#archived-hdrp

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patent parrot
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no

safe forge
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Oh nice yeah that's awesome for me

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I know I'm getting greedy now, but is there any way to have a multi-bounce planar reflection? ๐Ÿ™‚ See example where you have two reflection planes

safe forge
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How about with raytracing?

safe forge
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yeah that's great:

loud leaf
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Looking good ๐Ÿ˜„

stuck rampart
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Is it possible to disable motion blur for a specific object with HDRP? So far I've only seen the option is to just outright disable motion blur but I kind of wanted to keep the option for users

elfin sun
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How much worse is HDRP for a game that is supposed to run on shit gpu's
I currently run a gtx 1650
but I want to target as far back as gtx 1030/ rx 550

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right now I created a blank project as URP and it runs fine, was thinking of moving to HDRP for certain stuff like texture heightmaps and GI

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I really want global illumination

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but at the same time I want the game to run on bad hardware

rough pulsar
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URP is has GI

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Fast. Simple. Precise instructions. We're adding realistic lighting & Real-time Global Illumination to the Unity URP (Universal Render Pipeline) Sample Scene in today's video.

Here's what you need to follow along:
Unity 2021.3.3f1
New Project using '3D Sample Scene (URP)'

Future Global illumination tutorial videos will follow as Unity releases...

โ–ถ Play video
elfin sun
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ah that's great

rough pulsar
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dont use HDRP for make game low -> middle spec

elfin sun
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I see

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don't wanna target mobile

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but I would like to target consoles too

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much later on

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even older gen like ps4 I guess

shrewd moon
elfin sun
scarlet hull
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As for GI, iirc urp doesn't support SSGI, only baked

elfin sun
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right

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so I can't change the lighting in the scene over time right?

scarlet hull
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Well, you can, but no light bounces ๐Ÿ™‚

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But A$ package exist that add it

elfin sun
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and perfs?

scarlet hull
elfin sun
scarlet hull
shrewd moon
scarlet hull
elfin sun
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yeah no ray tracing for me

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I really want to target lower end hardware

shrewd moon
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HDRP isn't really for lower end hardware, unless you're prepared to do a lot of testing and manual optimization

elfin sun
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well I could have different graphic settings, but it would be a pain to implement

scarlet hull
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Note that HDRP runs well on PS4 also (was our main reference platform for a while)

elfin sun
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really?

shrewd moon
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What "lower end" means is very subjective

elfin sun
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ps4 GPU isn't that good by today's standards

elfin sun
scarlet hull
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As for very low end pc, like gtx1030 ... that may be a bit trickier :/

onyx lark
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you probably need to turn off some heavier features, of course

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volumetric fog really does a number on my Macbook

scarlet hull
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But, if you were thinking of nintendo switch, forget it

elfin sun
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don't plan on having RT

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I just want GI

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if even URP support something that acts like GI (elighten)

onyx lark
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switching from the "High" preset to the "Low" preset doubles my framerate and I can hardly tell the difference in my current scenes, haha

elfin sun
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lol

shrewd moon
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All render pipelines have GI features so study more about them
Realtime GI features unique to HDRP probably are not in the low-end ballpark

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There is no perfect or one size fits all solution to GI, realtime or not, it's always a game of tradeoffs and cutting corners where they're not needed

elfin sun
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well, I just want certain levels lighting to update over time

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like dusk setting

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I feel I don't really need HDRP

onyx lark
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I see a decent number of crashes in the unity cloud reporting thingamajig. A lot of them appear to be graphics related (i.e. the stack traces are all in code that's doing graphics work).

Is there a good way to either:

  • test if an HDRP game is going to work
  • let users easily figure out if an HDRP game is going to work
    ?
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I feel like it'd be better for people to see an error message that says "sorry, your 2011 laptop can't run this" than for the game to just fall over and explode

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I think people are crashing when entering a game scene, rather than just instantly dying on the main menu, so there is a chance to check for this

ancient field
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When using multiple SkinMeshRenderers in HDRP they glitch out and Unity doesn't know which rig to use. Disabling stuff like lighting or shadows makes the problem go away. Any idea what this could be?

fluid merlin
ancient field
plush sentinel
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Is it normal to have the scene view buttons are gone? The axis, global/local, snapping, and any of these buttons is missing. Im using Unity 2023.1 beta 11. How to fix this? Is this a bug?

shrewd moon
whole fossil
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Or check the overlays menu

digital spire
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Is there a way to detect if any light is visible on screen in hdrp?

vernal burrow
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Hello there, I am upgrading an old HDRP project to the newest (The project was using raytracing) but for some reason all of my preview materials look pink-ish however they work just fine when adding them into the scene, is there any cache file for HDRP or maybe is the I project file I should delete and rebuild?

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this is how they look like

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It seems like RTX got disabled incorrectly

fluid merlin
fluid merlin
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No, I think you'd have to come up with an alternative way to accomplish that task. If you notice in the demo of the HDRP scene template of the art gallery, Unity had to fake a shadow caster. Whatever special effect you're going for, you're likely going to have to craft a shader for it and essentially fake it.

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Maybe something like a texture/mesh shape that you can use as an emissive map... cut in some decals that don't accept light, there's also lightlayers to consider. Probably a combo of things to explore

half knot
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im testing the basic HDRP template and i try to test the game and its just a blank grey thing, tried to search online but to no success. is anyone able to help me? perhaps i am not doing it right?

onyx lark
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any errors at runtime?

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blank gray sounds like what happens when the renderer throws up

elfin sun
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what would be the minimum system requirement for HDRP, can't really find anything online

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By minimum in context I mean a good looking game with a lot of props and effects/graphics

shrewd moon
elfin sun
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also would a game that runs on HDRP at lowest settings look as good as a URP on highest, assuming they are the same game

fluid merlin
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The way i've been explaining it is generally a gaming system no older than 2018

elfin sun
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I see

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part of* my target audience are people with no money ๐Ÿ˜›

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so URP it is then

fluid merlin
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You get a lot of players that like having gaming rigs from 2012 asking "why doesn't this run fast on my system!?"

elfin sun
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and URP would support them?

fluid merlin
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Unity has it on their HDRP page and I forget the language, but it's basically like high end systems and consoles (for HDRP)

fluid merlin
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With baked lighting and watching your resources, yeah

shrewd moon
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"Lowest" and "highest" settings are entirely up to the developer to define

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What looks "good" is subjective anyway

elfin sun
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well I meant in a photorealistic sense

fluid merlin
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It's possible yeah

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There's some ArchViz stuff done in URP

elfin sun
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archviz?

fluid merlin
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photorealism

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for models and materials in natural lighting

shrewd moon
elfin sun
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I see

fluid merlin
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I don't really recommend Unity for semi realistic games... I decided to make a game like that and I'm on year 5 now.... had I to chose over, I would have picked Unreal

shrewd moon
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Compared to HDRP, URP is lacking in specific features like realistic exposure, volumetrics and reflections
But you run into those limitations only if you try to make scenes that require them

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If you want to do photorealistic rendering for users who can't run HDRP you're facing a lot of constraints technically and artistically

fluid merlin
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A lot of it depends on what your game is going to have... Unity falls down in a lot of areas around the character workflow pipeline

elfin sun
fluid merlin
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Yeah, that's the thing... so like Adam and Enemies are made by teams of 20-30 people

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if you're an indie game dev and you're trying to make a game like Uncharted or The Last of Us, it's really, really, really hard a indie dev

elfin sun
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well I just want a pvp magic game

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the only fancy things will be vfx

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I don't mind a cartoony look

shrewd moon
fluid merlin
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Okay, so you can get a lot of mileage in Unity with a game like that.... URP is probably a good sandbox test for you to try in

elfin sun
elfin sun
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thanks anyways

fluid merlin
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No worries, keep at it... HDRP vs URP is a tough decision, but yeah, based on what you've described, URP is probably a good choice to play around in

elfin sun
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my GPU prob won't be able to run high settings HDRP anyways

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gtx 1650

fluid merlin
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Well, like a lot of things, it boils down "it depends".... I'm able to run HDRP games on a 1070 and get like 30-40 fps

elfin sun
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yeah that's not enough

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I want my players to easily get 90+ fps

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on not top of the line gpu's

fluid merlin
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Yeah that's pretty tough, I have an HDRP game and I get 100+ fps, but also on a 3080... If you want to get 90fps on a 1650, URP is probably a good place to start at.

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That comes with a ton of *'s though ๐Ÿ˜„

elfin sun
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like?

shrewd moon
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Your ability to optimize assets and rendering features is by far a bigger factor to performance than the choice of render pipeline itself

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Like I mentioned, high and low settings are a thing you as the developer will set and test

elfin sun
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right

fluid merlin
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When I moved from standard to HDRP, I was avg about 12 fps.... you have to do a ton of optimization. So like all the tutorials will having you puting code in Update() and all the lights will have Shadows on them, so these types of things will drag your game down more so than like the render pipeline alone

elfin sun
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I'll still stick to URP for now

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how easy is it to migrate later on?

fluid merlin
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If you don't use anything from the asset store, easy

elfin sun
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my friend does 3D modelling

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I will not use anything from the store

fluid merlin
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Where things go wrong on migration are custom shaders

elfin sun
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I will have a ton of those

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but only shader graphs I guess

fluid merlin
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Yeah, the only shader that gets migrated automagically is the Standard shader to HDRP/Lit

elfin sun
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but a URP lit shader can be migrated to HDRP easily?

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or it's gonna be pain

fluid merlin
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I don't recall there being a URP to HDRP migration

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I could be wrong

shrewd moon
elfin sun
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I see

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so then I will stick to a cartoony style game

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also there seem to be more docs for URP shaders

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than for HDRP

fluid merlin
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Unity recently admitted at the last GDC that having 3 render pipelines was "not a great idea"

elfin sun
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it's really not ๐Ÿ˜›

fluid merlin
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HDRP has come a long way since 2017

shrewd moon
fluid merlin
elfin sun
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well

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by the time I have the game release they will have a migrator

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I hope

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or I'll just stick to URP if it's good enough

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I don't really need top of the line graphics

fluid merlin
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I can't imagine that you'd need HDRP as far as what you've described for your game

elfin sun
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yup

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and maybe URP gets upgrades later on

fluid merlin
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Unity has been pushing URP heavily for past couple of years, so there's a lot of people working in URP now

elfin sun
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mostly on mobile though?

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idk

fluid merlin
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I think you only get 32 real time lights on mobile with URP

elfin sun
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I feel they will add ray tracing within some time for URP

shrewd moon
fluid merlin
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I feel like Unity has been using raytracing development as way out of the corner they painted themselves into by not working harder on Enlighten over the past few years

elfin sun
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isn't enlighten going out of support?

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it adds RTGI to all pipelines right?

fluid merlin
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That's just it... they added it back to HDRP in 2021.3 but didn't announce it publicly

elfin sun
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these graphics look really good

fluid merlin
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previous to that, the word was always enlighted in deprecated and they're going to replace it with a "new RTGI" system

shrewd moon
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It likely took resources away from working on their own realtime GI system, but at the end of they day ray tracing can't be a replacement or competitor to that

fluid merlin
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yup, my thoughts as well

elfin sun
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well all GPUs now have RT

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so why not use it

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but there should be a low quality software fallback

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new* gpus

shrewd moon
elfin sun
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in 6-8 years maybe

fluid merlin
shrewd moon
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Lightmapped GI in static scenes is just as good if not better than realtime raytracing
Yet scenes with totally dynamic GI that raytracing can do cannot be converted to non-RT systems at all so you can't implement them

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At least not without some other type of realtime GI feature
Which in turn again makes RT kind of pointless

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It's not a Unity-specific issue either

elfin sun
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unreal lumen runs on software right?

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but I heard it gets accelerated by RT

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so you get higher quality if you got actual hardware

fluid merlin
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Lumen is a bit of a hybrid y

elfin sun
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so just a question, if I use enlighten now, it will not be removed from the current editor version

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and even If I upgrade my project to new version, it will still be usable, even if deprecated

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?

shrewd moon
elfin sun
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right, but do you think they will keep it in as legacy?

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by the next LTS version

fluid merlin
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i think you need to use 2022 or higher for it (I think)

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which i think comes out in what, a week or two?

elfin sun
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I use 22.2, but I want to land on the next LTS and not move

shrewd moon
elfin sun
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great

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I can then use it for my game

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since the next LTS will support it

elfin sun
fluid merlin
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yeah

elfin sun
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great timing lol

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will download that and not move for 8 years

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๐Ÿ˜‚

elfin sun
solemn tide
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PAINT HOLES doesnt work when i build the project ... why?????
i just see the terrain for some reason
i pass through it but i see it, i dont want to see it, i want it to be like in the editor

shrewd moon
pulsar skiff
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Alright, so hear me out... how do i make a game object appear in front of evreything else when rendering

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Like, have an object that you can see it, through anything and evreything. A wall between the cam and the game object? Still able to see it

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Am i supposed to do something with shaders? Or a custom pass? Im new to hdrp so i dont know what im really doing. I had it working in urp with custom render objects but after upgrading to hdrp its completely broken.

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Maybe camera composition? Or a custom post processing effect?

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Any help would be appreciated. Thanks!

shrewd moon
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Custom passes are HDRP's closest equivalent to render objects feature

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You can't do this kind of effect with shaders alone but you may end up needing them if you want more than to just simply draw an object in front

dawn sorrel
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So I see this in editor and play mode, but in my VR headset it seems like there's no lighting in game

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It won't load for some reason, but its just an image of all the lighting working correctly

loud leaf
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Do you get a completely black image on the VR headset or just broken lighting?

dawn sorrel
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Just broken lighting

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Everything is incredibly dark

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The materials work, just lighting is messed up

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The sun is on mixed, so maybe I should bake my lighting, let me see...

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If nothing else, it did fix weird shadows on the lake I have

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Heres what it looks like

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Should look like this:

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Looks way brighter through my phone for some reason, it is very dark in headset

loud leaf
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Hmm, is there any chance you can try this with lights only (so no sky contribution), there is a known issue with the environment map in VR

dawn sorrel
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So disable my HDRI Sky and boost the exposure?

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Disabling the HDRI Sky makes it look similar to what I saw, with no skybox:

loud leaf
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Yeah I think disable the sky for now and try and light the scene with a temporary directional light, to see if then the editor 100% matches what you see in the headset

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That will confirm it is indeed the sky being broken in VR

dawn sorrel
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Well right now I have a Directional Light as the sun, and the sky lights the scene as well, let me disable the HDRI Sky and see what it looks like

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Okay, disabled the Visual Environment and HDRI Sky overrides, let me see what it does...

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Now it is very moody:

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Very much so darker in headset, but the phone doesn't capture that for some reason ๐Ÿคทโ€โ™‚๏ธ

loud leaf
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Hmm, not sure what it could be. The only advice I could give you is to make a backup if you haven't already, and disable all possible effects, and start turning them on one by one to see which one is causing this issue. (and probably send a bug report once you've found it)

dawn sorrel
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I have a feeling it's something i'm doing, I have always used URP, and upgraded this project to HDRP with the wizard, there are a few concerning things:
First, I make the Global Settings use the one in my scene, should I do this?
Second, Each of my quality settings use the same render pipeline asset, instead of the default one:

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I don't really understand the workflow yet

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I have a Post Process volume and Sky and Fog Global Volume, but its ambiguous for me which effects go on each currently

dawn sorrel
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It actually looks pretty good if I boost exposure a bit, still weird though

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Is there a way to boost the brightness of shadows?

scarlet hull
scarlet hull
dawn sorrel
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Still having this issue after a lot of tweaking, but it does look a good deal better

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Also, Terrain Layers in shadows are super dark

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it should be the same as the tip of that rock

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Some terrain layers are just fucked as well, they paint as pure black for some reason

scarlet hull
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Do you have more than 8 layers ?

dawn sorrel
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Yeah, I use Vegetation studio, i have 16

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Only use 8 right now I believe

scarlet hull
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HDRP is limited to 8 layers on the terrain

dawn sorrel
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Ahhh

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That's fine

scarlet hull
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So if you had more than that, any layer after the 8th one will paint as black

fluid merlin
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You can use microsplat if you need more than 8

dawn sorrel
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I don't think I do, out of curiosity, why only 8?

fluid merlin
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No idea.... with microsplat you get 32 in a single pass vs Unity 8 single pass

dawn sorrel
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fine i'll learn how to use microsplat...

fluid merlin
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If you don't need more than 8, just stick with the unity defaults. It's only worth it if you have multiple biomes on the same terrain

dawn sorrel
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To late! I probably will in the future, I barely had enough

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also, microsplat has an addon for parallax

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i want that

fluid merlin
dawn sorrel
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i was trying to figure out how to add parallax mapping to terrain, i have a shadergraph, but not for terrain

fluid merlin
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tessellation too... so you can avoid meshes on the terrain for details

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and you can rotate textures as well...

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If you're a worldbuilding nut, it's a must have in the toolbox. Although if you're constantly upgrading unity it can weld you to a particular version of HDRP, but the developer has been updating it. It took him a couple of years to not hate HDRP ๐Ÿ˜„

scarlet hull
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He doesn't hate it anymore ? ๐Ÿ˜…

fluid merlin
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I remember asking Jason to port microsplat over to HDRP a few years ago and he was less than uh agreeable to the suggestion. I think once he played with it though, he decided it wasn't as bad as he imagined

dawn sorrel
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God damnit, they paywalled it

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Every single version actually

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Every time unity breaks HDRP, they release a new version you have to pay 20 bucks for to update

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fuck that

loud leaf
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I assume you're talking about microsplat

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That's completely logical, he can't do that for free, it takes a lot of time to go through all the breaking changes because it's not documented (and even worse these days, no individual PR's, commits, comments, etc)

dawn sorrel
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Yeah, i'd just rather not pay 20$ every update

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I update through versions a lot

loud leaf
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I also write custom shaders for HDRP. Before, I was always up to date with pretty much every change in HDRP and always testing for regressions, these days, I have no idea what is going on. ๐Ÿ˜„

2021 HDRP is a "safe spot" to work in. In current HDRP, you completely rely on internal testing and fixing. The problem is, internal testing is bad/missing (for your and my use case) and fixes take at least 5-6 months or longer. (these two combined is a massive problem)

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I can understand if they are currently lacking resources, but then I think it would be good to open up the repository again so we can do it ourselves. If they can't do that, then I hope resources get back up to level, to get out of this scary situation. (scary as in, you encounter a bug, which is highly likely if our use cases are not tested internally, and you're doomed for 6 months)

digital spire
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The scariest thing is the bug that get mark as won't fix. like the Light Layer & Terrain detail bug in 2021. We needs light layer so 2021 is a deal breaker for us. 7429depression

hidden heath
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Hello hello ๐Ÿ™‚
Maybe here I will find a solution
Unity: 2021.3.8f1
HDRP: 12.1.7

I have a problem with (probably) reflection probes. They have a strange behaviour, that in a certain camera angle they flickering (video). Please someone help, I'm struggling with that for 3 weeks

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look at the interior of the house.
This bug will also appear outside, but is less visible

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of course I did basics steps like:
-restarting project
-deleting library
-download fresh project from repository
-reinstall Unity

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The problem is in scene view, game view, editor and build itself

fluid merlin
# hidden heath The problem is in scene view, game view, editor and build itself

Looks like a reflection probe turning off depending on the camera angle... check the max reflection probes in your HDRP quality settings. I think default is 32... also reflection probes can get funky with the clipping planes on both the probe and your camera. Try setting the Near on your camera 0.2 (or lower) and see if it still happens.

hidden heath
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I set the near on my camera to 0.2 and even 0.3 but the bug is still here

fluid merlin
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The only other thing I can think off off hand would be like, if you are using baked occlusion in the scene and its affecting the probe

hidden heath
fluid merlin
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Yes but for the whole scene not the probe

hidden heath
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We have occlusion culling, but when I clear data there is still this bug

fluid merlin
hidden heath
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I discovered something new

fluid merlin
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Probably... reflection probes have often been the source of ill for many a game dev

hidden heath
hidden heath
fluid merlin
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Yeah, I had similar situations.... I usually make a copy of the project on a different system before trying upgrades and other troubleshooting.

hidden heath
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do we have some devs directly from Unity here? Maybe this need to be report as a bug?

fluid merlin
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Some unity peeps do pop in here

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Reporting a bug takes months (in all honesty) and the process always involves uploading your entire project or a smaller test project with recreatable steps

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If youre a Unity Pro user, you can sign up for Starter Success which is $40 a month and you can open a ticket that someone will read in 48 hours, not necessarily a solution though in 48 hours

hidden heath
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Im not a pro :/

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Maybe someone else will have some idea. At The end I will try to use brutal solution but i really dont want it

gritty scaffold
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I will try and make this brief I know this is a lot of buggery to report at one time
the main issue is performance,
1.When using the hdrp eye shader and subsurface at the same time, the fps dives down to about 5fps when close to the eye, if i move the camera away about 5 feet fps returns to normal, no idea whats going on there.

2.path tracing has good performance but kills fps after disabling, when i enable path tracing fps is more than decent, the fps issue with the eyes is also not there which is great, but if i disable path tracing my fps dips down into the single digits until engine restart, which sets everything back to normal.

thats all for performance, now for the visual issues with hdrp
1.trasparent materials do not render at all for me in path tracing, in raytracing they appear alright.
2.triplanner mapping for normal maps is broken in raytracing, switching to path tracing and they appear as they should.

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here is a video demonstrating all of the issues

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the transparent one i imagine is my own fault not understanding unitys shader graph, but the rest im most certain are bugs. Hoping some of them have a workaround

loud leaf
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Performance issue #2 has been there for years, I reported it on January 19th (IN-29330) and it has been confirmed. Personally I'm used to restarting my editor every 10 minutes or so, or else it'll crash.

next nacelle
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i have access to unity pro that i donโ€™t occasionally use. in case someone wants their inquiries about technical support entrusted through my account, Iโ€™d be willing to help if you need it

dawn sorrel
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Is there a Terrain shader for HDRP that is in shader graph form instead of a .shader? I want to edit the base Terrain shader to #1 add POM, but #2 see how it works in a flow graph

fluid merlin
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Found it

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At the bottom is also a link to the stuff not working in raytracing

dawn sorrel
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fluid merlin
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You wanted to use it for rocks or something on the terrain?

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like painting rocks

dawn sorrel
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No, i just want to add depth to the sand, mud, and cliffs painted on the terrain, POM seems to be the best option for that

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Link each ground layer to a POM at runtime, and use that to add depth to rocky ground

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So yeah, youโ€™re right lol

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Small details to make it seem not flat

dawn sorrel
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So I'm using the "Volumetric clouds" Override, and I want to add rain, but I want it to only start light rain over a certain threshold of color change overhead, basically, I want to check the color of a pixel directly above the player's head, and if it deviates from the gradient sky by a threshold, to start raining, and to use that pixel's color difference to control the strength of it

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All of that is easy, I can do that, but I need to know is how to get a pixel above the player camera, and what I should use for nice rain effects in HDRP

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everything else I got down

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Also, my sun doesn't have enough bloom when behind the clouds, and is a bit to large, how can i add bloom whilst behind clouds?

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I figured out the size part, that's just the directional light settings

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I'm fine with the flares getting that dim after it passes far enough, but it does so the instant a wisp of cloud passes it, the threshold is to low

hidden heath
lunar condor
#

i recently switched from standard RP to HDRP and i'm trying to update my shaders, but no matter what i can't seem to refrence HDRP at all
for example i'm getting an error that looks like this: Couldn't open include file 'Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.hlsl'. at line 24
does anyone know if they changed or what is happening because ive tried every possible pathway

serene arrow
#

Hello guys, I've got a problem with my shaders and my platform and my caracter became pink after I clicked on "fix all isssues" on the HDRP Wizard, can someone help me ?

onyx lark
#

so you are using the HDRP, right?

#

show us a screenshot of the "Graphics" section of the Project Settings screen

fluid merlin
serene arrow
onyx lark
#

OK, so your project was not HDRP

onyx lark
#

and then you installed the HDRP package

#

You can absolutely fix this, but if you're just starting out, I'd suggest just creating a new project from the HDRP template and moving stuff over to it.

fluid merlin
onyx lark
#

If you just installed the HDRP package in a project that was created to use the built-in render pipeline, then you'll be missing a bunch of configuration data.

serene arrow
onyx lark
#

Given that the Wizard looks happy, though, it might not be.

fluid merlin
onyx lark
# serene arrow

ah, it didn't click in my head that the screenshot there was showing Standard, not Lit.

serene arrow
onyx lark
#

you can't mess with that material because it's part of an imported asset

#

or, actually, in this case, it's just the default material

#

same idea.

#

the fact that it's not already an HDRP/Lit shader is odd to me...

fluid merlin
#

If you import assets after the pipeline is set, it will do those inside fbx, etc... but after it won't do it. You have the extract the material from the model.

onyx lark
#

i'm pretty sure i didn't have to do that when migrating from HDRP to URP

#

the assets got imported, and the materials were regenerated

onyx lark
#

or did you start with the regular "3D" template?

#

I need to know which you did.

serene arrow
#

100%

onyx lark
#

So you are trying to switch your project to use the high-definition render pipeline.

#

Correct?

#

The 3D template uses the built-in render pipeline. It does not use the high-definition render pipeline.

serene arrow
#

I mean I was writting my script then the HDRP wizard popped off on my screen with some issues to fix then I press "Fix all" and "Convert all (....)"and this happened

#

I'm new on this don't really know what happened tbh

onyx lark
#

Were you even intending to use the HDRP?

#

or did you inadvertently install the package and then have the wizard show up?

serene arrow
serene arrow
onyx lark
#

I'm surprised the wizard has all those green checks. I figured something would be missing..

fluid merlin
# lunar condor i recently switched from standard RP to HDRP and i'm trying to update my shaders...

Most people are just remaking them in Shadergraph, but this might help you if it's just looking for the includes:

#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"```
onyx lark
#

You should have an "HDRP Global Settings" submenu in the Project Settings menu

#

this is a URP project, but same idea

#

i have to wonder if anything is assigned in that top box

#

the wizard does say one is..

#

It looks like you're in a situation where most of Unity thinks you're using the HDRP, but something else doesn't.

#

so, for example, the default material is using the Standard shader

#

This is appropriate for the built-in render pipeline.

#

But in the HDRP, it will just be an error shader, since it's not designed for the HDRP at all

serene arrow
onyx lark
#

i don't know exactly what you did with your project

#

i'd uninstall the HDRP package and see how it behaves

serene arrow
#

I don't either kekwait

wind geode
# serene arrow It might be the case here...

https://www.youtube.com/watch?v=t7oLzPNK7VM&ab_channel=SpeedTutor
1:18

Window > Rendering > Render Pipeline Converter

Learn how fix the annoying pink material problem for URP and HDRP in Unity 2021 and above. We'll look at the theory behidn why this happens and a couple of ways to upgrade your materials. Unity have a new automatic converter tool which saves even more tim!

โžก๏ธFurnished Cabin: https://tinyurl.com/FurnishedCabinAsset

๐ŸŽ Get OVER 180+ Scripts, Proj...

โ–ถ Play video
onyx lark
#

we've already been there

serene arrow
wind geode
#

ah my bad

serene arrow
#

Maybe smth to cook here

onyx lark
#

if you don't know what you've done with your project at all, I'd just spin up a new one and make sure I don't install the HDRP package again :p

serene arrow
onyx lark
#

If you wouldn't mind sharing, I could have a look at the project

serene arrow
onyx lark
#

no, like, gimme the entire project

#

although, at this point, with the HDRP package removed, it's probably not that interesting to look at

fluid merlin
#

I had something similar once where the Editor seemed to "lose" the HDRP asset config and fix all wasn't working. I just started over... sounds like something similar.

onyx lark
#

I migrated a game from HDRP to URP

#

wasn't too bad, but it was messy

serene arrow
onyx lark
#

as in, the project.

#

all of the data.

serene arrow
keen cloud
#

how do i stop the colours from going darker when i look at different X rotations?

twilit swift
#

Help please I just created a new project and everything looks like this:

twilit swift
#

Ping when reply thanks.

onyx lark
# keen cloud

This is auto-exposure. It's modeling how your eye adjusts to different brightnesses.

#

the sky is MUCH brighter than the darkly-colored ground

#

You can control exposure with a Volume.

#

Note that the HDRP is designed for photorealistic rendering. If you don't want photorealistic rendering, the URP is more appropriate.

keen cloud
#

ok thanks

vagrant bay
twilit swift
vagrant bay
dawn sorrel
#

I saw this in the demo video of Unity 2022 LTS, and I really want it now lol.
It appears to be volumetric local clouds and cloud layers to blend between weather states (though, i don't know how you would tell it via a script or something which weather state to use). What I'm really interested in however is those beautiful godrays interacting with the clouds and water. How can I get that?

#

Figured it out, use fog, and boost the volumetrics multiplier on my directional sun light

lament comet
#

I have this problem with the export of a 360 video when I use the flare on the light these arcs are created, does anyone know how I can solve it?

fluid merlin
dawn sorrel
#

I just made the color of the fog similar to the background, and boosted the multiplier, looks pretty damn good

fluid merlin
#

Is that local volumetric fog or global? One of the nice things I like about local is you can a density texture with a scroll speed so that you get rolling fog

dawn sorrel
#

you can see it rolling across it

#

I also use Atmospheric Height Fog for the tips of the mountains, there are 2 fog assets here

#

Without

#

With

#

It adds lots of color to the scene and hides stuff, colors the sky as well from the camera's perspective

fluid merlin
#

Yeah the fog with a water shader can be tough, you can get that weird opaque distortion with the rendering layers. You don't have that issue though... are you using the new unity water?

dawn sorrel
hidden thistle
#

I'm using Reallusion Character Creator to make my 3D Characters, and it looks like I need to use HDURP to use them in Unity. But some of the asset packs I'm using for practice are pink and I can't completely figure out how to fix them. I'm using Unity 2022.

I know that there is an Auto Shader Converter on here but when I use it I don't see things converting...

hidden thistle
#

Looks like I had to do things manually a bit. The auto converter missed a few textures so I had to change them to HDURP Lit and then add the Base

fluid merlin
#

I haven't used it with 2022... it does work for 2021

#

The complete lack of character workflow is one of my pet peeves with Unity since neither Digital Human or Ziva can be used by solo dev or very small team. I have a thread on the forums which has some general workflow to take a character for full mocap and facial expressions from CC into Unity:
https://forum.unity.com/threads/why-cant-unity-hdrp-correctly-render-aaa-looking-character-models.1168103/page-5#post-8646000

dawn sorrel
#

How can I add flares and bloom to the sun when it's behind volumetric clouds? It should reduce them, but it completely removes them when it goes behind clouds.

dawn sorrel
#

I also figured out that weird exposure problem I had, turns out it was the default Exposure override I guess? I removed it and it seems to be fixed!

#

The headset and editor are the same as far as I can tell

fluid merlin
twilit swift
#

Help pls, Unity crashes each time I try to delete an script.

#

It crashes when I try to delete any kind of thing.

fluid merlin
# twilit swift Help pls, Unity crashes each time I try to delete an script.

If you just upgraded, close unity, backup and delete the packages folder. That might fix it, another option after is backup the manifest.json file and do the 'reset packages to default' in the help menu. If those don't fix it, probably looking at installing a new version elsewhere on your system then migrate your project over to it.

dawn sorrel
#

Just updated them, but I had this issue in 2021 as well

#

They did update it to have lend flares stop behind clouds, which is good, but the bloom is not there when behind clouds still

#

The lens flares aren't really the issue, its more that the sunlight doesn't get scattered behind clouds, making it a circle

fluid merlin
# dawn sorrel The lens flares aren't really the issue, its more that the sunlight doesn't get ...

Same thing happens to me, I don't see a way to adjust it to keep the flare/bloom effect behind the clouds. There might be a method to determine whether not the sun is occluded by clouds and if it is, you can place a mesh with a high emissive material where the "sun" appears and only increase the emissive when it's occluded. A lot of work depending on how important it is... It's too bad Unity doesn't give more properties and methods to the celestial bodies artifacts for physically based skies.

dawn sorrel
#

Anyone know of a good light rain asset? I'm trying to minimize lag, and when I tried to use VFX graph, it spawns in way to many assets.

dawn sorrel
dawn sorrel
fluid merlin
# dawn sorrel Anyone know of a good light rain asset? I'm trying to minimize lag, and when I t...

Yeah, I mean, this another one of those things where it's like Unity is missing a weather system so hit up the asset store solution sadly. A lot of it depends on your use case and what kind of rain you need (soft, blustery, etc) and it ends up being a bit of mix I'm afraid. For cinematic scenes, I use the purplesky one in the 'park in stormy weather' for gameplay where I need detail, I use the one you posted, where detail isnt important but performance is I use 'realisitc rain storm' from rivermill, which I think they removed everything from the store

dawn sorrel
#

Cool, thanks for the resources!

unique coyote
#

Does anyone know where the HDRP water sample is? I look under samples in HDRP in the package manager and can't find it.

fluid merlin
dawn sorrel
#

So, R.A.M. 2019 has no support for Caustics and Under Water like the unity water does natively, how would I go about this?

#

Like this

fluid merlin
#

@dawn sorrel I use KWS for water in 2021.3... I was using RAM 2019 but would take a performance hit with river auto material 2019 so I stopped using it. I get foam and caustics with KWS.
https://i.imgur.com/VUFln9F.mp4

dawn sorrel
#

Oh wow that looks very nice

#

its also 69$ though ahhh

fluid merlin
#

yeah, some of the assets are spicy on the wallet ๐Ÿ˜…

dawn sorrel
#

Oh yeah, that looks amazing though, definitely better than R.A.M. but also looks very intensive like you said, can you use only parts of it like caustics?

fluid merlin
#

Yeah you can turn on and off parts as needed... I actually got more FPS with KWS rather than RAM, since you need to use a reflection probe with RAM and you don't really need to use a probe with KWS

dawn sorrel
#

Ahhh

#

Very cool

#

i'll save it for when it goes on sale, makes me guilty of buying R.A.M. though

#

although, does KWS work for Rivers at all?

#

spline rivers like RAM i mean?

dawn sorrel
fluid merlin
#

I know right? When I first saw it, I thought it was volumetric water fluid system

dawn sorrel
#

Does it ever go on sale?

#

I can't believe that's possible, i was blown away by RAM

#

im in denial right now lol

fluid merlin
#

it does yeah... the dev also does yearly updates on most of his stuff, he just updated KWS not too long ago

dawn sorrel
#

damnit man, I want to buy it so bad ๐Ÿ˜ญ

fluid merlin
#

Now I'm just waiting for Nano Tech to hit the asset store so I can use highpoly models without LODs ๐Ÿ˜…

dawn sorrel
fluid merlin
#

Yeah, he's putting the finishing touches on it, it's supposed to be alpha this month

dawn sorrel
#

Awesome, this looks really cool

#

Expensive as well, 100 dollars for access to the private repo for a month

fluid merlin
#

Yeah, I think this will be like a top asset must have for HDRP

dawn sorrel
#

Yeah, it looks really good

#

I will forget about this lol

#

hopefully it pops up again

fluid merlin
#

I'm sure it will... there's a good amount of people waiting for it from a scene art perspective.... it's going to displace a ton of workflow. No more trying to reduce meshes or bake high normals to offset it, no mode clunky LODs.

dawn sorrel
#

I hate them so fucking much yeah

#

It's so annoying having to focus so much on optimization

fluid merlin
#

Yeah, realtime shadows in hdrp, render textures, and reflection probes, and high poly models will sink your fps to the bottom of the dark depths of hell

unique coyote
#

KWS water system is broken for me after updating to 2022 LTS.

dawn sorrel
dawn sorrel
#

Rivermill is gone

dawn sorrel
#

I was about to buy it, but I should really consider it

#

Speaking of performance, does anyone have a good intro to optimizing? I just learned how to use the profiler, which is helpful, but I still could use some resources

dawn sorrel
fluid merlin
# dawn sorrel Speaking of performance, does anyone have a good intro to optimizing? I just lea...

This often referred to as the Bible for HDRP op:

https://forum.unity.com/threads/mega-runtime-performance-tips-thread-unity-hdrp-guide-to-better-runtime-unity-performance.1169837/

My own suggestions:

  • Avoid using code in update and late update if possible if code doesnโ€™t need to run every frame. Invoke or invokerepeating is very handy.
  • use distance limits on lights, shadows, volumetric fx
  • you can manually update shadows via code on directional lights for a massive perf gain
  • turn off shadows on meshes and objects that donโ€™t need them (hair, decals, rope, etc)
  • record physics on things if you can from a gameplay perspective with gameobjectrecorder vs. Unity physics during play. Playback with animator instead
  • Use gpu based indirect instancing for mass objects (car traffic, asteroids, etc)
  • for nature scenes use a 2 shadow cascade for a performance gain
  • use object pooling where possible (bullet tracers, impact effects, etc)
  • turn on/off layers rather than disabling/enabling meshes or game objects where possible, itโ€™s 100x faster
dawn sorrel
fluid merlin
#

Hahah no worries ๐Ÿ‘

dawn sorrel
fluid merlin
dawn sorrel
#

that is goofy as hell

#

enabling and instantiating makes sense, but disabling is stupid, just don't load it if it isn't going to be loaded at all in script

#

otherwise, yeah it will just have to keep it loaded in memory until you need it enabled

#

Noted though, I have a few test objects that are disabled and unused most of the time

fluid merlin
#

Depends on the use case, but yeah.. I had an asteroid belt with like 100k asteroids and disabling them at a certain point used like 8ms vs changing the layer which cost 0.5ms

dawn sorrel
#

Holy shit

#

that makes a bit of sense yeah

#

just got to keep that one tucked away lol

#

if stuff is laggy for no apparent reason

fluid merlin
#

Thereโ€™s a few Unity-isms that you pick up after a few years ๐Ÿ˜…

dawn sorrel
#

I'm sure Unreal and cough Godot has some weird shit as well

#

they are impossible to avoid

fluid merlin
#

Oh yeah it does for sure.. each engine has its quirks

#

Many years ago I struggled with Unity HDRP for a good two years because I saw the demo for Adam and thought โ€œwowโ€ฆ so this is HDRP!โ€ I didnโ€™t realize it was worked on for a year by 40 people and only ran at 30fps

dawn sorrel
#

Lmaoooo

#

I've never seen, it, been recommended to me a whole lot though

#

by youtube

#

apparently I'm the target demographic, no clue why they would think that

#

Okay, so the way to implement this is easy imo, but let me make sure I don't make this worse.
Use Invoke to call RequestShadowMapRendering() in the HDAdditionalLightData component, seems simple?

#

Using a Script attached to a object in the scene

#

Very smart to, these tips are top notch

fluid merlin
#

Doing the shadows that way, I gained about 20-30fps

#

Depends on your scene, gameplay, and use case though

dawn sorrel
#

Weirdly, It seems a bit more complicated than I thought yeah

#
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
[ExecuteInEditMode]

public class OnDemandShadows : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        Invoke("RequestShadowMap", 0.5f);
    }
    void RequestShadowMap() {
        Debug.Log("test");
        HDAdditionalLightData LightData = GetComponent<HDAdditionalLightData>();
        LightData.RequestShadowMapRendering();
    }
}
#

This is executing test, but also seems to work sometimes, and not other times ๐Ÿคทโ€โ™‚๏ธ

#

I'll wait till tommorow when you upload it, feel free to ping or dm me

dense sinew
#

Is it possible to have unity trees in an hdrp scene

twilit swift
twilit swift
#

@fluid merlin I did the first thing you said and now the whole project is pink and still crashes.

#

And also every script broke.

fluid merlin
# twilit swift And also every script broke.

If you create a new blank test project in a seperate folder, does Unity still crash? If so, you likely need to reinstall. If it doesn't, copy the asset folder into a new project and add any packages back manually. I had a similar situation a few versions back, took me a good couple of days to get everything working again. Pink is usually a sign of the hdrp asset being incorrectly applied to unity and the crashes when opening scripts is usually some kind of corruption in the library folder or elsewhere in the project. It's easier and faster to create a new blank hdrp project, validate everything works on a test scene/test script, then copy your asset folder over and reload your required packages (jobs, textmeshpro, etc...)

twilit swift
fluid merlin
fluid merlin
fluid merlin
dawn sorrel
#

Ahh, makes sense

#

Thanks!

fluid merlin
#

Yeah at somepoint the delta between EveryFrame and Manual evens out where you don't get the performance... it wouldn't be good for scenes where the camera is moving at a high rate of speed for example, but if you have a scene where you need a directional light and most of everything is static, you can save a bunch of cpu cycles.

dawn sorrel
#

I was going to say IL2CPP was messed up, but it was a plugin for my 3D mouse, removed it and it works now!

#

Nice

fluid merlin
#

I really like IL2CPP... although it seems to have a lot of compatibility issues, you'll see a lot of notes for it in the Unity updates.

dawn sorrel
azure violet
#

Would it be possible to have both urp and hdrp 2d/3d in a single project?

dawn sorrel
#

you can only use one render pipeline, why do you want to use both?

azure violet
#

Switch between for different scenes. I imagine atleast 2d/3d urp in one project is possible?

dawn sorrel
#

Oh yeah, that definitely is possible, but 2 render pipelines isn't as far as I know

fluid merlin
#

I hope at somepoint they converge them all again, but with how far they are falling behind unreal, that's probably not going to happen

dawn sorrel
#

That top bar was at 250 before

#

4 times faster

#

Nevermind lol, forgot to connect headset, its at 10ms now

orchid agate
#

Hi, how i could make so material dont reflect light?

dawn sorrel
orchid agate
#

it dont realy change anything

sterile rover
#

Is it worth it to switch to HDRP, if you only want to use it, because it supports Ray tracing?

dawn sorrel
sterile rover
loud leaf
#

If you're aiming for photorealism, pick HDRP

sterile rover
#

its anime toon graphic with hopefully some fancy realtime raytracing lights.

loud leaf
#

Hmm..

sterile rover
#

its looking a bit like genshin impact from the graphics.

orchid agate
#

oh and what should i use for 3d horror game ? urp or hdrp?

sterile rover
# loud leaf Hmm..

I just want to have raytracing... is this possible without HDRP, and how?

loud leaf
#

Should be possible in BiRP/URP with custom code but I have no experience with it, there is an asset that does it afaik (corgi rt)

dawn sorrel
#

Okay, trying to reduce steps here in Volumetric Clouds

#

TAF and Primary steps are what i'm trying to adjust, TAF basically helps with ghosting, and lower Primary steps increases ghosting, i'm guessing the best option is to lower Primary steps and increase TAF

#

Basically, I need to know which one is heavier on the GPU

sterile rover
dawn sorrel
#

It's kind of like, built to be faster

#

URP and BiRP are much much faster, I am hesitant even now to use HDRP, it's so heavy on your computer

fluid merlin
dawn sorrel
#

lower end devices will struggle

fluid merlin
#

For sure, with a gtx 1070, you have to struggle on optimization to hit > 50fps with hdrp

dawn sorrel
#

Some volumetrics quality decrease lost me 4ms

#

This guide is reeally good lmao

dense sinew
fluid merlin
fluid merlin
dawn sorrel
dense sinew
dawn sorrel
#

How useful is Incremental GC?

twilit swift
#

Please can someone tell me how to fix this kind of render issues?

glacial fossil
# dawn sorrel How useful is Incremental GC?

Sounds obvious to me that its useful because it doesnt freeze your game and spreads out the work over multiple frames. What doesnt seem obvious for me is how is that hdrp related in any way?

dawn sorrel
fluid merlin
dense sinew
#

Including the unity speed tree then how do I use the speed tree thing

fluid merlin
twilit swift
#

And this kind of blurry appears in any kind of scene even in games.

fluid merlin
twilit swift
fluid merlin
#

Even if you have a blank scene and enable it, the horizon can be appear with a blur since it's based on the far clip plane

#

If I enable in a scene with no object, the horizon will blur

#

So it doesn't matter if you have gamobjects in your scene or not

night depot
#

Where can I find API names to disable shadow map in directinal light?

signal totem
#

not sure if theres any other place other than here to ask this but
whenever i change the FOV of my camera Unity throws
Assertion failed on expression: 'SUCCEEDED(hr)'
nothing else happens but its really strange, is there any solution to this? im using version 2021.3.25f1 Personal

#

im using HDRP as well

#

can confirm it does not happen in a new project with the exact same settings and setup as my main project

#

ok it doesnt happen after a restart guess its fixed then

royal creek
#

My biggest bottleneck showing in the profiler currently is "CullScriptable" which is called by "lnl_CullResultsCull". Does anyone know what this indicates? It's not listed on the Common Profile Markers page

twilit swift
night depot
#

Any ideas how to rotate Space Rotation on axis by code? It seems you can't call spaceRotation at all

dense sinew
upper onyx
#

What is the correct way in HDRP to change rendering order? ie render mesh A always in front of mesh B?
There seem to be so many concepts (rendering layers, sorting layers, material priority etc.) but nothing worked so far.

fluid merlin
dense sinew
#

and the tree module was great but doesn't support HDRP

fluid merlin
# dense sinew yeah but I want to make the trees custom made

The only part that becomes relevant for HDRP is the shader portion. So I mean, you don't need HDRP to do design work, you're going to have to do more research. HDRP isn't a design tool, it's a rendering pipeline. There's youtube and udemy vidoes on designing trees for Unity, I would suggest starting there.

dense sinew
#

ok

dawn sorrel
fluid merlin
dawn sorrel
#

2022 LTS, Null Refernce Exception: Object Reference not set to an instance of an Object, line 16

#

ShadowControl.preserveCachedShadow = true;

#

Which doesn't make sense, since I assign the HDAdditionalLightData

fluid merlin
#

I'll check it out, I was using it in 2021.3.1f1/HDRP 12.1, I'll try in the newest LTS version

dawn sorrel
#

Appreciate it, thanks!

#

Doesn't work in 2021.3.25f1 either

fluid merlin
# dawn sorrel Doesn't work in 2021.3.25f1 either

So I just tested in 2022.3, there's a typo on line 19 (ShadowControl.preserveCachedShadow = true), the ";" is missing. Other than the the script runs, however it appears to be a moot point since the performance gain is now gone. They must have changed something in the shadow cache and request shadow v 12.1

#

I guess I won't be upgrading past 2021.3 heh

dawn sorrel
#

Damn, thats strange, I fixed the typo, but it refuses to run at all, it seems to remove the light at runtime from the script

dawn sorrel
#

Does it just not do anything?

fluid merlin
#

If you place the script on a different gameobject other than the Directional Light, the getcomponent will null out because it's trying to assign the HD light component

#

3ms was a nice gain, but they must have changed something past 12.1.6 because that performance gain is gone with this shadow hack

#

I bet they had to ajust the shadowcache system for improvements in raytracing

dawn sorrel
#

damn

dawn sorrel
fluid merlin
#

It was mostly handy with Vegetation studio pro as well since the way that lenart updated shadows with instanced indirect GPU rendering gave a nice perf gain there too

tribal fable
#

hi i installed gaia Ml and i updated everything to hdrp and to gaia's preset shaders and now a few of my assets and stuff are purple like missing texture type of color

#

how do i fix this?

#

if anyone can help please @ me

#

i also have this error

#

Render queue value outside of the allowed range (-1 - 2449) for selected Blend mode, resetting render queue to default

#

everything looks fine when im far away but when im close it looks purple

fluid merlin
# tribal fable hi i installed gaia Ml and i updated everything to hdrp and to gaia's preset sha...

Tbhโ€ฆ Gaia is a hot mess when it comes to hdrp. You have to make sure you have the same exact Unity version they support. The reason why things are pink is because the shader used on the material for the mesh of the gameobject isnโ€™t compatible with your version of HDRP. It could be set to either โ€œStandardโ€ or itโ€™s made for a specific version of HDRP (i.e. v10 or 11) and itโ€™s using some feature that isnโ€™t supported in whatever version you have.

tribal fable
#

while this does look ALOT better in hdrp

#

im getting those weird artifacts on the btotom of the skirt on the 240sx

#

is there anything i can do to fix that?

#

said errors for said trees

tribal fable
#

cast shadows TWO SIDED

#

shadows only

shrewd moon
# tribal fable while this does look ALOT better in hdrp

If you mean the black pixelation, looks to be a problem with screen space reflections, at least in part caused by lack of temporal antialiasing
Your project is likely missing HDRP baseline quality configurations, which can easily happen if you don't build upon a template

lost garnet
#

quick question, i'm using hdrp. but my line renderer has a low render distance how would one increase it for farther distance

fluid merlin
lost garnet
#

Kk thx

lost garnet
#

To add the width is 30 for both ends

fluid merlin
lost garnet
#

Ah that might be it

#

Thank you so much for your help, it was for some reason set to 50. I have no ideas why, may have been something I was tinkering with ๐Ÿ™‚

tribal fable
shrewd moon
tribal fable
#

is there anyway i can try to reset the ssr?

tribal fable
shrewd moon
tribal fable
#

where would you suggest looking

#

at first?

#

im quite new to hdrp and unity in general so

shrewd moon
#

HDRP isn't much geared towards unity beginners

tribal fable
#

i can tell ๐Ÿ’€

#

guess ill look up some tutorials

fossil linden
#

guys, where can i find the Deformers to WaterSystem?
i donwloaded new LTS version but canยดt find The interactionScripts

#

on Manua just says:

potent magnet
tribal fable
potent magnet
#

what kind of renderer do you have on them?

#

the materials

tribal fable
#

well all of them but the trees are in hdrp rn and that fixed it

#

the trees are on some weird renders and i cant get any of them to not appear purple

#

the tree's are my only issue atm

potent magnet
#

okay try setting them to standard

#

then reimport

#

and after that run the wizard

#

this worked for the majority of the materials i have

tribal fable
#

ill try that in a bit but the trees are the only problem i had

potent magnet
tribal fable
#

EVERY tree in the project is broken

potent magnet
#

i had a URP project and i went down the rabbit hole yesterday for quite a while

#

it is now an HD project

tribal fable
#

i did the same after i installed gaia

#

its the only reason i updated to hdrp

potent magnet
#

i was getting shadow clipping on the most simple prefabs that i spawned and it was driving me nuts

tribal fable
#

so i could use gaia to generate terrain which iv done successfully once

tribal fable
#

i tried using easyroad but the free version is horrendous

#

so im using road architect

#

if anyone has more suggestions lmk

potent magnet
#

well chatgpt and i came up with some pretty easy maze gen in an hour or so

#

i mean it looks like shit still and it's just a binary maze

#

but it's a start

tribal fable
#

chatgpt putting in some work

potent magnet
#

helps that i've been a coder for like 20 years too

tribal fable
#

i tried using chatgpt for a car controller script but it sucked

#

iv been coding for 4-5ish years and NONE of those have been in game design

potent magnet
#

heh

tribal fable
#

also i need to finish this in less than a month so

#

oof

tribal fable
potent magnet
#

well i've got bronchitis and i'm a workaholic, so i'm taking time off from work and now I'm working on something of my own

#

ironic

tribal fable
#

so ur taking time off from work to do work

potent magnet
#

basically

#

it's less stressful at least

tribal fable
#

deadlines suck

potent magnet
#

that they do

polar pumice
#

Get better soon

lusty oyster
#

how can i disable vignette via script?

onyx lark
#

you can set its intensity to 0

#

it doesn't have an "enabled" param

unkempt olive
#

What about this method?

#

Oh, I think it gets not sets value

lost garnet
#

Hello, question.
Let's say that the cameras far clipping is 2000 and the particle system is 1000, now the particles are seen in the editor even if playing but not seen to the player. Now would there be a clipping limit or am I missing something?

lost garnet
#

It does the same for sprites

shrewd moon
#

Camera clipping planes are distances

#

Particle systems don't have clipping planes

lost garnet
#

1000 x away

#

Referring to the position the particles start / are at. To add the same thing occurs with line renderers

#

@shrewd moon sorry for the confusion

#

Another thing to add just presume that the cameras pos Is 1000 x away from the particles

shrewd moon
# lost garnet 1000 x away

So units / meters
If you select both the camera and the particle system in scene view and look at them both in 3D perspective, you should be able to get an idea how they are positioned relative to each other

#

and/or any other gameobject that seems to be invisible to the camera
Sometimes they end up behind the camera

lost garnet
#

Good to note. But the size for the box that the particle use is only 100 by 100 by 100 and there's nothing that's in the way. The editor view while playing allows the particles or linerenderer (same issue) to be seen.

#

But let's just focus on the particles

#

If it may help I can take a snip to demonstrate

#

In the end, I'm probably going to make a blank scene in the same project with only a camera and particle to work backwards from there

shrewd moon
lost garnet
#

3d in fact but I wanted to simplify it

#

The example provided was simplified and lowered the amount for distance is about 5k just as an FYI

#

Also ignore the 1k for far clip that was changed and it still has the issue

#

Changed to 6k

#

If this is a bug with 2021.3.23f1 I can switch

lost garnet
#

After checking its not a version issue. Hm

twilit swift
#

How can I make non-emissive text mesh pro in HDRP?

fluid merlin
violet sandal
#

where are the logs located?

violet sandal
fluid merlin
violet sandal
#

I'm having a similar issue as this user here

#

it says my package cache is invalidated

onyx lark
#

It's been going on and off for me

violet sandal
#

but idk what's causing it

twilit swift
onyx lark
#

It'll happen for a little while, then stop again

violet sandal
#

the only thing it's doing is making my load times longer

twilit swift
fluid merlin
# twilit swift I want it not to be seen in the dark.

If you change your environment lighting to dark/no light, you have 2 options that would probably work the best. The first and most efficient is to change the gameobject layer that the Textmesh is on to one that doesn't render/culled from your camera when you change the light for the scene. The second, is to change the vertext color to black when you make the scene dark. Third, you can disable/enable the component when changing the light

lunar silo
#

hi, im fairly new to hdrp and i have a question about the new water system in unity 2023.2, hdrp 16. I have imported the water samples, followed the documentation, and managed to see the water render nicely on the scene and game windows, but when i build the project, the water does not render. Is there some build setting that needs to be enabled?

scarlet hull
lunar silo
#

thanks alot. that seems to be what i missed

wooden fractal
#

Why is it Pink when I selct the standard shader?

fluid merlin
glacial fossil
quiet warren
#

My editor is quite choppy when using DirectX12 on 2022.3.0 LTS. Anyone else experiencing this?
I also have some raytracing features turned on.

long scarab
quiet warren
#

Good that they acknowledge it. No strange errors on LTS, at least not for me.

dense meadow
#

any good tutorial so it doesn't look that dark in HDRP?

unkempt olive
#

Hey I have a problem with skybox, how can I setup skybox in HDRP ? When I google or try searching for skybox for HDRP in the asset store it says HDRP doesn't support skyboxes MikeBruh so how do I setup my surrounding? There's a Cubemap option but I have a Material with my skybox and no idea how to put it in

eternal laurel
# dense meadow any good tutorial so it doesn't look that dark in HDRP?

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

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

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

โ–ถ Play video
quiet warren
unkempt olive
fluid merlin
# unkempt olive But I want to add a texture that I downloaded

You can use HDRI images for a Skybox too.
https://youtu.be/qTOxeUXTt-c?t=120

Zii

50% off fantasy assets + an extra 10% off all orders above $50 with coupon code JUNE10 on the Asset Store: https://prf.hn/l/aQNzJbe

Adding a Skybox or HDRI to HDRP is a bit different, So in this video i'll show you have to add one and show you h...

โ–ถ Play video
fluid merlin
# unkempt olive How?

It's a bit of trickery unity magic... a bit advanced. You setup your physically based sky the way you want it, volumetric clouds, etc... make sure your directional light has Affect Physicall based Sky checked off. Then, go back into your PBS setup on the volume override, change the type from "Simple" to Advanced. In the Space Section, add your HDRI map to "Space Emission Texture" then check rotation and Emission multiplier. Adjust the emission until it bleeds through the Physically Based Sky (5000, etc...) and you get two skies for the price of one ๐Ÿ˜„

unkempt olive
fluid merlin
#

Okay, well just use the HDRI then from that video I posted above and use your space texture

unkempt olive
fluid merlin
leaden quartz
#

Can someone give some advice on foliage? I want to have decent amount of foliage, or at least some amount but it appears that even adding a little foliage drops my fps by a lot. HDRP 2022 LTS

fluid merlin
# leaden quartz Can someone give some advice on foliage? I want to have decent amount of foliage...

Sure... so, here's the scoop. Unity is missing a full vegetation system that includes GPU based Indirect Instancing. What does that mean? In short, instead of issuing a draw call for each type of object, it issues a single draw call with a data buffer to draw many instances of the same mesh. When you use Unity to paint vegetation, it renders it the same way as all the other objects and then everything bogs down. If you're familiar with Unity, you've probably come to appreciate that eveything Unity didn't make... someone else has and put it on.... yes, the asset store.

A few options:
A) Vegetation Studio Pro - This was very popular a few years ago, sadly the dev has gone silent. It does work, but you have to be sure to follow the tutorials and there's a bunch of helpful people in the discord to help along the way. It will spawn vegetation (trees, grass, objects) without you have to manually paint it yourself in Unity.

B) GPU Instancer - Works very well, but you have to paint your own vegetation. You also have to modify your shaders manually to support it, it's not difficult, but again, spend time reading.

C) Gaia - Does a good job at spawning and they have a new GPU instancer, it's not super performant and Gaia introduces a ton of scripts that may cause issues. It's good for playing around, but probably not awesome for production situations.

D) Nature Renderer - Fast and smooth instancing, very performant. But has no spawning tools, so you have to paint/spawn all the vegetation manually first.
https://i.imgur.com/XVrWCbk.png

leaden quartz
ashen shore
#

Hey, I'm new to using HDRP and am just experimenting a bit right now. I'm trying to get realtime emissive lighting to work - and it has to some degree.

The white cube has an emissive material and I'm using a reflection probe to get it to emit light in real time. However, the lighting doesn't seem to bounce on other objects correctly (sometimes they get darker the closer the cube is to them, the roof receives much more light than the other objects and the floor receives seemingly no light at all. It seems pretty unpredictable.)

Does anyone know how to solve this?

#

I just found out that the room gets brighter the closer you move the cube to the reflection probe

shrewd moon
ashen shore
shrewd moon
ashen shore
#

you know a way?

shrewd moon
# ashen shore you know a way?

No one good and simple way
Screen space reflections are cheap and effective, but limited to screen space
Ray tracing is very expensive
Realtime reflection probes are expensive and not accurate

#

And none of them handle non-specular light emission, except ray tracing to a degree

#

Bigscreen probably uses entirely custom shaders for the emission, leveraging the fact that the movie screen and the theater never move relative to each other, so the math is predictable

ashen shore
#

none of the other objects really move either

shrewd moon
#

Though looking at videos of Bigscreen it's a bit ambiguous if there are real emission or reflections at all, or if it's some post processing fakery

shrewd moon
ashen shore
scarlet hull
#

@ashen shore
If you want your cube's emission to affect other objects, you need global illuminations.
You have multiple options for this :

  • Baked GI (lightmaps / lightprobes / prove volumes)
  • Realtime GI :
    • Raymarched SSGI
    • Raytraced GI (needs DXR)
fluid merlin
#

Yeah you have to bake the lighting. Also, Real-time global illumination came back to HDRP in 2021.3

eternal laurel
#

So, I'm strugling to make a room dark and not have the sky blow it out. What I have is a global volume with a HDRI sky with it's exposure set to 13.5 EV. I have a local volume in the room with it's exposure set to automatic and in the 1.5 to 4 range for min max EV respectivly. I have put several reflection probes and proxy volumes to approximate the shape of the room. I have set the global volume as the environment in the lighting tab and selected HDRI as the static sky. Problem is the sky still blows out the entire room after the light bake.

scarlet hull
#

Do you have geometry that is blocking the sky light to enter the room ?
With proper oriented normals ?

eternal laurel
#

I believe so yes

scarlet hull
#

Like I said : proper oriented normals : aka facing outward.
If you take the example of the HDRP template scene, there is a hidden geometry that is a shadow blocker shape that is used for baking.

#

I see potential light leaks at some edges here, hense why I'm thinking there is no proper shadow blocker

eternal laurel
#

ok I will set up shadow proxies with cubes real quick, rebake and see what happens

fluid merlin
#

It's frustratingly difficult to make a dark environment inside of a lit one in Unity without hacks. Remy already mentioned the primary one, the unity hack by taking the shadow blocker from the template absolutely works perfect. I have a few situations where I need to block light, one is when players crawl into a vent and it needs to be dark. The other is where I have a camera on an inventory table which has items in a dark environment. So, I have Volumes created with higher priority for these, the key setting is an additional override for HDRI sky, set intensity to mode to Exposure and then set the exposure to 0 or... a negative number, like -40. In addition to that, I turn off the directional light for the scene. Another hack, more useful for creating a dark cave entrance in a lit outdoor environment is to use a local fog volume and set the fog to black with a 0.05 distance and a 0.5 blend distance. The unity solution is to use a reflection probe, but that comes at a performance cost if it needs to be real time for whatever reason. I use it for cave entrances and elevator shafts. Another hack is to use a quad mesh, create a material, change the shader to HDRP/Unlit, check double-sided, set the color to black.
https://i.imgur.com/4uvdlCK.jpg

#

Once Unity has signed distance field global illumination with signed distance field ambient occlusion, it wouldn't be necessary to do any of this. Global illumination would work just like Lumen does in Unreal and you wouldn't need to fake shadows and darkness in lit environments. I doubt we'll see this for Unity HDRP though since it would probably exclude some platforms... a few people have been working on SDF for Unity though as side projects.

eternal laurel
#

@fluid merlin @scarlet hull thank you for the tips but I cant make any of the tricks work. I literraly got the shadow proxy geometry from the template and simply placed so that it will fit my room. The sky is still blowing it out

#

only thing that seems to work is to override the exposure like cloverme said

#

but thats not what the template does

fluid merlin
#

Know that you're not alone... it's a fine balance of tweaking, baking, and so on. You can also try the new adaptive probe volume, but YMMV on it... there's some Youtube videos that might help as well on HDRP lighting.

eternal laurel
#

you mean APV ?

#

adaptivep probes dont work for us, they are tied to the scene and cant be offset at all

#

sadly we are moving the "dark" scene to connect it to another scene procedurally

#

so the dark scene needs to use lightmaps

fluid merlin
#

Ah, I see... yeah

#

(subtly poking Unity to rework RTGI for SDF... hint hint)

#

๐Ÿ˜…

loud leaf
#

Why would that be better?

fluid merlin
#

It uses approximation for near unlimited diffuse light bounces including emissive with near zero light leaking and requires no baking, it can be used in PBR but also can be adapted for raytracing too. It essentially ends the problems in with baked lighting when you want to dynamically adjust the lighting in a scene, or you want a dark room (like a bunker or cave) that is in an outside environment.

#

Say you have a daylight neighborhood with a house that has the door closed, when you open up the door and the lights are off inside the house, it should be dark inside the house. When the camera moves from outside to inside, the light exposure should adjust dynamically and then when you look outside of a window, while the camera in the dark, the light shouldn't be any different inside but should be bright outside. The Unity template tries to achieve this, but it has to use several tricks in order to make it work and it's not easy to setup and configure.
https://i.imgur.com/XMUpjxb.png

eternal laurel
#

So to add we kinda fixed the problem but in reverse. Baking the scene with a sky exposure of 0 and having a 13.5 override on the additive scene

#

Since the reflection probes inside are dark looking from the outside in also works

shrewd moon
fluid merlin
eternal laurel
shrewd moon
sturdy shadow
#

Hey guys,
Quick question!
Is there a way to set a float array to a material block (so with SetFloatArray), using an offset into the array in question?

Thx a lot!

fluid merlin
# eternal laurel there doesnt seem to be a way to exclude the skyprobe only. It turns off the ref...

Yeah.... It's kind of crazy how simple this should be and well, it's not. Out of curiosity, I opened up a blank outdoor scene in HDRP 2022.3, baked the light.... put a reflection probe inside a "house" of blocks with a doorway added the adaptive light volume, baked the light. Not only was there light leaks inside, but the ambient light was overly bright.

Next, for giggles, I opened up UE 5.1, created a house of blocks with a doorway, perfect darkness inside the "house"... no baking or probes. I can't believe Unreal did it instantly without touching any lighting components or settings. pog

Yeah, I don't know... Maybe someone in the lighting channel has a better process. Would love to see someone do a tutorial on this that like has a fast workflow for this in Unity. The fact Unreal has this without touching anything pisses me off... lol

wheat iron
#

so, I have a problem.
I went to import some terrain from URP to HDRP and the result is this.
Terrian has pinkish hue and is see through.
I've tried to update scene terrains to HDRP but nothing happens,
I've tried to update all project materials to HDRP but I get stuck on seemingly endless wait time (20 minutes and unity was still at material 1 of 1023)
Can anyone assist?

#

Another issue I am having is that my global environment settings (fog, clouds, etc...) are transferring between scenes.
This behavior is undesired.
Would I just set a script for each scene to override the environmental stuff?

wheat iron
fluid merlin
# wheat iron so, I have a problem. I went to import some terrain from URP to HDRP and the re...

You got a lot going on here. First with the terrain, the material for terrains can't be moved from URP to HDRP, you'll need to regenerate your terrain material / repaint it. You can't convert URP to HDRP materials, the only supported path is Standard to HDRP. Overall, there's no automagic path from URP to HDRP, you have to do it all manually. Depending on how far you're in, you might want to start clean, setup materials manually again for HDRP.

wheat iron
#

would anything go wrong with the way I corrected it?

#

it appears to be working now with the new material

fluid merlin
#

Nope, it will all work by recreating the materials.

wheat iron
#

awesome

#

I think I have a solution for my second question regarding the enviromental stuff -
I was using the same environment profile and I believe that is causing the settings to sync accross scenes, as they are all drawing from the same profile

fluid merlin
#

Yeah, on the volumes, you can click "clone" to make another copy per scene.

wheat iron
#

awesome, thank you

#

I can modify all the enviroment profile stuff from a script, right?
(fog, clouds, wind, color correction, etc...)

#

for making weather systems and such

fluid merlin
#

Correct... the API documentation will give you all the method, etc. There's not a lot of code examples for it though, but it's fairly easy to muddle through it.

wheat iron
#

awesome, thank you for the help!

eternal laurel
#

Ok so I have the following problem. I have a hdri override on a local volume that sets the exposure of the sky to 0. This is necessary in order to stop the sky leaking into the room. Now during gameplay we move said room to another location and the player enters it again. What is happening is that the sky exposure from the global volume remains even though the rendering debugger says that the only active volume is the local one and the exposure value is 0. Yes the volume moves with the room.

#

If I disable and re-enable the visual environment on the global volume it fixes itself half the time

#

Everything works perfectly on the way out. Is moving volumes like not allowed ?

fluid merlin
# eternal laurel Everything works perfectly on the way out. Is moving volumes like not allowed ?

Check out the methods in UnityEngine.Rendering.Volume, there's some dev notes in there. If I was to guess... notice how OnEnable calls instance.Register... I bet there's some unity shenanigans happening behind the scenes with caching. My guess you need to disable the gameobject the volume is on, move it, then enable it. Ah, hahahah if you dig into it, they created a SetLayerDirty method for it.... Interesting.

eternal laurel
#

Okeyโ€ฆ..

#

I swear this is not how it worked a while back haha

#

I will look into it

#

Hmmm that seems to be related to changing the layer of the volume and its being checked in update anyways not moving it

#

well disabling and enabling after the move did nothing

blissful sonnet
#

When creating a Detail Map to use in the standard HDRP shader, the "Detail mask" that goes in the blue channel of the Mask map is just a mask where the detail from the Detail Map will be applied right?

fluid merlin
eternal laurel
#

yes we are using cinemachine

#

but we dont teleport the player

#

jus the room to a new location

#

like I said the render debug says that the volume is active

eternal laurel
#

Another question. I currently have the reflection probe set to realtime. This cube is a dynamic object. It's vissible in the ref probe. Everything is baked correctly. Why is it still reflecting the sky ?

#

Do I need Light probes for this ?

#

Ok interesting this is due to the use of Adaptive Probe Volumes

#

As soon as I switched to light probe groups

#

it's fixed

#

@vagrant bay sorry for the ping but perhaps I should file a bug report ?

pastel oracle
#

Anyone had the same issue? Once I place a player in the scene, it doesn't see anything. I first have to disable the player or player camera and re enable them and then it works fine, also in play mode

#

Any clues?

fluid merlin
# pastel oracle Any clues?

Try with just a new camera without the player and see what happens to troubleshoot, or a new camera attached to the player as a test. Something somewhere is probably referencing MainCamera in either onValidate, Awake or running code in Editor that disables the camera as soon as the GameObject hits the scene.

kindred gale
#

@eternal laurel maybe you can try to disable reflection probe normalization ? Maybe your scene has changed since your last apv bake so the normalization data isn't up to date

eternal laurel
#

There is no bake

#

The scene moves so cant use apv

fluid merlin
# eternal laurel like I said the render debug says that the volume is active

So, I discovered a bit of a bug this morning on playing with volumes, not sure if this follows your use case or not, but I had my own volume bug. If you have two volumes in 2021.3.1f1, say your global volume A and a second volume B with a higher priority. If volume B has a sky change (like physically based to HDRI) and you change the weight from 0 to 1 (lerp, etc), the sky won't update. However, if you do it through the editor manually, it will update. The only way I found to make it work via code was to keep the VolumeB gameobject disabled, then when the sky change is needed, enable the gameobject, then change the weight of the volume from 0 to 1.

vagrant bay
hollow frigate
#

I'm getting really strange results with reflection probes + global illumination. Reflection probes seem to view the scene without global illumination, making the scene extremely dark. Am I just misunderstanding something or is this a bug?

pastel oracle
shrewd moon
#

The extreme darkness is probably not related to reflection probes, but rather ambient light

#

Materials like wood and dirt would not receive specular reflections much if at all

hollow frigate
#

I can increase the indirect lighting to compensate but the problem is it doesn't affect certain things

#

for example:

#

looks pretty good

#

but then this:

#

does not look good

shrewd moon
#

To my eye that looks like automatic exposure working as expected

hollow frigate
#

reflection probe on:

#

reflection probe off:

shrewd moon
#

Above looks more "correct" to me

hollow frigate
#

in that context it does I'm just trying to demonstrate the cause/effect

fluid merlin
#

Not sure if this helps you or not?

shrewd moon
shrewd moon
fluid merlin
#

Maybe his trees aren't static or not marked to contribute to GI...

hollow frigate
shrewd moon
terse basalt
#

Hi. Does anyone know a way to fix clouds not rendering if a transparent surface or water is behind them please?

#

Like here the clouds look fine from under it but when you go over them they just don't render and just render the water without the cloud part ๐Ÿ˜ฆ

#

or is that supposed to happen...?๐Ÿ˜…

twin cargo
#

so you'd have to update your project.

terse basalt
ember breach
# terse basalt but is 2023 stable enough please?

2023.1.0f1 is already out so that one should be pretty stable, if you need to go on 2023.2.0a that one is semi stable, certain specific stuff crashes the editor, some bugs with the new UI are present, otherwise its okay.

terse basalt
#

okay thanks ๐Ÿ˜„

late frigate
#

Hey, I am not sure if this is the right channel to ask this but any help would be much appreciated. I have created a CustomPass script in HDRP. I am getting the diffuse color texture using: RenderTexture diffuseTexture = ctx.hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain);
Is it possible to write back the diffuse color on the Gbuffer after I manipulate it? I process this RenderTexture and I would like to inject it back before the rest of the processing happens to produce the final render. Is it possible? Thank you in advance. (https://forum.unity.com/threads/custom-pass-to-write-to-g-buffer-diffuse-color-using-a-full-screen-shader.1440199/)

terse meadow
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i have this character with default shader and in the editor its all good and he looks fine but in the build hes almost invisible idk why has anyone ever exxperienced this. (thinking it could be something with casting shadows? but why)

shrewd moon
terse meadow
fluid merlin
# terse meadow windows and just normal lit shader

I usually see that strange effect on a shader error with a third party shader in runtime in the editor. Haven't seen it where the editor will run it but the build won't. Must have something to do with the shader compile process during build.

grand glen
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does anybody knows why when i use position node in "world" space in hdrp i get flickering issues?

glacial fossil
grand glen
minor sedge
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Is there some way to reduce these bright artifacts that come with using SSR with the PBR Accumulation algorithm? Even with Accumulation Factor set to 1 they never stabilize. I already tested all the SSR Volume override settings, none of them except for changing the algorithm to Approximation have any effect.

minor sedge
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Okay I figured out where it's coming from but I can't do anything about it. It's the emissive material on the spotlight in the top left. If I turn down the emission intensity it's not going to look like it's on anymore. Is there really no to have a material not contribute to SSR? It's going to be pretty hard to not have any small bright light sources at all so you don't get this mess in your reflections.

loud leaf
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It's a difficult problem because these (wood and wall) are rough materials and the chance that they hit the emissive light is very small (so not every pixel hits it, that's why you see the dots). Unless you want to modify the shader itself, it's not possible afaik.

If you want to modify the shader, you could importance sample the emissives (hard) or reject contribution when you hit emissive (easy but incorrect)

minor sedge
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Alright, thanks

loud leaf
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Have you tried adjusting the clamp value? Lowering it could help (but not remove the issue entirely)

#

Since HDRP by default combines rasterized with ray traced/marched lighting, you might be able to work around the issue by replacing the square emissive with an square area light. ๐Ÿ‘

#

That way it always contributes regardes of your ray/step count.

minor sedge
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Not sure what you mean by clamp value, do you mean the accumulation factor? I did try increasing that, even when it's set to just accumulate it still doesn't converge on anything acceptable after 30 seconds. I also tried increasing the ray steps, but that seems to have no effect on it at all, even at impractically high values in the thousands.

loud leaf
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Oh yeah I see screen space mode has no clamp value, what a weird inconsistency. Your best bet is to use an area light here imho.

minor sedge
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Just tested raytraced SSR out of curiosity, to my surprise the bright dots are entirely gone, I didn't even have to mess with the clamp value. I thought raymarching and raytracing were similar enough that the spotlight should still cause this problem, can somebody explain to me what makes the difference in this context?

loud leaf
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What sample count for ray traced did you use?

wooden fractal
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Hi I have a problem I made my game with hdrp but now I want to play it on my phone is this possible? And what should I change before a play it?

minor sedge
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@loud leaf Not sure actually, in quality mode it just says "1" for sample count in the override and that's already enough. There are exact values in the HDRP asset for performance mode, but not quality mode. It's most likely far above 64 which is what the high preset for performance mode uses.

fluid merlin
wooden fractal
minor sedge
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@wooden fractal I'm afraid not, I fell for the same thing a while ago. I thought it just would just severely limit performance on mobile but most likely you won't even get it to run at all since the shaders can't run on most mobile GPUs

minor sedge
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I think it's about compute shader support which HDRP requires

minor sedge
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Can somebody help me with this?

Raytraced reflections totally broken, it's very noticeable on smooth surfaces. Large chunks of my room like the brick wall and floor are falling back to the cubemap, and everything is way too bright because the roof is missing and the sun is shining straight through.

Tried all the SSR and Raytracing override settings already including the hidden additional ones, nothing has any effect on this.

loud leaf
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What's broken about it?

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If they are falling back depending on smoothness of the material, set both smoothness settings in the ray tracing reflections override to 0

minor sedge
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They are set 0

loud leaf
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Are you talking about reflections in general, or reflections inside a reflection (like in a mirror, or glossy material)

minor sedge
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In general, I just want my floor and wall to be reflected

loud leaf
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I don't really see what you mean in the screenshot :/

minor sedge
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This is what it looks like when I disable the cubemap fallback

loud leaf
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Is that a mirror?

minor sedge
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yes

loud leaf
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Yeah exactly

#

Global illumination inside your reflections is not ray traced, that is too complex & slow, so you need to bake global illumination and reflection probes.

#

Because if you would do this recursively, you would spawn at least 2 new rays (specular & diffuse) for everything, inside everything ๐Ÿ˜„

minor sedge
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I'm not sure I understand, it's only recursive if I would have another reflective surface behind the camera, right?

loud leaf
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So your world can be lit by ray traced global illumination, but if you are looking into a mirror, the world inside the mirror is lit by lightmap + probes

minor sedge
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I'm not even using raytraced GI

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This is just about the floor, wall and ceiling missing

loud leaf
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Well, to fix the issue (have proper lighting inside reflections) you need to bake global illumination and reflection probes.

minor sedge
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I have

loud leaf
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And set the correct fallbacks.

minor sedge
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I just checked to make absolutely sure, the wall and floor definitely have proper baked GI and reflections

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Okay I figured the actual reason out, it's because that wall and floor are all a single big mesh that probably gets culled in the reflection because of its size. There really should be a tolerance setting for that so you don't have to break up your models into small pieces to get large structures reflected.

fluid merlin
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Unity should be renamed to "There really should be"

eternal laurel
terse basalt
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Hi. Does anyone know if it's possible to use the custom pass volume to render something that is behind of an object but render it on top of that object please?