custom light layers

#

(What i think is it will render on top of everything. Right?)

topaz ravine
#

explain me, you want to draw a character in card this way?

unkempt sedge
#

Yes, i want to draw my player on my UI

#

like this

topaz ravine
#

ok so it will render on top of everything only if you setup the card this way

unkempt sedge
#

what is a card?

topaz ravine
#

your final image result 🙂

unkempt sedge
#

a render texture i see

topaz ravine
#

let's say you have an empty renderTexture (full black/alpha) that you use in an image in a Canvas, you can fill this render texture pixels with a custom buffer using only the pixel of the character (draw render) or from a camera (already drawn pixel)

unkempt sedge
#

I will check more about this draw render

#

thank you

topaz ravine
#

let me copy paste some usefull link

#

your light layer should not be an issue with this solution

#

So you already have two solution here : 1- setup a camera, and fill your render texture with the Copy Buffer exemple

#

2- don't setup a camera, use the renderTexture as the destination buffer and directly use Draw Renderer into this, (you will need a custom DrawRenderer Custom pass script) to output the pixel to a Render Texture rather than the Camera

#

the second solution is better, you wont have to care about alpha, just drawing pixel, you can even inject your background pixel (in the render texture) just before the draw Renderer step, use depth or not, etc

unkempt sedge
#

@topaz ravine Hey, this is really cool

#

i have another system i`m using cameras too

#

this is my minimap

#

What is it? a navmesh renderer to a texture then i add outline

#

Do you think the second solution is valid for minimap as well?

topaz ravine
#

your setup camera is good and it is working as expected, but you have multiple camera, and custom pass would give you more perfomance and flexibility

unkempt sedge
#

Ty

#

I will do it for paperdoll first then try to make minimap better too 🙂

topaz ravine
#

@unkempt sedge I send you a Draw Renderer to Custom Buffer (custom pass) script, it will allow you to start quickly

unkempt sedge
#

Ty for the help

#

I really need it

topaz ravine
#

@unkempt sedge I have smthing that work

topaz ravine
#

note : it's safer to put the custom pass "before post process" to have the correct result

unkempt sedge
iron siren
#

Hi, would anybody be able to tell me why my scene if full white in HDRP ? I've disabled all lights and volumes and set the project settings to have 0 multiplier on exposure so I get a black scene but to no avail. It's working fine, full black, in another empty scene but in this scene, it's white despite lights and volumes being disabled.

shrewd moon
iron siren
#

Oh

shrewd moon
#

I'd try to move volume and light properties over from a scene where they work, and then try to disable other gameobjects in the scene that may be causing the problem

topaz ravine
#

it may be the look of the default exposure you have in the HDRP settings

iron siren
#

Got it, thanks

topaz ravine
#

@unkempt sedge the solution I gave you don't draw shadows :/ My bad

unkempt sedge
#

Or post processing

topaz ravine
#

post process yes, i am looking at the shadows question

jovial latch
#

I am able to drag a material from a shader graph into my script, but I want to switch to loading it from a file with Resources.Load<Material>(materialPath).
How do I access it from file instead of dragging it into the inspector?

maiden flume
#

Can someone tell me why I get this cut off lighting when I use a generated texture atlas? The lighting is normal with a generic imported texture. The material is a default HDRP/Lit material. Am I missing something?
Edit: for anyone curious, it's something to do with mipmapping levels. Editing the global material mip bias with the rendering debugger to a negative value fixes it.

buoyant turret
#

Anyone can help me use SSGI in my hdrp template project?

#

enabled everywhere, in the frame settings and in the hdrp pipeline asset

#

however the volume still wont accept it???

#

do i need something else? directx 12?

scarlet hull
buoyant turret
#

despite checking these checkbox shown previously

scarlet hull
buoyant turret
scarlet hull
#

Not forcefully, if you have an other pipeline asset assigned to the current quality level, it will be that one that is used

buoyant turret
#

oh yeah, that was the issue, thjanks for helping!

#

are these all the options though?

scarlet hull
#

Yep

dawn sorrel
#

Does anyone else have terrible performance issues when using Planar Reflections

little meteor
#

Hi there, new around and just would need some lil assistance.

I used an unlit shader graph in order to make a material for an object, as to give it a black hole/magic orb effect. I managed to do it in a URP and seem to work fine on the HDRP, yet the Rotation node doesn't appear on when the material is applied.

The graphs itself show that the rotation should be there but it doesn't move at all once in the scene.

#

Not sure if it would be better to go in VFX-and-Particle for this question, if so let me know

#

nvm, I just realized I needed to start the play button for HDRP to see the effect atwhatcost

eternal laurel
soft pike
runic bay
#

For HDRP & shader graph, is it possible to get additional light sources through a node?

#

otherwise I imagine I'll need to write a custom node to fetch additional light source

little meteor
#

I've been making an Unlit shader graph thinking i could place it in an Output Particle Mesh within a Visual Effect Asset yet it doesnt seem to be a thing unless i'm wrong?

scarlet hull
scarlet hull
shell yoke
#

Im not sure whether to post this in HDRP or Terrain or lighting or shaders LOL. But i'm having weird DX12 flickering on trees that are part of the terrain system (hand placed trees are fine as a prefab) and if I revert back to DX11 - they work as intended as they should.

EDIT - Turns out in a build this doesn't happen. So it's a gameview thing. I'll try to dig further into this at some point.

unkempt sedge
#

How do i render a mesh to RT every frame? without flickering

glacial fossil
unkempt sedge
#

I`m trying to do it with command buffers on late update

#

it is flickering

glacial fossil
#

We should try to fix the flickering, not try to do the same thing again

unkempt sedge
#

How?

#

Do command buffers work on lateupdate?

glacial fossil
#

I see no reason why they wouldnt

ionic kindle
#

any idea why I'm seeing bloom in scene view and not in game view?

shrewd moon
#

You're using the debug inspector, is what I assume you refer to

languid iris
unkempt sedge
#

Is it worth it to have lower poly meshes for shadows?

#

will it reduce gpu usage at all?

unkempt sedge
#

            var projectionMatrix = Matrix4x4.Ortho(-1, 1, -1, 1, 0.3f, 10.0f);

            cmd.Clear();

            cmd.SetRenderTarget(Image.mainTexture as RenderTexture);
            cmd.ClearRenderTarget(true, true, Color.clear);

            cmd.SetViewMatrix(Matrix4x4.LookAt(Vector3.up, Vector3.zero, Vector3.up).inverse);
            cmd.SetProjectionMatrix(projectionMatrix);


            cmd.DrawMesh(mesh, Matrix4x4.identity, RendererMaterial, 0);

                           
#

this is what i`m trying on LateUpdate. I want to always render the mesh at 0,0 without movement/rotation

unkempt sedge
#

the view and projection matrix don`t work at all

iron siren
#

Hi everybody, I'm trying a simple HDRP scene but I can't figure out how to enable all the screen space options required ?

#

I've opened my HDRenderPipelineGlobalSettings.asset and ticked all the shadows, reflection and refraction checkbox I could find but it still tells me it's not enabled ?

#

What am I missing?

scarlet hull
#

You can also see it in the project settings / quality / hdrp section

iron siren
scarlet hull
#

It is the one assigned to the current active quality level

#

Or if there is none, the one set in the graphic settings

iron siren
#

Got it, thanks!

naive garden
#

hello hello, i've been trying to create an environment that has dark interiors but the exterior is completely bright, how ever when i add the directional light to the scene the light emitted by it still passes the walls of the interior areas and makes it look unnatural

#

the images are of the interior when the directional light is turned off and on

naive garden
#

and yes shadow maps is enabled

scarlet hull
naive garden
#

I did try light probes but they take hours for me to bake for some reason, and the other solution is not exacly viable because there are mirrors

#

Isnt there a simpler solution like simply unlinking the background image from the ambient light?

shrewd moon
# naive garden Isnt there a simpler solution like simply unlinking the background image from th...

The simplest solution is likely to use the Indirect Lighting Controller override to locally remove the effect of ambient light
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.1/manual/Override-Indirect-Lighting-Controller.html
The proper solution would be to bake global illumination and probes
That's a bit of an involved workflow to learn, but if you correctly tune the bake settings and exclude unnecessary objects you may be able to cut down the bake time to minutes or seconds

lusty oyster
#

hello, how do i fix those pixels. SSGI causes them to happen. And the other problem is that i cant disable SSGI because it handles all the indirect light. (Rooms in my game are procedurally generated)

#

scene has no direct light, area, point or spot light. Everything is indirect

scarlet hull
lusty oyster
#

i'll try but i dont get the result i really want

#

will try again btw

#

thanks for reply

scarlet hull
#

I would really discourage to light everything with only indirect lighting (unless you are going full raytrace), this is why direct lights are for

lusty oyster
#

so it kind of did the job

#

but some pixels still can be seen

loud leaf
#

Does SSGI not have a denoiser? And are you using TAA?

lusty oyster
#

oh yeah

#

it was TAA

#

thank you

loud leaf
#

You mean it was disabled?

#

Because you absolutely need TAA. 😄

lusty oyster
#

i hate being new to unity

loud leaf
#

Don't worry about it 👍

lusty oyster
#

now i know that i need to work with Anti Aliasing

#

thanks

leaden quartz
#

Does anyone have any idea why with my custom pass volume the object on the screenshot almost appears transparent or something as you can see other objects through it

#

I want to render the object on the first screenshot on top of everything

naive garden
scarlet hull
naive garden
#

it does require it

scarlet hull
shrewd moon
naive garden
#

alrighty thanks for the help!, i think i'll manage from now on

worldly jetty
#

~~I'm having an issue that's hard to search up, and I feel like it's related to my hdrp configuration/settings/package etc.

My vfx graph particles look different than the video guides I follow. Am I missing something simple? Seems like my particles aren't as sharp as the videos I see.~~

Restarting seemed to fix the issue shrugFreg

shrewd moon
deep wigeon
#

Hi, Currently im working with HDRP (for the 1st time). And i made a relative large outdoor scene,
Used the BotD Environment, the Unity HDRP terrain demo scene, and NatureManufacture - Meadow environment. fo the assets.

Currently The terrain is densly populaded with stuff.
I have a Physically based sky Set up the sun repaced with moon,
and i ve some some volumetric fog to boost up the visuals and hide the reduced Draw distance (Camera Far Clipplane 100).

it looks nice. my problem hovever is that i have 10-20 fps. (RTX 2080)

  • the tree distance on the rettail settings is basically binary full distance or nothing...
  • if i set evrithing to dynamic i have 7-20K batches if i sate than to static i have 7-20K batches...
  • if i deactivate evrithing in the scene and i only have the FPS controller i have 7-20K batches...
    Occlusioon culling is baked.

WTF?

deep wigeon
scarlet hull
# deep wigeon Same Frame...

Looking at the frame debugger, I'm not so much surprised.
If you go deeper in the GBuffer pass for example, you could check and see if some of the objects are explicitely breaking the batch (it should be written in the window).

It would also be worth checking the profiler

deep wigeon
#

the profiler just says GFX wait for Present

scarlet hull
#

Well, there can't be only that, you should look for something like a "Render" command.
Also enable the gpu profiler

deep wigeon
#

ok and the other stuff that im rendering PINES 1 by one ant they are well our the occlusion are...

#

a

#

it says other...

scarlet hull
#

Oh wow, that's not really helping.
And what about the CPU part, you should be able to unroll the rendering and see which part of the loop takes the most time

deep wigeon
#

evry part of the rendering...

#

like this one which i tryed mybe thi one helps.. but.. it does not...

scarlet hull
#

Oh wow. So a lot of time is spent on the LOD system :/

deep wigeon
#

im digging ...

#

HDRenderPipeline.PrepareLightsForGPU()
5.12ms
this looks a bit too much for a single directional light and a spotligt.

scarlet hull
#

Did you enable light layers maybe ?

deep wigeon
#

what is super starnge:

deep wigeon
#

im not changed anything lights related...

#

except sky...

shrewd moon
#

I guess you'd want it as Screen Space - Overlay
Please try to stay in the relevant channel

tardy meadow
shrewd moon
lost garnet
#

Issue, so I have no idea why this happens but in hdrp for 2021.3.19f1 unity memory usage gradually increases. For no reason. Now I have tested this on a blank brand new 3d hdrp template and left it for an hour and it crept up to 50 gigs. On a blank template, is there a memory leak on that version?

frigid goblet
#

i can't select my custom mesh into shader graph, it doesn't show anything :(

#

I inputted a material and a 3d object to my scene, but when I open shader graph it doesn't show my custom mesh there and I am so confused

slow aurora
#

right now im converting to HDRP (from URP its painful trust) and for some reason the shader graph rendering the leaves is working differently on HDRP... it uses vertex positions and whatnot, but if i remove the connection to vertex position, the leaves go back to where they should be, but it doesnt cut out the leaves properly

#

so this is to make the trees blow in the wind

#

tree with vertex position connected

#

oh wait i fixed the second part, but i do need that vertex position fixed

#

it looks the exact same on URP

#

so im not sure why its not working on HDRP

slow aurora
#

also can anyone tell me if these shadows are realistic, if not how to fix them, and then how to stop the shadows from being so blocky

#

stuff in the background is snow btw

slow aurora
scarlet hull
scarlet hull
slow aurora
#

I even tried 8192 shadows but that just causes my whole scene to illuminate

slow aurora
shrewd moon
scarlet hull
shrewd moon
#

Tweaking bias values may help the disconnected shadows or "peter panning"
Screen space shadows additionally can improve that

slow aurora
#

I didnt see any change when enabling SSS

#

Npt sure why

#

And biases seem to add a second shadow

shrewd moon
#

If your light source is a spot light, shadow casting will struggle with angles above 100° or so

slow aurora
#

But maybe just my lighting setup

slow aurora
#

And if so, which one?

#

Btw what does SSS even do??? I havent seen a single difference

slow aurora
molten surge
#

I'm trying to create a daylight cycle in my game. I've got a nice setup going but it kills fps. Even if I'm updating the sun's rotation every 0.2 seconds. Any tips?

#

Just figured out it's because I'm using physically based sky

slow aurora
#

@scarlet hull here is some of the graph

scarlet hull
slow aurora
#

its there

scarlet hull
#

hum 🤔
So, in URP this worked, and if you disconnect the vertex position ouput the leaves show ?

slow aurora
#

yes

#

and this shows the leaves

#

but if i set the transform to World -> Object instead of Absolute world

#

it shows

#

nop

#

i meant it doesnt show, but absolute world does show it, but World -> Object is how it is in URP

#

its really weird

#

and also with World -> Object the leaves will render in the sky for some stupid reason, and it seems affect by view position,

#

its so weird

scarlet hull
slow aurora
#

well then why do the leaves not move now

scarlet hull
slow aurora
#

oh you are right lol

#

why didnt it work before though]

#

whatever, anyways im gonna post a video here

#

showing a complete mess of broken stuff, and im not sure why

scarlet hull
#

It's just the time node : unless you enable "always animate" in the scene view, it won't change value

slow aurora
#

thank you though!

slow aurora
#

@shrewd moon @peak finch video is kinda long but it goes over some issues

#

i can highlight the main ones with a timestamp

#

0:35 why is the tree got broken depth?

#

1:17 shadows are so fucked here

#

1:36 SSS breaks lighting lol

#

2:13 here im pointing out the sky not working

#

and then i show the physically based sky is enabled

#

3:30 turning off anti-aliasing permenantely broke my minimap lol

#

4:35 here im trying to use the sun, and then when I change intensity multiplier its SO BRIGHT

#

for now reason seemingly

#

and then i mess with lighting for a while

#

5:32 shadows are blocky but thats likely the model

peak finch
#

seems to me like switching to HDRP is a bad move, granted since your running into a lot of issues

slow aurora
#

7:08 here i start looking at this cube, it looks like its floating from the shadows, but its not

peak finch
#

the tree with "broken depth" is actually just a material issue

#

you should be using alpha cutoff

slow aurora
#

i am using it

#

just probably not correctly

#

9:30 realllllly weird issues where the sky overrides every other thing

peak finch
#

the intensity for the lighting in HDRP is normal

slow aurora
#

10:00 more lighting issues

slow aurora
#

13:10 im assuming this is just screen space GI

peak finch
#

because you don't have any post processing

slow aurora
peak finch
#

no tonemapping

slow aurora
#

then what is this?

peak finch
#

oh there is

#

ok can we zero in on single issues first?

#

you dumped a bunch of problems in here that you run into and want fixed

#

its a bit much

#

so whats something that you want to tackle first

slow aurora
#

sure, how about figuring out why my post effects arent working, lemme check something first

#

the only thing that seems to work is SSGI

#

if i turn it off i see a big effect

#

but everything else doesnt seem to work

peak finch
#

no vingette or other effects are working?

slow aurora
#

nope

peak finch
#

show us the settings on your unity camera

slow aurora
peak finch
#

I see volume mask set for the camera

#

what about your volume objects?

slow aurora
#

yes

#

uh

#

here

peak finch
#

why not set both to global post processing?

slow aurora
#

^ this is why

#

i dont want my UI to be affected by DoF

#

and other effects

#

i tried just turning off post on the URP cam but all of post turned off

dense sinew
#

I want to use the volumetric clouds but I'm using the terrain system and the trees don't work. Any suggestions how I can keep terrain and have hdrp?

slow aurora
#

WAIT SAME THOUGH

#

but my VFX system also breaks

indigo summit
#

anyone here using hdrp and BRG?

#

i can't make the script from the SRTTest repo to work

shrewd moon
indigo summit
#

yep

shrewd moon
#

Not me, but now I know what that is

indigo summit
nocturne orchid
#

Anyone have any ideas why my terrain is only letting me use 4 layers?

eternal laurel
#

Brg

slow aurora
#

hdrp go wee

plain helm
#

Has anyone here used HDAdditionalCameraData.CustomRender

shell yoke
#

Did diffusion profiles move or stop working on 2022.2.15? I cannot add a diffusion profile to my material and cannot find where it's at in settings anymore.

scarlet hull
#

You will have to add the override if it's not there already

shell yoke
#

Are you talking about the "Diffusion profile list" for the Volume where post processes and such are at? If so I added it and added my diffusion profile to it, but I still cannot add it to my material sadly.

scarlet hull
#

Hum, I don't see why it would allow to assign a diffusion profile 🤔
Maybe you've just found a legit bug

#

Is it also not working if you try to do in on the material asset inspector (not the object inspector) ?

shell yoke
#

If you mean clicking on the material and trying to drop it into the profile box - still doesn't work. Let me try rebuilding library.

#

Sadly that didn't work. let me try a new project just to see if it might be something I did with my project

#

New project works, so something in my other project caused it lol

shell yoke
#

really weird man, I import my assets from old to new project and it doesn't work again.

shell yoke
#

Got around it by not importing any of the settings stuff

dense sinew
#

Is there a way how I can use trees and HDRP at the same time. If yes how

haughty coral
#

Any ideas how to fix these absurd values I have to use for intesity to make the spotlight visible even in the slightest? Or is it normal for HDRP. It is a fresh project so I haven't messed anything up yet (probably).

scarlet hull
shell yoke
#

@haughty coral also keep in mind to mess with the exposure post process, this can help a lot in tweaking your lighting just right for your needs

haughty coral
loud leaf
#

It works just like a real camera / light

hidden karma
#

Hey guys,
I'd like to know if there's a way around this issue - I can't have subsurface scattering and metallic at the same time in HDRP shadergraph and my boss wants a singular uber-shader that covers all our needs, which includes SSS and metallicity. Is there some fundamental reason why HDRP cannot do both of these at the same time?

#

I know HDRP is a deferred pipeline, so perhaps values that are mapped either to metallicity or SSS are overlapped?

whole fossil
#

is something like triplanar decal shader possible in hdrp?

#

I am thinking about solution for blood splatters which could affect all surfaces in given volume

polar epoch
#

I'm using HDRP for the first time, and I want to create a scene in space. I want volumetric lighting in all lights even though it might not be accurate with how space actually is. The issue with it that I'm having is that for the volumetric lighting to exist I need Fog.

The issue with this fog is that it fades things far away. I don't want it to do this, or at least not the way it's doing it.

The way fog works in my project right now is that it's based on the world Y-axis. Obviously space doesn't have a Y-axis, so it looks strange. The ideas scenario is for the scene to have no visible fog so that you can see any object from any length. I'd like to have this while still being able to have volumetric lights. Anyone know of a setup that would result in this?

#

The right object is close and clearly showing a good volumetric light. The left object is big and very far away. It's visibly "cut" through the world XZ-axis due to the fog.

**TLDR: **I want to remove the fog covering the white sphere in the distance while keeping the volumetric light on the right.

dawn sorrel
#

Why does eveything turn white when I disable stupid exposure

#

I hate exposure so much

eternal laurel
dawn sorrel
#

Automatic exposure to be more specific

#

But I solved the problem already

shrewd moon
dawn sorrel
#

Yeah I did Fixed Exposure

eternal laurel
#

Since hdrp is made to be physically accurate I suggest learning how real life exposure works in cameras

jagged rain
#

I have a following setup in a scene:

  • Directional lightning with global volume
  • A closed room with point light and box volume

I am trying characters from Character Creator 4, but when I place them inside a closed room there occurs an extreme case of subsurface scattering. It goes away when I disable the directional light. Any ideas how to prevent that? Would also like to know why the directional light doesn't impact any lightning inside a room except for few body parts.

slow aurora
#

how do I profile what objects and what lights specifically are taking a long time to render? I havent seen anything like that in the profiler

#

just calls from the cpu saying DispatchCompute

#

and whatnot

#

even if im reading the GPU frame debug

fossil canopy
eternal laurel
#

Should be diffuse specular normal and emissive

long scarab
ionic kindle
#

for the life of me cannot figure out this weird issue, play mode isn't getting some post processing

#

e.g. bloom and tonemapping

#

but scene view has them

loud leaf
#

Camera custom frame settings?

#

Also, did HDRP Global Settings change recently or did I mess something up? I can't seem to actually remove things there anymore. (latest alpha/git)

#

I lost some performance (~10%) in just a few weeks so I'm kind of suspecting that 😄

#

It did really make things cluttered for sure, having to search through this gigantic list to see difference between profiles. They all look exactly the same which (at least for me) makes this currently unusable.

#

I wonder if this is merged in latest alpha or only in master for the time being, I only really need the recent DLSS + DoF fixes. I don't think there's an easy way to see this these days.

unborn light
#

Hey! Don't know if I should post this over in #archived-code-advanced but either way what I'm wondering is:

Is there any way to evaluate the density of the HDRP local clouds at a point in world space? This data obviously exists somewhere but can it be read? If all the code is running on the GPU I assume that would mean to do the same calculation on the CPU for that one point - that part is doable for a custom shader say, but recreating all the required parameters exactly might not be realistic. Any thoughts?

loud leaf
fossil canopy
#

What are some reasons that you might want to create a Custom Post Process instead of a CustomPass? For doing stuff that might require several operations / sub-passes, like Bloom typically does?

#

or for implementing complex things like custom anti-aliasing and whatnot?

lost garnet
#

help? hdrp. 2021.3.23f1

#

all internal, any searching hasent fixed anything.

unborn light
# loud leaf

This is in a compute shader, so even if it was theoretically possible to extract the data I don't think it would be feasible, you would have to write everything to a buffer and then sample from the buffer on the CPU side. Sounds like a recipe for failure unfortunately

#

Oh well, that was about what I expected, but thanks for the input

lost garnet
#

from reading internal code, seems to be memory release related

reef karma
#

looking for a good industrial asset pack. also really looking for like an airport asset pack. Anyone know of some?

#

this one aint too bad

ionic kindle
#

so nothing's being changed there at least I think

gilded portal
#

Hi!

I'm currently having a problem where the intensity in some of my lights just.... change. Without me doing anything to them.

I'm using version control and I am 100% sure my scene did not have such strong lights in them. What the hell is happening? Is Unity this unreliable?

#

It feels like Unity just decided to change the light measurement unit on its own while keeping the value.

shrewd moon
gilded portal
#

I see what's happening now, sorta: for some reason, my light's intensity measurement units are being changed while the value is kept.

400 Lux is too much but 400 Lumens is acceptable for my scene for example. I've found out that, for reasons still unknown to me, pushing scenes to a git repo has a random chance of absolutely trashing my light's intensity units.

serene harness
#

Hi, I would like to change my skybox so I added a new one but I have a line that appeared, can someone help me to solve this problem? i have it with every hdr i use

lusty oyster
#

even after disabling ssgi nothing happens

left horizon
# lusty oyster even after disabling ssgi nothing happens

I dunno much about HDRP, but URP in general has a limit on simultaneous lights shining on an object plus a light priority system
You could try raising the number of allowed lights in the URP pipeline asset. or maybe you need to set some of the ceiling lights as "important".

I don't know if it's related but since nobody else has replied maybe you could try it out.

lusty oyster
#

there's 2 area lights and one is disabled

dense sinew
#

Anyone know how I can use hdrp with trees

molten surge
#

Why does rotating a directional light with a physically based sky kill fps so much. I'm losing like 20-30 frames over it

eternal laurel
#

Well updating the physically based sky every frame is really expensive

ancient jay
#

Hi everyone, with the latest editor update 2022.2.17f1, I lost the reference of Rendering.HighDefinition and can't able to find the new reference. Did you guys find how to fix that problem?

lusty oyster
left horizon
lusty oyster
#

ohh really

#

thanks, I'll try that

#

god bless you, you saved my nerves

left horizon
#

Haha

molten surge
eternal laurel
#

The only advice I can give is to lower the number of bounces and increase the update period settings

quiet cove
#

yo, I switched to HDRP and switched from gamma to linear, but now my spotlight doesnt work, what do I do?

shrewd moon
full steeple
#

does skinned mesh renderer support vertex cuz it seems i cannot paint on skinned mesh

shrewd moon
full steeple
#

using polybrush

#

vertex color yeah

lusty oyster
#

how do I fix that? there are two ref. probes matching size of rooms and ssgi enabled. I need to make the lights mix smoothly

#

what setting controls that?

shrewd moon
# full steeple using polybrush

I wouldn't be surprised if it was not designed to work on skinned mesh renderers, but from what I know about PolyBrush you might be able to paint on the same mesh on a mesh renderer component rather than skinned mesh renderer component

#

Skinned mesh renderer uses the same mesh data but simply additionally reads vertex groups to deform the mesh

full steeple
#

still doesnt apply to all the mesh but only a small part

onyx lark
#

just started seeing this warning after bumping to Unity 2022.2.17f1 w/ HDRP 14.0.7

The package cache was invalidated and rebuilt because the following immutable asset(s) were unexpectedly altered:
Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineRuntimeResources.asset

#

this kind of thing usually happens when I accidentally try to modify a package asset

#

dunno if it's just on my end, or if it is unity doing something goofy now

#

actually, I should really just do a reimport-all now

loud leaf
#

I always clear the library/logs/etc after changing editor or hdrp version.

onyx lark
#

it's happening in another project too, pretty soon after converting to 2022.2.17f1. I guess that's not the same as a full reimport?

#

you'd think it would be...

#

interestingly, I was also getting warnings that file modification times didn't make sense

#

i forget exactly what it said though

onyx lark
#

well, that's gone, but now I'm getting a very curious error

#
Invalid AABB inAABB
UnityEngine.Canvas:SendWillRenderCanvases ()
#

it triggers when I...walk to a certain part of my level. After that happens a certain shader will cause the whole screen to black out (but only existing instances of objects using a material with that shader)

#

i think this is something going wrong in my UI, but the resulting breakage is very weird

#

ah, disabling my UI makes that error go away, but the funky blackout problem remains. perhaps they're both being triggered by the same thing..

#

further 🦆 adventures: my shader was spitting out NaNs

#

the shader also uses world-space positions

#

this, along with the invalid AABB error, makes it sound like I'm just doing a Big Whoopsie with a transform somewhere

#

now I just need to find it...

#

(but, this means it's not an HDRP problem!)

onyx lark
#

yup, sorted: i was dividing by zero in one place (while only happened if the player was in a very dark area, like I had just created a few minutes ago...). this caused my shader to explode and also set an Image's fill value to NaN.

loud leaf
#

Classic 😄 glad you fixed it.

terse basalt
#

Hi. One question, is there a way to move the volumetric clouds in the Y axis please? Like, I have some kind of floating origin system, that teleports the player back to the origin when it goes further than 9000 units from origin, but when it teleports, the clouds just stay there, like this:

#

Like, I know you can move the X and Z axis by changing the shape offset, but the Y axis doesn't move everything up or down 😦

lusty oyster
#

uh, stupid question. how do I make the ceiling not black? ref. probe is not working + ssgi disabled

#

with ssgi enabled everything looks like that

shrewd moon
lusty oyster
#

thanks!

molten reef
#

Use APV

shrewd moon
#

APV and baked lightmapping are both potential and viable solutions here but there are drawbacks to both
I wouldn't off-handedly recommend either without knowing how the lighting in the scene specifically needs to work

ionic kindle
#

does anyone know why certain post processing effects are missing from my playmode and build? I'm not seeing any bloom anywhere except the scene view.

shrewd moon
ionic kindle
misty portal
#

How do i create a day and night system in HDRP? how do i match exposure to sun intensity?

#

At day 130.000 intensity / 14 exposure
At night 1 intensity / - 1 exposure

but between values don`t match if i use lerp

#

Is there a formula to match sun intensity to exposure?

kind tartan
#

I can't seem to install HDRP in Unity 2021 LTS

#

Neither there or in the template starting, can't see URP either

shrewd moon
misty portal
#

Is there a formula for day night system at all?

#

exposure/light intensity

#

How do exposure works? is it exponential? linear? or what?

shrewd moon
misty portal
#

But i have a day - night system

#

It is dynamic

#

How to make it good when it transition between day to night

#

It looks good on both day and night but bad between

misty portal
#

@shrewd moon Do you know how to make it more smooth?

#

Any guide about the math of exposure/sun intensity

shrewd moon
misty portal
#

Thank you

#

I was searching for EV100 but i don`t understand it

kind tartan
shrewd moon
#

It can be really difficult to find the relevant parts of a scientific standard in articles not written from our game dev angle

gritty moon
#

So I use Ray Trace HDRP if I turn on Recursive render, the shadow were bad but the transparency were spot on, if turn it off, the shadow were right but the transparency were bad any idea why this happen?

supple fractal
#

Hi, any tips for this problem ?

topaz ravine
#

Quality>HDRP>Lighting>Shadows>Maximum Shadows on Screen

#

if you do want to limit it its normal to have the warning

supple fractal
#

thanks

misty portal
misty portal
#

I got it

#

it why but this value is smooth

ebon kiln
#

trying to use decal projectors and splines to make a road, but it obviously doesn't curve correctly. What's the correct way of doing this?

echo willow
#

Hi there. When I enable DLSS in my project the screen space reflections dissappear. Is this something unavoidable or is there a setting I can change? Thanks!

topaz ravine
ebon kiln
signal osprey
#

wtf, culling layers don't work in hdrp like in BRP?

quiet cove
#

WHAT THE FUKRKKKR

#

I js switched to hdrp

#

wtf is going on

#

why is this happening 😭

#

ive been working on a map for 2 weeks straight

#

and i switched to hdrp cuz the asset pack im using supports it

#

now everything fked up

loud leaf
#

Use version control, don't switch engine version / rendering pipeline mid project, etc

quiet cove
#

well

#

do u have any idea

#

why that happened

shrewd moon
# quiet cove why that happened

Sky appears uninitialized and there's probably no exposure set up
HDRP needs a lot of configuration to work right
I would personally much prefer to import game assets into a project created using HDRP template than to install HDRP into a project

fluid merlin
# quiet cove and i switched to hdrp cuz the asset pack im using supports it

Switching the pipeline to HDRP is a long road... Your scene is rendering incorrectly probably due to a couple of things. First is the global volume is probably missing, create a new scene using the HDRP preset (indoor or outdoor, whatever your scene is) and then copy the directional light and sky/fog volume into your scene. That's going to be the fastest. Also, the terrain might be an issue if you have a terrain since the HDRP materials sets changed for terrain and the HDRP wizard doesn't convert it. The other situation is probably other shaders you're using, every shader in your scene must be an HDRP shader. The HDRP wizard can't convert 3rd party shaders and HDRP is not backward compatible, so you'll have to replace every shader in your scene with HDRP ones.

Depending on how far you are in your process, it's probably better to go back or start over... Migrating from Standard to HDRP for a project that is well under way isn't advised.

There are some Unity tutorials, but they're about 5 years old at this point and don't cover all the changes up to the latest version of HDRP.
https://www.youtube.com/watch?v=GyPSXDZi0NQ

Find out more about HDRP: https://ole.unity.com/hdrpblog
Step by step guide: https://on.unity.com/2zpHdXJ

The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms.

In this series of video, we're going to take a look at HDRP, and see how we can...

▶ Play video
quiet cove
#

ty both so much

#

ill try all this

twin cargo
#

It seems like the new infinite ocean draws over the clouds. Has anybody else ran into this issue?

#

The ocean is well below the clouds. So there is no real intersection.
I've tried creating a second volume settings asset with a lower priority that only contains the Water Volume, same result.
I've also tried rendering the ocean on a separate camera with lower depth, but then no water is drawn at all

#

This is btw with local clouds enabled

twin cargo
#

Exactly the same view with ocean turned on (left) & off (right)

frank gull
#

Idk if it is related to HDRP, but anyway. I have an emission map, but when I use it some pixels are showing up in the wrong areas (no mistakes with an emission map). Using HDRP/Lit shader.

shrewd moon
empty remnant
#

any tips on using reflection probes in hdrp

#

my metallic chanel picks up the sky when indoors

frank gull
sterile mesa
#

HDRP question: In space, how do you make giant nebula, or other huge objects that won't take up a lot of frames per second?

I want to put big fun objects in my space game, like nebula, forests, giant squids n stuff, sparkly particle effects... Doesn't really matter much which...

I'm looking for dazzling effects that take up a lot of the screen and very little processing power for HDRP...
Anyone know of any? What techniques should I use? What techniques should I avoid?

shrewd moon
sterile mesa
scarlet hull
digital spire
#

ugh, the video is very blurry XD I can barely make sense what's going on

#

but also, why not use HDRI instead of that set up?

unique narwhal
#

when using an unlit shader or just trying to set the background to a solid color - it always appears darker
how can I render just a solid color in hdrp and have it be the same as the hex code?

shrewd moon
unique narwhal
#

that's a sad limitation :/

shrewd moon
# unique narwhal that's a sad limitation :/

There might be workarounds but I'm not aware of them
With custom passes you might be able to exclude some of the processing applied to them
Screen space UI canvas is rendered separately from the scene or camera so that likewise may skip some of the color transformations
If all else fails custom renderer features probably gives you most control over how to render graphics in the render pipeline

magic glacier
#

All material previews in the asset window are total black. That also applies to prefab previews which use a material, any ideas on how to fix it?

trim ridge
#

Is Path Tracing compatible with terrain trees and detail grass?

inland olive
#

Is there any blogged experience or guide on trimming down HDRP to achieve better performance and reduce CPU usage? Maybe switching to URP from HDRP? My sis and I are having difficulties with our game and it is too late to start over and remake the game on URP. Our university assignment is due in two weeks.
Our game is a shoulder view game with some FPS elements (we hunt stray balloons in the woods, mountains) and really put a lot of work in the game already. We have many materials and shader graphs done for HDRP. When I simply change packages, our game is all black.

fluid merlin
# inland olive Is there any blogged experience or guide on trimming down HDRP to achieve better...

There's a few HDRP profiles under Project Settings->Quality, there's one for "Performant", you can try that. also check this thread:
https://forum.unity.com/threads/mega-runtime-performance-tips-thread-unity-hdrp-guide-to-better-runtime-unity-performance.1169837/

A few years ago I went from standard (at 60fps) to HDRP (12fps) and you learn a few things along the way... I'm now at over 100fps.

Overall the big cpu/gpu wasters:

  • Don't use highpoly game objects, use models that are "game ready" (usually under 75k tris), ideally with LODs
  • Turn off shadows on lights that don't need shadows and volumetrics as well. You can set distances on lights, shadows, and volumetrics if you need them. You have the click Show Addt'l properties, Unity hides them by default!)
  • Don't use shadows on point lights, they eat cpu cycles, use spotlights if you want shadows.
  • Shadows on the directional light kills performance on nature scenes, so don't use it if you don't have to.
  • Every tutorial for a script or from the asset store will have you put code in Update() or LateUpdate(), if your code doesn't need to run in every frame, move it to an Invoke or InvokeRepeating
  • Realtime reflection probes kills performance, used baked if you need them
  • High quality settings for Depth of Field and Volumetric fog also kills performance, use low quality for these if you need them
  • If you have thousands of objects in your scene, like trees etc, you need to use an Instancer, there's a few on the asset store like Nature Renderer or Vegetation Studio Pro or the one that comes with Gaia. Be prepared to update your shaders to support them.

HDRP is pretty much known as a "high-end" pipeline, so you need a CPU/GPU combo that aren't more than 4 years old in general. You'd be surprised how many people are still doing desktop gaming using hardware more than 6 years old.

inland olive
dark niche
#

Hi, i switched my project from standard to hdrp, but now i want to switch it back, so i undid everything, but now how can i change all the changed materials from hdrp rendering to standard

long scarab
#

you can of course manually convert the materials back.

eternal laurel
misty portal
#

Can i have intersection foam on HDRP water?

eternal laurel
#

I believe that is supported yes

misty portal
vapid bronze
#

2 problems
1: light shadows are noisy

#

2:sun shadows intensity is uniform inside

vapid bronze
#

what is volumes are needed for interiors?

glacial fossil
vapid bronze
#

it is baked

#

works fine without sun

#

mixed light mode actually

shrewd moon
severe ember
#

posted this is in unity-talk but it seems more appropriate here. Is anyone else having issues with path tracing?
as in you enable it, it semi works, but on disabling it causes raster performance to just tank?

waxen lantern
# severe ember posted this is in unity-talk but it seems more appropriate here. Is anyone else ...

what version of unity editor? if i were you i would try the latest alpha as path tracing is still in active development. also does the performance issue persist after you restart the editor?

i think you'll be hard pressed to find many people by the wayside in the discord using path tracing. i use ray tracing and have only tested path tracing for some ground truth comparison. i've seen some talk of path tracing in the unity forums but rarely here.

if the issue still occurs in the latest alpha. I recommend filing a bug report, you'll get a response relatively quick.

severe ember
#

Thank you for the response, I am indeed on the latest alpha and did find a bug report filed. It doesn't seem to be fixed though and it's a bug that I've reproduced in numerous versions. Just thought i'd try my luck here heh😅

loud leaf
#

Yes, I've had that issue for 2+ years now, I've also done a bug report for it, I'll check the status

#

I only work with ray/path tracing in HDRP and I've just gotten completely used to restarting every 5 mins

#

Issue was confirmed on april 25, nothing more after that

#

@severe ember what GPU are you using by the way?

severe ember
#

well this is comforting to an extent! I'm on a 3060ti. I also noticed the issue isn't as prominent in the latest alpha version, like it does happen but not as often and nor is the drop as bad as before. It's still very prominent though and it just causes issues/crashes. I'm trying to use it with render streaming for my thesis and stuff just becomes VERY janky when I enable RT accelerated features.

#

I've tried a buttload of Unity versions/Drivers and what not, but the jankiness/issues are still a thing 😦

loud leaf
#

yep

#

^ 😄

severe ember
#

I am not alone!!!

#

If you have any info on a fix anytime soon please message me, I have to present my project in like 20 days and I'm just bashing my head for a fix

loud leaf
#

I have a feeling it's going to take a while

#

I have another issue (one that's breaking future progress for me) that was confirmed on feb 20, nothing since then.

#

They have a very different work culture compared to where I come from (not even talking about features being broken for a long time, like DoF and XR, but the fact that some issues should have been caught before landing, that would get me in a lot of trouble)

severe ember
#

Am currently pulling an all-nighter working on my thingy, after playing around a bit with the latest alpha build, RT features at least seem fine and work well(not much degradation), but I can't find anything that mitigates PT braking the scene. This got me thinking if I can perhaps replace in-game PT mode with Octane. @loud leaf Do you have any info if it can be used during runtime for screenies?

severe ember
#

aand it just broke again, ignore all of the above 🙂 🤮

severe ember
#

update: my lightmaps are also now disappearing during runtime🫠

velvet comet
#

so my HDRP's behaving weirdly atm - scene view previews scenes fine but camera previews and game view are all black for some reason - no idea why

#

this is in Unity 2022.2.2f1

#

sample scenes and new scenes are black as well camera-wise

#

Tried to build my project and it also appears with a black screen

waxen lantern
velvet comet
#

Same thing still, this is incredibly weird, but only occurs with volumetric clouds enabled. Any idea why this is happening?

harsh basalt
terse basalt
#

Hi. Does anyone know if there's a way to move/offset the volumetric clouds in the Y axis please?

severe ember
twilit swift
#

How can I fix this? The trees are using the nature shaders but I'm in HDRP, this is from a built in project.

#

Ping when reply please.

harsh basalt
harsh basalt
velvet comet
#

Howdy, no idea what the correct term for this is but having a new issue in regards to volumetric fog. At night time, using a volumetric light lets you see through areas that are otherwise pitch black (bottom right) - even when you should not be able to (should be capped by the light range?)

#

Any idea how to eliminate that issue, if there is a way?

#

(example with volumetric fog off and on respectively)

terse basalt
harsh basalt
terse basalt
# harsh basalt The only solution for that is to set the height low and move your whole environm...

The thing is that I need to be able to fly above the clouds too.

Like, it's a flight game, with big maps and so in order to prevent floating-point problems, I have to move everything closer to the origin once the player goes more than a certain distance from the origin. The problem is that with the clouds I can't move them in the Y axis up to a certain point or anything like that, as they are not a gameobject you can move around.

I don't know if I explained it correctly😅

harsh basalt
terse basalt
#

Oh I didn't know that

#

Then I can go like 10000000 units away from the origin and the meshes will now shake like they did with URP?

Edit: Well meshes themselves don't suffer form distortion but child objects are just going everywhere😅. I'm guessing that's because of the physics floating origin?

harsh basalt
#

Yes. In hdrp the world origin is always moving with the camera. You can also change the physics origin in physics setting - Broadphase Type

terse basalt
#

and for an endless or huge map what would be the best option to avoid having problems?

harsh basalt
#

The second one.

#

Since I never built a very large open world before, that's all I know about.

terse basalt
#

okay thank you so much 😄

harsh basalt
#

You are welcome

terse basalt
#

Looks like right now the child meshes still break, and the camera positions too as the transforms are still using the same amount of digits and so the error is still there. Like, physics work fine, but the actual transforms don't, that's why I thought moving everything was the only possible solution😅

severe ember
#

Hello peeps, anyone have any idea why my lightmaps are randomly disappearing during runtime? I checked the lighting data and Unity knows where it is but the lightmaps just aren't visible 😦

harsh basalt
#

Like very big terrain

terse basalt
#

well terrain is kinda big yes, like each tile is around 25000 units. But terrain looks okay, the problem is with the aircraft

harsh basalt
#

Can you share some screenshots with me?

terse basalt
#

Sure. Let me record what I mean real quick

merry heart
#

I'm getting a material error in HDRp on this terrain, is there any way I can reset it to default or fix it?

harsh basalt
terse basalt
#

Like, the child meshes are kinda jumping around

harsh basalt
terse basalt
#

Yeah I think so

#

Other than stuff randomly moving, physics do work as if they were near the origin

twilit swift
#

Hi, how can I fix this rendering cubes that shows up in the screen when looking at lights?

severe ember
severe ember
twilit swift
#

You mean that.

severe ember
#

yes chief

twilit swift
glacial fossil
twilit swift
#

And each tower light generator has 4 lights on them.

#

Anywas it crashed.

severe ember
paper knoll
#

Hello?

#

I need some help with a scene where I added ray traced GI

#

for some reason it looks really awful and not good plus not realistic at all

#

any helps pls?

paper knoll
#

hello???????????

#

I need some help for real

#

man it looks awful

#

how can I fix the fog

#

why no body replies to me

steel meteor
# paper knoll how can I fix the fog

Are you using two cameras? I've seen this issue before when using more than 1 camera and for some reason the fog gets stacked.

If you do have multiple cameras try disabling fog under 'custom frame settings' on one of them.

If you only have 1 camera then I don't know 🤷‍♂️

paper knoll
#

but the scene is showed by only one camera

steel meteor
#

Try it out on the non-main cameras and see what happens.

paper knoll
#

cant

#

the problem is that

#

my mesh is really big

#

really really big in size

#

man its really awful and a pain

#

pls any idea on how to fix

steel meteor
#

OK, but that doesn't stop you trying to disable fog on the cameras to see if that's the issue.

steel meteor
#

Select your cameras and in the custom frame settings, disable the fog.

paper knoll
#

let me try

#

man same problem occured when i increased the size from 1 to 50

#

if I decrease the size back to 1 then it looks all fine

steel meteor
#

What's inside 'untitled3'? If you scale that then all the children get scaled to. And why you want to scale to 50, just keep it 1.

paper knoll
#

used in the scene

steel meteor
# paper knoll all the meshes only

Maybe you need to a global processing volume, add a fog override and play with the values.

If you're just using the default hdrp settings and then scaling all your models, maybe those settings no longer work properly with the new scale.

paper knoll
paper knoll
steel meteor
#

I don't see it in your heirarchy

#

I only see camera and untitled3

paper knoll
#

I added that in untitled 3

#

now got it outside

#

fixed it

#

by increasing fog distance

#

sorry for troubling

#

anyways thx for helping out

steel meteor
#

Cool. I was just going say, you may need to increase some of your fog values.

paper knoll
#

lol

#

also why ray traced GI and shadows kind of glitch when I increase the size

#

ray traced shadows are glitching

sturdy shadow
#

Does anyone know if it is possible to pass a array of positions, instead of matrices when using gpu instancing (fixed scale/rotation). Cant find any examples online, thanks a lot

fluid merlin
fluid merlin
sturdy shadow
#

@fluid merlin Thank you

twilit swift
#

How can I fix this lines and the reflections?

#

Everything is shaking.

shrewd moon
#

Use box projected reflection probes, a planar reflection probes or ray tracing, whichever most appropriate

woeful galleon
#

anyone got any idea whats going on here? The only 2 non static objects in my scene are extremely bright for some reason. There is one area light in the middle of the scene with these settings. There is also a global volume setup like this and a reflection probe

#

oh and these are my light bake settings

twilit swift
shrewd moon
twilit swift
shrewd moon
shrewd moon
# twilit swift

This reminds me of the kind of wiggling temporal antialiasing does internally to sample "between" pixels for an ultimately smooth image

#

Not sure why we would be seeing it though

twilit swift
#

I mean in the editor.

shrewd moon
twilit swift
#

Thx.

woeful galleon
shrewd moon
woeful galleon
#

A couple, the head is a default unity material thats just orange with some reflectivity, and the rest are just image textures

shrewd moon
#

What material do the "image textures" have

woeful galleon
#

Just default hdrp lit materials with an image base colour

shrewd moon
#

Usually this happens if the shaders are outputting negative or NaN values
That shouldn't happen with HDRP's own materials but it might be useful to see them

#

Make sure you don't have more than one global volume

woeful galleon
#

Uh OK 1s I'll send a screenshot

#

thats the like body texture of one of the characters

#

thats its head

#

wait there is 2 global volumes

#

thats probably it

shrewd moon
woeful galleon
#

nope just finished rebaking

#

same issue still

#

did just realise i was baking with the wrong environment profile too, gonna try changing that now

#

nope the issue persists

shrewd moon
# woeful galleon same issue still

Static objects are not affected by baking so that's unlikely to be the issue
Unless the problem is passed over to light probes or reflection probes, but that seems unlikely
I'd try troubleshooting it with different meshes with different materials

#

Just to try to find a circumstance where the issue does not occur on a dynamic mesh

woeful galleon
#

got it

#

if its relevant my baked lightmaps look like this which seems a little odd

shrewd moon
#

Might be worth a try to keep it at 1

woeful galleon
#

yep ill try that

#

Nope that wasnt it either

#

completely default cylinder does the same

#

if i make it static its completely fine

shrewd moon
#

That seems very bizarre

woeful galleon
#

ive just found out it something to do with light probes. If i disable them its fine. If i re enable them it goes back to the weird light thing

#

with vs without

shrewd moon
#

A totally new problem for me though
I'd try doing simple test bakes in a new scenes with a very minimalist setup using some default cubes and default light settings to try to get the problem to not occur

woeful galleon
#

still messing it now, it just seems like non static objects are way more effected by light than the rest of the scene.

shrewd moon
#

Once you have a functioning specimen, you can start comparing them

#

With baked lightmapping static objects are (by default) lit by the lightmaps and dynamic objects are lit by probes

#

You'll need to find out what's causing the probes to get crazy light intensities into them

#

Light probes essentially are just for sampling points in space for light values during the bake

woeful galleon
#

i might have just spotted something, gonna need to rebake tho

#

but it seems like if a dynamic object is within the range circle thing of an area light this happens

woeful galleon
#

nope i was wrong on that. Ive moved to point lights now and its working so much better. Thanks for all your help!

twilit swift
#

I just created a new HDRP project and this happens every time I open it.

woeful galleon
twilit swift
woeful galleon
#

im noticing a message in your console, could this be something to do with it?

scarlet hull
#

It means that the editor is trying to load the layout you had in you previous session, probably with visible windows/tabs from plugin/packages that are not available in your new project.

merry heart
#

how do i get emissive maps working in a hdrp scene? it's working on the material but not in the game/scene view

scarlet hull
#

You could also play with the exposure weight, to fully bypass the exposure system

fluid merlin
merry heart
#

exposure weight let's me mess around with it, thanks :D

twilit swift
#

My unity HDRP project just froze after I hit the play button to stop the play mode.

#

And audio keeps working.

#

What can I do?

#

I'm trying to kill the process from Task Manager, though editor closed but it's still in the task manager and it doesn't goes off.

full steeple
#

so i'm having this issue where i have a big outside environment but the textures are flickering, i am currently using SMAA and when i use TAA and bring down speed rejection it kinda works but everyting becomes slow. Is there a way to use SMAA but not having to worry about the texture flickering?

full steeple
shrewd moon
#

I don't see it becoming "slow" so I assume you mean the trail blur that happens

full steeple
#

yes yes the trail blur

river tundra
#

What's the best way to add grass in HDRP without lag? I don't understand why HDRP does not support terrain details like grass

topaz ibex
river tundra
topaz ibex
#

Seeing the success of the last timelapse video, I decided to make another one, but way more improved version of some Unity terrain editing.

I used the VFX graph with a script to generate grass, instead of using grass meshes, which would be way slower and more graphics intensive. It's not perfect, but I think you can improve it if you want to.
(...

▶ Play video
harsh basalt
#

Which version are you using? I think starting from the 2021 version hdrp does support terrain details. Also there are lots of free repositories about GPU instancing on GitHub.

harsh basalt
digital spire
river tundra
#

I'm talking about the paint details section

#

Like this

#

If it does work and i'm just dumb lmk

digital spire
river tundra
#

I was using 2021.3.15F1

#

I'll try a newer version

digital spire
river tundra
#

I was talking about Grass Textures not Detail meshes, since Detail meshes really tank performance

#

I can try to use detail meshes and keep them at low quantities

digital spire
#

since the automate method that directly create the quad mesh from texture for you like built it rp terrain doesn't exist in HDRP

opal mica
#

Hello!
Does anyone know how you're supposed to use the Diffusion Profile Override in a local volume?
I want to use the override to change the diffusion profile on a material upon entering a Volume. The only diffusion profile I've assigned is the one I want to use, and it's listed in the HDRP Global Settings with the rest of the diffusion profiles, but the override still defaults to the green-tinted profile. If I apply the diffusion profile directly to the material it works as intended, so it must be that the override defaults to the default profile even though I've assigned the one I want to use.

#

Here are a couple of pictures:

scarlet hull
#

The data stores on the material is a hash of the diffusion profile, serving as a pointer. If you remove the required profile from the list (with the override), it will point to nothing and the material will have rendering issues.

#

To change the diffusion profile of your material, well, you need to change it on the material, and be sure to have it in the active list.

opal mica
#

I see, thank you! But if I have both the desired profile as well as the profile currently assigned on the material selected in the override, the override should make it so that only those two profiles are (temporarily) the only two in the list of stored diffusion profiles, and the profile with the highest priority should be applied to the material? If not, what is the override even for?

scarlet hull
#

You mean the volume with the highest priority ? There is no priority for the diffusion profiles, just an active list of them.

The override is, like I said before, to change the list of diffusion profiles currectly stored in memory.

Because diffusions profiles are used in deffered shading, a way is needed to store their information in the GBuffers. But storing all the data was not possible (way to many memory required), so only an "index" is stored that points the the matching value of the list.

If at the moment of rendering to the GBuffers the material diffusions profiles doens't match one of the list, it stores an "invalid" value in the buffer, resulting in pink-insh diffusion

#

If you have the current and desired profiles in the list, you should just have to change the assigned profile on the material to the desired one 🤔

opal mica
#

Hmm, okay. It seems I've misunderstood the point of the override then. I think I was also unclear about needing to change the diffusion profile during runtime. I have a local volume with different exposure and indirect lighting settings compared to the global volume in the scene, because I want interiors to be lit differently than the outside. The problem is that upon entering the local volume, the player arms light up like a christmas tree because of the subsurface scattering, and I just assumed the diffusion profile override existed to address that. Is there another way I should be handling differences in lighting between interiors and exteriors?

scarlet hull
#

Wowzy.
I'm very surprised that the diffusion profile does this, it should not emit more light then it recieves, something else must be wrong here 😅

#

Or ... oh I see the issues, it's because it's in shadow of the directional light, and it ignores the shadowing for transmission (something that got fixed recently)

opal mica
#

Hmm, okay, is there something I can do about it? Or is my best bet just to shut off the sun while I'm inside interiors haha?

scarlet hull
#

Trying to think of solutions 😅

opal mica
#

Haha, no worries! I really appreciate the help!

scarlet hull
#

Shutting off the light is a bit aggressive, as it would probably break some visuals like windows I guess ?
One option could be light layers : once inside, disable the directional light layer for those arms

opal mica
#

Hmm, okay. I'm a bit inexperienced with light layers, is "directional light layer" a specific thing?

scarlet hull
#

Sorry for the shortcut, what I meant is :
Assign a specific light layer for the directional light, and when entering a building remove this layer from the light layermask of the object

opal mica
#

All right, I'll check that out! Thanks for the help! And by the way, when you said the shadow transmission thing was fixed recently, does that mean that it is fixed in later versions of Unity?

scarlet hull
#

I'm not at work so don't have access to all the infos :/
I know the fix landed, probably for 2023.1, but not sure if it was backported

opal mica
#

All right, cool! Have a good day!

scarlet hull
opal mica
#

I'm all ears! ^^

scarlet hull
#

Just set the directional transmission multiplier to 0 😄 :

fluid merlin
# river tundra What's the best way to add grass in HDRP without lag? I don't understand why HDR...

I have the same issue as you, but I use either Nature Renderer or Vegetation Studio Pro. Sadly, Vegetation Studio Pro is almost abandonware at this point, since the dev has been gone for a year. The issue then becomes placement, you have to use something that will inject mesh details into the terrain, like Vegetation Spawner, it will override the Unity setting and place mesh details into the details section.
https://i.imgur.com/bOKYlj3.png

opal mica
fierce jolt
#

after I bake, and it compresses, that turns to black

#

during baking its just fine, but once it finishes it does that

#

its the exact same as the sidewalk on the other side, so it dosent make sense

fluid merlin
# fierce jolt after I bake, and it compresses, that turns to black

I had the same thing happen with a scene, a mesh was offset a bit from the reflection probes. You might need to adjust your reflection probes. If you're running a newer version of unity you can also try the new volume light probe to see if that fixes it. How I got there to troubleshoot was to temporarily setup realtime global illumination and if it doesn't happen there, the issue is with probes.

fierce jolt
#

Alright, thank you so much Heart

desert inlet
#

Sorry to bother but I've got a question I've fallen short on an answer too. In bringing in store bought assets that claim compatability to HDRP I've had an issue with the (shader) import settings not behaving as intended and rendering materials. I have followed all the import steps from unity for updating materials and the packages updates for HDRP. Is there a place they need to be linked to functionally render? Thank you and sorry again! Example of one of the shaders I am currently trying to get functioning.

fluid merlin
# desert inlet Sorry to bother but I've got a question I've fallen short on an answer too. In b...

Usually you don't have to do anything else to get an HDRP shader to render once it's assigned to the material. However, what's very common with asset store custom shaders in assets is that they're only made for a **specific **version of HDRP. You'll often see HRDP 10.x, HDRP 12.x, for shader compatibility or specific versions of Unity. Often if you have a shader that was created for HDRP 10, it may not work in HDRP 12, so the dev has to provide you an updated shader. Your best bet is to contact the dev for support and tell them which HDRP and Unity version youre using and if there's a shader update for your version of HDRP and/or Unity.

desert inlet
#

Ah! Thank you! That would make a lot of since!

sterile mesa
#

I have a very basic question with a video around 30 seconds: How do I put a 2d texture on a HDRP object?

queen pumice
#

Hey guys, when using Graphics.DrawMeshInstancedIndirect am I supposed to take any additional actions to make shadows work properly?
I have issues with directional light shadows, like shadow projected on the caster itself, or appearing/disappearing shadows when camera is rotated

harsh basalt
lethal reef
#

Hey, i have a problem, i cant enable screen space global illumination

harsh basalt
lethal reef
queen pumice
#

though I still have this black hole in between cascades 🤔

dawn sorrel
#

basically i can see the red thing

#

but i cannot see it in 2d

#

i already checked that there is no layer above it

#

and still not seeing it in 2d 😦

#

any idea why?

fluid merlin
# dawn sorrel any idea why?

Could be a lot of things... In the image above, the camera looks like it's facing the reverse of the object, if the material on the object isn't set up for Double-Sided, the reverse side won't render. It could also be that the layer of the gamejobject inst included in the culling mask of the camera.

peak monolith
#

I just switched my project to HDRP and my characters (imported from Readyplayer.me) are all pink, and their materials can't seem to be edited. How can I bring back their textures?

long moon
#

Do you need to bake culling for the camera to use Frustrum culling, or is that automatic?

minor storm
#

unity have something like runtime virtual texture(unreal engine)?

fluid merlin
# peak monolith I just switched my project to HDRP and my characters (imported from Readyplayer....

It's because you have a custom shader... those don't work in Unity HDRP. You have to find the HDRP shader for that asset if the developer made one, otherwise you're out of luck. If it's a simple model, export the material or make a copy of it, set it Standard, apply the Albedo, Metal, Normal maps and then run the HDRP wizard on that copy of the material. It only works for simple models or materials that don't have any special effects.

fluid merlin
wintry vault
#

Does anyone know how to make a camera render a RenderTexture. Everything that has been suggested by old Unity forums doesnt work.

#

I have tried this as many of the old forums suggest: Graphics.Blit(renderTexture, GetComponent<Camera>().activeTexture); But it doesnt work.

#

Or at least not for me.

scarlet hull
wintry vault
scarlet hull
#

Oh, sorry, lets put this on the early morning excuse ok ? 😅

#

You could do this by using a fullscreen custom pass for example, simply showing the render texture

#

Or just slap it on a quad with an unlit material 😄

wintry vault
#

I think the latter ended up well

#

I was thinking how I could do that well with the camera, turns out you can use a RawImage from the UI and just fullsize it to the canvas

#

That worked well

scarlet hull
#

Yes, that's even simpler

sturdy shadow
#

Does anyone know of any resources on how to use GPU instancing with SRP?

Thanks in advance guys

fluid merlin
# sturdy shadow Does anyone know of any resources on how to use GPU instancing with SRP? Thanks...

There's a bunch of tutorials on Youtube, this one below gives a nice overview, the restrictions section is probably the highlight. A lot of people don't realize that Unity's solution is limited to 1:1 for mesh & material. Overall there's two kinds Direct Instanced and Indirect Instanced, the later is more powerful and efficient but you have to modify your shader to use it. It's much better for static objects... if you rotate something and need every-frame shadows on it, that kills performance.

https://www.youtube.com/watch?v=e5WXx4PQXpU

I use instancing for asteroid fields, in this exaggerated example, I generated 500k asteroids in a belt and still got 300fps...
https://i.imgur.com/WaCi2Ts.jpg

hollow urchin
#

Welp... installed hdrp and everything is now pink

fluid merlin
# hollow urchin Welp... installed hdrp and everything is now pink

There's an HDRP Wizard that can convert materials that use the standard shader. If you were using any 3rd party shaders, you have to get the HDRP version of those shaders. The HDRP shader also needs to be specific for the version of HDRP, so for example, some HDRP shaders that are designed for v10 don't work in v12, etc. Check out youtube videos on the HDRP wizard.

hollow urchin
#

Well... I'm just remaking all textures from scratch...

shrewd moon
hollow urchin
#

The project is something simple, I didn't think that would warrant a need to download something to convert less than a dozen textures

shrewd moon
hollow urchin
#

nvm... found it

fluid merlin
#

Prepare yourself... HDRP is a long journey 😅

hollow urchin
#

all of that just because I want to make a simple shader to simulate water...

#

oh well... at least the knowledge will remain

shrewd moon
hollow urchin
#

well... too late now...

fluid merlin
#

If your game is stylized low poly, HDRP is going to a rough go of it for a few reasons. Standard & URP are more performant as HDRP is geared for higher end hardware like consoles and modern gaming PC's. You get a lot of power in HDRP with lighting and materials, but it comes at a cost.

safe forge
#

Does anyone know how to get good reflections out of HDRP? Here is a simple scene i setup (cube/sphere are smooth=0, floor is metal=1 smooth=1). I've cranked up every in the volume and pipeline settings but it still looks like rubbish. What am I missing?

loud leaf
#

What's rubbish about it?

#

Screen space reflections can't reflect anything that's not visible on screen, so this is as good as they will get.

safe forge
#

The reflection of the bottom of the cube is missing, and the reflection from the underside of the sphere just kind of grainily disappears

#

If it put the cube and sphere on a mirror surface in real time it would not look like this basically

loud leaf
#

I know what you mean, but you need to either bake a reflection probe or use real time ray tracing if you want to catch the missing pieces in the reflections.

#

Currently this looks like pure screen space reflections, they can only reflect what's on screen (and the under side of the cube doesn't exist on screen)

fluid merlin
safe forge
#

Ok thanks, i'm getting much better results with using reflection probes:

#

The tricky part is setting up all your different probes so that the reflections look good for every camera position that might be used.

scarlet hull
#

@safe forge For planar(-ish) reflections in particular, HDRP has a dedicated planar reflection probe that will work well in you case