#archived-hdrp

1 messages · Page 7 of 1

primal gazelle
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Hi! I am trying to create a feedback/fluid effect in shadergraph. I need to have one of the subgraphs to output a texture that can then be sampled by other subgraphs. I can't seem to find a way to do that. Is there a way? Are feeback/multipass shaders possible in shadergraph?

fluid merlin
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Yeah, there's something weird at play with a volume and an override not taking effect correctly. If you have two volumes and one uses a physically based generated sky and the other volume changes the sky to HDRI, it won't correctly adjust the sky. This basically impacts lighting when moving from an outdoor lit area into a darkened interior, if you need full 100% black darkness, you have to change from PB to HDRI with exposure 0. So if you change the weight from 0 to 1 on the volume with the HDRI sky (with a higher priority), it won't change the sky. What seems to work is keep the GameObject that has the override volume disabled (not the volume component). Have the volume component set to 0 weight, then enable the GameObject, then Lerp the weight from 0 to 1 on the volume weight. This was the only solution matrix that worked for me. It seems to be an issue with 2021.3.1f1 & Cinemachine 2.8.6.

eternal laurel
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Hmm what is happening to us is that we are in a local active volume but we shift the whole thing, player included a bit and then the local volume stops registering for some overrides

primal gazelle
minor sedge
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I finally got the raytraced reflections right! In case anyone else comes looking here in the future with the same problem, check the aspect ratio of your scene camera viewport. It needs to be at least 16:9, there is a fixed culling angle for the lighting that does not get adjusted to match taller aspects.

I was pulling my hair out going through the HDPR settings and documentation for hours looking for a setting that had an effect on it, but there isn't. It's just hardcoded for 16:9 and I had to find out the hard way, I hope this can save someone else the trouble.

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There are still some objects like the lamp shades randomly missing from the reflection though, if anyone can shed some light on why that might be I'd be all ears.

minor depot
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That really feels like a bug

eternal laurel
#

am I stupid or did hdrp use to have a built in texture packing tool

scarlet hull
eternal laurel
scarlet hull
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No plans afaik

dawn sorrel
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So, I'm trying to create godrays, and right now all I have is volumetric fog, but this makes the whole scene foggy, any workaround?

dawn sorrel
#

Sun shafts are what i'm looking for, I found a forum post refering to the forest demo which had it, but it seems to be gone

fluid merlin
# dawn sorrel Sun shafts are what i'm looking for, I found a forum post refering to the forest...

You have to adjust your base and maximum height on the volumetric fog. This is a bit of an older video but covers setting it up and troubleshooting fog. Also, turn on Show Additional Properties for fog as Anisotropy is now hidden.
https://www.youtube.com/watch?v=OrOmoVXoOEU

Let's learn how to make god rays using volumetric fog in Unity's High Definition Render Pipeline(HDRP)

Forest Environment - Dynamic Nature on Asset Store[Affiliate] :
https://bit.ly/2ZrT3MR

HDRP enables you to achieve high quality graphics and image effect in Unity.

✅Learn more about HDRP : http://bit.ly/2G73caJ

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
💎 Watc...

▶ Play video
dawn sorrel
#

So, I can't really get it to look like that for some reason, I can get rough god rays, on huge mountains and such, but on small objects, like leaves, it doesn't really do anything

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I have that forest scene as well, and still can't figure it out

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also, my shadows are very very dark, how can I fix that?

dawn sorrel
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Figured it out, it's local volumetric fog, paired with the override

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Shadows are still dark as hell, and I need to add lots of local fog to get it to fade correctly, but its better

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What I've been doing thus far for shadows is just to change the Tint on the shadows, this helps, but it still makes the shadows very dark, you can tell the texture is unlit.

fluid merlin
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Yeah fog is tricky, there's lots of on/offs with it...
Shadow darkness can be tricky. There's lot of adjustments for it, like dozens. Big ones to check:

  • Indirect lighting controller
  • Micro shadows (opacity setting)
  • Contact shadows (opacity setting)
  • Ambient Occlusion (intensity)
  • Light -> Shadows - Additional settings (Tint)
dawn sorrel
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Okay, first off, I don't have the Indirect Lighting controller, I have seen it in projects, but didn't think it was super important, what's it do?

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I found it, and see what it does, very useful, but strangely does nothing in my scene

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I have the forest environment and my scene open, tweaking it does stuff in the forest one, like boost the diffuse, but nothing in mine when tweaking the same

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Possibly because Enviro 3 is managing the lighting

fluid merlin
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Ah, yeah enviro does funky stuff... including eating lots of CPU cycles 😄

dawn sorrel
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Oh, and the Micro and Contact shadows work beautifully, its shadows on other objects that are funky

dawn sorrel
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9ms on CPU and GPU, from 8 on both, while using particles

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and controlling the Directional Light

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No idea why that Indirect Lighting Controller won't work either, I can have Enviro manage it, or disable it, and regardless it doesn't work... Unfortunate since it seems to be what I was looking for

fluid merlin
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Usually what I recommend is making an empty project, sticking the "Unity Terrain - HDRP Demo Scene" in it and then troubleshooting between the two projects. It's extraordinary difficult to get high performance and high quality in the same quadrant with Unity without reference examples. I usually use the Unity projects or other assets and then copy over the volume overrides into my own projects. Otherwise, you'll spend a year fiddling with settings

dawn sorrel
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God damn

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that's the scene lol

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Also, I see that it works well, but I still cannot figure out why the hell its dark

fluid merlin
# dawn sorrel that's the scene lol

Yeah, Unity, engine wise is heavily pointed towards lowpoly stylized games versus realistic genre games. Which has been sort of problematic in HDRP, one because you can't use highpoly objects natively and for HDRP to look good, you need 4K textures. So the whole "optimization" workflow for realistic scenes starts taking on a new life of "how can I improve lighting, shadow, volumetric, etc... performance?" so that the games are actually playable.

Not sure what's causing your super dark shadow darkness after looking at the usual suspects, my best guess is something around ambient lighting. In your project if you open up the template scene, are shadows really dark in it? If so, it's probably something in your HDRP/quality settings for the project. Otherwise, it's something in your scene and in that case, you might want to copy over a volume config from something else with good shadows and use a new directional light.

The other thing you can try look at that just occurred to me is the camera settings, try a new camera. A lot of the "physical camera" settings can have an impact on ambient light and other frame setting configurations specific to the camera.

dawn sorrel
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Strangely to, when I fixed the Indirect Lighting Controller, I would have to boost it and wash out the whole scene before the back of objects would look correct

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Seems like there is no ambient lighting whatsoever

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Doesn't look as bad now that i've made the shadows on the ground lighter, but man is it dark on the back of objects

dawn sorrel
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It's especially strange that the shadows are fine in the Forest Demo Scene when loaded alongside my scene, but the shadows in mine are still bad

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In fact, it screws up my scene more lol

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These shadow cascades are really weird

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This is all in editor, so it can't be the camera, yes?

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I disabled everything in the Forest Scene, only the Post Process, Sky and Fog, and Directional Light left, the only thing contributing is exposure, everything else is secondary

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Yeah, it's something in my scene, all the shadows get messed up now if I load my scene

fluid merlin
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Well, at least you've narrowed it down 😅

dawn sorrel
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Yeah, it's very annoying, it's absolutely Enviro 3 at this point, copying all the exposure settings gets me nowhere, How does the visual environment and sky effect the ambient lighting?

fluid merlin
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Depends on the sky type, so with HDRI, there's an exposure value for it, high exposure will flood the scene with light and wash out shadows, etc

onyx lark
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do y'all have an option in your games to switch between forward and deferred rendering?

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one friend mentioned that he got better performance in another game with forward rendering (and that my deferred-only game is running at an awful framerate)

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i am currently waiting to hear back if switching does anything for his performance

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it certainly cranks up the size of the build. i just compiled a lot of shader variants.

hearty peak
onyx lark
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Oh, this isn’t about covering a very wide range of perf

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In this case, I was just interested to see if Forward rendering would magically give my friend more frames (it added 1 frame).

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they’re using an older gtx 940(?) on Linux

fluid merlin
# onyx lark In this case, I was just interested to see if Forward rendering would magically ...

No, this isn't the magic performance switch you're looking for. HDRP is targeted towards higher end desktops and consoles. For that hardware, you're probably going to get better performance on the Standard or URP pipeline. Unity's old way to guidance on this has been that if you have a single directional light, use forward, if you have lots of lights in your scene, use deferred. Unity has a page dedicated to this forward vs deferred topic: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Forward-And-Deferred-Rendering.html

onyx lark
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I wasn't really expecting it to work, ha :p

fluid merlin
onyx lark
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i figured it could be something specific to their hardware. or just gremlin. mystery.

onyx lark
fluid merlin
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On that hardware it's not even worth going through the optimization guide tbh....

onyx lark
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i wonder if that game happened to have just one big directional light

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it was an outdoor driving game

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I am loooking to add more graphics options to my game. I currently just let people switch between the three big low/medium/high presets.

fluid merlin
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There's 10k reasons why a game could be running slow from a dev perspective. The usual reason for a player endpoint is hardware, but from debugging and developing, it's usually shadows, too many polys in camera, both of those things together, and using way too much code in Update() for everything and anything.

onyx lark
fluid merlin
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Yeah, realtime shadows is a massive pull on cpu. The fewer the better...

onyx lark
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not sure if i'll need to set that every shadow-casting light, or if there's some global switch i can flip

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time to stare at the custom frame settings

fluid merlin
#

There's a Light Explorer to make it a little easier (Window -> Rendering -> Light Exp)

onyx lark
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ooh, neat, didn't know about that one

fluid merlin
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It can take a long time to optimize, when I started in HDRP, I was getting 12fps, I'm now at around 200fps

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Check out the above guide, there's some good stuff in there

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But that GPU/Hardware is also 7 years old, so that's going to be a massive limiting factor too.

onyx lark
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Yeah. I’m not expecting their system to run it well

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But I do need to start doing some genuine work to clean things up.

onyx lark
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this scene isn't wildly complex

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this stuff is fascinating. i'm getting a rough handle on what's going on here

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some of my geometry isn't showing up in the frame debugger when i select what's clearly the relevant draw call (the shader is only used on one specific object). bit weird.

fluid merlin
# onyx lark oh no i have so many shadow draw calls

Things to help on the shadows:

  • Change lights to baked, enable baked shadows. Bake lighting.
  • For realtime, use fade distances for shadows & the light itself
  • Use cookies for lights in place of shadows
  • Limit shadow cascades to 2 if possible, especially for outdoor scenes with vegetation
  • Don't use shadows on point lights if possible, use spotlights if you can
  • Directional light shadows are intense and eat a ton of cpu, if possible avoid.
onyx lark
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i made a gore system kind of like l4d2's

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it's rendering shadows for the entire skeleton at all times 💀

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the most appropriate use of the skull emoji possible, i think

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i need to just turn those meshes off completely when they aren't needed

fluid merlin
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Change the layer, to one culled by the camera, it's cheaper in performance

onyx lark
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interesting, will examine that.

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I also see two dozen draw calls for the body. I have two dozen skinned mesh renderers on this character, because I haven't merged them all in blender.

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I guess those ain't batched.

fluid merlin
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Skinned mesh renderers are they're own pain points, often due to multiple materials per mesh.
Turn off shadows on the meshes that don't need them, for example, if there's a body & armor, turn it off for armor.
Turn off shadows for any hair card/mesh if you can, those can really drag down the renderer

onyx lark
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fortunately, it's just one material for everyone

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is there any way to gauge how "expensive" each draw call is?

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I don't see anything obvious, like a duration

fluid merlin
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It's mainly looking at frame debugger and other optimization tools. There's a lot of youtube videos on optimization with the profiler. If I'm not mistaken, I feel like Unity did one recently

onyx lark
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it sounds like you mostly just aim to reduce the number of calls

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interesting: part of the character model is now getting SRP batched, and part isn't!

fluid merlin
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Yes... in general unity optimizing is "reduce everything"... lights, shadows, polycount, effects, physics, anything moving.

onyx lark
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ah, material property blocks prevent SRP batching

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i suppose that you're meant to just create many materials, rather than using property blocks?

fluid merlin
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SRP batching has a lot of requirements and sub requirements, overall same shader/same properties

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There's like half a dozen major requirements for SRP batching

onyx lark
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yeah, switching from blocks to just directly modifying the materials (which instances a new material for each renderer) gets everything into the DrawSRPBatcher category

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one big ol' batch

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(definitely need to turn the skeletons off..)

vital gyro
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How do I enable SSR for water
and fix those strange lines in the reflection on image 1’s plane

scarlet hull
vital gyro
scarlet hull
vital gyro
onyx lark
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this is gonna be a vague question, but

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when looking in the frame debugger, I like how things look more before the last few post processing steps

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the colors change significantly and the brightness goes up a fair bit

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i thought it was happening in UberPost, but then I'm pretty sure it started only happening in that final blit step

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...I'll go investigate this some more first. this is unusably vague, haha

harsh basalt
twilit swift
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Hi, when I deactivate the lighting the scene view goes extremely slow, but when activated again it goes pretty well, someone knows what could be the issue?

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Ping when reply please.

vital gyro
harsh basalt
twilit swift
harsh basalt
harsh basalt
harsh basalt
vital gyro
loud leaf
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Does anyone know of a guide/tutorial to use Nsight to debug HDRP DXR in editor? I don't want to create standalone builds while debugging. It seems like tutorials are hard to find.

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Basically any good tool will do, RenderDoc seems to break the output, no errors, just doesn't match the original output (?) Edit : RenderDoc issue seems to be ray tracing related, probably unsupported so it falls back to screen space which is making the output worthless in this case

scarlet hull
vital gyro
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Ik

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I was talking about the artifacts of SSR when you get too close

tacit dock
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HDRP eye candy (with APV on)

fluid merlin
tacit dock
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Directional is real-time and GI is baked

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I suggest you try the new APV, it's super cool!

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No lightmap UVs and fast bake time

loud leaf
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Any ideas on how to tackle this? I've disabled Strip Runtime Debug Shaders in my HDRP Global Settings, and added #pragma enable_d3d11_debug_symbols to my shaders, but no success.

marble needle
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anyone know how to stop the transparent bit of this material from reacting to shadows & light?

dawn sorrel
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This is what I'm talking about, there is no fog at all, but they have godrays through the leaves and clouds

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I need a solid amount of fog to get the same effect

fluid merlin
# dawn sorrel I need a solid amount of fog to get the same effect

As far as I know in unity, the rays are only generated through volumetric fog. The light shafts in UE are much stronger because.... UE has bloom specifically for the lightshafts alone, Unity does not, so you have to amp up the fog in Unity and the intensity of the light and the intenstity of the volumetric light in unity to make them show. Sadly, the quality of the ray on is hugely non-performant to reduce the noise size in Unity.

dawn sorrel
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Damn, that sucks, this is Cryengine as well, so I thought it was probably a engine specific thing

harsh basalt
dawn sorrel
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Nowhere near what I need however, this is what I have

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behind clouds

digital spire
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isn't there like a volumetric multiplier in the light?

true zealot
digital spire
harsh basalt
marble needle
minor depot
fluid merlin
minor depot
fluid merlin
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probably yeah. I sometimes run into the same issue as rwxr-xr-x where you have terrain at different levels and need light shafts and the fog is inconsistent at various elevations. Usually have to use local volumes which can be a pain

onyx lark
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that seems appropriate, given the pixely look of the texture

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You are seeing a bit of glare because of the smoothness

dawn sorrel
modest heart
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Does HDRP not support grass textures on terrain?

hexed turret
eternal laurel
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How the f do you set emission intensity from a script on hdrp 16

hexed turret
# hexed turret Hello everyone, has anyone worked with water system scripting in HDRP 15+? For ...

Fixed it. You should replace:
targetSurface.FindWaterSurfaceHeight(WaterSearchParameters, out WaterSearchResult) by targetSurface.ProjectPointOnWaterSurface(WaterSearchParameters, out WaterSearchResult)
searchResult.height by searchResult.projectedPositionWS.y
searchParameters.startPosition by searchParameters.startPositionWS
searchParameters.targetPosition by searchParameters.targetPositionWS

eternal laurel
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Docs says mul color by intensity and set that but thats for 12 and doesnt work

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Im this fucking close to making a shadergraph for this

fluid merlin
# eternal laurel Im this fucking close to making a shadergraph for this

The doc on this sucks tbh... so the way to do this.

First check if HasProperty("_EmissiveColor") or HasProperty("_EmissiveColorMap")
Next set the color... You need to specifiy an HDR color
[ColorUsageAttribute(true,true)] in the editor
public color EmissiveColor (or get the color from the material)
Then set the color material.SetColor("_EmissiveColor", EmissiveColor * emissiveIntensity) also for _EmissiveColorMap
❗ Reminder that 0 times whatever is 0... so you need to set a color with an emissive first.

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to get the HDR color value from a material: material.GetColor("_EmissiveColor") as well as _EmissiveColorMap

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I went through this because I have a game where the enemies have body heat and when they're killed the bodies cool off, this is all done through emissive values.

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The emissive keywords for the shaders are different for any other shader than Hdrp\Lit so you have to turn on debug to view what the emissive keywords are

eternal laurel
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Yeah I did all that still didnt work

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I just made a shadergraph with a emission node

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Its just stupid that the lit shader does not work in the same way

vocal copper
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is there any way to convert hdrp materials back into built-ins?

digital spire
wild cloak
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I'm using a mix of lightmap and apv, i enable lightmaps only on the objects with apv artifacts

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mostly lightmaps for indoor

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Guys ..
I'm using hdrp custom pass
The problem I'm having is when i have many passes
the last pass overwrites the one before it

scarlet hull
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So, if the last pass "overwrites" the one before, does it mean it re-render objects over what the previous one already rendered ?

wild cloak
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I'm not sure, There is no vertex pass only frag pass

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just a full screen effect

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this is the execution code
` protected override void Execute(CustomPassContext customPassContext)
{
if (material == null)
return;

    if (targetLayer.value > 0)
    {
        CoreUtils.SetRenderTarget(customPassContext.cmd, rtBuffer);
        CustomPassUtils.DrawRenderers(customPassContext, targetLayer);
    }

    customPassContext.propertyBlock.SetTexture(BUFFER_TEXTURE, rtBuffer);
    ShaderProperty(customPassContext.propertyBlock);
    CoreUtils.SetRenderTarget(customPassContext.cmd, customPassContext.cameraColorBuffer);

    DrawPasses(customPassContext, material);
}`
scarlet hull
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So, if I read properly :

  • you're rendering some objects in a buffer
  • then you draw a fullscreen pass with this buffer
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am I right ?

wild cloak
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I am allocating the buffer but I'm not using it yet

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So basically the buffer is not used

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instead i get the color buffer in shader using CustomPassSampleCameraColor method

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` float4 color = float4(0.0, 0.0, 0.0, 0.0);

    // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point
    if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING)
        color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1);`
scarlet hull
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Hum 🤔 . So this is just outputing the camera color again. But it overwrites what has been rendered by previous custom passes ?

wild cloak
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yeah

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I'm using this line CoreUtils.DrawFullScreen( customPassContext.cmd, material, customPassContext.propertyBlock, shaderPassId: material.FindPass("BloomPass") );

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To draw the pass

scarlet hull
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Tagging @woven sonnet if he's around, maybe he can help quicker than me 😅

wild cloak
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I hope so

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I've been stuck for two days for this issue

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and another issue ..

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I tried to use custom volume post processing

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But looks like i can't do multiple passes in it

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So i switched to custom pass

scarlet hull
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The only reason I could think of is that the shader is sampling from the color buffer, and not the camera backbuffer.

wild cloak
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it could be

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But i didn't found any api or docs anything

scarlet hull
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Which kind of makes sense when I think of it, my wild guess is that you'd need to copy yourself the camera backbuffer before your full screen effect

woven sonnet
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Hey @wild cloak , which injection point are you using in your custom pass volume? and is MSAA enabled?

wild cloak
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hi there, The injection point is before post process, MSAA is disabled

woven sonnet
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Hum, I see. So at this stage, the color buffer sampled from the fullscreen shader will point direction to our color pyramid (color with mips), this allows to create effect that blurs the color buffer cheaply. The probleme is that this color buffer is not the current camera color one, so all the objects rendered in-between by custom passes are not in this one. I guess that could be your issue?

wild cloak
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I really didn't understand anything, But does this custom pass re render all objects?

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I'm using it only for post processing

woven sonnet
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No, it doesn't re-render the objects. Just to be sure, the thing that gets overwritten is it also executed in a custom pass at injection point "Before Post Process" but before the one you posted?

wild cloak
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Now i tried to use the RTBuffer, but its the same

woven sonnet
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Ok, so in your fullscreen shader, if you want to read the current color and write to it, you'll have to do a copy of the current color because you can't read and write to the same texture in a shader. It's an API limitation

wild cloak
woven sonnet
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There is a copy function in CustomPassUtils, you can take the custom pass context cameraColorBuffer as source and allocate a new buffer in your custom pass to set as destination

wild cloak
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so i changed the code to this

woven sonnet
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Once the copy is done you can pass the copied texture in parameter of your shader and sample it instead of using CustomPassSampleCameraColor

wild cloak
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allocating rtbuffer = rtBuffer = RTHandles.Alloc( Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, useDynamicScale: true, name: "RTBuffer" );

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i copy it like that customPassContext.propertyBlock.SetTexture(BUFFER_TEXTURE, customPassContext.cameraColorBuffer);

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then i draw the pass

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then i sample it

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like this

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float2 uv = posInput.positionNDC.xy; // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) color = float4(CustomPassSampleCameraColor(uv, 0), 1);

woven sonnet
wild cloak
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So shouldn't it work?

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it looks like this now

woven sonnet
wild cloak
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and when i disable the pass it looks just white

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until i disable the whole volume

wild cloak
woven sonnet
wild cloak
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I see

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So if i get the color buffer from this step, what will be the difference?

woven sonnet
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CustomPassSampleCameraColor already returns the color from this step. The problem is that it doesn't include the render / post process made with custom passes in "Before Post Process"

wild cloak
#

ohh

woven sonnet
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You need to get the camera color buffer from Before Post Process to get it working, and it's in customPassContext.cameraColorBuffer

wild cloak
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I'm already doing that

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So set texture won't work?

woven sonnet
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But because you can't read and write to the same buffer (current camera color buffer) you need to make a copy first. Or if you can get away without reading the color buffer it'll be even easier

wild cloak
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Isn't just like copy?

woven sonnet
wild cloak
#

i see

woven sonnet
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There is also the option to use a compute shader if you don't want to do the copy.

wild cloak
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So when i draw the pass it won't be applied on the camera color buffer?

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Sorry but I'm really new to this

woven sonnet
wild cloak
#

Oh

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Now i understand

woven sonnet
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It's confusing because there are multiple color buffers in-flight at the same time. We do this to be able to read and write to the color buffer in a single pass (because they are different buffers)

wild cloak
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it licks my brain

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i've been into shaders for 4 days

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So i allocated rtBuffer

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and i copied the cameracolorbuffer

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like this

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CustomPassUtils.Copy(customPassContext, customPassContext.cameraColorBuffer, rtBuffer);

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and i told it to use the rtBuffer

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like this

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customPassContext.propertyBlock.SetTexture(BUFFER_TEXTURE, rtBuffer);

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should i set the rendertarget to the rtbuffer?

woven sonnet
woven sonnet
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_RTHandleScale.xy is a global scale factor to avoid stretching problems when sampling your texture

wild cloak
#

I'm doing it like this
color = SAMPLE_TEXTURE2D_X_LOD(_BufferTex, s_linear_clamp_sampler, uv, 0);

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uv is set to this

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float2 uv = posInput.positionNDC.xy * _RTHandleScale.xy;

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current code is :
` //Copy the cameracolorbuffer to rt buffer
CustomPassUtils.Copy(customPassContext, customPassContext.cameraColorBuffer, rtBuffer);

    //Direct the bufferTexture to RTBuffer
    customPassContext.propertyBlock.SetTexture(BUFFER_TEXTURE, rtBuffer);

    ShaderProperty(customPassContext.propertyBlock);

    //Set the results of our passes to this buffer
    CoreUtils.SetRenderTarget(customPassContext.cmd, customPassContext.cameraColorBuffer);

    DrawPasses(customPassContext, material);`
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it renders just white

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even if the pass is disabled, until i disable the whole custom pass volume

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sorry my bad, i fixed it

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thank you so much, it works now

woven sonnet
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Nice 🙂

wild cloak
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you are the best 😄

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Now i will try to figure out how to do multiple custom pass in one shader on my own

wild cloak
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I'm trying to do multiple passes

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like this

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` protected virtual void DrawPasses(CustomPassContext customPassContext, Material material)
{
CoreUtils.DrawFullScreen(
customPassContext.cmd,
material,
customPassContext.propertyBlock,
shaderPassId: material.FindPass("BloomPass")
);

    CustomPassUtils.Copy(customPassContext, customPassContext.cameraColorBuffer, rtBuffer);
    customPassContext.propertyBlock.SetTexture(BUFFER_TEXTURE, rtBuffer);

    CoreUtils.DrawFullScreen(
     customPassContext.cmd,
     material,
     customPassContext.propertyBlock,
     shaderPassId: material.FindPass("BlendPass")
    );

}`
#

But itsn't working

#

if i switch the names of passes it works

#

@woven sonnet any idea?

woven sonnet
# wild cloak if i switch the names of passes it works

To do multiple passes, you need to do something like this:

  • Bind customPassContext.cameraColorBuffer (set texture) to the first fullscreen shader
  • Set rtBuffer as RenderTarget
  • DrawFullscreen
    At this stage, rtBuffer contains your effect on top of the color buffer
  • Bind rtBuffer to the 2nd fullscreen shader pass
  • Set customPassContext.cameraColorBuffer as render target
  • DrawFullscreen

Now your 2nd pass red from rtBuffer and output to camera color so you have your 2 effects in the camera color

#

Also to help you debug, because you usually can't see what happens nor Debug.Log useful info. I recommend you to install RenderDoc: https://renderdoc.org/ It's one of the best graphics debugger and it'll allows you to analyze what happen in every passes you add. Don't forget to name your custom passes so you can find them easily in the RenderDoc search

frail bramble
#

hey guys, how would you go about getting reflections for a single window pane that has a double sided material

#

Ideally I'd like to capture the reflection on both side

#

so the inside captures the reflection of the building and the outside reflects the outside portion

#

I know it would be possible to do by just using 2 planes but was wondering if there's a way around this

#

planar reflections and rendering layer mask are unfortunately disabled for the game I'm trying to get this done for

#

using unity 2019.3.15 hdrp 7.4.0

shrewd moon
frail bramble
#

yeah that's what I'm trying to avoid, was wondering if it could be done with just 1 plane

#

I know it's more of a hassle, but I thought it would still be possible nonetheless

#

I will have to look into anchor overrides

shrewd moon
#

Double sided materials need to be rendered on both sides all the same so you don't effectively save any geometry that way

frail bramble
#

ah okay

#

really stupid question

#

would it be possible at all with a single sided material and 1 pane

#

guessing not?

shrewd moon
wild cloak
vocal copper
#

Is there a way to convert HDRP materials to built in RP?

shrewd moon
wild cloak
#

But what if i have like 3 passes or more, do i need many buffers?

woven sonnet
eternal laurel
#

Not sure if I should ask here or #↕️┃editor-extensions . Can we extend the default material inspector for hdrp to have a drop down with the material type like Wood, Concrete, Metal etc etc and then somehow use that data to drive our sounds and vfx

#

right now we have a seperate component that needs to be configured, Of course having a naming convention for the materials is a posibility

#

that is without modifying the package itself to make the shaders use the custom extension

scarlet hull
#

Or is it for ght provided HDRP/Lit shaders ?

eternal laurel
#

Its for lit I would like to avoid having to use a shadergraph for everything

#

Or redo all of the lit functionality

scarlet hull
#

well, issue is that extending the material inspector would not be enough, you'd also need to store that information in the material itself :/

eternal laurel
#

Wouldn’t it be possible to query the inspector at edit time via OnValidate or something?

scarlet hull
#

Not really :/

#

I think your best option is to just add some script on the object to differenciate the footsteps sounds required.

onyx lark
#

perhaps you could do something with PhysicMaterial instead

#

which would be associated with the collider(s), rather than the renderer

eternal laurel
#

hmmm I'm getting a really wierd crash in a build when using Shader.WarmupAllShaders D3D shader create error for pixel shader [0x887a0005] D3D shader create error for vertex shader [0x887a0005] D3D shader create error for pixel shader [0x887a0005] D3D shader create error for pixel shader [0x887a0005] D3D shader create error for pixel shader [0x887a0005] D3D shader create error for pixel shader [0x887a0005] D3D shader create error for pixel shader [0x887a0005] D3D shader create error for pixel shader [0x887a0005] ShaderProgram is unsupported, but because jobified rendering is enabled the ShaderProgram can not be removed. //This repeats for a bit in the logs and then crash Crash!!!

#

Wierdest things is the build of course works on my work pc by when I transfer it to my home pc it makes this crash

#

unity 2023 btw kekl alpha I know

twilit swift
#

How can I keep volumetrics when baking lighting in HDRP?

#

Ping when reply.

dawn sorrel
#

Hi! can anyone help me?

#

no error in the console

#

2d cookie atlas max

twilit swift
#

For some reason this light got baked and preserved the volumetrics but none of the other lights did.

shrewd moon
twilit swift
#

But still no volumetrics.

shrewd moon
twilit swift
shrewd moon
twilit swift
shrewd moon
#

That confirms it's not an individual problem of the light or its properties at least

#

I would also place some dynamic meshes under them to see if the non-volumetric ones light anything in realtime at all

#

If they cast no light at all, it could be light limit related
If they cast light but just no volumetric light shaft, that would seem to confirm that it's purely a fog volume problem

midnight trench
#

I have just started a project using HDRP (2022 LTS) and put a area light in my scene marked as baked with the rectangle shape. but when I bake it, the shape is completely ignored using the range value instead. This seems to be intended but makes me wonder, what is the point of having a rectangle shape option if it is going to be ignored anyway? And if it's a case of, realtime only, then why is that not marked like with the other two shape options?

brisk cape
#

i've got some shadow issues but i don't want to interrupt other discussions so i will make a thread

eternal laurel
wild cloak
#

Scene view:

#

camera:

#

When i move the camera look what happens ..

#

And scene view stays black

pastel oracle
#

I have a scene in VR, Whenever I load the scene, everything looks kinda brown/yellowish, I'm thinking that's because I come from a previous scene where the physically based sky is kinda brown like it's morning. If I disconnect and spawn immediatly in the scene, All my colors look good. Is there a way to like clean/refresh the camera on demand? Or anyone that has experienced this? Can't seem to replicate in regular screen

wild cloak
pastel oracle
wild cloak
#

yeah thats a bug

#

just enable it in the other scene

#

that should fix it

pastel oracle
#

I am now testing with both scenes the same sky and seeing if that fixes it

wild cloak
#

yea it will work

pastel oracle
#

Yeah but I have another issue, I change the directional light rotation in my game for like a day night cycle

#

But once I go from like midday to morning and back to midday, the second midday has an orange vibe to it

#

I also should say I don’t really smooth it over time, I just set hardcoded values

#

Any clue how I could get around this?

pastel oracle
#

Yep

wild cloak
#

or inside the editor

#

oh

pastel oracle
#

Only build

wild cloak
#

alright

pastel oracle
#

In Vr

wild cloak
#

can you try to disable all post processing volumes

#

in both scenes

#

and make a build

pastel oracle
#

Yeah good idea

#

Thanks for the help

wild cloak
#

you are welcome

sterile knoll
#

You can extend the material Editor, and with this approach effectively have a drop-down that lets you specify the "surface type" by querying the sound database.

eternal laurel
sterile knoll
#

You can't with a component because materials don't have object context iirc.

#

You'd have to use a singleton scriptable object, like the approach I mentioned. It's very trivial to create, and more extendable than components.

eternal laurel
#

I think we are talking about two different things

#

I want a dropdown inside the material inspector of the lets say all built in hdrp shaders

#

I dont want my level designers and environment artists to have to hook up materials in a SO

woven sonnet
sterile knoll
#

I'll see if I have time to make a mock-up

eternal laurel
#

That doesn’t sound like a workflow improvement

sterile knoll
#

@eternal laurel This?

#
public class Example : MonoBehaviour
{
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            if (MaterialDatabase.Query(
                new Ray(Vector3.up, Vector3.down),
                out var record,
                out var hit,
                1000f,
                LayerMask.GetMask("Default")))
            {
                var clip = record.audioClips[Random.Range(0, record.audioClips.Length)];
                AudioSource.PlayClipAtPoint(clip, hit.point);
            }
            else
            {
                Debug.Log("No material at the hit surface.");
            }
        }
    }
}
  • Place your MaterialDatabase in the resources folder, and make sure there's only 1.
  • Define your "Records" which are used to lookup the "resources" (audioclips, etc.)
  • Your designers can select the material type from the dropdown, and never have to worry about anything else. They don't have to edit the Scriptable Object.
#

usage 👆

#

This is just an example though, your team would need to make it work as you want.

sterile knoll
crimson holly
#

any idea why my lit dust particles reflect light

shrewd moon
#

Post only in one relevant channel at a time please

eternal laurel
dawn sorrel
#

Does anyone know how I'd go about getting a normal HDRP/Lit material and convert it to a transparent surface type?

Basically I want to create a preview image which will use the objects material but make it transparent with a green hue

#

I want to maintain normal maps and the base texture

opal mica
#

Hello! My volumetric clouds are brown. I've tried every setting I can find and Google has never heard of it. Does anybody know why this happens? Thanks!

fluid merlin
opal mica
# fluid merlin If you have an HDRI image set for the sky, this can happen when combined with th...

I am using Physically Based Sky, so I don't think that's it unfortunately. I noticed that changing the ground tint of the Physically Based Sky override changes the hue of the clouds, but setting it to white makes the ground look weird. Any way to decouple the color of the clouds from the physically based sky settings or something?

While I'm not using an HDRI Sky at the moment, I have used an HDRI in the past. Could that be baked onto some map that the clouds use somehow, despite the fact that I've cleared the baked lighting data?

dawn sorrel
#

is their a way to do real time path tracing, instead of just ray tracing, there are a few tech demos and ue5 is aperently going to add real time path tracing soon, and cyberpunk also has it, but unity seems to lack it and I've found no discussion sorounding it,

also can you use ray tracing and get more then I think 8 reflection bounces? something closer to 78 like in unreal engine? or is that a no

also also, is the ray tracing shaders editable? sense it's a SRP?

loud leaf
# dawn sorrel is their a way to do real time path tracing, instead of just ray tracing, there ...

Nope, if you want to do proper real time path tracing, HDRP needs a lot of modifications. You can do this yourself (I am also doing this for my game) but one way or another you will run into trouble, unnecessary overhead, etc, because HDRP is aimed at a different use case.

Why do you need more than 8 reflection bounces? Can you even notice more than 3 in your scene?

Ray tracing shaders are editable. Sideload your packages and look for .raytrace files.

#

The reason UE5 and Cyberpunk 2077 have made progress in this area is because these branches/implementations are maintained by the same people active in this area of research.

dawn sorrel
#

generally in most my games games, I use 2 bounces

#

but yeayh, thanks :D

loud leaf
#

I think Unity will play the probe/baking game a little longer until we are -really- there when it comes to hardware. Currently the hardware is advertised as ready for it but reality is that everything in real time path tracing depends mostly on pushing the latest algorithms to their limits, hacks, cutting corners and weird tricks. Open up something like Portal RTX and check out the rendering debug menu to get a good idea of everything that's currently going on to get to that final composition.

#

It's a lot of fun though, and not very hard to get a basic real time path tracer up and running, but to get rid of all ghosting, smearing and noise while keeping the result detailed, unbiased and the framerate high is another story. 😄

#

Even Cyberpunk 2077 Overdrive can look like complete shit if you pay attention to the details.

dawn sorrel
#

but 16 bounces runs at 40 fps without dlss in 1080p so I have no idea why it's capped at 8 bounces by default

#

also thanks :D

smoky tide
#

so is hdrp just incapable of Scene Depth

#

the node does not seem to work in shadergraph

#

and neither does HD Scene Depth

scarlet hull
#

Or forward opaques

dawn sorrel
#

Ok anybody have any tips or good support threads about baking lighting while using APV in 2022 LTS hdrp?

#

Getting crash shortly after starting bake.

opal mica
#

Hello! I'm trying to blend between two global volumes that each only contain the Physically Based Sky override. The problem is that blending between them triggers a process called UpdateEnvironment which is extremely performance intensive and grinds down the fps to like 15. Should I not be blending volumes like this, or is there a way to change between night and day skies with less performance cost? Thanks in advance!

opal mica
#

Yeah, I change the ground tint. Is there a different way I should be doing that?

scarlet hull
#

I'd say to not change it 😅

opal mica
#

Haha okay, but if I keep the day's ground tint during the night it looks really off. I feel like there must be a way this is supposed to be handled?

#

Maybe the ground tint is supposed to always be black for dynamic scenes?

loud perch
#

Did someone encounter frozen beach waves in water system? They are working just fine when in Scene View, but in Game View they are not moving.

scarlet hull
opal mica
pure canopy
#

Anyone encounter this issue with terrain details in HDRP? This perpetual blurry grass happens when any motion blur is enabled. I've tinkered with all the terrain detail settings with no avail. They render fine in a demo scene, so I'm really puzzled.

loud perch
#

Is there any buoyancy system for water system?

scarlet hull
#

Not script/component provided to instantly do buyancy though, you will have to script a bit, but it is pretty straighforward imho

dawn sorrel
#

Naughty Buoyancy is free on github

#

@loud perch

scarlet hull
dawn sorrel
#

Oh yeah I forgot it's not oops

#

I'm using Dynamic water physics 2 asset for my buoyancy. It works there is a user script for it with the new hdrp water, but he's also doing an official integration soon.

scarlet hull
#

@loud perch You can also look into the HDRP water samples (in the package manager) where there is a very basic buoyancy script

merry heart
#

Not really sure where to put this but i guess this makes enough sense. I've been working on this scene but recently encountered some camera issues. For some reason, these spots on the mountain are not rendering in game. My camera clipping is set very high (5000 atm for the far plane) so I don't think that has anything to do with it. Anyone else got some ideas on this?

fluid merlin
merry heart
#

the terrain has no LOD stuff but there are some boulders about that do have LOD group components

fluid merlin
#

I would try to troubleshoot it by creating another camera as a test first, if that's not it, another terrain as a test, then if that doesn't work, start disabling other gameobjects in your scene to narrow it down.

merry heart
#

seems better on a new terrain, though ocassionally getting some empty spots. i tried disabling a bunch of objects on the original which didn't have an effect so could be something to do with the camera that isn't distance related

#

still not sure though as it has been like this on previous cameras i've used as well

#

I added a new one to the scene very recently to make a new player controller

#

and no different when it comes to the flickering spots

#

I kinda wonder if the occlussion just needs baking again

fluid merlin
#

Yeah, baked occlusion is a nightmare... I don't think Unity has updated it in the past 8 years. They need a realtime Z based system, it runs ultra poorly with respect to resources, on large levels, forget it. Clear your baked data and see if that's it. Flicker is a good indicator of it.

merry heart
#

yep! that was it

#

just baked it again and it looks fine

pure canopy
topaz ravine
#

@pure canopy don't you have disabled depth prepass? can be that too

minor depot
fluid merlin
open tree
#

I have this small object in front of the window and I dont like 1. how AO is creating this glow around the object and 2. how it is being distorted by the glass (glass is custom shader which is using HD scene color and distorting it). How do I fix this? is there any way to use custom pass or something ?

scarlet hull
# open tree I have this small object in front of the window and I dont like 1. how AO is cre...

For AO, there is not much to do except by tweaking the SSAO settings.

For the glass, you would basically need a depth rejection (so, also sample scene depth and don't deform pixel that are closer to the camera).
But did you try with the standard shader, in transparent mode with refraction ? Or use refractions in shadergraph instead of manually sampling scene color ? Built-in refraction should automatically solve this issue

#

You could draw the object mesh in a custom pass, after refraction for example, if will be then skipped by AO and not refracted (and not in the scene color buffe), but it seems a bit overkill for a single object

open tree
#

I am using shader graph to create a custom shader for glass because it has animated rain effects. So I am using HDscene color. Is there any other way to achieve this?

scarlet hull
#

Yep, use the shadergraph to drive the normal of a transparent shader with refraction

#

Well, I mean both work, but with the refraction method you don't have to fight with the pixels depth youself

open tree
#

okk I will try that. I also tried using render to texture using different camera but the bloom then not working at night.

#

this one is using render to texture. which solved the issue for foreground stuff but bloom is broken.

#

this is what it should be

scarlet hull
#

Not 100% sure, but could be because your RT was not HDR, and lost the high intensity color values

open tree
#

i set it to R32B32G32 float but no change.. not sure why

scarlet hull
#

I think that you should disable post processing, exposure and tonemapping on the capturing camera. Really keeping raw color values

#

Not, still, not the best solution, since you're renderinb two cameras :/

open tree
#

yeah

open tree
scarlet hull
open tree
#

It worked!! Thank you so much! @scarlet hull

tawny silo
#

I've updated a project to 2022.3, this project has an asset from the store in that used UnityEngine.PostProcessing this is now no longer present .. what has it been changed to? / Moved to in 2022.3 ?

#

Is that just for PP v2? If so, wonder why it didn't have errors before updating 🤔

shrewd moon
tawny silo
#

It's probably not gonna be a quick conversion

fluid merlin
open tree
#

@fluid merlin I tried using baked lighting at first but I wanted to have day-night cycle. So I used pre-computed GI with some area lights and reflection probes that only updates at certain time of the day. Specially when lighting change is significant like dawn or dusk. It is not perfect solution, because when they update there's a noticeable performance spike but it is art project environment anyway.

digital spire
#

How would I create a fullscreen effect that will apply grey scale filter like post process effect but omit objects on specfic layer? HDRP 2022
The full screen shader is easy to get working but IDK how to ignore specific layer

digital spire
#

ah nvm there is a sample of that in the github

shrewd moon
#

What render pipeline is it then? This is the HDRP channel

boreal badger
#

But I made another build and change shadow settings on Al level quality and works well but I want to know what made this bug

#

Shadows ?

shrewd moon
#

Android build issues on built-in render pipeline are not really in the scope of this channel
When you make a post in a more correct channel you'll want to describe the problem in greater detail than "this problem"

waxen lantern
# open tree I am using shader graph to create a custom shader for glass because it has anima...

if you enable raytracing, these rendering methods (reflection / refraction, ambient occlusion) can operate in world space and avoid a lot of the limitations and artifacts of screen space rendering that you wish to avoid. typically at the cost of performance and compatibility (if that matters in your case.)

you won't need hdscenecolor, rendertextures, or a custom pass to complicate the rainy window at all --just a shader or texture to affect the windows material's normal map. set the material properties and the raytracing will take care of the rest.

#

ah, it seems you achieved acceptable results without raytracing, by using a custom pass per remy's guidance 👍

open tree
#

@waxen lantern yeah, I tried RT. But the GI was noisy, and to get a decent quality the performance hit was way too much. And I want to run it at 4k, so I definitely need DLSS for that, but as the camera isnt moving at all, DLSS is having trouble at low light condition and I am getting a ton of ghosting on small particles and the curtain. But I always try RT or pathtracing first because that's what I am used to, I am an 3d artist, not exactly a game dev. Infact even in this case I used Pathtracing to get an idea of how the real lighting should work and then matched it with normal lighting solutions.

waxen lantern
open tree
#

@waxen lantern yeah, I am actually exploring unity and learning environment design, but yeah I made it for my friend's stream. Will definitely post more about it when it is finished. 🙂

waxen lantern
#

@open tree cool! also, this may be intentional or known but in the daytime scenes the white coffee mug seems to be unnaturally lit / bright compared to the other objects in the scene apparently receiving the same amount of light?

open tree
#

@waxen lantern yeah it was light probe issue, fixed it now

errant timber
#

Does anyone know why when I put an HDRP unlit color shader on an object, other objects can be seen through it? Maybe it does not write to the depth buffer?

smoky tide
#

how to make this uranim glow

hard atlas
#

unrelated but what the hell is this scenario

#

are you uranium mining from trees in the woods

#

lmao

fluid merlin
# smoky tide how to make this uranim glow

In general, you have to set the emissive property of a material, optionally an emissive texture mask with that. Also, set the Bloom on the global volume. If you want to create a glowing outline, there's a few tutorials on how to do that on youtube by searching for unity outline shader, etc.

smoky tide
livid rapids
#

Hi! Does anyone know how to control the Local Volumetric Fog values through script?

#

Cant seem to find the correct method

#

Tried using LocalVolmetricFog and LocalVolumetricFogArtistParameters but neither of them let me control the Distance of the fog

livid rapids
#

nvm its just a random name called MeanFreePath

twilit swift
#

Does someone know if there's something like nanite for Unity?

#

Ping when reply.

twilit swift
#

Dang.

loud leaf
faint sluice
#

Hey guys. I Have problem with the light performance. My scene is small, just one room with bathroom, the triangles amount are around 40 maybe 50k. But with the lighting its showing me amount around 1-1.5 milions triangles and a lot of draw calls. I tried diffrent settings, but still around 800k triangles. How can i reduce this and make performance better? i tried occlusion culling, bake everything, shadowmask mode and things like this. I have no idea at this moment 😦

faint sluice
#

disabling shadows works, but i need these shadows.

#

:/

#

eveyrthing is setuup on baked and lighting mode is shadowmask

terse basalt
faint sluice
#

@terse basalt over here? or some other setting?

terse basalt
#

what is that lol

faint sluice
#

so where can i find it?

terse basalt
faint sluice
#

okej

terse basalt
faint sluice
#

thanks, but unfortunetly nothing changed. 😦

terse basalt
#

:/

terse basalt
faint sluice
#

ok, i will try that also, its really struggling me. Since i did a a lot of tests :/

terse basalt
#

or just set them to static, set the light to baked, and bake it

fluid merlin
# faint sluice ok, i will try that also, its really struggling me. Since i did a a lot of test...

Realtime lights with shadows kill performance. Turn shadows off on lights where it's not 100% necessary. Set the range on shadows for all lights. Turn off volumetrics on lights that don't need it and set a low range value. You can also turn off shadows on meshes too, on the mesh renderer turn Cast Shadows to off.

My own tips and a link to the "mega thread" performance tips for HDRP:
#archived-hdrp message

hard hearth
#

Heya! anyone know how to keep color on a Decal Projector in HDRP? (yes, i am using Affects Transparent on the projector otherwise it doesnt show up on the water)

#

at the moment, my decals all turn white 😦 while the texture i imported is orange

#

Ok yeah well... limitation for the transparent thing?

#

also this happens with decal on water

fluid merlin
hard hearth
#

oh really! 😄

hard hearth
fluid merlin
hard hearth
#

mhm

harsh basalt
#

However, mesh shader is part of the DX12 ultimate. Since dx12 for unity is out of preview, mesh shader and other DX12 only features may be soon(means 1 to 2 years).

twilit swift
shrewd moon
fossil nacelle
#

Hello, I've been using hdrp for a while now and for the past few days I've been getting these same error messages over and over in 2023.1.4f1 and its causing many graphical errors glitches which I have no idea what the cause is. I believe it may be a unity bug but it might be my error causing it.
The three errors are (with stacktrace):

1-

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
2-
```InvalidOperationException: This GraphicsFence object has not been correctly constructed see Graphics.CreateGraphicsFence() or CommandBuffer.CreateGraphicsFence()
UnityEngine.Rendering.GraphicsFence.Validate () (at <219b2b20ab40401eb30e8c96555bfa53>:0)
UnityEngine.Rendering.CommandBuffer.WaitOnAsyncGraphicsFence (UnityEngine.Rendering.GraphicsFence fence, UnityEngine.Rendering.SynchronisationStageFlags stage) (at <219b2b20ab40401eb30e8c96555bfa53>:0)
UnityEngine.Rendering.CommandBuffer.WaitOnAsyncGraphicsFence (UnityEngine.Rendering.GraphicsFence fence, UnityEngine.Rendering.SynchronisationStage stage) (at <219b2b20ab40401eb30e8c96555bfa53>:0)
UnityEngine.Rendering.CommandBuffer.WaitOnAsyncGraphicsFence (UnityEngine.Rendering.GraphicsFence fence) (at <219b2b20ab40401eb30e8c96555bfa53>:0)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.PreRenderPassExecute (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Experimental.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at ./Library/PackageCache/com.unity.render-pipelines.core@15.0.6/Runtime/RenderGraph/RenderGraph.cs:2061)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, System.Int32 passIndex) (at ./Library/PackageCache/com.unity.render-pipelines.core@15.0.6/Runtime/RenderGraph/RenderGraph.cs:1946)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)```
3-
```Render Graph Execution error
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
scarlet hull
sly igloo
#

anyone got a example + documentation of the volumetric cloud maps?

#

by that I mean these

fossil nacelle
scarlet hull
fossil nacelle
scarlet hull
vapid bronze
#

does hdrp water supports custom colliders for underwater or only box colliders?

twilit swift
#

Hi, I'm getting this on the lighting settings, mixed lighting was working fine just a few days ago.

twilit swift
#

Hi, could someone help me? For some reason my editor is taking up to 7h just to process easy task such as clicking on the editor or doing any other simple task. And no it's not my specs, it's the first time this happens in like 3 years with this computer, but if you wonder it's a 5 5600x, RTX 3060 12GB, 32GB RAM 2133MHZ.

loud leaf
#

Which Unity version are you using?

lunar girder
#

why does the shadows look so weird

shrewd moon
lunar girder
#

how can i set that the HDR effect is not so hard

scarlet hull
lunar girder
fluid merlin
# lunar girder where

On the global volume. To make things a lot easier, create a new outdoor scene from the template. Copy sky & fog and directional light as a starting place.

buoyant drum
#

SOMEONE HELP PLEASE

shrewd moon
#

And what the problem precisely is

buoyant drum
#

i deleted a package that had some shaders that help to get rid of a repeating tiled look on large surfaces for textures

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but i had some reasons to believe that it was causing crashes everytime i try and bake

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it would finish baking

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importing assets would go to near 90%

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and then unity would crash and thats another 3 hours of my time wasted waiting

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so i got rid of this package

#

had some errors in the hdrp settings

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there was a button that said "fix"

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I clicked it and it did the complete opposite and fucked it all up

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now these errors are constantly being spammed

shrewd moon
#

Not sure what it was meant to fix, and what was deleted along with the package so this is pretty tricky

#

You should always have version control for projects you don't want to lose so you can always revert any change

buoyant drum
#

hows that done

shrewd moon
#

Use a program like Git with a service like GitHub that tracks all project changes, but that's a whole topic

buoyant drum
#

alright ill look into

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might have some sort of backup somewhere

#

if im lucky

shrewd moon
#

You could try to reinstall and reconfigure HDRP from scratch, or if worst comes to worst you can move the gameplay related assets to a fresh HDRP project as unitypackages

#

The graphical part that seems to be broken is usually entirely separate from them, so the problems should have no way to propagate through the game assets

buoyant drum
#

yeah

shrewd moon
#

But it depends how big of a role the package you originally deleted had

#

If your materials or post processing or rendering itself were using custom shaders from it, that would make it more difficult to remove

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But that seems unlikely if they were just texture tiling related

buoyant drum
#

It was that and allowed extra bump details and things like that

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That's basically what it was

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But I wasn't sure about anything else with it

shrewd moon
#

Did you do test bakes with and without those shaders in a test scene consisting of only basic default meshes?

buoyant drum
#

But I got rid of it because that's the only thing I could've thought of that could be making my light baking crash at the end

buoyant drum
#

And that package was the only possible thing

#

That could be doing it

#

So I got rid of it. Which fixed one problem and gave me even more lmao

twilit swift
#

Please help, my unity keeps stuck.

rustic gull
#

does anyone uses Surface Gradient Bump Mapping on unity 2023?

#

this

rustic gull
#

How do i fix it?

rustic gull
#

Will unity ever update it? or better just remove it from project?

#

Does anyone knows?

lusty oyster
#

So I'm working on settings right now and everything seems to work, but the MSAA setting just doesn't work. How do I fix that?

#

I can't really find any documentation to access this via script

fluid merlin
lusty oyster
#

uh, ok then, i thought using both wont affect it

#

thanks

fluid merlin
#

I think you can setup a camera override to do Forward Only and then setup that camera for MSAA.... A lot has changed with that from HDRP version to version. Earlier versions of TAA were terrible, the TAA in 2021 is pretty decent.

#

I think the documentation for MSAA says you can set it to "Both" but I seem to remember some confusion in it because then it starts talking about cameras and such.

#

(I'd stick with TAA, but maybe your use cases calls for MSAA)

lusty oyster
#

thanks

twilit swift
#

Hi, how can I fix motion blur on HDRP VR?

#

For some reason it always looks blurry when I move the head or the hands.

twilit swift
#

Ping when reply.

orchid breach
#

How do i open a project with the template auto showroom hdrp?

long scarab
twilit swift
long scarab
#

On SMR, you should also activate skinned motion vectors

twilit swift
long scarab
twilit swift
long scarab
long scarab
#

I m 2020 3 28f

frigid jungle
#

why are none of my volume settings not affecting the scene even though my camera is in the volume collider?

shrewd moon
frigid jungle
#

ok ill try

frigid jungle
#

and uninstalled post processing package

shrewd moon
frigid jungle
#

i just changed from urp to hdrp

#

so that may be why theres issues

sweet night
#

How can I fix these very dark shadows?

open tree
#

@scarlet hull @waxen lantern Thanks for the help with this one. It is complete now! A live starting soon screen for a stream. The assets are hard to explain, but they are handmade gifts by the fans. I modeled and textured them as close as possible.

smoky tide
#

how do i fix jagged lines in hdrp

waxen lantern
smoky tide
#

out of nowhere there is now a strange line across the table

sweet night
smoky tide
#

any reason this happens?

knotty lily
buoyant drum
#

wanted to replicate this sort of similar look in unity. But I wanted to ask if anyone knows a better way for puddles, at the moment im just using a noise texture in the detail map part with smoothness. I was looking at those "decals" and was wondering if they would be any good? But I have not idea how to use them lol

eternal laurel
#

For really good result we usually use the layered lit shader with a dedicated puddle layer and height based blending and then we paint them on via vertex colors or use a mask

#

Depending on the geometry

buoyant drum
#

Oh nice

smoky tide
#

how do you stop shadows from being pitch black

#

i have no directional light and no skybox btw

scarlet hull
#

So, "skybox" and / or baked GI

buoyant drum
pastel oracle
#

Profiling the editor in HDRP goes ham

scarlet hull
buoyant drum
#

Oh that one

fluid merlin
# buoyant drum wanted to replicate this sort of similar look in unity. But I wanted to ask if a...

HDRP decals are the way to go, also pop up a baked reflection probe on top and adjust the Multiplier on the probe under render settings. You can also fade the decal for blurred reflections too without having to play with the reflection probe. You can also get a better reflection at times by unchecking AffectBaseColor on the decal.
https://i.imgur.com/wQmA0aZ.jpg
https://i.imgur.com/Gs1uWrF.jpg

smoky tide
shrewd moon
smoky tide
#

so i bake it and it stops the shadows from being pitch black?

shrewd moon
smoky tide
#

thankyou bro

smoky tide
shrewd moon
smoky tide
#

only 1 shadow was barely affected

shrewd moon
#

Enlighten requires static geometry because it's precomputed, though

smoky tide
#

im gonna have to have pitch black shadows then ):

shrewd moon
buoyant drum
sweet night
#

My object become darker when my camera comes closer.

#

Can you say what's problem can be?

#

It seems like shadows has a range and it looks like it accumulates.

heady pewter
fluid merlin
# buoyant drum Nice, thanks for your help! Haven't ever used decals before so would you use som...

The easy way is to just grab the decals themselves from the unity hdrp demo template starter scene. Otherwise you can create your own, add the textures to a material, set the material shader to HDRP\Decal. If you want to create your textures from scratch, there's some blender/photoshop tutorials for creating water puddles. You just have to export the textures into Unity. If you search on Youtube for HDRP Decal, you'll see some tutorials on how to use the HDRP Decal projector

buoyant drum
#

i just gotta mess with the reflection probes alot more lol

fluid merlin
#

There are shaders that do it too, but require more setup and config. The Ciconia Puddle and Rain shader is nice and only $10… it more for if you need depth for your puddle on a custom mesh, like tile, etc.

buoyant drum
#

And unitys support team is completely nonexistent

#

Asked for a refund and haven't got a single email back

dawn sorrel
#

Can anyone help me figure out why my shadows are wrong?

#

think it's something to do with the shadow cascade thingy?

shrewd moon
dawn sorrel
shrewd moon
dawn sorrel
#

Okay I'll give it a try, thank you

shrewd moon
#

With HDRP you need to have all the graphics settings right, the scene lighting settings right as well as camera and volume component settings right or it's going to look like ass, so it's better to not try to set them manually

#

The above screenshots look worse than URP or BiRP out of the box would

dawn sorrel
#

I fixed the shadows but yeh, it's been a struggle indeed

harsh basalt
#

I made a custom Stylized Sky in HDRP, video link: https://www.youtube.com/watch?v=zTzfgV4Ug1k
Github source code link: https://github.com/misakieku/StylizedSky

A stylized sky shader made in unity HDRP, source code: https://github.com/misakieku/StylizedSky
Please tell me in the comment if you want me to make a video to share how I made this.

▶ Play video
GitHub

A completely artistic control Stylized Sky in Unity HDRP. - GitHub - misakieku/StylizedSky: A completely artistic control Stylized Sky in Unity HDRP.

smoky tide
#

ive set all my shadows to 8k and this is what i get?

fluid merlin
# smoky tide ive set all my shadows to 8k and this is what i get?

A common cause of that in HDRP is too many lights per tile (16x16 pixels). Point lights with shadows and high ranges will cause an issue that looks like what you have there. It could be other things, but that's often common. Also, point lights with shadows are really, really bad in performance, you might want to try spot lights with short ranges if you have a lot of point lights with shadows.

smoky tide
#

is it causing this too?

shrewd moon
# smoky tide is it causing this too?

It seems there could be multiple issues with your shadow settings
I'd reference the ones used by the project and the lights in the HDRP sample scene

fluid merlin
# smoky tide is it causing this too?

Spazi is right, your shadow artifacts could be caused by a bunch of different things. Unfortunately, when it comes to lighting and shadows, unity (for better or worse) gives people a ton of options and the default ones are often not what people expect when they hit the "Generate Lighting" button. If you're new to lightmaping, this is a really good tutorial (although it's for URP, the basics are pretty much there). For whatever reason, the Unity tutorials are often not very good because they jump right into "your problem is UV mapping" and 99% of the time, it's just developer setup. Anyway, there's a bunch on youtube, but I liked this one for it's general approach in what people are actually doing: https://www.youtube.com/watch?v=okYhs6kQ0xw

shrewd moon
#

HDRP really expects you to know your way around industry standard lighting concepts and settings

shrewd moon
smoky tide
#

Some of the interior objects move including tables and stuff

#

So im just worried it will mess it up

shrewd moon
#

HDRP's realtime lighting is just as complicated

#

Both of them you must study and practice to use correctly

smoky tide
#

I made it do realtime global illumination and it aint changed nothin

sage shard
#

hi anyone know a good free first person controller asset for hdrp?

shrewd moon
pastel oracle
#

Can someone explain why my build version looks like this:

#

and my editor looks like this:

loud leaf
#

Are you using ray tracing?

pastel oracle
#

Testing different skies now, PBR, hdri,.. and see if that does something

#

annoying thing is that I have to build each time...

loud leaf
#

yeah

#

I've been having issues with environment contribution since january. Bug was confirmed in february but no fix yet, afaik. :/

pastel oracle
#

Yep same, also a lot of issues with VR and environments that I've been experiencing

loud leaf
#

Exactly that, yeah

pastel oracle
#

Do you have any tickets/bug reports that I can follow?

loud leaf
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I'm just going to download the latest editor now and see if anything has changed 😄 maybe they forgot to update the bug report.

pastel oracle
#

Yeah I'm on 2022.3.4 so I can only update to 5 😄

loud leaf
#

I have a ticket but somehow mine are never public / links don't work.

pastel oracle
#

Yeah It's not accessable for me

#

I have this forum thread

#

But not much response

#

I also tested 2023 Beta but no improvements regarding that as well

loud leaf
#

I think I even found the commit that broke this at some point, but it's not going to be easy to find that back now

#

I think it was when they did a bunch of changes to the sky atlas / sampling code.

#

That must be it 😄

#

Ok, 6 months later, did the same test in 2023.2.0b1 and it's still broken (and there is a new issue now)

#

I don't know what to say really.

pastel oracle
#

just a shame it's so unstable

loud leaf
#

I wish they would all just sit down, stop what they are doing and get things to acceptable state. Like that #FIXPUBG campaign back in 2017 (even had it's own website, that's how bad it was) after the community kept bombarding them with "fix the damn game" for months. :/

#

Yes, indeed.

pastel oracle
#

It has so much potential

loud leaf
#

It's not a talent/skill issue, HDRP team has the skills, I have no idea what's going wrong.

pastel oracle
#

like the water system they just added

#

Yeah it looks nice and is very cool but I'm pretty sure it'll just add more complexity to it as it is already

#

Oh well, I'll just try and make 50 builds to find what's the issue and report on that

loud leaf
#

But yeah, these complaints aren't new, I don't think we will change anything here. 😄

pastel oracle
#

Nope haha

pastel oracle
loud leaf
#

No idea.

pastel oracle
#

Okay then I'll investigate further 😄

loud leaf
#

What version of Unity is this by the way?

pastel oracle
#

2022.3.4

vague steppe
#

is it somehow possible to compress the camera quality in real time? in the first image, it looks much more realistic becasue of the compression, but not in the second image.

scarlet hull
pastel oracle
scarlet hull
#

Do you need realtime GI ? Can't it be baked ?

shrewd moon
pastel oracle
#

Preferably realtime, Wanna change lights by turning on and off and switching from day to night

scarlet hull
scarlet hull
vague steppe
pastel oracle
vague steppe
#

@shrewd moon where is the option to downsample?

scarlet hull
shrewd moon
#

I guess you can't get lossy compression for RT textures so you'll have to fake that anyhow

vague steppe
#

yea, but i sadly dont know how to fake it or how to even make a shader

random maple
#

what is the main reason to use hdrp over urp? what can hdrp that urp can´t, i am trying to choose a rp but i am not sure why i should go for hdrp.

scarlet hull
random maple
#

Ok this is what i was also expecting.

pastel oracle
scarlet hull
#

This greatly depends on the use case :/

smoky tide
#

how come a light behind the wall is reflecting on the ground through that wall

pastel oracle
#

you said that Enlighten is deprecated but shouldn't it still work now? Or is it being phased out?

scarlet hull
scarlet hull
smoky tide
#

there aint no light

#

in the mesh

#

its just behind a wall

pastel oracle
#

Okay thanks for the help! I'm gonna mess a bit more with ssgi then but I just can't seem to get good results with it

scarlet hull
smoky tide
#

that light is not in the ground

#

its underneath because its on the ground floor

#

i solved this issue somehow before but i cant remember because it was in urp

#

the light is casting reflections through a wall and that is my problem rn

scarlet hull
#

100% sure it's that light ? Because I see that it is projecting shadows, so it should just not light this area.

smoky tide
#

this thing

scarlet hull
#

Is that light also projecting shadows ?
Is there any "thickness" between the ceiling and the floor ?

smoky tide
#

there is thickness of about 1 unit

smoky tide
scarlet hull
#

Point light shadow is one of the most performance intensive, so it is disabled by default.

digital spire
scarlet hull
trim stirrup
#

has anyone noticed an FPS difference when using OnDemand lighting? I'm updating every 10 frames but there really is no difference between OnDemand & Realtime. Also, if I remove my script to update OnDemand lights, do they effectively behave like OnEnable lights? Thanks

scarlet hull
trim stirrup
misty portal
#

I have a doubt about skinned mesh renderers.

I have a modular character system and characters can have up to 8 skinned mesh each (for equipments).

I can try to combine all 8 into a single model (and atlas texture) but my game is GPU bound and using only like 0,8% CPU while full GPU usage.

Is Render Thread time on unity actually GPU usage or CPU (a thread of cpu?)

Do more skinned mesh renderers use more GPU or more CPU? or both?

#

Is merging skinned mesh renderers worth it if i am gpu bound?

knotty lily
misty portal
scarlet abyss
#

Hey! Is there anyone here that knows what might be causing this glitchy look? It's HDRP in 2023.1.1f1 on apple silicon

shrewd moon
scarlet abyss
#

Ah, thanks, I'll check if the latest version has the same issues 🙂

#

That actually fixed it, cheers

signal osprey
#

how is retracing behaving in game? i read that dx12 in unity is super spikey

loud leaf
#

DX12 is a little slower than DX11, but not as bad as it used to be. Ray tracing is "ok" but has been broken in VR since summer 2021 or 2022, I don't even remember, but way too long.

It is just a single bug, and it shouldn't be too hard to fix (it's working fine in editor, just not in standalone), but it is not getting picked up.

#

The default ray tracing implementation is pretty inefficient and slow, but if you are willing to take the performance hit and rely on denoisers, it is usable.

harsh basalt
#

The performance of ray tracing and DX12 on my computer are pretty well

#

No lag if you keep everything in one bounce

sweet night
#

How can I increase water depth of new Water System in Unity?

grizzled pawn
#

why does it look so glitchy😤 (Right screen)

sweet night
grizzled pawn
#

the glitchy thingy

sweet night
#

Uh...

eternal laurel
grizzled pawn
#

I dont now I am new to lightning

eternal laurel
# grizzled pawn I dont now I am new to lightning

Its an old tutorial but the concepts still apply https://youtu.be/yqCHiZrgKzs

In this video, you'll learn how to create AAA-quality visuals for current and next-gen games. We’ll also show you HDRP’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...

▶ Play video
grizzled pawn
#

thx

loud leaf
#

It seems the entire SAMPLE_TEXTURECUBE_ARRAY_LOD / SampleSkyTexture have been broken in single pass instanced for a long time. How is this not giving issues for more people? 😅 I ported 2021 HDRP to 2023.1 editor tonight as a last resort, but also trying to get to the bottom of the issue in 2023.1/staging because I don't want to give up.

#

After making 2021 HDRP compatible with 2023.1 editor, everything's fine, the issue isn't there, but it's missing other important fixes that would need cherry picking. I could check out at random commits (and there's a lot) to confirm which one broke it, but I would have to make the package compatible with 2023.1 editor after every checkout.

#

Multi pass is fine, but the slices of the sky are all "shuffled" in single pass instanced mode, after a certain HDRP date.

long scarab
loud leaf
#

If the problem is that they don't have any actual devices in office, they could borrow my cheap quest 1 for a day, takes like 4 minutes to make a standalone build and see what's wrong. 😅

long scarab
#

Lol, exactly what I was thinking. Just donate some device. I'd also do it if this means stuff gets fixed anytime soon.

weary quarry
#

why do my shadows look like this? ive tried copying the shadow settings from the hdrp sample scene

fluid merlin
# weary quarry why do my shadows look like this? ive tried copying the shadow settings from the...

Looks like shadow resolution. Shadow resolution varies, under project settings check which Quality HDRP profile you're using. Then look at that those settings, under the Lighting section, check shadows and see what your resolutions are set to, in particular max resolution. Also mind what your shadow quality is set to on the light creating the shadows. The higher the resolution, the less pixelated shadows will be (the exception is baked lighting which is whole other mess of settings)

worthy escarp
#

I want to make a realistic daylight cycle, but I just can't seem to get the sunrises and sunsets right because I also want my noon sky to be an average blue sky. How do I change the sky and lighting based on the time of day?

fluid merlin
worthy escarp
#

Yeah, I know. I was wondering how I could adjust that.

#

But also, my sibling took over my PC, so now I can't get back to the project that I need help with. This is gonna have to be saved for later.

fluid merlin
#

One option is to use the Advanced setting, enable "space emission texture" and "emission multiplier" then set an HDRI for the texture to the one you want for noon. As the directional light rotation on the X axis is in a range (90 for noon), you can increase the emission multiplier to fade in/fade out the HDRI with whatever represents the best noon etc. You can also swap out the HDRI for sunrise, sunset as well. This is what a blended procedural sky using an HDRI texture can look like:
https://i.imgur.com/cehE0vx.jpg

#

I'm sure there's other tricks you could use as well... however, what doesn't work well is swapping sky volumes (two volmes with different sky types and changing the weight between the two) in 2021.3... it's very buggy if you do that.

loud leaf
# loud leaf After making 2021 HDRP compatible with 2023.1 editor, everything's fine, the iss...

So far I am all the way back at february 16 2022 (7ab2be6888d32f94d324d328307cb283000b7f37), where it's still broken. If anyone wants to help debug this, that would be great. Basically pick a random SRP repo timestamp, start a HDRP VR project, enable ray traced reflections, pick a HDRI sky, and put a reflective sphere in your scene. Look at the sphere and observe, you'll notice if it's completely broken.

#

The bug is not Editor or OpenXR version dependent.

#

2021 HDRP will show you the correct result, aka this:

#

Recent HDRP (or anything after 2021 it seems) will show you this:

worthy escarp
#

I was mainly wondering how property sunsets could be achieved using one sky volume while also having the daylight cycle going on. I also already set up the space stuff to be the stars during the night hours.

worthy escarp
#

Looks like I'm gonna have to do it on my own.

fluid merlin
#

Unity is sorta like that…

digital spire
worthy escarp
#

Okay, I literally have no idea how to do that. I'm not THAT good at coding.

#

In fact, I'm not good at scripting at all.

digital spire
#

I just tried it for you, it work but the perf drop is insane

meager mist
#

Hey all, so I'm a complete noob when it comes to lighting... I'm using HDRP 14. My scene is real time lighting, with a physically based sky (its a fairly large outdoor environment and cycles through day/night hence real time requirement). I've got a static building that has a baked reflection probe which is making the room dark (which is what I'm after as otherwise, the skybox leaks into the room). My problem is when the character enters the room, hes a beacon of light, and I'm frankly unsure why. Can anyone point me in the right direction? To confirm, hes not stood in the sunlight entering the room... hes in the shadows 🤣

minor depot
leaden light
#

(Ignore the terrain and road, I am still working on these shaders)
I think the lighting, sky and car look absolutley good

#

It's all completly realtime, since its a racing game, I also optimized it for performance!

haughty otter
#

whats this line in the hdri

shrewd moon
inland star
#

are APVs affected by realtime GI in any way, or is that a no-go?

meager mist
#

For the life of me I cannot make a closed box completely dark inside. Its forever picking up light from the main directional light. I've tried SSGI / Raytracing, but never seem to be able to completely drop the light out. Using an indirect lighting controller works, but not for the right reasons. Anyone know of any working tutorials for hdrp 14 as I must be misunderstanding this!

fluid merlin
# meager mist For the life of me I cannot make a closed box completely dark inside. Its foreve...

Ahh... yes. So if you're familiar with Godot or Unreal Lumen, this is a bit of a pickle. My suggestion is to use non-reflective surfaces on the inside (if you using a unity white cube, make a new material, set the metal and smooth to 0) assign it all the cubes. Mark them as static, put a reflection probe in the middle and set the bounds to the inside of the closed space, bake the probe, bake the lighting. On the directional light, enable the contact shadows (helps with the light leaks a bit). It should now be dark inside...

meager mist
#

Appreciate the reply @fluid merlin . In practical terms though this wouldn’t be something you could apply in game? If it wasn’t a perfect box for example, say a house with a pitched roof, and the materials of the interior couldn’t have zero metallic and zero smoothness? Also I didn’t mention I need real time lighting as I’m working with full day night cycle

fossil nacelle
#

Is post processing done on the cpu? Im getting 100 fps with only 10% of my gpu being used. (this is on the main menu with only hdrp water, ui, and a single mesh renderer)

fossil nacelle
scarlet hull
#

Is CPU running at 100% ?
Do you have VSync enabled maybe ?

fossil nacelle
#

Vsync is off, the main thread is being maxed out and the render thread is being partially used

fluid merlin
# meager mist Appreciate the reply <@288769329267474434> . In practical terms though this woul...

Right, I know exactly what you're talking about, I just wanted to give you the very simple situation there. There's good news and bad news.... the good news is that yes, you can do it in Unity HDRP. The bad news is that, what you're talking about, everyone dealing with this situation has been asking Unity to address for years. Other game engines deal with this situation with SDF based lighting (SDFGI in Godot and Lumen in Unreal). Unity doesn't have that but it's trying to get there in the future with something they're calling Precomputed Realtime GI with Dynamic APV and it's still in development for a future release of Unity.

You can hack out a middle solution with SSGI, a real-time reflection probe, and the indirect lighting controller. There's an example of it here: https://www.youtube.com/watch?v=rBqA4ze3Qis

You can use Adaptive Probe Volumes but you need to setup lighting scenarios and fuss with the APV a bit to pull it off.
https://www.youtube.com/watch?v=Kcsid4DsH4I

Like all things gamedev and Unity, start by asking yourself, how important is this to gameplay? If the realtime aspects aren't ultra critical, avoid them in gameplay. If you're just experimenting and messing around, go with the APV route... you'll find a bunch a tutorials on using it, but you'll hit some pitfalls with dynamic lighting situations until PRGI/Dynamic APV is released.

meager mist
#

Appreciate the repliy. CAme across that first video a while back. It works, but there are some edge case scenerios where exposure goes a bit out of whack so I wrote it off as a workable solution. I've been fiddling with APV / SSGI combo and actually getting pretty decent results in a little test environment. Question is how it acts on a larger scale but I'll cross that shortly.

fluid merlin
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No worries... Yeah, the struggle is real, many other developers have been in this same situation. I think most developers have been shying away from doing a lot of dynamic world indoor/outdoor scene lighting due to the current limitations.

meager mist
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Yea, real shame

topaz ravine
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I advice you all to try SSGI/adaptative probe volume

topaz ravine
#

RTGI is the best approach indoor, but is limited to 2000+ Nvidia series but it run nicely, however, if you don't want RTX, but you still nee GI, another feature is adapative probe volume allow to have no lightmap, it will give you the finest GI you need inside buildings or caves and the combo with SSGI is very nice, while outside buildings you can left no adapative probe volume, so the ambiant will be given by the sky probe and with SSGI, again, it's fine, you can even place adaptative probes outside, in open space area, into volume that count a lot less probes by meter, it will work too but consume memory without adding so much, there can even be lights liking, so I prefer not.
Note : lightmapping still work, so you can (third option) go for old lightmap's lightprobes: setup all your scene object use light probes, so you bake yourscene, but as result there is only light probe data (which will help SSGI) and so this setup can run on 1050-1060 or equivalent

shrewd moon
#

If you want specific kind of indirect lighting instead of simply disabling it with the indirect lighting controller, then you need baked lightmaps, light probes or APVs

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Those won't be realtime, unless you lerp between them
APVs might have had some option for smoothly swapping between lighting scenarios, but lightmaps or light probes do not (unless you make one yourself)

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SSGI and RTGI from what I've seen can't handle all the lighting on their own, but rather supplement other types of lighting

topaz ravine
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agree with Spazi, the fontainebleau project (a bit old) have lighting scenario for lightmap's light probe if some are curious

#

RTGI alone* with good parameter is not that bad, but it is heavy on gpu

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the most ez option for beginners in HDRP is to stick with SSGI, the sky set to dynamic, no bake, then use the exposure correction when entering a indoor space

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with some reflection probes it will be fast and work without any weird graphics behavior

open tree
#

I made this interactive water shader that uses render texture to get information from the scene. I use red channel for the wave starting point, and green channel as obstacle which will reflect the wave. I created this simple Rain VFX graph where rain drops (marked blue) will collide with the plane and spawn the red particles(marked red). Red particles are working as source to create ripples on water. Now I want the Blue particles to be visible in the main camera but not the red one, and only the red one should be visible in render texture camera. How do I achieve that? Is there any way to separate them in layers or is there any way to link 2 visual effects?

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I asked this in VFX graph channel, but dont think anybody knows the solution there

alpine patrol
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Hi, i created a minimap with a second camera and render texture. The second camera only renders one layer with only 2 sprites nothing else, no geometry or volumes, but the performance still goes down about 20-25 fps and setpass calls are doubling and I also get 50 additional batches. I have no idea why, I thought rendering almost nothing would also take almost no performance...
Does anybody know what might be the problem here?

distant hazel
alpine patrol
distant hazel
#

Specifically you can use CustomPassUtils.DrawFromCamera()

fluid merlin
# alpine patrol Ok imma look into that, thanks 🙂

I took a slightly different approach to the minimap situation. I used ScreenCapture.CaptureScreenshot on a map camera to write the bytes to a rawimage for the map (centered on level, orthographic, etc). then just enabled/disabled the camera when the map was needed. I then scroll the image in the mask relative to the player being center, this way you don't have to get a new image, unless you want one for a particular reason (major map change, etc).

alpine patrol
digital spire
# alpine patrol hm interesting, need to try that too

https://www.youtube.com/watch?v=Z_8V-AkZNPg&t=10s this solution is also worth a try.

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waxen lantern
twilit swift
#

Hi, I'm looking for someone who can help me by just explaining to me some optimization tips for HDRP VR, like for example to prevent the objects to get blurry when you move the head or if the objects do.

mossy solstice
twilit swift
# mossy solstice Disable depth of field ?

Yes, but I want to know some more optimization tips, all Ik rn is light baking, occlussion culling/static batch. I know about impostors and other kind of optimization tips but maybe only 1 more and Idk how to make them.

sour scroll
#

why are the shadows doing this

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how do i smooth the transition or something

#

so its not high quality to low quality

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also none of my materials have previews

digital spire
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did Unity just silently ghost the public Graphic Repo Dead_Inside It's been a month since anything landed

buoyant drum
#

few scenes ive been working on and I wanna give it more realistic looks. 1st picture really needs it, any tips for that one? 2nd is alright but could probably just use more detail.
On the 3rd I know the concrete pillar textures have a noticeable repeat, is there any good material tile blending shaders and things? I dont know anything about making shaders. I also wanted to ask about reflection probes, having loads with whatever blend distance looks weird at certain angles and having one big one just makes the reflections very unrealistic. Whats the best way to go about that?
Another question I have is are there any packages that add more post processing effects?

misty portal
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I have tried all fog parameters but i can`t get the fog to look like this

#

How to get this look (fog) with HDRP?

#

It looks like it has fog only far from player but not near

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Is it even possible with unity HDRP native fog?

fluid merlin
# buoyant drum few scenes ive been working on and I wanna give it more realistic looks. 1st pic...

Either way, it looks really good. It's often "too hard" to make unity look realistic versus the stylized look that Unity seems all too predisposed to render for. As far as reflection probes at distance, there's no really good way to go about it. I've seen some people that have used a custom shader where the shader allows you to use a cubemap in it. One of the puddle shaders uses that method. If you haven't already, hit up youtube for ArchViz HDRP tutorials, there's a few there that are good for some lighting tweaks

fluid merlin
# misty portal Is it even possible with unity HDRP native fog?

"Sort of" is the true answer.... sadly in HDRP, the distance fog no longer allows you to make a fog of war. There's a couple of options though, first is using Local Volumetric Fog with a 3D Fog Noise Texture and apply a scroll speed, you might be able to modify the texture in the shape of a torus and center it on the player. The other option would be to look at localized Unity HDRP clouds, there might be a way to use those to achieve the same effect. Third, I think there's an asset called InfiniCLOUD that allows you to do true Fog of War around the player, but you might want to research that a bit further.

#

An example using global fog and then using local fog with a texture applied

misty portal
fluid merlin
# misty portal Do your local fog follows player?

You have to code it as such... you can put it at a distance in worldspace, then just lerp it in a coroutine so that it moves over time... You could then get a little fancier and dynimacally adjust the blend distance while it's lerping to stay around the player so it fades in/out a bit while the player is moving so it doesn't stagger

sour scroll
#

can someone drop these into their project and experiment a bit with them, using linear mode the water looks fine but after a friend changed a lot of stuff iwth hdrp the exponential mode isnt really working

#

the file name got cut off for the last one

#

shadersubgraph

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its supposed to show a constant depth unaffected by camera movement, with high points being white and black being deeper

sour scroll
#

how do i disble a custom render texture

buoyant drum
#

Just need to find out why some lights dont seem to give off any realtime lighting despite them all being mixed

#

which ive noticed in multiple scenes

eternal laurel
#

“If more than four lights overlap, any additional lights fall back to Baked Lighting. The baking system determines which lights fall back to Baked Lighting, and this stays consistent across bakes, unless you modify one of the overlapping lights. Light Probes also receive the same information for up to four lights.

Unity computes light overlapping independently of shadow receiving objects. So, an object can get the influence of ten different mixed lights all from the same Shadowmask/Probe channel, as long as those light bounding volumes don’t overlap at any point in space. If some lights overlap then Unity uses more channels. And, if a light does overlap while all four channels are already in use, that light falls back to fully baked.” From the docs https://docs.unity.cn/ru/2020.2/Manual/LightMode-Mixed-Shadowmask.html

misty portal
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@fluid merlin i got something with local volumetric fog and custom shader:

buoyant drum
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I take it I gotta use light probes

eternal laurel
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Just fix the overlap

buoyant drum
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Only way for that is taking down the range though?

dawn sorrel
#

2 Issues here, I'm using local volumetric clouds, and if I fly into them, I can see below me easily, like there is a cylinder of wind around the camera. The other issue is that the terrain renders on top of the clouds. I'm trying to make a scene where you ar eflying through storms, so thiss kinda fucks it up

unique coyote
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Does anyone know why a reflection probe would cause my editor to slow down?

#

Here is my settings.

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I am using Unity 2022.3.6f1 HDRP.

rotund ridge
#

That's some massive box size

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Not sure it could be the cause tho

unique coyote
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It is my only reflection probe that is part of Enviro 3 prefab. It supposed to be a global reflection probe.

#

What should the size be?

haughty otter
#

anyone know how to fix this line in the skybox?

fluid merlin
digital spire
#

maybe checking the timeslicing would help

#

also, check the render setting of ref probe and remove pass or effect that you won't need / have lower impact on the result

unique coyote
#

I will give it a try thank you.

scarlet hull
shrewd moon
dawn sorrel
jagged belfry
buoyant drum
#

anyone know another package like this

twilit swift
#

How could I make it so it's darker inside rooms but in the outside it's sunny?

shrewd moon
pulsar skiff
pulsar skiff
#

please help me :(

twilit swift
shrewd moon
#

Followed all the instructions?

twilit swift
shrewd moon
twilit swift
fluid merlin
# twilit swift How could I make it so it's darker inside rooms but in the outside it's sunny?

Super common problem, also a lot depends on your use case for the scene. For closed rooms where it's 100% dark inside and the player is moving between those those two... SSGI & reflection probes. Someone had a similar situation last week:
#archived-hdrp message

😅 TLDR: https://www.youtube.com/watch?v=rBqA4ze3Qis

This video will show you how to enable and use Unity's Real-Time Dynamic Global Illumination (SSGI) properly and solving the issues of ssgi limitations with the use of reflection probes.

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twilit swift
fluid merlin
# twilit swift Thanks, it kinda worked, I had to modify other parameters too.

Yeah, this is a complex issue for HDRP (much less Unity as a whole) since it's lighting model is a few years behind. Here's a great example (albeit unreal) what most people are looking for Unity to do very simply "out of the box" without complicated setup and configuration
https://www.youtube.com/watch?v=95BVWdq37Kc

Unreal Engine 5 introduces a new global lighting and reflection system called Lumen. It creates fully dynamic indirect lighting in real time, taking into account the parameters of materials and light in the scene.
This is so nice and can be very helpful also its so cool!!!

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#

Someone from Unity at a previous Unity event was showing the Dynamic APV with the "pre computed" real-time global illumination and it looks similar to what Unreal is doing there.

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Supposedly a year or so away (maybe)

night depot
#

Any ideas how to make alpha blending with opaque mode? Or using expensive transparent mode is mandatory for that?

buoyant drum
#

someone help please I cant bake my scene at without fkin unity crashing. First my whole project gets its rendering deleted and now it keeps crashing when I try to bake and if it does then 16gb of memory doesnt seem to be enough for unity.
-152 mixed lighting point lights
turned off screen space reflections thinking that would help?

fluid merlin
#

If you’re using the latest version of Unity, it’s usually the least stable unless it’s an LTS version

buoyant drum
buoyant drum
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i was on one that isnt

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so i switched to 2022.3.1f1

fluid merlin
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Editor log might offer some clues

buoyant drum