#archived-hdrp

1 messages · Page 8 of 1

fluid merlin
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If your log is massive, you might need to restart Unity, then try to bake again.

buoyant drum
fluid merlin
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I mean to get a good error in the log

buoyant drum
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1 sec

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well now its like 3 times bigger

fluid merlin
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You might need notepad++ to open it

buoyant drum
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i am looking at the right one right?

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%LOCALAPPDATA%\Unity\Editor\Editor.log

fluid merlin
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If it’s massive like multi gig, that’s not a good sign

buoyant drum
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thats only a small part of it

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like 5-10% of it maybe lol

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it says "Crash!!!" on line 10957

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is this a PC issue or unity issue

fluid merlin
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So try a test project with the starter scene and see if you can bake. More than likely it’s a situation with your scene

buoyant drum
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i was able to bake another scene earlier but ill try that

fluid merlin
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Yeah if you can bake anything else, it’s your scene

buoyant drum
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Everything was going so well, I got it to this point you see in that clip. Then the next day I open my project to see that theres import errors all of a sudden when it was fine for the entire day before. Open it up and all my rendering and everything was fucked over. Now im getting this issue.

fluid merlin
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Hmmm any idea what happened?

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(Also If not done, Clear all your baked lighting and reset your lighting data info back to default if you changed anything. )

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I had something similar, I had to copy everything over to a new blank scene

buoyant drum
fluid merlin
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Sometimes Unity stuff uhhh yeah can give unexpected results. The Terrain tools package, poly brush, etc

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Believe it not the editor is much better now, like 8-9 years ago it was hot mess

buoyant drum
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yeah i remember

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i started with unity back when i was like 13

fluid merlin
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Baking should be ez to fix… building… that’s another beast all together.

buoyant drum
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like i was another one earlier

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even with all the shadows, screen space reflections etc

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does that mean ive gotta do it in a whole new scene?

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or is there a fix to it

fluid merlin
buoyant drum
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A corrupt texture? I swear this engine is making me lose braincells 😆

twilit swift
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Could someone help me? For some reason lights are no longer working correctly when baking, it was working just fine a few minutes ago and now when I'm baking the lights it's no longer baking them, it only bakes 4 or 5.

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It looked like it was working now but it keeps crashing, Unity already crashed like 5 times when baking lighting.

buoyant drum
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Is 16gb 3200mhz memory not good enough for unity because its memory related problems for me

buoyant drum
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im getting a 32gb kit

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should be coming tomorrow

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this shit is annoying, sit there for an hour-2+ waiting for it to bake and then crash or no bake at all :/ very nice

twilit swift
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Aaaand it crashed again.

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Nice.

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How funny.

buoyant drum
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lol well my whole project had all the rending gone after I finally got everything to a great look

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now im dealing with this shit

buoyant drum
twilit swift
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There's a sacred dev phrase:

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"If it works, don't fucking touch it."

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Bruh bot doesn't let me put a gif 💀.

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I ain't going through this 💀.

buoyant drum
buoyant drum
rotund ridge
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Is it possible to use SSR with the new water system ?

scarlet hull
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You have to enable SSR on transparent (which kind of makes sense 😄 )

rotund ridge
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I did but it seems like it is not working :/

scarlet hull
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Did you also enable it in the camera default frame settings ?

rotund ridge
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Let me check this

rotund ridge
rotund ridge
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Oh I see, I have a global volume on my scene with this parameters, does it need to be enabled here too ?

scarlet hull
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If SSR volume override is not enabled by default, yes

rotund ridge
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I enabled it on the volume, check the material but it only reflects the sky

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When the material is not transparent everything is fine

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Here are my parameters on the volume

haughty coral
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Hi, what I'm doing wrong with screen space reflection? this is with ray marching.

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this is with mixed:

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mixed is more similar to what it's "right" with pbr materials

tawdry copper
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Hello guys, I have an issue, probably with Vegetation Studio Pro. When I am launching the game vegetation spawned by VSPro is blurred, but the vegetation I manually placed on the map is ok. This is HDRP project, Unity 2023.1.8f1

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can someone help me with this? 🙂

scarlet hull
scarlet hull
scarlet hull
fluid merlin
tawdry copper
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@fluid merlin also thanks for quick response 💪 Vegetation Studio is deprecated and the project is closed 😦

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as you can see on the screenshot Naturemanufacture prefabs are ok, because if they are placed manually (drag and dropped to scene) it is ok

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the bush right in front of the camera 🙂

fluid merlin
tawdry copper
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I am concerned that using VSPro with new unity 2023 is not an option 😦

scarlet hull
fluid merlin
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There's a community "hot fix" version in the discord for VS but I haven't tried it

tawdry copper
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I was using VSPro in Unity 2021 and 2022 and it worked perfectly, I loved that tool ❤️

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@scarlet hull how can I check that?

fluid merlin
tawdry copper
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actually whatever option I will choose it is the same issue

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I just got information from VSPro discord

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that does not look good :(((

fluid merlin
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As far as I know, there's no GPU instancer that supports 2023... Nature render stops at 2021 and hasn't done a 2022 yet

fluid merlin
# tawdry copper that does not look good :(((

Right, yeah the big ones are GPU instancer, Nature Renderer, and VS Pro. I went through a testing phase where I tested all of them. It's too bad that VSPro spawner doesn't add them to the terrain, because then you could use something else. You can try GPU Instancer, but you have to modify the shaders to add the instancer accelleration to shader graph, etc. There's also flora from Gaia/Procedural worlds, but I've never had good performance from it. The best performant one comes from Nature Renderer, I was getting like 150fps with it over 120fps with VS Pro (in 2021.3)

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As a side note, chris kahler is working on nano-tech (a nanite for unity) and has been experimenting with some trees, speed tree I think. It's no where near production yet, but once this matures it's going to be a massive game changer to scene design for high poly support and vegetation.

tawdry copper
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wow, is there any place to track his work? @fluid merlin

fluid merlin
# tawdry copper wow, is there any place to track his work? <@288769329267474434>

Yup, not sure if I can post discord server links here, but it's on the Youtube description for this video:
https://www.youtube.com/watch?v=x2b3kZZl0WU

Finally got the culling working similarly to Nanite, it is still not perfect and has some minor bugs, but it's getting better!
This test scene has 320 objects, and each of them has originally 1,5 Million Triangles, however, with this tech, the triangles can stay under 10 Million and keep the same result (almost, WIP).
The quality needs still opt...

▶ Play video
tawdry copper
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@fluid merlin thanks 👍

dawn sorrel
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So, Having some issues with my sun directional light. when it goes behind the clouds, it doesn't have and flare or bloom, it turns into a circle. and when it's outside the clouds it becomes blindingly bright

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It should have some flare, just be a bit less and affect the volumetric clouds more

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and the flare is to bright as well

fluid merlin
# dawn sorrel So, Having some issues with my sun directional light. when it goes behind the cl...

I seem to recall this coming up before, I know for sure the flare bloom on a PB sky won't show through the cloud layer. I had this problem myself, which is really annoying. Someone may have a more elegant solution, but here's what I found to work.

Rough quick example:
https://i.imgur.com/BP6klOK.jpg

buoyant drum
inland lodge
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what is least amount of specs needed to run hdrp smoothly mine crahes every time

error Failed to present D3D11 swapchain due to device removed.

fluid merlin
dawn sorrel
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Where's that?

fluid merlin
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I think it was on sale earlier for $6, but $20 isn’t terrible

buoyant drum
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no way it crashes

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only scene thats crashed now after trying to bake so i guess i gotta copy everything over into a new scene? wtf

buoyant drum
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is it possible that this is the cause for the crashing? i dont know what it is but its constantly being spammed

sour scroll
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can someone tell me how to make an overlay subshader script

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my tests dont work

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im starting from scratch

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im trying to overlay a foam texture onto a vector4 surface

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with a blend factor

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pls ping me with response

fluid merlin
fluid merlin
shrewd moon
# buoyant drum no way it crashes

If only one scene has this problem, it's likely something in the scene
I would disable half of the gameobjects in the scene, try baking, then if it doesn't work disable the other half instead and try again

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Also consider updating to a newer version of 2022.3.
This LTS has been plagued by bugs

buoyant drum
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Ah

buoyant drum
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Thanks

fluid merlin
buoyant drum
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Oh

fluid merlin
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It’s been a primary complaint from asset store devs with the SRP’s is that there’s limited backward compatibility. Some devs have given up updating anything for SRPs entirely. Vegetation Studio is a good example… the dev essentially burned out.

orchid hedge
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hey how can I disable reflections in certain objects? I have terrain and trees are like mirrors, can someone help me?

orchid hedge
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I found out that I am using wrong HDRP shader, so nevermind.

brave turtle
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I'm trying to make a custom pass and am kinda struggling. To start, I literally just want to take the camera texture and blit it into another render texture but I can't even get that to work 😅
Anything look obviously wrong here?

public class AccumulateGaussianBlurPass : CustomPass
{
    public RenderTexture AccumulationTexture;
    protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) {}
    protected override void Execute(CustomPassContext ctx)
    {
        ctx.cmd.Blit(ctx.cameraColorBuffer, AccumulationTexture);
    }
    protected override void Cleanup() {}
}
indigo patrol
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I'm implementing an outline effect and I have a list of renderers/meshes that need to be rendered to a custom depth buffer.
This likely needs to be done in a Custom Pass because I want TAA and dynamic resolution support.

I could achieve this using the RenderStateBlock with a properly configured DepthState, but from what I understand, this can only be used in combination with filling the whole RendererListDesc and then executing CommandBuffer.DrawRendererList.
DrawRendererList filters all renderers by layer and I already have a list of them.

Is there a way to just override the depth state and then render using a simpler CommandBuffer Draw function inside a CustomPass?

twilit swift
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Hi, I need help, for some reason volumetrics are not working when fog is enabled, also fog is not working, when enabled there's no fog and it only deactivates volumetrics when enabled, how can I fix? It's only happening in one scene, already tried object by object and nothing, fog has default values.

fluid merlin
twilit swift
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And fog works.

fluid merlin
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It could be something else, if it wasn’t just one scene I’d suggest making sure fog is enabled in hdrp asset. So it’s something else then…

twilit swift
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So someone knows how could I fix that then?

sage marsh
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Burh

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10/10

fallow lynx
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Tryna do, HDRP Stencil Portals 🥲
In HDRP, I have a DrawRenderers Custom Pass, which selects an object via a layer, and replaces the shader/material, so that the stencil bit is incremented on the pixels where the object was.

Now, next I do is, use CustomPassUtils.RenderFromCamera to render a camera view onto the places where stencil value is 1. This works. BUT, If the initially selected object (in the DrawRenderersCustomPass) is rendered again in this camera , the stencil buffer for that pixel is not incremented to 2 [Based on RenderDoc], which I expect to be incremented.

Ideas?

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The object (portal view) is rendered, and but there is no change in the stencil buffer after the draw call

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So, the failure points I see are the stencil setter shader not working correctly or CustomPassUtils.RenderFromCamera somehow manages to render it without incrementing the buffer

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The shader is pretty straightforward, so is the latter the case..? Or I'm missing something

misty portal
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Has anyone customized HDRP to make it more toon?

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Is it possible?

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are there any tutorials for HDRP water + shader graph?

dawn sorrel
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@buoyant drum ssd for os and only one hdd is wrong

dawn sorrel
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you will waste your time on loading projects

buoyant drum
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im trying to get my project on my ssd currently but i dont have space lol

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need to move stuff

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it was on there before but had to move it to my hdd temporarily cause its like 35gb atm

dawn sorrel
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i dont matter cuz that ssd is used by os if you load your project with that ssd it will hang you pc.

buoyant drum
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so what do you recommend i do

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get a whole new ssd for this stuff?

dawn sorrel
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Just like i did years ago , i made my pc hddless. am happily uisng 3 ssds 1 for os 2 for unity project 3 is for background downloads.

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my ssds are not that expensive either.

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but you are not obliged to buy anything if you cant afford it!

buoyant drum
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ofc

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i can now so ill look into it

dawn sorrel
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its just advice from me since i was like you once, i wasted my time with hdd.

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but now i need to upgrade ram to 32gb! as soon as i find a good deal.

buoyant drum
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lol i needed another one anyway since my current ssd is only like 280gb or something like that

buoyant drum
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and it has been great

dawn sorrel
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i hated hdd for the noise and slow loadings , having pc without hdd is heaven.

buoyant drum
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i will definitely try this out

dawn sorrel
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if you can add 2 more ssd you dont have to go with high storage i mean if you get 512gb with one ssd!

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instead get 2 ssd with 250 gb

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My idea here is to have each task its own ssd for better multi tasking.

dawn sorrel
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thats insane.

buoyant drum
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yeah

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only in that scene

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not sure why but my project decides to slap me in the face at random times lol

dawn sorrel
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i want to upgrade to 32gb just for that last unity demo

buoyant drum
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nice little 70 quid

dawn sorrel
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Enemies that is. it run slow and was using virtual ram on ssd so slow.

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i will get this brand since i see its cl16 thats nice.

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but i may not upgrade now cuz i want to directly go for ddr5 build.

ocean cloak
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Trying to understand how to get this white edging effect off my character's hair in ShaderGraph/HDRP have the albedo texture using its alpha layer and set the material to transparent. Anyone might know a reason?

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The closest I can get is if I use the HDRP/Lit shader instead.

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which also looks wrong 😦

fluid merlin
# ocean cloak Trying to understand how to get this white edging effect off my character's hair...

Qleenie in the forums has had some good results with hair, might be able to give you some help. Because Unity has less than ideal character workflow pipelines, a bunch of us have found workarounds for skin, eyes, etc: https://forum.unity.com/threads/why-cant-unity-hdrp-correctly-render-aaa-looking-character-models.1168103/page-7#post-9107980

I've found with hair, often opaque can sometimes offer a better result. Unity also has a hair card shader in HDRP, but they overcomplicated it, however they included a new hair demo sample in versions new hair sample scene in 2022.2.0b1 (and up, I believe). Myself, I use the soupday hdrp hair shader for reallusion character imports.

night thunder
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Hello guys. I hope there will be some hope in this 😄
Is there someone, who understand performance things? I am struggling for days and cant find the source. I have GPU on laptop NVidia RTXA5000 with 16GB.

But my game suffers terribly with GPU even when I render only terrain (2x2km).

I suspect the problem is memory, which have super high numbers, but the scene has dissabled everything.

If I add trees and grass (gpu instanced) my GPU main camera render goes up to 60ms.

Here are couple of shot - camera view (postprocessing volume is off), GPU profiler, memory profiler and render profiler. What I dont understand regarding the memory is that render is showing only 162MB of textures used, but there is shit ton of textures probably loaded in memory. Can this be the issue? My GPU is filled with loaded stuff so it doesnt have the power/memory space to actual render it?

I understand that i need to use addresables and mips to help the memory, but will it actually helps? How does the GPU works? If it has full memory it suffer to render basic stuff? I tried that in the build and the results were same. Events to render the terrain (forward opaque and prepass) took 10ms on GPU. Its just terrain with 2k resolution height map and 1k resolutions textures.

Using Unity 2022.3lts, HDRP.

night thunder
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one more thing to add - I have created new scene, just added the same terrain heightmap and splat map, so it looks the same but is stripped of all the other texture references, my memory usage is on 2GB for Graphics and the render GPU time remains the same.
Then I tried to lower the resolution of terrain textures to 256 instead of 1024 and still the same. Changed the terrain from 2k to 512x512 and its maybe even bit worse.

Where else should I look for?

fluid merlin
night thunder
# fluid merlin Is this something new that just started within your project or you just started ...

Well the GPU handles all new games at ultra settings, so it should not have problem with just simple terrain I guess. I noticed that recently as it becomes worse and worse as I was adding stuff to my scene. Although I though I do everything optimized (texture atlases, mip maps, optimized meshes, baked meshes, culling) I dint see any perf increase just continous decrees.

And the thing that just to render the terrain takes the GPU 20ms (in some cases) worries me a lot. Basically everything else is just raising that exponentially.

I did few more tests. New scene, default setting. Terrain withou any stamp, just flat, 8 textures randomly around. GPU Forward is only around 1ms, up to 1.2. Which is what I would expect. With the height stamp, I get to 2ms at maximum, still good. I did the same test before and I was hitting 10ms so I dont know what the heck is going on 😄

And my main scene still runs poorly even when I copied the terrain setting I had on the fast working scene.

fluid merlin
night thunder
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The biggest hits are terrain itself (about 10ms in my main scene) and terrain trees and grass (both GPU instanced). These three together can go up to 45-60ms on GPU. The rest (builldings, props) is about 5ms only, almost makes no difference if I delete it, cull it, or just disable it.

And I dont have shadows enabled yet, if I turn them on, oh my 😄

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Fair to say - I dont have that dense forest or super dense fields of grass and they are occlusion culled, so rarely to see something more then 20m from camera due the terrain occlusion

night thunder
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and together with the rest of the Draw Mesh instanced which is refers to terrain (QuadTreesBatchNode.Render), as far as I can tell, takes around 4ms-5ms. Prepass takes another 3-4ms. This is with static camera. Moving around we are going higher

fluid merlin
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You said something earlier about occlusion? Baked occlusion culling has been known to kill performance in a really bad way, especially for large openworld scenes. You might try killing that. Other than that, I'd try a different version of Unity LTS, newer ones have more bugs and compatibility issues that take a while to get addressed. Unity has a thousands of settings that can kill performance per version, on a lower version, I set DoF to high quality and it took my perf down to 50ms and it took forever to find. So it's probably either a setting or something in the project or the version your using.

night thunder
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well i have inspected more the memory and I have many Render Textures, temp render textures for terrain textures. These are 64MB and below in memory there are different versions as well. Marked as dont destroy on load so sitting there, taking more than 2GB all together 😦

Any idea what are they?

night thunder
fluid merlin
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If you have a different computer, you could try on that, if you suspect your hardware.

night thunder
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i think i got it 😄
took me just 3 days 😄 ... first, I had generate mip maps on my terrain texture, which is not working on terrain - I guess thats where are all the render textures coming from, cause disabled that deleted them. And secondly, I had these texture in 4K quality, despite my terrain shader was lowering them down to 1K, but they still stayed in memory in 4K res.

Just these two things reduced my memory by 5GB!!! And I am back from 60ms to 8-10ms ... incredible.

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anyway, thank you for your time and suggestions! i felt alone and hopeless 😄

fluid merlin
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Glad to hear it's fixed and you're back on the road again... Yeah, I'd really like Unity to do more improvements to the terrain system, they did put a couple of improvements in back in 2019. I seem to recall seeing something in an upcoming talk some additional features for terrains... GTS and Microsplat are cool though, especially the microsplat that allows you to use 16 textures on a terrain MatthewSmoke

waxen lantern
# ocean cloak Trying to understand how to get this white edging effect off my character's hair...

looks like there could something wrong with the source texture or the import settings related to rgb * alpha pre multiplication / masking and/or the rgb or alpha values being incorrect. you'll want to inspect the rgb and alpha channels separately. https://limnu.com/premultiplied-alpha-primer-artists/
i would also compare it to the hair cards in the official hair sample scene and make sure you are using (one of) the same setups from the textures to the hair shader, etc, info here: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@16.0/manual/hair-shader.html

Working with digital images that contain transparency will run you head-first into a concept called "premultiplied alpha". We break it down for you.

ocean cloak
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Figured it out: The Preserve specular lighting option was enabled. Now I need to figure out how to get it to reverse the draw order so the eyebrows aren't in front of the bangs....

night thunder
terse basalt
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Hi. One question, does anyone know if there's a way to like create curvature for the physically based sky please?

shrewd moon
# terse basalt Hi. One question, does anyone know if there's a way to like create curvature for...

There's two kinds of horizon curvature that we see
First is us being far enough above the horizon / planet surface that the we can see it forming a circle rather than being surrounded by it
This is done by decreasing the Planet Center Position
The second type is fish-eye lens distortion which all real cameras and even our eyes have
Video game cameras however do not unless the renderer is fully designed to simulate curved lens distortion, or if you approximate it with post processing

terse basalt
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oh okay, thank you so much for the explanation 😄

fluid merlin
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I wish the UI layer could be curved for a HUD

thorn cape
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I'm kind of new to unity hdrp, can someone help me with my issue

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I want to carry my in progress fps adventure to hdrp, but I heard it's too heavy build for fast paced adventures, is it true?

fluid merlin
# thorn cape I want to carry my in progress fps adventure to hdrp, but I heard it's too heavy...

Depends.... if your target platform is high end desktops or consoles, you can do HDRP, but your game still has to be really optimized. What you get in HDRP these days is more or less around lighting & volumetrics, SSGI, and things like water and skies. However, if you use assets from the store, there's a lot of things that you can add to the built-in or URP that mimic a lot of what HDRP does. However, you'll spend additional time making those assets performant. I started with Built-in for my fps adventure game and then transitioned to HDRP. The most difficult aspect of that has been balancing performance with design choices, so for example, shadows and vegetation and large scenes. Like elsewhere in Built-in, HDRPs challenges are self-inflicted by Unity, more for the lack of backwards support whenever HDRP upgrades, so like if you use a 3rd party shader for HDRP 12, by the time you get to HDRP 14, chances are it won't work and you either have to fix it yourself or wait for a dev to fix it for you. HDRP has a heavy footprint, it's beautiful when everything "comes together" but the cost of that is performance. If you're making a game like Uncharted, it's difficult but more from a Unity perspective than an HDRP perspective. It doesn't help that like Unity HDRP is missing a SDF-based lighting system, so challenges like moving the camera from outdoors to indoors for day and night scenes, it's a weak point. It's also quite a challenge to get performant AAA style characters into HDRP without using some costly tools. The good news is that Unity is working on addressing these limitations in HDRP, but it's also spending massive amounts of energy into it's bread & butter community of development which is low-poly stylized games in built-in and now URP.

TLDR: Making a game like Firewatch, go for it. Making a game like Uncharted, eh outlook no so good.

thorn cape
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Thanks, I might just downgrade to urp instead 😬🤔

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One thing I'm having trouble is shaders, and hdrp is really narrowing things down for me

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Though just using lit shaders is ok for a while

fluid merlin
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Yeah, I mean, this is where Unity sort of stumbles. They'll show demos like Enemies, Adam, Heretic with HDRP and you'll be like WOW... but then you realize it took a team of 30 people working for a year to make a single one minute clip, using enhanched shaders and pipeline tricks, and you're like Uhhhh what did I get myself into? Yeah if you're using shaders from 3rd parties, that's a real sticking point for sure in HDRP. If you're good at doing shaders (which I'm not) then you'll have issues when you want to do any kind of special effects (fire, rain, bullet tracers, zoom scopes, instanced indirect vegetation, etc).

thorn cape
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My 3 person party might fail in the end too

fluid merlin
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Most of the asset store devs with a large following have been upgrading shaders for HDRP, but some have not... so like Naturemanufacture has been upgrading for HDRP to support every LTS version, Kronnect though has not, etc.

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Unity has been decent about their own Hdrp shaders, like Hair, Eyes, and Skin specific ones, but they've been bad at including working toolsets for those or easy supportable examples that work like templates.

thorn cape
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Thank you, I think so, some of the hdrp targeted assets I got did not work too

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Not sure what I'll do after

fluid merlin
waxen lantern
ocean cloak
waxen lantern
# ocean cloak So basically: Manually edit and update every hair mesh to order the priority, in...

only if you demand alpha blending: that's rasterization for you ¯_(ツ)_/¯. nested transparents are non trivial and renderers that just have a universal toggle to enable order independent transparency with any mesh topology tend to have poor real-time performance as they issue multiple depth peel passes. it's a similar challenge to rasterizing liquid inside a glass which just came up in #archived-shaders message

some options:

  1. just use opaque with alpha clipping
  2. adjust transparent depth and alpha clipping settings
  3. use per strand rendering (which is "opaque" as far as rasterization is concerned)

in any case temporal anti-aliasing (TAA) can help clean up the jaggedness of the alpha test or the individual strands.

there's also some older techniques like dithering and alpha to coverage but they are rarely used these days

(image credit ben golus)

brave dust
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I'm trying to get maps to work in unity from substance painter and so far none of the new maps Ive tried to get to work, have worked. roughness atleast did something but it looks terrible, but more pertinently, height and AO dont work at all. Ive been trying to get height to work and nothing Im doing is having any effect. I even tried putting a noise into the depth offset to see if I could get it to do anything and it didnt have any affect. how on earth do you get a height map to work? (Im in hdrp btw)

misty portal
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How do i fix that in HDRP realtime lighting?

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The light already has shadows

shrewd moon
misty portal
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It has shadows and they are not dimmed

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Do shadow caching breaks it?

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this is my light

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It has a warning

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But i`m using ECS/DOTS and only lights on screen are rendered (i have scene streaming/light culling script)

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it renders only small part of scene

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still leaks

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Do it allocates a space on shadow map at edit time?

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at runtime it has only a small number of lighs

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Even enabling and disabling light to somehow update lightmap won`t work ..

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If i zoom-in it works. Is it an HDRP bug?

misty portal
#

from inside building it is fine

#

Only at topdown view it is broken ..

waxen lantern
misty portal
#

I have fixed

waxen lantern
misty portal
#

there was a property that was not showing

waxen lantern
#

what was it?

misty portal
#

The documentation helped showing it

waxen lantern
#

ahh well i'm glad that was helpful in some way

misty portal
#

This fade distance on shadow

#

Thank you

#

It was 24 idk why

waxen lantern
#

ahh i see. that explains it

waxen lantern
misty portal
waxen lantern
# brave dust I'm trying to get maps to work in unity from substance painter and so far none o...

are you using the adobe substance plugin / package for unity? this tutorial shows the substance height being used with the hdrp lit tessellation shader without trouble. https://youtu.be/N62jDffWQHE

In this video we take a look at using the new Substance Plugin in Unity.

Substance Plugin on Unity Asset Store
https://assetstore.unity.com/packages/tools/utilities/substance-3d-for-unity-beta-213208

Free Substance Materials on Substance Community Assets
https://substance3d.adobe.com/community-assets

▶ Play video
twilit swift
#

Hi, does someone know why when I click on something in the editor it put grey like unselected? Just this: Instead of staying blue when selected like this, it puts grey when I stop clicking.

#

This issue only happens on this project.

true zealot
twilit swift
true zealot
twilit swift
true zealot
true zealot
#

Then something in your project is likely deselecting things in the project view. Are other things deselected selected too, the Hierarchy window?

fair heath
#

Seems like something's taking focus from that browser window every time you click

twilit swift
true zealot
twilit swift
#

Also I need help with this other things, for some reason when I paint on these terrains with two specific layers this happens, how can I fix? The black area only appears in the first created terrain and the second one with the first issue layer, and the second layer that has the issue only affects the first created terrain, how to fix?

full tendon
#

Hey there i am still stuggeling to get a working Ui in my VR application.
I am useing HDRP 2022.3.6. I need a Ui that can be controlled by an "operator" on the PC Screen. I used to do that by simply creating a Screen Space Ui. But in 2022 this is no longer possible :/
I tried by setting up a second Ui Camera and compose them with the compositor but i can't get it to work.

twilit swift
#

Hi, how can I fix normal maps doing this with lighting?

shrewd moon
#

If that doesn't work there's something wrong with the normals textures or the shader isn't sampling them as normal maps

twilit swift
rustic gull
#

Can HDRP do this kind of fog? my fog is always pixelated

brave dust
# waxen lantern are you using the adobe substance plugin / package for unity? this tutorial show...

this is cool but Im trying to get textures to work in a custom shader, I have a set up to take in maps and allow for ingame customization.
I was able to get height to work after a lot of trial and error and reading docs, AO I just forgot to plug in so that was no problem but the roughness map still seems wrong, it looks much better when I invert it probably because in unity its smoothness as opposed to substance and blenders roughness, but its still far too shiny even after.
I will probably import a bunch of tests to see if just decreasing it by some value across the board fixes this, I cant really find anything on if theres a proper way to use it.

fluid merlin
rustic gull
#

What is fog of war?

fluid merlin
rustic gull
#

Humm

#

Is it not possible with local fog?

#

And a custom material

fluid merlin
#

it is, but you have to program the fog to move with you and/or use an 3D noise texture in a torrus

rustic gull
#

This is sad

#

HDRP fog is really bad

#

My fog has no volumetrics it just look blurry

#

No matter what i do

#

even anisotropy don`t change a thing

fluid merlin
#

Check out some of the tutorials on YouTube, you should be able to get decent fog.

#

If it's looking blocky and generally bad, it's possible that the lights are too bright and quality is too low, it comes out looking really bad, blocky, with artifacts.

#

Also the anti-aliasing can really mess with it as well, TAA is probably not the best for fog, but your mileage may vary

pearl meteor
#

On the subject of fog...

Anyone got some pointers of how to achieve the fog-like effect here, ideally without any form of global fog? Parts I'm struggling with is I don't want global fog at all (it doesn't fit my scene and the horizon at Y0 is a big negative), and I need a cylindrical shape (fog seems to be cube only, and only works with spot or point lights for the glow).

Relatively new to HDRP but keen to learn, I'm just at a loss for where to start

(please ping me if you reply I'm terrible at checking channels!)

hybrid holly
#

Umm, should I be using probe volumes? Hmmge

#

Instead of light probes?

#

Recently migrated to HDRP from URP. Looks like probe volumes are the new ish and it looks slick but it also says

#

"EXPERIMENTAL" when I add the volume to the scene peepoSHAKE

#

But it's on by default in new HDRP projects...

#

Is it actually experimental? Or pretty stable by now?

hybrid holly
#

Basically you would make like a cylinder mesh that is inside-out and put a faint translucent material on it

hybrid holly
#

Welp

#

Baking the probe volume crashed heh

#

So that answers my questions about stability

fluid merlin
#

Yeah it’s very crash-y, you can increase the memory for probe volumes in the settings which helps a bit.

blissful dust
#

how would i do a bevel shader

#

for cubes

#

or like basically sharp edges

scarlet hull
scarlet hull
waxen lantern
#

though the docs are somewhat misleading to advise "In the image-editing software of your choice, create an RGBA flipbook texture" since most image-editing software is pretty terrible at 3d textures / volumes or creating flipbooks out of them. You'd be better off authoring a volume texture in Houdini, Blender, or even right in Unity using a Custom Render Texture Shader Graph that you just copy into a static texture asset.

#

there is also the Volumetric Shader Graph / Material though if it's just a static cylinder that may be overkill?

scarlet hull
scarlet hull
topaz ravine
open tree
#

is there any way to use triplanar mapping in HDRP decal projector? I have the triplanar node in the material but it is not supposed to work that way I think.

shrewd moon
fluid merlin
#

triplanar would be cool for the decal projector... so would animations...

blissful dust
#

nvm

#

how would i apply to the shader

#

do i plug it into normals tangent space

scarlet hull
scarlet hull
digital spire
#

Seems like Unity FullScreenSample doesn't work with DLSS at before post process, the result got cropped

trim stirrup
#

I am attempting to get some gains by using OnDemand lights for most of my lights. I'm requesting a render if the light is within a certain distance of the camera. It is a huge indoor/outdoor scene. But I am seeing no real benefit to updating these 100 or so lights every frame or on demand. Has anyone had any meaningful success with OnDemand lights?

jade coral
fluid merlin
# jade coral https://streamable.com/u7q4n2 What the heck am I seeing, new to HDRP tho

It looks like the shader isn't compatible with the version of HDRP you're using. HDRP has "versions" and the versions often have backwards compatibility issues. So if a dev made a shader for HDRP 10 and you're on HDRP 14, it might not work. What's in the video looks like an artifact from that. Unless you're a shader dev, you should see if the person who made the shader has one for your version of HDRP.

fossil nacelle
#

What are the things I need to know for converting a shader from the built-in rp to hdrp? I'm trying to create a tmp billboard shader

open tree
#

how do I create a matrix in shader graph from the direction vector? I am trying to influence the UVs using the light direction. In this guide they are using c# script to input the matrix directly. But I already have the light direction vector (DirectionalLightData light = _DirectionalLightDatas[0]; lightDir = -light.forward.xyz;). So I am thinking there must be a way to do this in shader graph?

scarlet hull
# open tree how do I create a matrix in shader graph from the direction vector? I am trying ...

Only a single direction is not enough to make a rotation matrix, you need 3 orthogonal vectors.
In the shader one solution would be to use the direction and cross products to build those vectors :

  • direction X world x = local y
  • direction X local y = local x

Then iirc you can build the matrix with

  • mat[0] = local x
  • mat[1] = local y
  • mat[2] = direction

A matrix 3X3 is enough, but I never remember if it is column or row major 😅 (I think column)

open tree
#

@scarlet hull thanks for the explanation, I will give it a try.

open tree
#

@scarlet hull how do I get the world x and local y in shader graph? I mean which nodes?

scarlet hull
austere yew
#

Does anyone know why my camera darkens sometimes (I think due to exposure?) in a build, but not in editor? Disabling exposure and bloom in the volume fixed the issue in the editor, but it didn't fix it in build
there should be no differences

blissful dust
scarlet hull
#

And the preview at least looks like some "bevel edges" normal

blissful dust
scarlet hull
#

Hum, well, I was wrong, DDX and DDY don't "bleed" from one triangle to the one on the side, so it doesn't work :/

#

Maybe just bevel the edges on you mesh, and that's all 😅

blissful dust
#

maybe that would be the only solution

scarlet hull
#

There are technically other solutions, but not as simple as that

blissful dust
#

anything worth looking into

scarlet hull
#

Normal buffer modification. This needs a custom pass to work, and is no as easy as a simple shader. Really, unless a very specific use, if you want bevels on you mesh, just make bevels on you mesh 🙂

blissful dust
#

tbh by now yea

twilit swift
#

Help please, when I select something in the editor, inspector or hirearchy it automatically deselects, it's very annoying because when I create a new object I cannot rename it and I have to manuall right click > rename or go to the inspector to rename, the same for copying files, I have to manually right click > copy because it always deselects, someone could help?

#

This only happens in one project.

twilit swift
#

Hi, for some reason my Unity keeps crashing everytime I perform a simple action or do anything else like creating a new object, compiling anything, baking occlussion culling, baking lights, baking NavMeshData, closing an editor tab, etc. It crashes so many times in a week, sometimes it crashes more often sometimes doesn't. How can I fix? This only commonly happens in one specific project.

#

I mean there's two projects that crash, but this one does more often.

shrewd moon
twilit swift
shrewd moon
shrewd moon
polar pumice
#

Has anyone ran across this graphical glitch in the fog? what can be the cause?

#

here' s my fog settings

opal horizon
#

I have a question

#

I'm upgrading a game from legacy RP to HDRP

#

I wanna take advantage of the built-in volumetric lighting and decals support

#

Problem is we have HUNDREDS of materials that use a custom shader that.....adds decal support and other things like the ability to scale and rotate UVs

#

I don't think we need the custom shader anymore

#

so I can probably safely change all the materials to use the standard shader and then tell the HDRP wizard to upgrade 'em to HDRP materials

#

but like I said there's hundreds, so is there a way to do this in bulk

#

like could I just point an editor script at a directory, have it find all the materials, and have it change the shader for all of them

scarlet hull
opal horizon
#

I ended up writing a script that does it

opal horizon
#

Hmmm my game was getting around 180 FPS in Legacy RP but is now getting around 100 FPS. Looks beatiful, but I'm staring at a static empty scene on a 3060ti... any way to uh

#

optimize things?

#

There is UI, and all UI is rendered on a separate UI Camera

#

I mention this because disabling the UI camera bumps me up to 150 FPS

#

but obviously I can't see my UI

minor depot
#

Though you could probably make things a lot better by giving the UI camera custom frame settings and gutting almost everything

#

(Ideally do it some other way, but if you absolutely need another camera, it could probably help)

opal horizon
#

We need another camera, some UI is rendered in world-space

#

Anyway

#

I'm trying to get the game's time of day slider to work with Physically Based Sky

#

The game expresses time of day values as a float between 0 and 24

#

and I'm having trouble mapping these values to the X rotation value of the directional light

fast shard
#

If you’ve put animator controllers on your UI it will drastically impact performance

#

Depending on how much

opal horizon
#

First of all my UI is being lit by the scene which is unintentional

#

I don't know how to turn that off in the UI camera

fast shard
#

Sounds like you need a sun source light with a culling mask

opal horizon
#

not sure what a sun source light is but it's not a component I can add to a GameObject

fluid merlin
#

@opal horizon I posted some tips earlier, I too went from built-in to HDRP. In general HDRP has a heavy footprint, in Quality you should have some different HDRP profiles, try Performant. Shadows in HDRP are expensive, directional light being a big one. If you can, try to minimize shadow use, aim for spotlights, set distances. Render textures w/ another live camera or more than 1 live camera should be avoided at all costs, it’s a coffin nail for performance. Baking light gives a performance boost. Avoid all “High Quality” settings for depth of field, volumetrics, or other render based features.

minor depot
opal horizon
#

Question about directional lights and also reflection probes

#

Reflection probes can be set to real time on demand. Can this be done for directional lights as well

#

I can't really bake lighting. Because this is a UGC game where the full contents of the scene isn't known at build time.

fluid merlin
opal horizon
#

Okay

#

So in that case

#

If they are on demand

#

Let's say the player spawns in a new object. Will everything just work or will I need to schedule a shadow update again

opal horizon
opal horizon
#

In fairness I'm blind so I can barely read the Unity UI

#

(I wish Unity's dark theme was higher contrast)

minor depot
opal horizon
#

I already have a dedicated UI camera

#

I don't render UI on the main camera

minor depot
#

But the goal would be to not have a second camera, since having more than one tanks fps in HDRP

#

I was suggesting how to do it with just one, for performance reasons

opal horizon
#

Okay, gained an extra 30 FPS by just deleting the UI camera

#

but what would this custom pass look like?

#

how complicated is it to set up?

#

I've never done this before

minor depot
#

No worries! I'm pretty sure it can be done all through UI (no shader code or anything)

minor depot
opal horizon
#

I'm lost

#

It doesn't help that I have a migraine from hell rn

fluid merlin
#

It took me 3 years to migrate 😄

#

and still have a migraine

#

Overall, you have to get comfortable over time with HDRP, there's no magic "make it go fast" switch, unfortunately.

#

My own suggestions:

  • Avoid using code in update and late update if possible if code doesn’t need to run every frame. Invoke or invokerepeating is very handy.
  • use distance limits on lights, shadows, volumetric fx
  • you can manually update shadows via code on directional lights for a massive perf gain
  • turn off shadows on meshes and objects that don’t need them (hair, decals, rope, etc)
  • record physics on things if you can from a gameplay perspective with gameobjectrecorder vs. Unity physics during play. Playback with animator instead
  • Use gpu based indirect instancing for mass objects (car traffic, asteroids, etc)
  • for nature scenes use a 2 shadow cascade for a performance gain
  • use object pooling where possible (bullet tracers, impact effects, etc)
  • turn on/off layers rather than disabling/enabling meshes or game objects where possible, it’s 100x faster
#

I went from about 12fps after migrating to HDRP to about 150fps at this point.

opal horizon
#

I'm already at 130 FPS

#

Granted, in a mostly-empty scene, on a 3060ti

#

In LRP, the same setup would be about 200 FPS

#

Anyway

#

What's this error say? Can't read it

#

I'm zoomed in as far as the windows magnifier will let me go

minor depot
opal horizon
#

how do I fix that?

minor depot
#

It should probably be listed as more of a warning, all it means is that some objects won't work, but UI should be just fine

opal horizon
#

Yeahhhh uhhhhhh

#

I've got some invisible UI elements

minor depot
#

Hmm

#

I tested it on some text and it seemed fine, what specifically dissapears?

#

(Don't mind the wildly excessive post effects I used to check it wasn't being affected by)

opal horizon
#

all the category headers and grid cells are invisible

#

The game's Pause menu also doesn't render

#

That might be a layer issue though

minor depot
#

Try going to your HDRP asset and switching lit shader mode to Both

opal horizon
#

nvm pause menu shows

minor depot
#

Maybe the asset only renders in forward mode or something

opal horizon
minor depot
#

Not sure if it would help, but it does get rid of that error in the custom pass volume

opal horizon
#

I don't have an option for Both

#

This is in the pipeline settings asset though

minor depot
#

For me it's in the HD render pipeline asset

opal horizon
#

Oh! Different asset

#

Annnnnd none of the grid items show aaaaaaa

#

Oh yeah, one other detail, there's a lot of nested canvases

minor depot
#

Just to check, they did work with the multi camera setup, right?

opal horizon
#

Yes.

minor depot
#

I don't have the asset to test anything myself so I might not be able to help too much

#

But let's see, there must be something else to try

opal horizon
#

Another thing I noticed is the UI is clipping through level geometry

minor depot
#

That's weird

opal horizon
#

But it should all be rendering as an overlay

minor depot
#

Should the world space UI be rendered over everything?

#

Through walls & such?

#

If so you can set the Target depth buffer in the custom pass to none

opal horizon
#

This is a 2.5D platformer so

minor depot
#

Ohh gotcha

opal horizon
#

any world-space UI just amounts to like

#

labels in the level editor

minor depot
opal horizon
#

Yep, already did it, it fixed that issue

#

still not sure about the invisible stuff though D:

#

Also there seems to be an odd scaling issue

#

Tooltips (which are rendered in world space) are kinda

#

bigger

#

than they should be

#

And although the grid cells are invisible, I can still hover them and hear the audible select sound...and see the tooltip for the one I'm hovering over. And there seems to be less room horizontally than there should be

minor depot
#

Was the second camera you were using before at exactly the same position as the normal camera? Or was it shifted back? That's all I can really think of

opal horizon
#

It might've been shifted back

minor depot
#

Maybe send a screenshot of both the custom pass settings, as well as the settings for the old second camera

opal horizon
#

Uhhhhhhhhhh

#

I can't do that

#

I....deleted

#

the second camera

minor depot
#

Ohh, makes sense lol

#

Uhh

opal horizon
#

OH

#

FIXED IT

minor depot
#

I'm totally out of my depth, and don't really know how the asset works, best I could really think of is to ask the asset creator

#

Oh really?

#

Wait how

opal horizon
#

I set the Sorting setting in the Overrides section of the custom pass to Everything

minor depot
#

So it works now?

opal horizon
#

Yeah

minor depot
#

Hell yeah

opal horizon
#

All the grid items are there

#

Everything works

#

at a stunningly bad 17 FPS

#

what the fuck happened

minor depot
#

?!?!?

#

That sounds really wrong

opal horizon
#

this isn't specific to HDRP but Unity also likes to crash every time I exit the editor

minor depot
#

If it does I'm just totally goddamn confused

opal horizon
#

I don't think it's the custom pass

#

this was happening last night too

#

I wonder if there's some leak, maybe that crash on exit is related.\

minor depot
#

Maybe reset lit shader mode to deferred in case that might be doing something

minor depot
opal horizon
#

yeah, restarted the editor and I'm back at 130 FPS

minor depot
#

Huh

#

Only idea is to check task manager over time and leave the editor open

#

What version are you on? If it's LTS and it turns out to be a memory leak that'd be a really high priority bug

opal horizon
#

2021.3.23f1

#

May try upgrading the project eventually

#

but it's this whole ordeal

#

yknow

minor depot
#

yeah

opal horizon
#

getting the rest of the team to upgrade and all aaaaaaa

minor depot
#

upgrading unity versions can be hell

opal horizon
#

I'm aware

#

I've done 3 upgrades over this game's dev cycle

minor depot
#

Oh boy

opal horizon
#

it's gone from 2020.3.4f1 to 2021.3.6f1 to 2021.3.23f1

#

it started on Unity 2019.x iirc

#

but I wasn't lead programmer back then

minor depot
#

If it keeps happening try reporting a bug / upgrade to a slightly newer 2021 to see if it helps

#

Anyways, good luck!

opal horizon
#

I'm still trying to figure out

#

Someone had suggested I set some quality profile to "Performant"

#

I....can't find that setting

opal horizon
#

I have a scene where the in-game time of day is set to midnight

#

so everything's pitch black

#

can't even see the level ground

#

so I placed a point light, an in-game placeable one

#

it ain't....it ain't lighting anything up

#

It's set to realtime

minor depot
#

It might also be to do with exposure, wich can be set in your global volume as an override

opal horizon
#

I have exposure set to fixed

minor depot
#

This talk covers everything there is to know about lighting in hdrp, and helps a lot https://www.youtube.com/watch?v=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
minor depot
opal horizon
#

I suppose the engine could do that automatically?

#

I think I have it set to like

#

12 rn

#

because I noticed that with auto exposure turned on

#

the night time level ground would appear impossibly bright

#

as if the Sun was lighting it from below

minor depot
#

Best advice I can give is to watch the talk I linked above, as it covers pretty much everything important in a really easy to understand way

opal horizon
#

Some key info though

#

there's not really a floor per se in this scene

#

this is a 2.%D platformer so the floor is just kinda a border around the level

#

that level border is being over-exposed to hell at night

#

but it's also a floating model in an empty void with a physically based sky

opal horizon
#

WAIT

#

When I set up the physically based sky

#

the docs said to set my directional light intensity to 130,000 lux

#

I don't think....that should be the case for night time

fluid merlin
#

Depending on your indirect lighting controller, hdri exposure, and light color, night is usually < 30

opal horizon
#

Yeahhhh

#

I just need to figure out how to adjust it dynamically via script based on a time of day value that's between 0 and 23

#

representing the hour of day

#

I don't know the math I'd need to do to do that though

fluid merlin
#

Yeah it's a little tough depending on the sky you have because while the physically based sky will dim as you adjust the rotation on the X axis, it doesn't do a starry night or a moon. So you need to code to change the sky HDRI on the advanced panel and increase the intensity and then decrease the intensity of the directional light. It can be done, but it's some programming for sure.

opal horizon
#

how would I map the time of day to its intensity value?

#

like...obviously I know what it should be at in broad daylight, and what it should be at in moonlight

#

But blending between them based on the time of day.

#

That's what I'm struggling with

fluid merlin
#

Might not be ideal, but I'd probably do like a dictionary with the hours of the day and a corresponding float value for the light. Then lerp between the current value to the target value over like 20-30 seconds or so.... like if 1300 is 120000 and noon is 115000 you lerp from 115k to 120k over 20 seconds.

#

If doing it manually

#

You can probably look at the code for the physically based sky and see what the calculation is in there

#

Since it already adjusts the intensity based on x-axis rot

opal horizon
fluid merlin
#

Just store the time as an int or use a class

#
{
        { 1200, 120000f },

}```
opal horizon
#

There's a reason it's a float between 0 and 23

#

It's something the player's able to control when making levels in the game through a slider

#

Anyway

#

Is there a way to get at the Celestial Body settings of a directional light using script

fluid merlin
opal horizon
#

I was just pointing out that I physically cannot change it because it involves defining a new save file revision and that's a huge pain in the arse for something like this

#

I wonder if I could use an animation curve for it

fluid merlin
opal horizon
#

Oh I just

#

I just wanna change the sun color

fluid merlin
#

That's probably through the directional light component or through the helper component, I think it's called flare color if you just want to change that and not the emitting light

#

Flare tint and surface tint

dawn sorrel
#

How can I make the sun not flash the entire screen like this whenever its in the corner of the camera?

opal horizon
#

Havin' a slight problem. I have a spot light, it's red, and I want to actually see the cone of light and not just the area where it hits the surface

#

I have the Volumetrics Enabled checkbox checked

opal horizon
#

nvm, incorrect volume mask on the camera

iron siren
#

Hello, I'm using HDRP native physically based Sky + Water. How can I make the water and horizon merge properly? I'd like the cloud and water to touch and not have this large cyan border.

#

Ok to answer my own question, it was simply my camera far clipping plane which was too short. Changign to 5000 makes the water stretch till theh horizon, nice.

rustic gull
#

How do i fix this error when updating to unity 2022 lts?

long wagon
rustic gull
#

What do i need to update?

#

It is all updated and i have removed library already

#

Using 2022.3.8f1

long wagon
#

Package version seems correct for Unity version. Remove/add the package, search the error in case there's some other problem. Also make sure there are no other errors.

rustic gull
#

It installed the right version

rustic gull
#

But it broke water

#

My ocean don`t render anymore

#

Even adding a new ocean

#

It is all enabled

#

Water was working before

iron siren
#

Make sure water is enabled in the HDRP assets and that the water volume is still present in the scene

#

I'm having trouble to fake a moonlight in HDRP with a physically based sky. For some reason, when it's dusk, the light becomes yellow

#

If I rotate it further from the horizon, the yellow tint disappear by itself without changing anything to the moon colors...

iron siren
#

2022.3.7f1

rustic gull
#

fixed

#

Wtf i deleted it 3 times lol

torn brook
#

I don't know why but there is always this shadowy circle thing following camera and I don't know how to fix it can anyone help I'm using unity 2022.3.8f1

#

it's also visible to main camera

distant hazel
torn brook
distant hazel
#

And what does your shadow cascade editor look like

torn brook
distant hazel
#

In your sky and fog volume add a shadow volume override

#

This will show you the shadow cascades

torn brook
#

it looked like this

distant hazel
#

Hm, looks normal to me

#

What are the actual settings though?

torn brook
#

when I enable max distance it disappear

distant hazel
#

Yeah, max distance should be enabled by default

torn brook
#

and cascades changed too

torn brook
opal horizon
#

I'm trying to wrap my head around decals in HDRP and my brain hurts

open tree
#

I am trying to make a post processing shader which will activate once you enter inside a mesh. Kind of like underwater effect but I am having problem creating the mask for it. I got this, which works for simple plane height, where I can set the height using that float. But I have complex geometry or displaced mesh. I also have the world space position from the depth buffer. But I cant figure out how to create this mask from these. closest thing will be underwater effect mask and tried to find solutions for that, but nothing.

misty portal
#

I have updated unity to LTS and now screen space global illumination is flickering a lot while moving

#

Is it a known issue?

hoary meteor
#

Hi guys, im using the hdrp terrain demo scene but i have this error, why? The scene not appears like the photo on the assets store

untold cedar
#

Like the error says, increase atlas size in hdrp settings

fluid merlin
hoary meteor
untold cedar
#

Project settings > hdrp

#

Or open project settings and in search bar write atlas size

#

I am on phone so cannot show you right now

#

Ok now i see screenshoot, increasr 2d atlas size

hoary meteor
hoary meteor
untold cedar
#

Are in right quality tier setting?

hoary meteor
#

I don't know

untold cedar
#

If i remember correctly each tier have it own settings

hoary meteor
#

How can I know which are the correct settings?

untold cedar
#

Your game quality settings, in default: perfomanced, balanced, high fidelity

hoary meteor
#

Now is high fidelity

untold cedar
#

And what is your default setting?

#

Where computer is setted as default?

hoary meteor
untold cedar
# hoary meteor

Show me quality settings window where you got all qualities

untold cedar
#

Yes, sorry probably can't help you. It looks good for me

#

Had same problem and After increasing atlas size everything works

hoary meteor
#

Okay don't worry, thanks

pulsar panther
#

How can i check if a light is a Shadowcaster from code?

open tree
scarlet hull
open tree
#

@remy I tried that, but it is a plane with displacement, if I go below it, there's no face to render. So mask wont work.

#

for closed mesh I can use that technique.

scarlet hull
open tree
#

@Remy I was trying to get that from depth because I am using textures for displacement.

scarlet hull
open tree
#

@remy near plane screen pixel position, meaning the node that I showed earlier?

#

instead of float, I sample the texture right?

scarlet hull
open tree
#

nice. I will give it a try. The post process is separate from water shader, I am taking one texture and then modifying it in shader graph and using it as displacement. So I have to figure out how to pass that final modified texture from water shader to post process shader. I think one option would be to copy the same nodes and calculate it again on post process shader. I was trying to avoid that, and trying to get the height from depth texture.

scarlet hull
open tree
#

@remy how do I export the texture from water shader? I mean I have one static texture, I am distorting and moving it uisng shader graph. Then how do I export that texture so that I can use it in other shaders? can we write to render texture in shader graph?

scarlet hull
open tree
#

@remy really? I didnt know that!! If I can use shader graph with custom render textures that would open up so much possibilities!

#

how do I do that?

scarlet hull
# open tree how do I do that?

Custom render texture is a specific target for the shadergraph, that you can select in the graph settings.
Then use it on a material, and assign it in your custom RT

open tree
#

got it, I will look into it. Thanks again!

#

also this the best solution. because I was trying to get it from depth but for water I wouldn't have depth info anyway because it is transparent material.

misty portal
#

can srp batcher batch skinned meshes?

dawn sorrel
#

you just need to upgrade project materials to HDRP dont worry

wild oasis
dawn sorrel
shrewd moon
open tree
#

@scarlet hull I got this so far. But it is masking red part instead of green which I want. I am using float to adjust the camera near clip plane distance.

#

what am I doing wrong?

scarlet hull
#

I don't see where you are masking with the displacement texture ?

open tree
#

currently I am substracting from world position as you can see. I was trying to achieve this solution mentioned. I tried masking with the displacement also, but couldn't make it work properly.

#

@scarlet hull the displacement is really complex. it is using different cascades to blend between 3 textures depending on distance from camera. this is the one in the water shader and I just connecting this to vertex position.

#

this is the node in underwater mask shader.

#

but I cant figure out how to compare it

scarlet hull
# open tree

You muse have some sort of position input in the displacement nodes.
Probably just the XZ world position.
Expose this at the node level, and use the pixel position at the near plane.
The displacement seems to be in the 3 axes, but if you add the Y value to the water plane level you should get a correct approximation or fakery of what is the water height at that givent pixel. You then just have to compare with the pixel Y value to know if it is over or under water
You could even make a meniscus effect based on the distance.

open tree
#

pixel position at near clip plane, did I get it right?

#

@scarlet hull I mean output of the get clip plane group right?

scarlet hull
#

I think so

upbeat sorrel
#

Hi guys! Have some of you tried the new feature in beta 2023.2b "HDRP: Added a ShaderGraph output for a physically based sky and added controls to author a moon."? I can't find it in physical based sky component on that beta version.

scarlet hull
upbeat sorrel
#

Thank you @scarlet hull very much ^^

open tree
#

@scarlet hull so I created a simple water shader to get the clip plane thing correctly. This is just one displacement texture. But if I insert the get clip plane position as UV it is not working.

#

I am sure I am doing something wrong with the get clip plane position

scarlet hull
open tree
#

@scarlet hull really close! but the scale is off.

#

is there any in-built node that gives screenPos to WorldPos at near clip plane distance?

scarlet hull
blissful dust
#

how would i remove this specular dot

#

on a mirror

shrewd moon
open tree
#

@scarlet hull Finally got it!! the split volume is working now. Now I can add whatever post process effect. For now I am just doing a custom pass with simple depth fog. but is there a way to use this mask for masking HDRP volume effects? 2nd picture is a simple local volume I set up with volumetric fog and little color tint, but it is just a box volume so doesnt follow the water line.

scarlet hull
open tree
# scarlet hull It looks really nice 🙂 No, the isn't any way to mask HDRP volumes like this, un...

I started experimenting with this way back in 2021. I was looking for a decent looking ocean system and found this https://www.youtube.com/watch?v=kGEqaX4Y4bQ&t=1s
So I spent a lot of time importing it to HDRP. If you dont remember, you helped me back then too 🙂
So from then I am trying to learn how to make shaders and stuff. So this is just an experiment. Recently I am playing with the 2023 HDRP water system and it is more practical in most cases, but I was just trying to learn the sorcery behind these lol. I have made caustics, and interactive ripples too, and now the underwater (kinda).

How does ocean waves simulation with Fast Fourier transform work?

Source code:
https://github.com/gasgiant/FFT-Ocean

Music:
https://soundcloud.com/igor_vaiman

Catlike Coding on Gerstner waves:
https://catlikecoding.com/unity/tutorials/flow/waves/
3Blue1Brown on Euler's formula:
https://www.youtube.com/watch?v=v0YEaeIClKY
3Blue1Brown on Four...

▶ Play video
#

I dont know much about writing shader code, so I try to work with shader graphs only. And the new HDRP water system is actually great because I noticed you can modify them in shader graph. So next I will try to integrate ripple system etc with the HDRP water. It will be a lot easier.

shrewd moon
#

If that doesn't work your only option might be to disable the specularity of the light sources themselves

blissful dust
#

how do i do that

fluid merlin
#

Also, depending on what version of HDRP, there's a setting on the lights now for "Affect Specular", I think it's hidden under the advanced three-dot menu under Emission

twilit swift
#

Hi, so I created a new HDRP project, but when I imported a few things from another project the HDRP just disappeared and no longer working, I can't even select it in the Render Pipeline in graphic settings, I've reinstalled the package 3 times and still nothing, idk what's leading to this issue, I've tried removing each script, shader, everything related to materials or code in the imported folders but still nothing, the materials work under standard material for some reason and HDRP just looks pink.

fluid merlin
#

HDRP is very picky, so if your other project is from a different HDRP version and you're copying the HDRP asset, it will go wonky on you.

twilit swift
twilit swift
fluid merlin
#

Yikes

fluid merlin
fluid merlin
#

Now if only we could get stable Adaptive Probe Volumes....

onyx lark
#

My CustomPassVolumes are behaving weirdly. I'm using a DrawRenderers custom pass. It works fine until I enter play mode, at which point the custom pass stops working. I have to add a completely new CustomPassVolume to get something that works again.

#

Custom passes are enabled on all of my quality presets.

#

Something about the component just...breaks after entering play mode.

#

copying and pasting it creates a new, working component (until i enter play mode again)

sour scroll
#

anyone have an overlay shader subgraph for vector4s

#

i have a water foam vector4 i want to overlay on top of my water

shrewd moon
#

I'm a little confused how to use this one
HDRP's mask map uses the format metallic, AO, detail mask, smoothness as RGBA respectively.
This tool generates a texture with
albedo R, normal G, metallic B, roughness A as RGBA
The AO input is not used at all, and as far as I know the albedo and normal maps shouldn't be needed for a mask map at all

#

PBR material using AutodeskInteractive shader on the left, channel packed with HDRP Lit on the right

shrewd moon
#

I noticed it doesn't invert roughness into smoothness so this is with pre-inverted
Still doesn't look right though, way too muddy around the reflection

onyx lark
#

I guess that's tolerable!

#

Also, while playing with custom passes, I noticed that Unity wants to do these in forward rendering

#

so I guess I need to switch to including both forward and deferred shaders

#

makes the game quite a bit larger 😬

#

although, I'm a little confused by that: the docs say that Unity still uses forward rendering for "advanced materials", even if the HDRP Asset is set to Deferred Only

fluid merlin
shrewd moon
#

My parquet needs to be so authentically worn you can almost taste it

fluid merlin
#

Hahahah

#

Yeah I've never quite understood why Unity hasn't honored the PBR material set. Plus that mask material it needs is always an extra little step. Tons of engines can do beautiful raytracing with PBR, but for whatever reason, it's like all the channels in the textures for HDRP need something special for this or that. It kind of highlights the approach that Unity has taken with the engine for the last decade in that, they expect a game to be made by specialists in each area to come together and make something. So all the workflow is patterned after this approach... especially with materials.

Back in the day Substance had a huge influence on material use, there was a poorly managed plugin for it as well, I think they've recently updated it again for HDRP. The art and material workflow and tools in Unity is not there... I get most of my stuff from Megascans. Unity used to have that weird Art tool they had, the one that has "AI" in it, but from what I recall it was insanely expensive and there's zero, like 0 tutorials for it. Unity is very bizarre company.

shrewd moon
#

It's not surprising knowing them or even uncommon with companies of that size

#

Usually you either struggle with the negative aspects of bureaucracy or the negative aspects of the lack of it

#

Some of the shaders are useful though, like Autodesk Interactive
It works correctly with my PBR textures, though it lacks the HDRP Lit features

#

Weirdly enough it requires my textures be in sRGB color space, which I think suggests I didn't export them as non-color
Exporting a linear ramp and using it as displacement produces a perfectly linear ramp on the mesh, so that implies I'm doing it right

twilit swift
#

Hi, I have a doubt about building a project, so I saw in another project that the developers made everything into one single folder for each file type, so there was one folder for all the sound, all the textures (being around 17k) and the same for mesh and that. The game actually only takes around 4-8GB (it's a VR game) and it's not laggy, even when I made it HDRP, and the build time was like just a few minutes, like maybe 5 or 10. So my question is, does actually getting everything in one single folder makes Unity build faster? Because I have a 50GB game with also a lot of textures but it takes around 12h to build one single scene that is almost empty.

fluid merlin
# twilit swift Hi, I have a doubt about building a project, so I saw in another project that th...

There’s some odds and ends to help speed up a build in the forums. It is frustratingly slow, I suggest having two ssd drives, one that has your project, and one to target the build to. There is incremental built process, but Unity will still go through every line of code regardless of its in any scene or not. I also suggest just building the menu scene for your game and nothing else at first to make failed builds easier to troubleshoot, then slowly add more scenes. Number of folders don’t mean anything, Unity uses its metadata system regardless.

twilit swift
fluid merlin
twilit swift
fluid merlin
# twilit swift I see, about baking, do you know if nvidia studio drivers are better than game r...

There's been debate over the years because Nvidia has been obtuse about the exact technical difference. The overall difference is that studio drivers are supposedly "more stable" and for day to day applications. Exactly what "more stable" is or what, Nvidia hasn't specifically said. Some research was done by folks trying to go through drivers and testing and some observations were made that the game ready drivers often include smaller workaround fixes when bugs are found and are considered to be hot fixes which after time are then eventually put into Studio when they've found to be "stable". Other than that, there's no major difference unless something was patched very recently for your card for a specific reason.

TLDR: One is not more powerful than the other.

twilit swift
#

Hi, I'm trying to follow this tutorial but when I'm adding the scoped registry it does makes like if it was loading something, but when I go to Package Manager it won't display "My registries", what can I do? Been having this issue for almost 2 months now.

https://www.youtube.com/watch?v=lLw5hCqSv5Y&ab_channel=AxlRozzSHDW

So Google Maps Platform just released their latest API that includes Photorealistic 3D MAP TILES and an awesome integration with CESIUM for UNITY to make this even easier. This is pretty new and now makes possible to actually have a 3D representation of the world and it's streets inside UNITY. The potential of this is HUGE and I'm really excited...

▶ Play video
dawn sorrel
#

Can someone help point in the right direction on how to redo this grid preview I have?

I don't like how the lines are rendering through walls

#
GL.Begin(GL.LINES);
cellMat.SetPass(0);
GL.Color(new Color(0,0,0,1f));

int xStart = (int)allocatedPosition.x * chunkSize;
int zStart = (int)allocatedPosition.z * chunkSize;
for (int x = 1; x < chunkSize; x++)
{
  // Line right
  GL.Vertex3(xStart,0.01f, zStart + x);
  GL.Vertex3(xStart + chunkSize,0.01f, zStart + x);
  // Line up
  GL.Vertex3(xStart + x,0.01f, zStart);
  GL.Vertex3(xStart + x,0.01f,zStart + chunkSize);
}
GL.End();```
This is how I do it currently. Please @ me if you have any suggestions 🙂 ![1Pikachulove](https://cdn.discordapp.com/emojis/759315324373565460.webp?size=128 "1Pikachulove") Thanks
hybrid holly
#

Coming to HDRP from URP, really struggling to understand why Fog is the way it is here hmm

#

What is the purpose of this 'stacked fog' system? with heights?

#

In URP you select exponential or constant

#

Why would I need both in one scene, and why would I want them separated by a specific altitude

hybrid holly
#

Actually

#

It's even more confusing than that

#

It seems that the 'lower' fog is the constant fog, but I can't get exponential fog at all

dawn sorrel
#

Is it possible to somehow import Adaptive volume probes in older versions of HDRP? im on 2020.3.45f , v.10 HDRP

fluid merlin
dawn sorrel
eternal laurel
#

In 2023 it’s pretty damn good, but sadly doesnt fit our use case

hybrid holly
#

Probe volumes crashed on bake for me every time I tried to use them SHRUG

#

In every version of unity I tried

fluid merlin
# dawn sorrel ahh okay then so im not missing on anything?

It's a workaround unity made to try to deal with some of the pitfalls in global illumination in the decade old system. They have another version they are working on called Dynamic APV which will be much better because it will be able to do night and day indoor and outdoor in the same scene.

dawn sorrel
fluid merlin
#

Until then, we have the APV which is difficult and often crashes the Editor because it has problems with streaming memory management, especially for large open world or large scenes. It works best in very small scenes but your mileage may vary depending on a wide variety of uses.

dawn sorrel
#

Well im just happy we at least got the ability to make some nice looks in it

hybrid holly
#

It seems like you just can't do a View Distance effect in HDRP with fog, is that right? I can't get an Exponential fog like i can get in URP no matter how I mess with these settings. Anything I do to increase fog at distance also increases fog at 0 distance

#

In order to get a fog thick enough to hide anything at distance, it has to be oppressively thick even right on top of the camera

fluid merlin
hybrid holly
#

Well in that shot the close-up parts still look super washed out Hmmge

#

Traditionally you'd use fog to hide transitions between LODs or loading/unloading of chunks of terrain or whatever

#

But it seems like you can't do that here hmm

fluid merlin
#

Yeah the fog system in HDRP is not designed as like cinematic fog and has a lot of quirks to it, especially in low light.

hybrid holly
#

It says

#

Base Height The height of the boundary between the constant (homogeneous) fog and the exponential fog.

#

Except for me

#

There is only fog on one side of this boundary

#

No matter what

#

Can anyone make sense of this?

#

It seems like I only have access to the constant fog, the 'below' the boundary

#

But anything above the boundary is 0% fog

#

The High Definition Render Pipeline (HDRP) implements a multi-layered fog composed of an exponential component, whose density varies exponentially with distance from the Camera

fluid merlin
#

Are you trying to have like low fog to the ground, then a layer of visibility then like high fog?

hybrid holly
#

No, I Just want one sort of fog, I can't even wrap my head around the purpose of this height-split concept heh

#

I just want exponential fog but I seem to only have constant fog

fluid merlin
#

I haven't seen exponential in HDRP, I wonder if that's like a bug in the doc or something, I've only ever seen height fog with HDRP.

hybrid holly
#

Well more than anything I'm just trying to make heads or tails of these docs, which describe one thing (a dual fog system with two layers separated at the "base height") but in practice I only have a "fog/no fog" system separated by that base height

#

Yeah weird, the docs are definitely a mess for the fog page, missing punctuation and stuff that goes back to version 8.0.0 heh

fluid merlin
#

Fog issues come up in here a lot, so you're not alone in the fog

hybrid holly
shrewd moon
shrewd moon
#

    The region at a distance closer to the Camera than the Base Height is a constant (homogeneous) fog
    The region at a distance further than the Base Height is the exponential fog.
#

Using a very thick fog and a very sharp height falloff the border between the two becomes apparent

#

But I don't think this is really anything you practically need to worry about
It's just a fancy fog that also has height blending

hybrid holly
#

This phrasing is very confusing to me

#

"Closer/further than the base height"

#

Height implies vertical, but "closer/further" implies straight-line distance

#

If I mentally replace "Height" with "Distance" then it all makes sense

fluid merlin
shrewd moon
#

The phrasing is not clear to me either tbh
But the fog can be customized to a huge degree

#

Even a type that just fades stuff into the sky!

hybrid holly
#

So you're saying that the red arrow is the constnat fog, and the green arrow is the exponential fog? hmm

#

And that barrier between near/far is the base height? hmm

#

I don't even understand why you would want it to be height based instead of distance from camera based

#

That sharp boundary above/below base height is what I want for distance from camera moon2PAIN

#

Not distance from world origin moon2PAIN

shrewd moon
#

That seems to be what the docs say
The barrier feels more like a distance to camera, but it's relative to the height value nonetheless
I don't know what kind of fog "constant" is or why it isn't just an exponential fog that fades in both directions but I have to assume there's a reason to doing it that way

#

Not distance from world origin*

shrewd moon
#

The obvious problem which the other render pipelines suffer from is that objects above you are entirely fog colored against the sky

hybrid holly
#

Thinkge so the idea is you have the fog stop just above your head basically?

#

So the stuff above you remains more clear?

#

that kinda makes sense but the fog isn't based on distance from ground, but distance from world origin, so you have to have lots of separate volumes for each altitude of your area? Hmmge

#

I guess you'd still want it to pool in the deepest parts hmm

shrewd moon
#

But you can make it higher if you want a lot more fog

#

Use a constant color fog if you truly want stuff to fade out of view like you may be used to with URP or BiRP fogs

#

As a bonus it blends the horizon color to that constant fog color so objects don't stick out

hybrid holly
#

Yeah the problem there is that close-up objects also get super washed

#

I think I get it now. Using fog in that manner is a dated technique and it's not supported in HDRP SHRUG

#

Fog is for proper 'realistic' fog which I must admit does look very nice Okay

#

Not for hiding things (pop-in, loading/unloading, LOD transitions etc.)

shrewd moon
#

You want "linear fog", I assume, which would let you control the start and end of the distance fade
That one hasn't been supported by HDRP for a long time if ever, I think

#

You could implement it with shaders but I feel like there has to be a better way to hide loading, especially since you're on HDRP
It's a particularly ugly kind of fog

shrewd moon
#

But maybe you aren't using HDRP for its realism specifically

hybrid holly
#

I hadn't actually gotten to the point of concluding that it would look like crap, because I was just trying to get my bearings on the system at all by getting it to a 'starting point' that was familiar to me coming from other systems

#

But yeah the reality is that old school hard draw distance fog is ugly Okay

#

And I almost certainly wouldn't have ended up liking it anyways heh

#

Also I was just thrown way the hell off by the absolutely god awful writing in the docs page on Fog

#

In the future if someone comes in similarly confused as I was, it will probably instantly clarify for them to just say "Stop trying to use fog to hide things in HDRP, that's not what it's for"

#

It's a (very, very pretty) visual enhancement, not a tool YEP

#

Now that I am not trying to use it to hide stuff and just using it to make the scene prettier, it's gorgeous YEP

#

And the height thing makes more sense

shrewd moon
hybrid holly
#

Oh I gotcha. I just mean earlier cloverme said people come in here confused about fog a lot, and I'd venture most of them are trying to use it to hide stuff rather than strictly as an image enhancement

#

If you are using it to make the scene pretty then it's fairly intuitive, my confusion was from trying to get it to do something it's not meant for SHRUG

#

And the messy ass docs heh

shrewd moon
#

Makes sense

hybrid holly
#

It's that push towards realism that makes it confusing. You read "fog" and after 30 years of games you think "view distance tool" but when HDRP says fog, they mean real ass fog

latent narwhal
#

i just put my project in hrdp to see if i could get the hdrp shaders but i very quickly realized that my computer cant handle it and i need to revert back to an older save or try and go back to urp

#

any help?

latent narwhal
#

Well i just need to revert to an older save or last save anyway so

misty portal
twilit swift
#

Why does Unity takes so long to import an unity package, like it's reimporting the whole project folder which is around 50-70GB 💀, what's the point of reimporting the whole folder?

delicate geyser
#

My skybox went black when I changed to hdrp from default what should I do?

shrewd moon
delicate geyser
#

Are these in lightning settings

shrewd moon
delicate geyser
shrewd moon
delicate geyser
shrewd moon
delicate geyser
#

Thanks

shrewd moon
#

HDRP has a lot of moving parts to understand

#

When I started out I found it useful to rely heavily on the sample scene and other stuff in the HDRP template project

#

Copying a lot of settings and assets over to my own scenes

fluid merlin
#

Anyone ever have to deal with like this weird hatching effect on a reflective surface? Here's a material on the terrain that has smoothness at 100% and a reflection probe. If you drop smoothness, the hatching goes away but so does the reflective surface. I've tried adjusting the material some but nothing seems to get rid of the reflective artifacts....
https://i.imgur.com/zSkLZpP.jpg

misty portal
#

is HDRP worth it for a stylized game? the performance loss is huge compared to urp

fluid merlin
shrewd moon
fluid merlin
shrewd moon
misty portal
shrewd moon
misty portal
#

and still has no fog where player is?

#

Is it an HDRP thing?

fluid merlin
misty portal
fluid merlin
# misty portal Maybe raycasting then using something on local fog volume shader?

Hard to say what it might be… if the fog parts as the player moves through it, it’s something very custom. You could build a system of dynamic local fog cubes around a player position, as the player moves toward a set of surrounding cubes, you could fade the fog in that cube, as other surrounding cubes fade in. Then like pool manage the fog cubes in an array around the player… you’d never move a cube, just fade it and out.

misty portal
#

With the V Rising update obviously comes the new zone but also now a reworked Cursed Forest, so today we'll be discussing that! I'll be going over when to enter, bosses you fight, mobs you encounter, points of interest, the curse, and resources! Hope you enjoy!

V Rising Reworked Cursed Forest GUIDE! Everything You Need To Know! by Redlaf

Be ...

▶ Play video
#

it has some raycasting

#

The hard is how to pass the result to fog

#

Maybe

#

a 2d texture

#

that it can sample on custom shader

fluid merlin
#

Yeah I’ve never seen Unity hdrp do true fog of war like that. There’s an asset that does it, but I haven’t used it so can’t say for sure

#

So many people come in here asking for it too… it someo Unity should add tbh.

shrewd moon
#

But there seems to be more going on than that

#

There's also another type of fog that's projected outward from the player's view against solid objects

misty portal
shrewd moon
#

For this I think they used some kind of custom system that implements raymarching to detect areas in 3D space that are occluded
https://youtu.be/hXYOlXVRRL8 Unity also made a tutorial about that topic just now

misty portal
misty portal
shrewd moon
# misty portal https://ncase.me/sight-and-light/

Raycasting tends to be used against 2D meshes, but it's too expensive in 3D because the number of rays would be orders of magnitude larger
So, raymarching against signed distance fields is used instead

misty portal
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But v-rising is "2d"

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From what i saw the fog is using player Y position only and not all y possibles

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When players jumps it updates

shrewd moon
# misty portal But v-rising is "2d"

The volumetrics seem to be 3D
Sometimes you can cut corners and calculate graphical effects using a 2D representation of the assets but this doesn't seem to be one of those cases

misty portal
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I see

shrewd moon
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The spherical falloff may be a "pillar" falloff just as well, making it 2D in a sense, but it doesn't change how the fog works really

misty portal
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My plan was to use a 2d raycast and create a 2d texture using player eye Y

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then pass that to custom shader (volumetric fog)

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and the shader ignore Y

shrewd moon
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That could work

misty portal
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project Y from 0 to 5

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I made it works with a "sphere" falloff

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Circle in 2d but infinite Y

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the only problem i had is

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On perfect topdown it is fine

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But camera can be between this fog and player if camera is tilted

shrewd moon
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Which could be simplified into a 2D circle falloff calculated in screen space

shrewd moon
fluid merlin
fluid merlin
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Well yeah, I meant it took them 7 years to deliver water in HDRP

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I hope in Amsterdam they announce the end of the 3 pipelines sooner than later... I think it's set them back in ways they didn't account for.

shrewd moon
shrewd moon
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The problem is it progressed too slowly
And then they were hit by mass layoffs

loud leaf
fluid merlin
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Trying to remember if LWRP became URP or if they existed together at some point...

jade coral
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I have two problems, one related to the game itself and one related to the editor

Since I cloned my sssd nvme of 256 to one of 1tb and swapped them I am getting really weird behaviors of the editor, like as you're seeing on the video, icons that do not load until I hover them and just general strange behaviors of the editor that before upgrading my SSD NVME I hadn't, and in general the editor is now more buggy

And the problem related to the game itself is that you can see flickering lights even if there are no lights, flickering skybox and camera sometimes flickering black.
(ps. The shaders of these materials gave me problems like "Undefined shadow area algorithm" and I put to all the passes of all the shaders that gave me that problem this #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH. I'm not experienced in shader programming so I just did copy & paste, tbh I don't even know what this pragma does

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like ehm wth is happening

hybrid holly
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What setting causes/fixes these noisy shadow edges?

shrewd moon
fluid merlin
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TAA has come a long way, it's quite better now.

hybrid holly
hybrid holly
# shrewd moon Lack of TAA

It looks like this has to be set on the camera, how do I apply it to the scene view camera as well (in editor) so I'm seeing the same thing? hmm

hybrid holly
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Heh, just alt-tabbed in to say I found it! Thanks though catkiss

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Absolutely no change in the effect

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The other AA modes also don't do anything to fix it hmm

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(Yes, always refresh is already on)

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This is just terrain btw

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But the issue appears on all shadows

shrewd moon
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So does it looks smooth through the scene camera despite this

hybrid holly
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Not sure what you mean. You're looking at it through the scene camera

shrewd moon
hybrid holly
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Oh lemme see

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Oh yeah it's fixed there

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So the scene view version doesn't work I guess hmm

shrewd moon
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No problem on my end
I don't think there's anything more to it than those two settings

hybrid holly
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Yeah absolutely nothing occurs when I change that scene view cam setting

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To any of the 3 AA options

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But it works in play mode so... whatever I guess Shrugeg

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I'm on 2022.3.7f1 LTS

shrewd moon
hybrid holly
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What I meant was that the camera settings for aliasing don't seem to apply

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For scene view camera in this version of unity hmm

shrewd moon
jade coral
shrewd moon
jade coral