#archived-hdrp

1 messages ¡ Page 9 of 1

jade coral
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infact, deleting library folder doesn't seem to help much

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Could the problem be related to the fact that i cloned my old ssd 256gb with a tool into my new 1tb ssd and maybe it corrupted something?

shrewd moon
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A proper reinstallation should fix corruption problems like that

jade coral
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cause i've never seen someone on the forum have the same problem as mine

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I might think that by cloning my ssd something changed idk

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because everything worked fine before

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I didn't even upgrade unity version after cloning

fossil nacelle
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Way to remove the 16 water source cap in hdrp?

meager holly
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It's kind of hard to get a screenshot from

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I get a lot of this noise/dithering on objects

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I've not been able to track it down

shrewd moon
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They're not a problem unless you have soft shadows where they don't have a rational reason for being

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Make sure light source size/diameter isn't larger than it's meant to be , and check shadow bias values if problems persist

meager holly
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And that shot is captured on runtime with TAA

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I'll make sure check the bias settings though

shrewd moon
meager holly
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Alright I'll investigate

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Thanks for your insight once again!

misty portal
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Do you know to do that?

shrewd moon
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If it needs to be rotated in some way I might check out the math for a cylinder SDF

misty portal
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Do you mean a 3d sdf?

shrewd moon
misty portal
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// arbitrary orientation
float sdCylinder(vec3 p, vec3 a, vec3 b, float r)
{
vec3 pa = p - a;
vec3 ba = b - a;
float baba = dot(ba,ba);
float paba = dot(pa,ba);

float x = length(pa*baba-ba*paba) - r*baba;
float y = abs(paba-baba*0.5)-baba*0.5;
float x2 = x*x;
float y2 = y*y*baba;
float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0));
return sign(d)*sqrt(abs(d))/baba;

}

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maybe that

distant hazel
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does anyone know if the drawrenderers pass works with ui?

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i'm trying to render some ui elements to an rt and it does not show up in the rendering debugger

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but it does work for 3d objects

hardy spear
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im trying to get HDRP to run properly, buit after 4 hours of trying i am at my breaking point. Maybe someone in here can help me why my world looks like this.

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these are my onscene volume settings

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i dont know why i dont get a proper ambient lighting and why my floor is yellow when it should be grey.

shrewd moon
hardy spear
hardy spear
shrewd moon
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My guess is the problem is with sky intensity and lack of Exposure

hardy spear
shrewd moon
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I hope you made a backup before upgrading

hardy spear
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okay, taking the settings from the sample scene into my scene improved it a little. I got rid of the yellow tint on the floor. But i still have no ambient light

hardy spear
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the thing i wanted to get rid of is the completly black backside of my objects. But somehow HDRP is a lot bigger than i tought and im completly overwhelemed with the amount of possibilities.

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when i disable my directional light, i get a completly black scene again without any ambient light from the volume. Sad.

shrewd moon
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Unless you're sure there's viable reflections in it, I'd try the gradient sky instead

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And note that the intensity of every light source, including ambient, are relative to exposure

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HDRP expects you to have an understanding of industry standard physically based lighting to begin with

hardy spear
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i guess you figured out my problem

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this is with a gradient sky ...

hardy spear
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you helped me a lot figuring out where i was being wrong. Thank you @shrewd moon will read up on the whole rendering thing again to get a proper grasp before continuing

shrewd moon
hardy spear
misty portal
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Why do HDRP fog moves

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with player?

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Local volumetric fog (idle)

misty portal
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What is this circular pattern?

fluid merlin
# misty portal What is this circular pattern?

Yeah, I've seen that radial pattern as well with local fog. You can reduce it by setting your fog quality to high and adjusting the Slice Distribution in the Fog override in the global volume for the scene.

sudden magnet
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hello

jade coral
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is someone there that could help me to fix a few problems that a few shaders are giving me? I'm on HDRP

misty portal
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Looks like using HDRP fog is not viable

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Fog is the worst thing on HDRP

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i have a lot of problems with that

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Do i need terrain for fog to work?

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Maybe custom shaders interact badly that it?

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(shader graph)

fluid merlin
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Still fighting with fog eh? Sorry to hear that... Yeah I think like, maybe fog for unity was mostly intended to give a scene some light atmosphere with very sparse fog for godrays with volumetric enabled lights. I only see the radials appear when like fog density is set to 1 or lower. But yeah, I mean artifacts with the fog pop up here and there with other things.

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As soon as I feel like I'm fighting the game engine to do something, I usually just pick something else as a workaround.

misty portal
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But v-rising can have good fog

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I tried a lot of fogs assets

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boxophobic

fluid merlin
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was that done in Unity?

misty portal
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v-rising is using unity hdrp

fluid merlin
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Try reaching out to the dev... you might get a response from them on how they did their fog.

misty portal
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they have a good and cool

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fog

misty portal
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They won`t help

unique coyote
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Hey does anyone had a scene that was all pink but main menu was fine after you build it?

grim portal
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Hello!

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I am having trouble with real time RTGI

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Can someone help?

loud leaf
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What's the problem?

open tree
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I am making a fullscreen material which needs scene depth. I am using HD scene depth node but the problem is transparent objects aren't in the depth texture. I thought "transparent depth postpass" is for that, so I enabled transparent depth postpass in transparent shaders but still they are missing. Any idea?

distant hazel
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And in the quality asset too if it's disabled there

dire sail
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Hi! I am having a weird issue, I am trying to render a cubemap in 360 of an static scene, in a hdrp project, but it renders with a weird artifact:

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two of the faces of the cubemap create a weird border and I am not sure how to get rid of it; i had no luck searching online since I couldnt find anyone with the same issue

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and I tweked a bit the camera parameters with no luck also. Everywhere I look seems to work fine

scarlet hull
dire sail
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makes sense, i'll try it out

dire sail
open tree
distant hazel
open tree
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@distant hazel HDRP global settings and quality settings(currently using preset) right?

distant hazel
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Yeah

open tree
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yes it is on

distant hazel
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Hm, you can try checking if the pass is present in the rendering debugger

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I meant the frame debugger

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Not sure if the rendering debugger would show that

open tree
distant hazel
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Ugh, idk, try enabling it in every asset you can find until it works 👍

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Also check custom frame settings on the camera, maybe you disabled it by accident

open tree
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this is what I want, I am getting this when I set the water surface to opaque. But when transparent I am getting the 2nd image,

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when depth post pass is on for water, I am supposed to get the result as opaque one right? Just using HD scene depth?

distant hazel
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Should work with hdscenedepth I think

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Is depth write set in the material?

open tree
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yes

full steeple
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why each time i want to save a shader i get this thingy, its eating my time. 30 minutes shader work 30 minutes of simply waiting. i have a fairly high end pc so i'd guess its not the pc?

open tree
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@distant hazel solved it!! found this on github

distant hazel
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What an amazing engine

zinc spoke
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What would be the best way to make ground fog?

topaz ravine
# zinc spoke What would be the best way to make ground fog?

personnally I choose to tweak the volumetric fog setting, In the GlobalFog, use volumetric you will be able to find that there is a BaseHeight and a Max height paremeters, so if you want to try and have the fog from 0 as BaseHeights to 10 meter as MaxHeigh, you will have a dense fog on the ground (in all the scene), the second solution, still using volumetric, Is to use a LocalFog (Create>GameObject>LocalFog), you will basically able to do the same everywhere you need by tweaking the Border Blending Y value of the volume, to create a fade in the height (y)axe.

A technique that is making way now, is to use terrain's height texture and localVolumetric as shadermode to create like a dense vapor effect sticking to the ground, adding some wind etc, it is the AAA solution

topaz sphinx
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How do I make Canvas/World Space light up, emit light, or simply unshaded? I'm creating 3D model of smartphone and wanted to import them to unity and make them show things and light up. FYUH, very hard to form that sentence.

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this doesn't light up like real phone. (please excuse my obnoxious blur effect)

topaz ravine
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ah for a bright UI, stick using a Unlit shader, you will have to bring some emissive to it, do you ShaderGraph a little?

topaz sphinx
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I just learned shader graph using built in pipeline last week, only know a little, mostly only modifying texture on UI/Image file. This project is using HDRP.

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where do I put the shader?

topaz ravine
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do you use TextMeshPro? in HDRP there HDR color picker that you can drag up for brillance.

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making a gif for you

topaz sphinx
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Yes I'm using TextMeshPro.

topaz ravine
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cool perfect, wait the gif

topaz sphinx
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Eh by "using" I mean, the project is using text mesh pro but this phone object doesn't. It's a Canvas and set to World Space. And inside, there are multiple images, with scrolling UI.

topaz ravine
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ah yes ok so lets do the text before, then for image you'll need a shader graph unfortunatly, here you find the HDR color for text

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ok for your image now, create an Unlit hdrp material in your asset

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fom shaderGraph you should be able to create with few node a stuff like this :

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adding a multiply in the end (before base color) will allow you to use "hdr" color

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the plug it into emission

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because this exemple is URP it don't show any emissive, but you will have an emission port on the master node, you may have to enable alphaclipping, once you done create a material and assign as material in the Image component

topaz sphinx
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my understanding of applying shader is like this. but this doesn't play well with image that use masking

topaz ravine
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use opaque so

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And to add some scrolling it is like this (here i use time, so it scroll always,but ofc you can script to control this instead)

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ah yes canvas mask may not work as it, you may need to use one as texture to hide the infinite bottom

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to combine two alpha texture, use add node, then plug that into the alpha of the master, you should be fine

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I love create river using the Water system now, it is freaking good and fast to setup, look this is in my scene view, I need to work more on wave and flow map but physics working, each physics object are taken by the speed of the flow (even my Ragdoooll system haha)

topaz sphinx
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hmm looks like I'm not ready for this yet, very complicated ahaha. I'll try to slowly figure it out today. Thank you for your assistance.

topaz ravine
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@topaz sphinx ah, hope this kind of stuff can help you : https://www.youtube.com/watch?v=Nbvqi8cfnrc

Tutorial about using a Shader graph material to render on a UI image and a number of errors and bugs you might have when doing so.

the bugs/errors are:

  1. The ui image with a material does not render and appear as a black rectangle.
  2. the second one is about this error: "Material doesn't have texture property '_MainTex'".

00:00 - Intro
00:09 ...

▶ Play video
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i guess you can start by looking 2-3 video as everyone do his own way regarding UI in hdrp ^^

topaz sphinx
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I figured out how to mask with that tutorial, hmm, but I have no idea how to... move my masking texture up and down.
I saw some tutorial using Panner but it... doesn't exist.
found one using tiling and offset. Now I just need to make it emit light.

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the cut is still wrong but ill fix it later after I found how to make it light up. Like a real phone.
it is done!!

tepid kite
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I am missing the render type 'overlay' on my camera. I'm pretty new to all this rendering stuff. How do go about fixing that so i can do some camera stacking?

twilit swift
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Hi, so I have a 100GB HDRP project, and it takes around 8 days to make a single backup, anyone knows a way to make backups fast and easy? I only have 400GB left on my 4TB backup hard drive.

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300GB left now*

fluid merlin
# twilit swift Hi, so I have a 100GB HDRP project, and it takes around 8 days to make a single ...

I live in a rural area with no broadband so I can't use cloud backups, so I feel your pain. I have to make multiple local backups and move one offsite weekly. I do incrementals at night to a local second physical ssd drive. Then weekly, a full backup goes to an external 12tb drive, which gets rotated out with a second that goes offsite. I use macrium reflect, but use whatever works best for you.
If you're just making a copy of your project folder, you can use winrar with compression and splitting. It compresses my projects about 50% of their size on a manual backup copy.

twilit swift
fluid merlin
shrewd moon
fluid merlin
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Sadly HDRP only looks good if you use 4k textures... those add up.... especially when you have 20-30 different characters and a dozen different scenes with multiple types... City, Forest, Desert, etc...

shrewd moon
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I've seen people often forget how much it can increase detail without having to rely on high resolution textures

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Or just aren't familiar with what it can do

fluid merlin
shrewd moon
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Hmm I doubt the player will see the benefit of all those megabytes in the vram
Unless they're snuggling up very close

fluid merlin
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Well, if unity had a character workflow pipeline... janewaycoffee

shrewd moon
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Detail mapping should be used for any spot on the material that has fine, repeatable detail

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You often see it demoed for skin but it works with any material just as well

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Basically when looking up close, the material seamlessly blends to reveal the detail mapping according to detail mask, which affects normals as well

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Fabrics especially benefit from it since they have a lot of generic repeating patterns
And you can use the mask texture to not draw the detail on seams or other parts where the pattern should not be

fluid merlin
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keep in mind these are ondisk numbers, not the crunch compression #'s

shrewd moon
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If the material is well suited for it, you can get more visual detail with a 2K main texture + 1K detail texture versus just a 4K main texture
But the drawback is that materials with a lot of variance in the surface patterns can't be detail mapped well
Iirc HDRP Lit doesn't support more than one set of detail maps
Or maybe that was just URP?

shrewd moon
fluid merlin
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Yeah that's true.... but that's sort of the problem with HDRP through, the more you downsample, you have to keep the camera at distance. Put this girl in a rifle scope and well if you're at 1k she turns into pixel city. Which is then my pet peve with HDRP, why even bother making a game in HDRP if you're constantly having to squash things down so much the efficacy of it is lost. That's what ticks me off the most with low poly and low res.... I should have just stayed in built-in renderer at that point

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The game itself ends up being about 70gb build... so 10% of what the project is

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Memory, depending on a scene ends up being about 2gb - 4gb ish

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Fps is about 120-150ish

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Which goes back to tools... sure Unity gives you crunch compression, but do they give you a tool to go through your project and crunch down every compatible texture to 60% with a report at the end? Nope... yeah you get a build report and you can flag the largest textures.

fluid merlin
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Same with coat and bent normal...

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Which reminds me... is there a faster way to create the Mask Map when importing standard PBR textures. What i've been doing is creating a material, setting it to standard, plug in the textures, then using the HDRP wizard to convert it to HDRP Lit with the wizard, which creates the Mask Map

topaz ravine
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even with with the wrinkle set included

fluid merlin
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Interesting… I think for enemies they used the hdrp skin shader but I could be wrong.

shrewd moon
shrewd moon
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I make PBR materials in blender, so I have a setup in there with its compositor that I use to assign the textures directly from the bake into a mask map output

fluid merlin
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I see, yeah I tend to use models that I don't make and then import them, then convert.

sour scroll
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ive got an issue with my water shader

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the intersection foam is supposed to be completely white

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i think my blend setup is at fault

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my goal is to leave the base intact, and simply place the overlay on top

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and if any blend, have the OVERLAY change only, not the base

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the shader vars look like this

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with blend set to 0 the water looks normal

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also LOD issues

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ok linearburn seems to give the best results but the LOD is a problem, and the piece of wood has inverted color or soemthing

twilit swift
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@sour scroll Unity 2022 has pretty nice water by default.

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Someone knows why does it take so long to copy the .umbrachache files? This is taking up to 5 days, when it's just 2GB of data or less (1,7GB rn).

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For some reason the speed is around 2,60-3,73KB/s.

topaz ravine
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if it's library stuff, don't copy them, should not break the project

twilit swift
topaz ravine
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I guess, but it's a long since I havn't bake anything, it is the files that get generating by baking, like temp stuff, that can spare you some time on the next bake

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I am not 100% sure of my affirmation btw

twilit swift
topaz ravine
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dunno really

twilit swift
topaz ravine
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it won't matter if you don't copy that yes, as I said, it would help only if do a bake later, it might just take longer to bake the next one is no umbracach

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I do not copy my library folder when I clone/move the project, i always delete this and Temp

fluid merlin
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Using it on an openworld scene isn't recommended, if that's what you have. It's also going to kill your memory footprint if your baked occlusion is large.

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Unity hasn't reworked Umbra in like a decade, so it's a massive underperforming mess. There's rumors of a new version in the works that supposed to use ECS, but no idea when that will be.

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The current approach is more along the lines of combining meshes to reduce batches along with LODs to reduce CPU/GPU bounds, along with reducing the far clipping plane.

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Depends on your game though and what works. Umbra was more less design for lowpoly stylized games before the render pipelines split.

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Another possible approach depending on your game, would be to use something that does hi-z culling with instanced indirect rendering. So for example, an asteroid field with 300k asteroids. Umbra would generate like a 2gb cache and slow fps down to like 20... but you could do it with Hi-z/Instanced Indr with no overhead and get like 100fps... etc.

sour scroll
twilit swift
twilit swift
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Maybe you haven't set it up correctly.

sour scroll
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im making my own

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my goal isnt realism or any of that, its for a style

fluid merlin
sour scroll
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well not new

sour scroll
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i can see it snap from one quality to another

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on the left particularly, it goes thick to thin

fluid merlin
# twilit swift Damn, do you know any?

If you have a lot of the same instances of gameobjects like rocks or bricks, etc try “Gpu instancer” for trees and grass, “nature renderer” for combining meshes like buildings made of 20-30 gameobjects, “mesh combine studio 2”.

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These offset baked occlusion by cutting down batches and offsetting CPU bound resources, offloading to the GPU.

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LODs can be helpful as well… I often find LODs to be off putting though because of “popping”. Unity has a new LOD handler, but I haven’t tried it, it’s supposed to smooth the transitions.

twilit swift
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Unity default water foam is not working.

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Do I need to set something extra?

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I just enabled it in the simulation tab.

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Also how can I change the amplitude of the waves? I can only set it between two values.

minor depot
thick bane
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hello everyone, moved to HDRP recently and i got an issue when a moving object... leaves trace of himself, kinda? i don't know how to put it but character's shoulder can be seen in front of the ground
how can this be fixed?

shrewd moon
nova flare
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Hi all - has anyone noticed some stuttering when using HDRP in dx12? I never paid attention to it until recent dive into first person character controller running on DOTS and after adding DXR im getting crazy stutters on an insane machine

nova flare
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just siwtched from dx12 to dx11 and the stuttering is gone

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going to try the latest beta to see if that was the issue
*unfortunately the stutters are back

nova flare
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looks like its only in the editor!@

sour scroll
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hy hdrp shader has issues iwth textures being a bit blurry

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even small ones are super pixellated

upbeat carbon
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Hey guys I have a problem that when ever I create a hdrp sample my unity creates multiple view Windows all black and for a split second the console appears and gives me a shader warning can anybody help with this?

fluid merlin
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@upbeat carbon Are you using an LTS version of Unity?

upbeat carbon
fluid merlin
# upbeat carbon Both version it does it

I've never seen that before. In earlier versions of the editor I've had it go wonky but resetting the layout would fix it. My guess is that you have some underlying compatibility issue. Have you looked at the Editor log?

indigo robin
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what is the point of the hdrp example terrain? it runs at like 35-50 fps on my 3070

inner palm
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does anybody know a way to tie the water simulation to game time? I can see the time multiplier, but the issue is that when I try to record using the built-in recorder the water simulates ignoring the frame rate of the application. So if I try to record at 60fps and runtime playback is only 2fps the water appears to be skipping like crazy in the video

scarlet hull
# inner palm does anybody know a way to tie the water simulation to game time? I can see the ...

What unity version are you using ? This issue has been fixed with 2022.2.12f1, 2023.1.0b9, 2023.2.0a4 : https://issuetracker.unity3d.com/issues/hdrp-water-simulation-speed-in-dependent-on-framerate-with-the-recorder

unkempt dove
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Hi, im new in the hdrp (and in unity in general) and i was wondering how can i make shadows looks more black, cuz it has like a blue tint

meager holly
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You have to put a reflection probe inside and bake it, make sure all walls and ceilings are set to static

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Figured since soft shadows are an HDRP thing I might ask here

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When I use any radius higher than 0 I get these artifacts showing up with shadow filtering high

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This makes soft shadows unusable

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The bigger the radius, the bigger the seams get

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Bias settings don't make a difference

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I must be missing something, right?

unkempt dove
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i spent 2 hours trying to fix it + u also fixed me some baking problems

honest cypress
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Unity 2022 LTS, HDRP, probe volumes + SSGI, volumetric fog. 90-100 FPS on an rtx 4080 at 4K in playmode.

minor depot
# meager holly

That looks a lot like a bug honestly, but I only ever use PCSS shadows on the directional light, so I'm not sure what to suggest

meager holly
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@shrewd moon you know a lot about this stuff, praying you've seen this before... been googling for days

shrewd moon
meager holly
shrewd moon
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Or further test by exporting parts of the scene with the lights from one to the other to see if the problem moves with it

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Process of elimination

meager holly
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Yeah that sounds like a good idea

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I'll do that and report back

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Thanks for letting me pick your brain

zealous yarrow
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I'm a little bit confused on CottonWool shader and could use some explaining.
This is the material on Lit shader and it looks normal:

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But this is that I get with CottonWool

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It's a bit too shiny

hidden heath
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hello, is anyone how a problem where HDRP use 99-100% of GPU?
in editor and build
It doesn't matter if the players has GTX1070 or RTX4070 it always used 99-100% of GPU

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I even turn texture to 256Kb -.- turn off lighting, post processing

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Unity 2021.3.28f1

long scarab
hidden heath
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we have 120fps and vsync on

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this is one of the scene, it seems fine

zealous yarrow
long scarab
loud leaf
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If you're turning off specular contribution then there is no point in using any shader like the cotton wool, try baking lighting + reflection probe

zealous yarrow
loud leaf
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That's fine, it's in Window -> Rendering -> Lighting, but I recommend watching a tutorial to correctly set it up. Basically what the shader does is try to give an approximation (so it works in real time) of the light absorption/reflectance of cotton wool, but that (outgoing light, what you see) is only part of the equation. It also needs to have the incoming light correctly, which you achieve by baking ("offline" ray tracing) the environment.

zealous yarrow
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I don't seem to find this one here "specular contribution"

long scarab
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The cotton wool shader has some other nice properties; which you could of course build into a shader graph easily (thread map, fuzz map)

inner palm
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thanks for letting me know

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i assumed it wasn’t a glitch

shrewd moon
# zealous yarrow But this is that I get with CottonWool

Are your smoothness settings correct and does the reflection probe have sensible reflections?
I see odwn there is a "thread smoothness" which is much higher than your texture smoothness values
Maybe the shader has even more smoothness variables

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If your environment is pure blazing white, then any material with any smoothness at all will reflect that very steeply

zealous yarrow
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Also I don't have a thread material for thih particular one which also isn't the issue because I tried with a thread material and also nothing changed

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Don't know where to look cause I don't really have much experiance in HDRP

long scarab
zealous yarrow
meager holly
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Even on a new project this is an issue

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Am I just not doing it correctly?

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I can't imagine this is what unity sees as acceptable artifacts for using soft shadows

shrewd moon
meager holly
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I just started one without sample scene but let me check the one with sample real quick

meager holly
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Same issues in a fresh new project with sample scene

shrewd moon
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Which editor / HDRP version?

meager holly
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I've googled so hard and see no one else complain about it

meager holly
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I also just checked it on an older editor version and it is also present on 2020.3.48f1 with HDRP 10.10.1

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Checked on each with a fresh project with sample scene and without

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It's not even a static artifact, it flickers too

meager holly
minor depot
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Nothing left but to report a bug the way I see it

shrewd moon
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I don't recall seeing this on any of my projects and I've had many in HDRP new and old, very strange

meager holly
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Shadow filtering high > point light radius 0.2 with shadows enabled

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I've had other hdrp projects in the past and I can't recall this either

shrewd moon
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It's fine until 0.1 but beyond that pretty awful

meager holly
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Even on 0.1 you can already start to see it

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But thank you ❤️

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I'm creating a post on unity forums about it

shrewd moon
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Radius 1

meager holly
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Yeah the higher you set it the weirder it gets

shrewd moon
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Occurs on 2021.3. and 2023.2. just the same

meager holly
#

The seams on the realtime light map just split hard

#

But yeah as you can see in my use case that is an issue

#

I have a light source that would naturally need a higher radius to be realistic

#

And I'm not even talking very high either

#

judging by eye that's probably .2

#

in terms of size in unity units

#

So frustrating

#

Unity forums seem pretty dead, but shooting my shot there too

minor depot
twilit swift
#

Hi, how can I fix the lights? They started flickering when I opened the project yesterday and I have no idea how to fix it, it's happening with all the lights in all my HDRP 2022 projects, lights and shadows flicker.

#

I tough It could be the amount of lights in scene but in the other projects I don't have much lights and keeps happening, this scene was working just fine a week ago or so.

scarlet hull
#
  • the per tile/cluster does also count reflection probes
twilit swift
#

But I have scenes with only 5 and keeps happening, as said the number of lights wasn't a problem before, this happened after upgrading from 2020 to 2022.

scarlet hull
twilit swift
twilit swift
#

Also why does this happen when I select different lights?

scarlet hull
#

I really have the feeling that some upgrading step failed.

#

Does it also occur in new scenes in the same project ?

twilit swift
scarlet hull
#

oh wow.

Hum, might be worth trying a full reimport of the project, either with "reimport all" from the context menu, or close the project and delete the library folder.

twilit swift
scarlet hull
#

Yes, it is a temporary folder that Unity generates

#

But do it with the project closed

#

iirc, doing "reimport all" does the same

twilit swift
scarlet hull
#

yep

twilit swift
#

once it's done*

meager holly
twilit swift
meager holly
#

I think so

#

I'm working in 2022 currently and notice it all the time when working with the lights

scarlet hull
#

Did I miss the sentence where it was said that it happens when lights are selected ?

inner palm
digital spire
#

I'm currently implementing custom pass effect by using hdrp custom color and depth buffer.
Eg, i render object in specific layer to 'custom color' and use that as a mask for my other full screen effect.
My question is, if some effect or plugin in the future decide to also write to this custom color buffer, this will also affect my full screen effect right?

minor depot
#

Come to think of it, you could also use the different color channels or even some bit magic to store a lot of different effects in the same texture

digital spire
minor depot
steel roost
#

I have these 6 massive render textures (VBufferHistory0, VBufferHistory1, VBufferLighting, and VBufferDensity etc) when memory profiling, it's over 2GBs of Render Textures which is really strange. Is this normal for HDRP? Anyone know where to look or what settings to tweak to get these to a lower size?

Image of memory profiler
https://gyazo.com/9b765dac8a2534da2334a0ed79ec3e7a

inner palm
#

to be more specific

#

what I'm doing is using the unity recorder

#

im trying to use unity as a film engine kinda

#

because its what im most farmiliar with

#

so im recording in prores format and its extremely slow but it spits out high quality

#

problem is, the water is still simulating in real time

#

which i suppose wouild make sense for a real time game but in my application I need it to move with the game time

#

so does anybody know how I would make the water simulate in game time instead of unscaled time

#

quick scan through the hdrp manual didnt return any useful information

#

i was kinda assuming that the code would be super complicated and difficult to follow or something lmfao

#

this is in the HDRenderPipeline.WaterSystem.Simulation.cs script

#

only problem is that it's in the HDRP package itself

#

is there a way to override it in another script 🤔

#

if I could just change it from Time.realtimeSinceStartup

#

if it's really that simple why wouldn't they just give us a dropdown to chose which time the water simulates on then

#

idk this might be a question I need to move into the code channels

#

i cant do something like this cos the class is an internal class

#

the unga bunga caveman solution would be to just copy all of the code and just change the names or the namespace or whatever

#

man thats so frustrating cos if it was public I would know how to fix this I think

#

okay im moving to the code channel

digital spire
#

using reflection if you can't access it.

swift pawn
#

Hello. Is Unity's raytracing functional on RDNA 2/3? I've tried using it on 2023.2b10 as well as 2022.3.1f1 with an older project and a fresh/bare one. Every time I add a mesh renderer to the scene when a raytracing volume is enabled, Unity seems to cause a driver crash. Using a fresh Windows 11 and a 7800 XT with the latest drivers. Tried looking up the issue, but Google showed nothing remotely related to this. 🤷‍♂️

digital spire
#

Interesting work has landed

swift pawn
eternal laurel
inner palm
minor depot
#

That alongside the coreCLR runtime could be what finally solves Unity's lingering performance issues (Especially in HDRP)

eternal laurel
#

Btw any news on when coreCLR is coming?

minor depot
pliant cedar
#

Hello! I'm trying to track down what might be preventing fog volumes from rendering in HDRP. Does anyone know what might be going on here?

pliant cedar
#

Got it! I found a global volume in the scene with Volumetric Fog disabled.

swift pawn
digital spire
#

And main camera frame setting is what affect game view

eternal laurel
#

Anyone managed to test the gpu driven stuff from the repo? Latest 2023.3 seems to be missing a GPUDrivenProcessor define, looks like it should come from the engine side

minor depot
#

Might take a bit for changes to land

eternal laurel
signal totem
#

Hi, ive been wondering
is there any performant way of implementing 2 cameras with one being an overlay with the 3D object in front ot others?

#

or better said the same thing as camera stacking in URP?

signal totem
#

Graphics compositor darkens my entire image unless i disable PostFX

scarlet hull
#

But post processing will still stack up

signal totem
#

Yeah im trying to find a way to stop postfx doubling

scarlet hull
#

The only other way to do it is to render that camera to a texture, and display that texture in a fullscreen UI

#

That ways postfx won't stack

signal totem
#

Ill try that and see how it is thank you

signal totem
scarlet hull
terse basalt
#

why do my clouds look like this under them when the sun is low please?

#

like they look nice from the top, but not the bottom

scarlet hull
terse basalt
#

yeah

#

when I lower the shape factor so the clouds cover more, they just go crazy

scarlet hull
#

I have honestly no clue, I've just tried on my side and it works ... Might be worth sending a bug report with your project and machine specifications

terse basalt
#

lemme see if I can recreate in a new project

#

I can't, idk what happened to my project then lol

scarlet hull
#

Well, at least now you know it is a project setting messing up somewhere

terse basalt
#

yeah

#

well thanks anyway, and sorry

scarlet hull
#

No pb !
Try to isolate the issue in you project : create a new quality level with a brand new HDRP asset.
If it doesn't fix it, it may be the frame settings

terse basalt
#

well started disabling some post procesing stuff and ended up being that the ground color in the hysically based sky was too dark

#

also is there a way to make the clouds look...better...?

#

like I've seen some games made with unity with clouds like these, but mine look a lot less "sharp" to say it like that

minor depot
terse basalt
#

later versions is later than this one please?

#

because in this version I see the "micro erosion scale" but doesn't really do much imo

#

maybe it's just that idk how to use it properly tho

minor depot
#

I'm not sure exactly, I know for a fact it exists in the 2023.2 beta

empty stag
#

im not smart at all tbh, hdrp project, i have no idea what happened

#

any1 kno the fix

#

looks fine in scene, but game is all messed

terse basalt
empty stag
#

set to none

#

changing it to sky fixed it

terse basalt
#

that's why

empty stag
#

whoopsies

#

thanks man

terse basalt
#

np haha

signal totem
minor depot
#

Like out of bounds in portal

twilit swift
#

Why do things don't work correctly in Unity 2022.3.7f1? Like for example when I select something components won't show there, or info.

When I select a file in the Project tab things won't show, for any kind of file.

Same for in-game objects (from the hierarchy).

terse basalt
#

Hi. Does anyone know if it is even possible to make fog and everything related to it similar to the first picture please? Like, I can't get anywhere near that and I just don't know what am I doing wrong (second pic)

safe cobalt
#

oh damn the clouds looks pretty sweet. May need to launch me some hdrp and try them out

waxen forge
#

Someone used Compositor in HDRP to make camera stack? I need to my fps game, i need the weapon to be in front of other objects in separated layer

eternal laurel
waxen forge
eternal laurel
loud leaf
eternal laurel
harsh sable
#

what could be causing this significant blurring of my skybox and sprites that are in front of it? I don't have DoF enabled or any full screen shaders.

scarlet hull
haughty coral
#

A new HDRP project in Unity 2023.1.5f1. There is some problem with shadows that are casted on character as you can see. The shadow of character on th eground seems fine. Everything was fine in URP as well. ANy idea what might be causing it?

remote forge
loud leaf
#

The renderer is affecting or is affected by real time global illumination

I wonder if this also affects screen space effects, like real time ray tracing. I'm building a real time path tracer and am wondering if this will bring any performance improvements (since I still need a lot of rasterized data). It's a lot of code to port to 2023.3 , currently. 🤔

remote forge
#

This won't do much / anything for ray tracing unfortunatly 😦 sorry

loud leaf
#

I'm not always traversal bound so I'll give it a try. Can this give a speedup for real time reflection probes too?

#

If not, is that something that could be done in the future? Unfortunately time slicing is too slow (as in, it does not update fast enough) for my use case.

twilit swift
#

How can I get more than 8 terrain layers?

fluid merlin
#

"Up to 32 textures on one terrain in a single pass, or 256 with the 256 texture module"

twilit swift
#

Can I still use the old terrain tools?

fluid merlin
#

I didn't have any issues, but YMMV, just experiment in a separate project

#

One of the things I liked about it is you can also rotate the texture too

fluid merlin
#

looks like its on sale or free right now... PES_SadShrug

twilit swift
#

Bruh, $20 for HDRP 2019 support 💀.

fluid merlin
twilit swift
dawn sorrel
#

How can I make these visual glitching pixel blocky things go away? They only appear when I add lots of lights to the scene. New to unity and game dev

Using HDRP

twilit swift
#

I need help, Unity crashes when I try to bake occlusion culling with my terrain active, but if I deactivate the terrain the occlusion bake work. The thing is that if I activate the terrain after the bake is done Unity crashes and occlusion data dissappears. What can I do? I've "reimported all" this project several times for different reasons and errors, but never got this issue, terrains always worked just fine with occlusion culling.

fluid merlin
topaz ravine
#

@twilit swift try to set your terrain as occludee only, occluder is not worth it anyway

haughty coral
#

Does somebody has an idea which setting is causing my exposure to sky rocket when I look at a bunch of black particles?

shrewd moon
haughty coral
shrewd moon
#

I'd first try to use a less dark material
For example there's the option to use exposure independent emission values on HDRP lit material

#

This might allow you to stop the material from consuming all the light by making it a very dim grey

#

And/or try different automatic exposure methods and metering modes

haughty coral
#

Either way I will probably spend a good share of time playing with different hdrp settings, but its good to know that there are few solutions for that, thanks

twilit swift
topaz ravine
#

@twilit swift No! occludee only will produce optimisation for your terrrain a little bit like a frustrum culling effect, so you'll still gain, it's true that this terrain won't discard any geometry behind his vertices because he can't be "occluder" but this not that bad : it is more worth it to have the lightest culling data possible for such large objects, too much big occlusion data will stress your cpu and create bottleneck situation for your gpu too, i just took this short video showing the fustrum effect of an "occludee only" terrain and very large (lightweight) parameters.
in this exemple nothing is tag as occluder in this scene and my culling data are less than 50Kb :), anyway for usual gameobjects (no terrain) you will have to put some trust in the SrpBatcher to load in your Gbuffer, so other object can be occludee only too.

harsh surge
#

I created a volume where I added the Visual Environment component and HDRI Sky. How can I disable the indirect light from the skybox?
My game is mostly indoors with some windows to the outside. But since many situations are supposed to be dark, the skybox light is inappropriate.
I saw the intensity mode on the HDRI Sky component. But if you reduce the number, the whole skybox becomes darker. I only want to remove the light.

loud leaf
#

You can either tweak the settings in the indirect lighting controller volume override, or bake lighting + reflection probes.

harsh surge
#

wow that was easy 😄

#

thanks!

orchid moon
#

Hey guys, I downloaded a project from git and imported it into unity, but the only thing I got grey view in editor window. All works fine in a local copy, but one I imported project into unity, I cannot find the solution for this. The object and all is in the scene, its just the editor view is grey and game view is black. have you faced this issue alredy?

#

Also the issue seems to exist only in shaded,wireframe and shaded wireframe modes, as other ones work fine

sullen sigil
#

How do I fix this texture issue?

#

I'm trying to make a radial pattern of bricks but the only way to do that is to get bricks and put it on a sphere, or to have a texture that's radial which I have been unable to find

#

^ with normals and everything at least

#

so it gets this weird lighting

shrewd moon
waxen lantern
# sullen sigil How do I fix this texture issue?

yeah, similar to what spazi is saying, this is typically something you'd solve upstream by using a simple circle mesh with a regular triangle tessellation topology like a grid, not a mesh that shares a bunch of vertices at the center point.

first of all squashing a sphere into a circle will cause many problems, and even if you wanted a sphere, these mercator projection meshes always cause issues with texture and uv coords at the center / poles aka "the butt holes".

we see these meshes / tex coords often because it's a common projection used on things like 2d maps of the globe so it's easy for beginners to map spheres, but it's actually a very poor choice for 3d graphics with the distortion issues --there's very few reasons to use this mesh topology.

unlike what spazi is saying, making the uv tex coords circular / radial can be very tricky and cause similar problems, i think it's better in this case to have regularly spaced vertices, simple ortho projection uv coords, and just generate or modify the brick textures yourself with something like blender, substance designer, photoshop, houdini, etc.

we generally want the bricks to be the same size, we want a lot of bricks on the outside row but we don't want the same number of bricks on the outside row. we want fewer and fewer bricks on each row towards the center ring.

there is of course some way to do this using only unity with a procedural c# scripts and / or shader graph and render textures that you save/export as a texture asset. but it could be a lot more trouble than using the more common workflows / tools for this.

#

@sullen sigil here's some examples with substance and blender:
https://youtu.be/M2zJTEqoG8g
https://youtu.be/c2wMa4ZdTCY
https://youtu.be/tW2RoVkHib0

In the sixth part of my full-process series we will be making a procedural, seamless mossy radial cobblestone PBR Material / Texture in Substance Designer for the base of our medieval well.

Video playback speed at 0.25 = realtime.

Get the .SBS file, .SBSAR file and 4k maps at:
https://artstn.co/m/y1X8G
https://gum.co/FcypK

Free 1k resolution...

▶ Play video

Full tutorial and all the original scene files on my Patreon page:
https://www.patreon.com/posts/42284281
Or...
You can get it in my Gumroad page:
https://gum.co/aQHNR

In this video I'll show you how to make a Stylized Ground with Circular Pattern material in Substance Designer.

Follow me:
Artstation: https://www.artstation.com/ninashaw
Behan...

▶ Play video

How to very quickly make a decent-looking wall/floor made of bricks.

▶ Play video
shrewd moon
full steeple
#

i have one real issue, ive tried for the past 2 hours straight in shadergraph and i want my texture to rotate 30 degrees every second, but it needs to snap 30 degrees so basically add 30 degrees every second. i just cannot figure it out

scarlet hull
full steeple
obsidian halo
#

Anyone know what is causing this unsettling strobing (maybe not the correct name for it) effect as my sun (a directional light) approaches/sinks below the horizon?

obsidian halo
#

And to be even more specific, it is due to the Volumetric Cloud Shadows being enabled.

minor depot
#

If that doesn't help send in a bug report

obsidian halo
minor depot
median sandal
#

Hello. How can I change this values which contains in hdrp asset via c# script?

scarlet hull
median sandal
#

Because I do runtime quality settings and I want to change shadows quality and shadow distance

#

Or shadow quality changes in another place?
Should I use UnityEngine.QualitySettings.shadowResolution with hdrp?

shrewd moon
scarlet hull
# shrewd moon Is there a more accepted method to give users the ability to customize the graph...

No, and we are aware of that lack of flexibility.

But like I said, it should be possible to change some values, I don't remember what is maybe exposed in the API or not. Else you can use reflection, or maybe ASMRef to set things up.

The most tricky part is to distinguish what settings can cause shader keyword changes, as this might simple have no effect in the build if the shader variants were stripped out.

minor depot
# scarlet hull It is not meant to be changed by script (you could still do it in editor using r...

https://forum.unity.com/threads/how-can-he-change-the-shadow-filtering-quality-at-runtime-fix-coming.1425288/

This thread covers how some of it can be done, most settings can be changed, but you need to include an HDRP asset in the project with every shader variant you need

#

I feel like better tooling is needed here for including certain shader variants honestly

eternal laurel
#

Definitely needs to be reworked. Offering as many customisation options in a game is a good practice.

minor depot
#

To be honest Unity's handling of shader variants as a whole really isn't ideal

#

To say nothing of the build times

small perch
#

I was messing with the visual environment and somehow cause a bunch of ghosting:

#

Anyone know what might've cause this?

west linden
#

I accidently caused this to appear. Seems HDRP related. Anyone know what this is?

#

nvm got an answer

thick bane
#

Hello everyone. I got some issues with transparent material- this catwalks are made as one solid model and i can see its beam through platform... any idea how to fix it?

opaque elbow
#

erm I think this is the right section, im in HDRP using the new water system to create river flow with instanced quads, and i'm copy / pasting river objects and changing their orientation to create the flow...

but apparently they suddenly aren't rendering, i can duplicate the item, but the water doesn't appear, anyone know why?

topaz ravine
# opaque elbow erm I think this is the right section, im in HDRP using the new water system to ...

You are missing/missinterpreting some stuff @opaque elbow , using the water system, you cannot have so much water area just to get flow direction, my suggestions :

opaque elbow
topaz ravine
opaque elbow
topaz ravine
#

I am looking forward to it too 🙂 rain drop look fantastic, and actually, it's even somethings I would like to implement (the raindrop) on other surfaces too, in order to apply it everywhere there is rain dropping

#

I hope they will put it as a clean shaderfeature, hlsl file, that we could just plug into ShaderGraph

opaque elbow
#

hopefully, shader graph is very nice

topaz ravine
#

in the samples, there is exemple that show physics, i guess it's the pool exemple

opaque elbow
#

yeah, shows you a character deforming water as it moves in the island one too

topaz ravine
#

it just a deformer this one

#

sphere one i guess, need to check

#

coupled with a foam generator

topaz ravine
topaz ravine
rugged onyx
#

Does any raytrace user can shed some light, why after enabling ray traced reflections, they get super blurry, and object reflected seems to not have gi applied, they appear line without shadows.

loud leaf
#

Blurry is either the denoiser or your material roughness (unless you mean noisy)

rugged onyx
#

I made a 100% smooth metallic material

loud leaf
#

Reflective objects don't receive GI because they are reflective, not diffuse. Diffuse objects in your reflections don't receive GI because it's too heavy/complicated for sampling & denoising, but they will receive baked lighting.

#

So if you want to create a perfect mirror, and want the world in your mirror to have GI, you need to bake it.

rugged onyx
#

I see... that is a bit of a bummer. That RTXGI probe system is also abandoned? I saw some pretty neat looking demos on youtube

loud leaf
#

No idea, I've never been interested in any probe solutions

rugged onyx
#

Alao another thing, what i kind of fixed. Skybox reflections are visible in some occluded spaces, but I guess that was due to ray traced min smoothenss value, cause when I set that to 0, it seems to have fixed that skybox reflection.

meager holly
#

In case anyone wants to help me bump this bug for visibility 🙂

#

It's been added to the issue tracker pugdance

eternal laurel
rugged onyx
#

Here I have a perfectly smooth metal ball, but raytracfed reflections are super blurry for some reason

loud leaf
#

@rugged onyx your denoiser is enabled with a large radius

#

So you need to enable that denoiser override checkmark, and then disable the denoiser enabled checkmark. (or if you want to use a denoiser, use a radius of 1, for example, so it won't over blur)

minor depot
eternal laurel
somber rampart
scarlet hull
obsidian halo
#

My scene view becomes corrupted when I add a custom Post Process (After Post Process). Is this a bug or am I doing something wrong in the full screen shader?

obsidian halo
#

I think I figured it out. When you create a custom Post Process Volume it automatically configures the RTHandle to be passed to the shader via a _MainTex property, so I assumed that is what provided the screen data. But I guess that is wrong (it works, but effects FPS terribly and results in the corrupted scene view).

After investigating the Colorblindness full screen effect in the samples package, it looks like the correct node to use is the HD Sample Buffer with the Source Buffer set to PostProcessInput. I changed that and now everything works as it should.

Anyone know what the RTHandle would be used for? I'm very new to rendering stuff and HDRP so maybe it's obvious; sorry!

obsidian halo
#

Hi all. I am experimenting with a dynamically loaded open world setup that requires no baking. Currently I am using Shadow Maps updated each frame for a moving directional light (the sun in a Time of Day system).

I have the issue seen in the video below, which I understand is due to minute differences in the shadow map for each cascade when they are updated. My sun rotation is updated every .1 seconds, and while increasing this time does reduce the effect, it's not ideal since the shadow movements become too rough.

Playing around with the shadow cascades can help a little but I am finding it hard to settle on suitable values. I have also seen that increasing the Shadow Map Resolution can help however I'd like to have lower resolutions still look okay and not have this jittery effect.

Are there any other solutions to solving this issue other than adjusting cascades, Shadow Map Resolution, and the directional light update interval? I know Ray Tracing works better but I'd also like to avoid that as well.

Thanks for any assistance or advice you can provide!

scarlet hull
obsidian halo
severe spade
#

Hi all. I am a beginner and I am trying to create FPS shooting game. I planned to add water to use it in the map. I am using HDRP, so I thought HDRP's water will do it but it is very hard to get a underwater effect for the same. So, I request you guys to help me. Thanks for helping in advance.

minor depot
#

Then someone can most likely answer it faster

severe spade
shrewd moon
severe spade
shrewd moon
scarlet hull
severe spade
scarlet hull
severe spade
#

I am a beginner

severe spade
scarlet hull
#

Oh, ok, so you're using the ocean type

severe spade
#

yes

#

any ideas

scarlet hull
#

IDK, weird, it just works on my side :/

severe spade
#

ok thanks for help anyways

#

but even after changing the water type to river the problem is same

#

i added the volume too

scarlet hull
#

I've tried with ocean and it also worked

severe spade
#

can you explain it to me

scarlet hull
#

I did nothing particual, really, just added the water surface, enabled underwater, and that's it

severe spade
#

was camera blocked with one color or u were able to see

#

like a transluscent

scarlet hull
#

Are you using water deformers ?

severe spade
#

yeah

scarlet hull
#

Looks like the underwater effect only works for the water surface "base level" and doesn't take in account the offsets caused by deformers

severe spade
#

how can i disable it like it was enabled by adding the component itself I never found the option itself

scarlet hull
#

Disable what ?

severe spade
#

the deformers

scarlet hull
#

You can simply disable deformers on the water surface component

severe spade
scarlet hull
#

Sorry, looks like I was testing with a more recent version than yours. Do you actually have water deformers objects in your scene ?

severe spade
#

no I dont hv any

scarlet hull
mellow field
#

can i add hdrp water sim to my scene for a vr game? read that vr headsets could only render upto 80k polygons

severe spade
eternal laurel
scarlet hull
eternal laurel
#

It does? I remember building hdrp to the quest just as a test, but that was a few years ago

scarlet hull
#

I don't remember when we added this safeguard, but indeed at one point it was still possible

eternal laurel
#

It makes sense to not build hdrp to mobile

inner palm
#

EDIT: FIXED IT BY DELETING THE LIBRARY, ALL GOOD

i went from HDRP 14 in Unity 2022.3.10 -> HDRP 15 in Unity 2023.1.17 and now water isn't rendering anymore in the scenes that it used to. Anyone know what's going on?

#

I'm actually struggling to get water to render at all at the moment, even by creating new water gameobjects from the gameobject menu

#

nothing is missing that should allow it to render to my knowledge, it's in the current active post processing profile and enabled in HDRP settings

#

the water surface component isn't complaining about anything

#

yeah like i literally can create a new scene, create a new Surface>Ocean Sea or Lake and create a global volume with a profile that exclusively enables Water Rendering and nothing is appearing

#

the icon is there

#

im not getting errors at all

#

im getting jobtempalloc leak warnings but i was getting those before and they seem unrelated

#

this is a film application so im not worried about performance very much

#

ill try creating a stripped down project with this issue for other people who have 2023.1.17 installed to check

#

hmm yeah removing pretty much everything from a copy of the project did not make the water start rendering, either my settings are wrong or 2023.1.17/HDRP 15 is broken

#

if its relevant at all, in the process of upgrading Unity did freeze importing a skybox and I had to quit it and reimport

#

idk if that could be the cause for this though, ill try deleting the library folder and see if taht fixes it

#

oh

#

okay

#

well its rendering now

#

ill try deleting the library in a copy of my main project then

inner palm
#

yup deleting the library fixed it, ignore those messages

dawn sorrel
#

I NEED help

#

so i am making a school project

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and i need to WIN

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I am making a small game

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but i need some volimetric light(God rays)

scarlet hull
dawn sorrel
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Droped the friggin idea

twilit swift
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Help please, I just addes this Asset to my project, it's a buildings asset, which includes support for HDRP and URP, but when I open the HDRP support UnityPackage it keeps displaying everything pink and gives this weird effect.

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Ping when reply thanks.

fluid merlin
# twilit swift Help please, I just addes this Asset to my project, it's a buildings asset, whic...

That usually happens when the shaders have been made for a different version of HDRP. HDRP (unfortunately) has versions, like HDRP 10, HDRP 12, HDRP 14, and so on... so what is probably happening is there's a custom shader for your building that was made for a specific version of HDRP. You can try changing the shader to HDRP\Lit, then try manually putting the textures into the correct slots. Many of my many hours working in HDRP has been lost to this very same thing.

twilit swift
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So then if it's made for 10 it means that it won't be compatible with newer versions like 14?

fluid merlin
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Sometimes (maybe like 10% of the time) you can open the shader up in Amplify Shader Editor and then save it and it will "update" the shader to work in the latest HDRP version.

twilit swift
fluid merlin
fluid merlin
loud leaf
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Check for errors in console, usually these aren't too hard to fix. In the beginning (HDRP <10) when there were a lot of API changes it was a PITA, but lately it's just been some renames / things moving out of experimental here and there.

twilit swift
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But I had no idea what to do at the moment.

loud leaf
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Why no idea? Check for errors, fix them one by one, if there are no errors, clear library and reload project.

fluid merlin
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For a shader error?

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🫣

loud leaf
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You mean the reload? I meant, if there are no more errors, but things are still not displaying correctly, try clearing the library and reloading your project.

fluid merlin
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Yeah, Sky might have script error if the asset imported with incompatible code...

loud leaf
fluid merlin
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That's interesting... I never tried that I have to admit...

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Whenever I have shader issues, I usually go looking for someone to fix it for me... I can do many things, shaders isn't one of them

main panther
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Hey has anyone had issues with raytracing and using shader graph shaders? For no reason certain meshes will recieve this z-fighting reflective shimmering effect?

It has something to do with the normals cause its not actually transparent, its raytraced reflections but pointed in the direction of the camera to appear transparent. When I mess with the strength of the normals it'll change how visible the effect is but its still there. I'm using triplanar mapping for the UV coordinates.

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for some reason it only affects faces on the mesh pointing in the Z axis initially. Even if I rotate the entire room those faces will permanently be affected.

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Also the effect only happens if the shader has normal mapping.

main panther
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Finally figured it out, despite being triplanar mapped, it doesn't like there being 0 scaled UVs cause I never bothered to make any.

shell yoke
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I've recently gotten back into making games and i'm running into what seems like a newb issue. I have a roughness of solid white, yet - my material has this like gloss over it. Any tips would be appreciated.. I'm in HDRP, mainly cause I want to take advantage of DXR eventually.

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I made the light brighter just to amplify what i'm talking about, I realize the light is kind of bright :p lol

sand helm
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I have 2 global volumes, one with dof only and another one with all the other post processing effects.

Im trying to use a custom pass to render evironment -> DoF -> fps arms -> rest of post

Is this possible?

Beacuae i cant find a way to declare with global volume that gets affected by " render after post processing" in the custom pass

I hope that I make any sense

scarlet hull
# shell yoke I've recently gotten back into making games and i'm running into what seems like...

Are you sure this is a glossy reflection ? You're not talking of the bright spot, right, because that just looks like the diffuse.
But note that even with a 1 rough value, specular reflection exists, that's the principle of pbr rendering.
Try to bake a reflection probe in this place to be sure that the reflection matches the environment and doesn't fall back to the sky.
If it is still not enough, you can swith to specular color mode with a full black specular color, this will not be PBR but should kill all reflections.

scarlet hull
# sand helm I have 2 global volumes, one with dof only and another one with all the other po...

You can change the "volume layer mask" on the camera, which controls how volumes influence cameras.
So, have you volumes in different layers, the main camera use the layermask for the DoF, and you will need to use a scripted custom pass to change the volume layer mask for the FPS arms.

Postprocesses are all done in abou tthe same step in the render pipeline, and you can not split it like you mentioned, but you can :
render environment with DoF + rest of post -> fps arms with rest of post

sand helm
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@scarlet hull
Does this mean that I would need a second camera or is the "scripted custom pass" allowing me to have it all under the same camera?
Also wouldnt this method render all post twice / double the load?

Thanks btw for reaching out!

scarlet hull
sand helm
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@scarlet hull
No worries! Alright, that is a relief. I guess that the last option wouldnt require a scripted custom pass either?
Just a regular custom pass with the right settings?

scarlet hull
# sand helm <@532477925250039820> No worries! Alright, that is a relief. I guess that the l...

You might get along with a single render objects pass ... but I wouldn't recommend, as you will use the camera depth (to be able to write to it), and might hit the same issues as simply drawing with regular object (intersect with walls).
Maybe with two render object passes then : first drawn in the color buffer but with a custom depth buffer to no intersect the world, then redrawn but only in the camera depth, with a custom shader that "squashed" the depth value of the vertices to have the depth in a shorter range thant it should be

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The other option is to draw the arms in a custom buffer and recompose in a dedicated custom post process that would copy it over the camera color after the DoF effect

sand helm
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@scarlet hull
I was confident at first that I would make this work but now Im getting cold feet, could you point me towards some good docs about scripted custom pass?

scarlet hull
sand helm
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@scarlet hull Thanks! I will defiently take a look at theese 😄

stable mirage
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Hey guys! Anyone able to tell me how to change skybox in HDRP? I know I gotta get to the volume, and this is where I begin struggle lol. I have cube skybox I wanted to use but Unity doesnt accept non-hdri skybox

shrewd moon
stable mirage
shrewd moon
desert rain
desert rain
runic trellis
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Whenever Play the scene in my First Person Shooter game, the lights blink in and out in the first rooms

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For example, here it looks normal for the moment

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But then when I look in a certain direction the screen turns black except for the UI

desert rain
onyx lark
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I am getting very weird blurring on my world-space text. Interestingly, if I pause the game and repeatedly interact with the game view, the blurring gets better. There's some kind of accumulating effect that's going wrong here.

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oh right, i can try toggling custom frame settings

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it's some kind of post processing

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Ah.

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It's TAA

storm peak
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Any ideas what could cause crash on startup on standalone builds when using dx12? On editor it works fine with raytracing and all but build crashes instantly. I tried with fresh project too, which works fine and tried to copy all the settings and packages the best i could from the other project that crashes but it still works fine. So any ideas where to look next? Also tried deleting library folder.

loud leaf
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Low framerate maybe?

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Low framerate always makes my ray tracing projects crash, even if it's temporarily low. Have experienced it since the very first releases, upgraded to 2023.3 yesterday and it still happens. I think I reported it once or twice too.

eternal laurel
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is it worth it writing a script to update shadow maps of lights that are only near the player ?

storm peak
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I tried even with completely empty scene

eternal laurel
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ok I'm probably being stupid . How do I determine if a light is casting shadows from code. I cant see the property in the HDAdditionalLight Data

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there is a internal bool ShadowsEnabled()

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and it looks like the data is kept on the Light ?

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legacyLight is also internal

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I have to get the Light component to check that, bummer.

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Another quick question. If raytracing is turned off in the hdrp assets does the include for ray tracing bool on the light have any perf impact ?

eternal laurel
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In my initial manager set up my idea was to call it in LateUpdate when a job had completed but the effect was the same

jagged prairie
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This scene gets around 20 fps when pressing play the first time. After stopping the game and pressing play again, its around 40 fps and after pressing play for the third time its around 50-60 fps. Is there any reason for this?? Obviously when creating a build it starts with just 30 fps and the scene needs to be reloaded multiple times before the game is playable (which takes some time cz the scene is very large)

fluid merlin
digital spire
digital spire
eternal laurel
digital spire
eternal laurel
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I guess I missed the improvement the numbers seemed the same to me

eternal laurel
digital spire
eternal laurel
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Yes

digital spire
# eternal laurel Yes

Have you checked out HDCachedShadowManager? There are a couple helper function inside

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Let me know what stretegy you come up with. I gave up fighting trying to manually control the cached shadow map kekwait

eternal laurel
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I dont see anything in there that would help me. My problem is that when I call RequestShadowMapRendering the resulting shadow is wrong and seems to be “camera relative” i.e it actually moves with the camera if that makes sense

digital spire
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huh, then IDK. My test was like months ago and it worked fine on 2022.3 LTS

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that's what I used.

eternal laurel
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Hmm I dont call the force register method. But reading the docs I was under the impression that the system will register the light and render its shadows once even when OnDemand is set

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Another things is “Another example is when multiple views are available. The light will be updated only for a single view therefore causing the other views to have incorrect results. To avoid a common scenario in which the described artifact will occur, HDRP won't mark a shadow request as completed when performed from reflection probes with view dependent shadows and waiting until a non-reflection camera triggers a shadow update.” Maybe because the scene view and game view are both active? We dont have realtime reflection probes or anything

digital spire
# eternal laurel Hmm I dont call the force register method. But reading the docs I was under the ...

I remembered the reason I did it like that because if I just shove everything at it the cached shadowmap atlas get fill up pretty quickly and when it's fulled it won't accept any more new shadow unless you 'evict' the one that doesn't need anymore.
So my system was trying to manage this, by automatically removing the light from the atlas when player is outside of shadow fade range or when the light get frustum culled etc.

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It work okay with Distance Shadownmask since evicting it from cached shadow map atlas will automatically fallback to shadow mask.

eternal laurel
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Hmmm I dont think frustum culling lights is a good idea. The bounding sphere of a light can be outside the frustum but the shadows it casts can still be inside it right?

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But I think I might be confused here. Is requestShadowMapRendering only for cached shadows. Im thinking that it should affect the dynamic objects as well? Im testing with only dynamic objects

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And my test is with one light yhere is room in the atlas

digital spire
eternal laurel
digital spire
digital spire
eternal laurel
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How do I trigger dynamic shadow rendering manually?

eternal laurel
digital spire
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hmm, don't think that is possible. but wait for Remy haha. These are all I find out during my adventure trying out this system

eternal laurel
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Yeah if that is the case I dont need this system at all. Most of out level is static and lights dont move.

digital spire
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The only reason this exist I think because it's an alternative way to optimize DistanceShadowmask, in an extremely brittle way Dead_Inside Unity's almost there just need to write the manager to manage this for us

eternal laurel
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We are using distance shadowmask. How does it optimize that?

digital spire
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So DistanceShadowmask mode switch to realtime shadow that render everyframe right when you're near the light. This feature can make it so it render that shadow once.

eternal laurel
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Wont it do that by itself if the objects are marked as static shadowcasters?

digital spire
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But you'll get the headache of having to manage what light get to render shadow yourself which is very hard(at least for me)

digital spire
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So in the end, you'll have to control it.

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I experience this myself. I have decent size scene
Part A B C.
The cached shadowmap got filled up by part A, and when I walk to B and C there is no realtime shadow getting rendered, only shadowmask. I'll have to remove all the light from part A from cached shadow map atlas and request all the light in part B to render its shadow

eternal laurel
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ok I think I get it now and how I can improve our level as well

fluid merlin
# digital spire what asset would u recommend for indirect instancing? assume I don't wanna write...

For vegetation I use Veg Studio Pro for spawning & indirect instancing, the community has done a takeover on it since the dev left and has been doing updates on it and has a large compatibility reach with shaders. Nature Renderer is pretty good as well, but doesn't have spawning tools. There's also GPU Instancer but more or less geared for non-vegetation and a massive amount of objects. With VSP, I got about a +200% increase in frame rate, similar with NR, with GPU instancer, I got a +400% increase in frame rate with certain scenes (like an asteroid belt, etc).

digital spire
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Ahh saw the message in vsp channel. Nvm then. I'll just use what's currently available

fluid merlin
dense sinew
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I updated my project and the hdrp in it completely broke. How can I fix it. It's all pink and I tried removing hdrp and putting it back. Also tried updating materials but the option isn't there

dawn sorrel
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Sometimes you need to manually update the shaders

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I can't recall 100% but I believe that custom shaders won't update to HDRP for instance, so you need to go into the mats and set the shader at the top. I'm not sure if there is an easier way

jagged prairie
dense sinew
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Wasn't there

jagged prairie
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did u found it now

mellow condor
wicked token
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If anyone has built an HDRP project for Mac systems, do you have insight on optimizations and player settings to adjust for performance?

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I've made a lot of micro-optimizations and adjustments to my different graphics settings but we're still hitting bottlenecks on even slightly older machines

digital spire
mellow condor
eternal laurel
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ok this is bullshit. Why does changing the _EmissiveIntensity of a HDRP lit shader still borken from code

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I did the _material.EnableKeyword("_EmissiveIntensity");

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if I set the color it works but that values isnt in Nits

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and I want to work with real life units

scarlet hull
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AFAIK, the emission is an HDR color, and all the editor UI is just a wrapper to control it, so you have to use material.SetColor("_EmissiveColor", ...)

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If you want to use EV100, the conversion is :
HDRColor = LDRColor * 2^(ev100 - 3)
And for Nits :
HDRColor = LDRColor * Nits

eternal laurel
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may I suggest updating the docs to include this info. It seems to be completly missing on any versionabove 12 and I think this is a rather common task

scarlet hull
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_EmissiveIntensity is not used in the shader, only declared as a material property for serialisation.
See the shaderlab code :

[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
// only to serialize the LDR and HDR emissive color in the material UI,
// in the shader only the _EmissiveColor should be used
[HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
_EmissiveIntensityUnit("Emissive Mode", Int) = 0
[ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0
_EmissiveIntensity("Emissive Intensity", Float) = 1
_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
eternal laurel
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so I did cs Color emissiveColorLDRLinear = new Color(Mathf.GammaToLinearSpace(emissiveColorLDR.r), Mathf.GammaToLinearSpace(emissiveColorLDR.g), Mathf.GammaToLinearSpace(emissiveColorLDR.b)); _material.SetColor(k_emissiveIntensityColor, emissiveColorLDRLinear * newMatVal); and it seems to work

scarlet hull
eternal laurel
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Hey @scarlet hull can I ask you another quick question? If raytracing is turned off in the hdrp assets does the include for ray tracing bool on the light have any perf impact ?

scarlet hull
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It should not.

eternal laurel
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thanks

runic trellis
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I'm trying to make a build, but this specific 'Holoraphic' shader is taking up too much time and space. How do I have this shader take up less data and time when creating the build?

full steeple
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is there a way to render my weapon without making it very small and without the use of multiple camera's? because adding a second camera drops my fps from 80 to 30 but i need for my weapon a diffrent fov then for the environment

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i've been looking on the internet and i cannot find anything

pulsar skiff
# full steeple is there a way to render my weapon without making it very small and without the ...

I tried the cuatom pass thing that people always talk about for hdrp but it tends to bug out the ssao. The solution i eventually got to was to make the weapon small and use a FOV shader. I made the shader using shader graph, it has evreything like mask maps a d normal maps and it uses vertex displacement to give it a camera fov effect. There are fov shader graphs that you can find online just by searching on google

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Also other methods like custom passes and multiple cameras dont work well with lens flares. They show up through the weapon viewmodel and in the multiple camera method lens flares are rendered twice causing them to look way more intense, the second lens flare that is drawn by the weapon camera will also always render lens flares through walls beacuse it cant see them

smoky tide
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how do i remove this horrible orange at the bottom of my iron ore

pulsar skiff
full steeple
full steeple
pulsar skiff
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Yes, you can do it with custom render objects in urp, i had that too until i ported my project to hdrp and had to come up with this

smoky tide
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@full steeple

pulsar skiff
smoky tide
full steeple
wicked token
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So we're having an issue with switching Quality levels on Mac in 2022.3.12f1 LTS.

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We can switch them just fine, but switching to Balanced or Performant from High Fidelity makes most of the graphics disappear.

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I've look at the settings for each of them, and the only major differences (which I've tested by switching them all to the same settings as high fidelity, to no avail) are in the MSAA level at the moment.

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For some reason, when I switch those settings, only High Fidelity actually renders the models. I've looked just about everywhere.

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It only happens on Mac standalone builds, and not in engine. No clue why.

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Super bizarre.

smoky tide
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most things

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even the clouds are orange at the bottom

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even tho the sun is above them

minor depot
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Looks like the ambient probe from the sky

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try changing the pbr sky ground tint

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you could also change the ambient probe dimmer in the cloud settings

minor depot
# smoky tide

you could also try a scattering tint if that still doesn't work

full steeple
wicked token
hidden heath
hidden heath
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there are no shaders. I checked lights, post process, volumes, probes - they are ok

fluid merlin
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Keep disabling gameobjects/mesh renderers until the artifact vanishes to narrow it down. See if it happens in the Unity demo scene... there might be a bad setting somewhere in your project if it happens with the demo scene.

eternal laurel
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Ok, I'm a little bit confused. I'm baking my scene using Baked Indirect mode. I was under the impression that mixed lights would cast shadows for static object, but they do not. The static objects are also marked as Static shadow casters. What am I doing wrong ?

scarlet hull
eternal laurel
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I want to make use of the OnDemand shadow rendering and request it only when the player comes near the lights and have most of the level geometry be a static shadow caster

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with Shadowmask the shadows dont seem to update for example when a flicker animation on a mixed light triggers

scarlet hull
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Sorry, morning brain got your question wrong I guess.

eternal laurel
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so why dont they cast shadows when we do a bake with "Baked Indirect" mode ?

scarlet hull
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If you've set the light to use OnDemand shadow map, did you also add a script to update it ?

eternal laurel
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I havent set it yet. It's set it to Every Frame

scarlet hull
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🤔 It should just work then

eternal laurel
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I think we are hitting the old bug where the light component itself gets stuck when bake changes happen. I'm doing another bake right now. Give me a few minutes and will try with a brand new light.

eternal laurel
scarlet hull
scarlet hull
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With the light enabled ?

eternal laurel
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Changed the mode -> rebake-> shadows vanish

eternal laurel
scarlet hull
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Because if it wasn't the case, the light was probably fully ignored by the baking pipeline and kept it's previous informations like not rendering shadows for the static objects that were already shadowmasked

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But it might as well be a legit bug, if you were able to reproduce it in an isolated project, with precise steps in a bug report, that would help

eternal laurel
olive parrot
eternal laurel
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@scarlet hull I actually managed to repro it. IN-59757

scarlet hull
# eternal laurel <@532477925250039820> I actually managed to repro it. IN-59757

Oh, I get it, so the issue is that the light is still trying to do a shadowsmask when the lighting is set to baked indirect.

A legit bug, but to work around it you can just switch the lighting mode back to shadowmask, so the "shadowsmask mode" on the light is not grayed out anymore, set it back to "distance shadowmask", and then lighting back to "baked indirect".

Not great I agree, but at least you have shadows back.

eternal laurel
dim arch
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Does anyone know how to prevent gun clipping, preferably with something that works like camera stacking in HDRP? I can't find a solution anywhere

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(I prefer camera stacking since that'll allow me to change main cams FOV without warping the gun model, but still have ingame lighting affect the gun model)

eternal laurel
dim arch
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as far as I understand it, this solution won't have scene lighting affect the gun, am I correct?

eternal laurel
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scene lighting affects it. I think motion vectors are broken

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they work too on my end

dim arch
# eternal laurel they work too on my end

Alright, thanks mate. Are there any other drawbadcks I should be aware of with this?
Can you elaborate on the motion vector part? As far as I can understand, motion vectors being broken would be a pretty significant drawback since you would use them to implement gun swaying, recoil, screenshake, animations, etc? I feel like I am misunderstanding it

eternal laurel
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Motion vectors are for motion blur and TAA

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animations have nothing to do with it

dim arch
#

Ahh I see, I completely misunderstood what it meant then

eternal laurel
#

The only thing you need to know is the set up. I use this.

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also make sure to remove the Layers from the camera culling mask since you dont want two guns hehe

dim arch
#

Bit worried about weird stuff happening since my HDRP version is 14.0.9 though

dim arch
dim arch
eternal laurel
#

none that I can see right now

dim arch
#

neat.

pulsar skiff
shrewd moon
#

I've been using transform scale to shrink / squish the viewmodel by a transform parent that's on the camera
Seems to work quite well

dim arch
shrewd moon
#

I believe a squished model and a model actually rendered at a lower FoV should look exactly the same

dim arch
shrewd moon
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Could also be done in a vertex shader just as well, not sure which would be better

dim arch
#

Do you have any algorithm you can share which squishes it while moving it back proportionally to the rate its shrinking?

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or do you just do it manually atm

shrewd moon
#

I've done it manually so far

dim arch
#

alright, thanks for the suggestion though

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I bet there is some simple math that allows me to do it

fluid merlin
#

I also adjust the transform, I have arms parented on a pivot, then I just pull back the z-axis while dipping the y-axis slightly on a raycast hit. This moves the armature out of the near clip range for the camera. I have the raycast hit on an invokerepeating so the raycast doesn't run everyframe.

dim arch
#

@shrewd moon

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And Cloverme, you mean you rotate the weapon upwards, so that it doesn't extend as far forward?

shrewd moon
dim arch
dim arch
# shrewd moon Something like 0.1 I think

Not sure if you already know this, but I have my weapon prefabs attach to a parent GO, which is a child of my camera. When I adjust the scale of the parent GO, it automatically gets moved closer to the camera despite becoming smaller.

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in case you find it useful

fluid merlin
shrewd moon
twilit swift
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Hi, why does this appears? It's like if it were rendering all the time, but this never showed before.

digital spire
#

What does 7m/8m means?

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IS IT MILLIION

jagged prairie
jagged prairie
runic trellis
#

I am trying to re-install the HDRP back into my project, however I am getting this error

round pulsar
#

Dumb question, but what's are the right material settings for a basic plate glass window? I tried a whiter albedo and non-metallic, but the reflections were almost invisible. This is the best I was able to come up with, but the reflections are still much dimmer than I would expect.

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I know the reflection quality will be lower due to probes/screen space, but my concern is how much light they reflect. i can't get anything close to the photo

fluid merlin
sleek umbra
round pulsar
round pulsar
hidden heath
hidden heath
eternal laurel
#

Can someone shed some light on how the GI dimmer on the volumetric fog works? We have a fully enclosed level and a static hdri sky with its exposure set to 1. After baking the fog becomes completely invisible(dark) as if there is no light. Setting the ambient mode to dynamic and upping the exposure does nothing. Only if the dimmer is set to 1 does the fog appear, but Im under the impression that that setting should completely dim the GI

fluid merlin
# round pulsar what do you mean by mirror material?

It's the material on the Mirror object (Gameobject\3D\Mirror), I'm pretty sure it's just a standard unity material though and you can take a blank material and just kick up the Metal and Smooth. However, you can always just copy it to your assets folder and adjust it from there. Change it to transparent, adjust the alpha, set the transparency output to Box, add a transmittence color (light blue, etc), then add a reflection probe, set the resolution to at least 1024 (check the box for compression). Adjust the material to get what you're looking for... (Raytracing is probably the way to go, but there's a bajillion settings to get glass/reflective to work with even more caveats.)
https://i.imgur.com/fChGxzu.jpg

onyx lark
#

Many games have a brightness + gamma calibration sequence at the start. What kind of volume components should I use to recreate that?

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I'm not sure if I should be manipulating a tonemapping curve for gamma

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I see that "Color Adjustments" lets me apply an exposure offset before the tonemapping happens

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But that feels different from applying a curve to the final image

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I guess I'm not sure which is more "normal"

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HDR rendering makes things a little more ambiguous!

fluid merlin
# onyx lark Many games have a brightness + gamma calibration sequence at the start. What kin...

So, create your scenes as you normally would, each with it's own volume if your game is going to have different lighting requirements, coloring, etc. These are the settings that you as the developer matches your vision of how the game should look according to you on your system. My recommendation here is to create a volume for player preferences that only do two things... gamma and brightness. The fancier you get above that, you'll start down a path where you sort of lose a lot of the artistic control of what you have versus what players have, "in my game the car is red, I don't know why it looks purple for you", etc... So on the "player volume" you add an override for Exposure (brightness - fixed exposure, increments of +/- 0.1) and an override of Color Adjustments for simple gamma where you let the player adjust the contrast in +/- 1). You might want to keep the range of adjustments fairly small so that they're not going to ruin a scene with too much brightness (an example might be a dark horror game).

onyx lark
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that makes sense!

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I already have some volumes for other graphical settings, like motion blur and bloom

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they're just high-priority volumes with the relevant effect's intensity set to 0

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I'm using additive scenes: one main Game scene, plus the relevant additive scenes for individual areas

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so it makes sense to throw this into the Game scene

fluid merlin
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Yup, good choices... motion blur bugs a lot of players janewaycoffee

onyx lark
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Adjusting exposure seems like the most natural way to control brightness

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and it won't just wash out the image, as curving it would do

fluid merlin
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Yeah, the volume overrides are a good way to allow you to lock in what you want players to be able to fiddle with

onyx lark
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I'm wondering how you would do a brightness calibration screen with this

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maybe display something lit with a fixed brightness and set the camera to have a fixed exposure

fluid merlin
onyx lark
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with the idea being that, if you can match how the images look on the designer's screen, your game will be at least uh

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kind of similar looking

full steeple
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am i the only one that constantly needs to wait 2 minutes or longer just to save a shader?

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with this message popping up every time

onyx lark
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I've never experienced that.

full steeple
dawn sorrel
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if I upgrade my project to HDRP, is there a way to "save" my postprocessing

onyx lark
dawn sorrel
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since I've read that I can't use that?

onyx lark
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What do you mean by "save a shader"?

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changing something in the shader graph?

dawn sorrel
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so I'd have to redo the whole thing?

full steeple
onyx lark
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as in, your PC isn't that slow

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something else is abnormal here

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my bad

dawn sorrel
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that'd be annoying lol

onyx lark
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changing render pipelines is a pretty major thing

dawn sorrel
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is there no way to do this

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without?

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currently, i have something like:

onyx lark
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I don't know much about post-processing in the built-in render pipeline

dawn sorrel
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im somewhat annoyed that I didnt start this with HDRP directly