#archived-hdrp
1 messages ¡ Page 9 of 1
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?
A proper reinstallation should fix corruption problems like that
yeah but thats very odd
cause i've never seen someone on the forum have the same problem as mine
I might think that by cloning my ssd something changed idk
because everything worked fine before
I didn't even upgrade unity version after cloning
Way to remove the 16 water source cap in hdrp?
It's kind of hard to get a screenshot from
I get a lot of this noise/dithering on objects
I've not been able to track it down
Those are from soft shadows, they are smoothed by TAA which doesn't by default show up in scene view
They're not a problem unless you have soft shadows where they don't have a rational reason for being
Make sure light source size/diameter isn't larger than it's meant to be , and check shadow bias values if problems persist
That effect seems to occur on shadow filtering set to medium as well though
And that shot is captured on runtime with TAA
I'll make sure check the bias settings though
As far as I know only high quality filtering uses that dithering technique, but maybe that's changed
But since you have TAA enabled and switch to medium it sounds like there could be a problem with the settings registering
Do you know to do that?
If it's fine that it's aligned with the camera, you can just take distance to center of the screen in screen space
If it needs to be rotated in some way I might check out the math for a cylinder SDF
@shrewd moon maybe that? https://assetstore.unity.com/packages/tools/utilities/procedural-toolkit-16508
Do you mean a 3d sdf?
Really just the math to represent a cylinder
https://iquilezles.org/articles/distfunctions/
Infinite cylinder in this case
// 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;
}
maybe that
does anyone know if the drawrenderers pass works with ui?
i'm trying to render some ui elements to an rt and it does not show up in the rendering debugger
but it does work for 3d objects
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.
these are my onscene volume settings
i dont know why i dont get a proper ambient lighting and why my floor is yellow when it should be grey.
Do your assets look right in a new HDRP indoors/outdoors scene or the HDRP sample scene?
Good question. I will take a look.
after unity took forever to load: yup in the hdrp sample outdoor they look nice
Then try to copy those volume settings over to your project
Or if your assets look fine in an outdoor or indoor scene template, move them over to that
My guess is the problem is with sky intensity and lack of Exposure
i updated a 2 year old project to HDRP, i dont really want to move everything over. I am trying to copy the setup of the sample scene into my project right now and pray for the best.
I hope you made a backup before upgrading
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
ofc, its everything on git đ
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.
when i disable my directional light, i get a completly black scene again without any ambient light from the volume. Sad.
Your ambient lighting comes from "ReflectionProbe-0"
Unless you're sure there's viable reflections in it, I'd try the gradient sky instead
And note that the intensity of every light source, including ambient, are relative to exposure
HDRP expects you to have an understanding of industry standard physically based lighting to begin with
its a bit rusty, been a while since i lasttime had to work with prober lighting (spend the last 6 years of my life with mobile stuff, need to get back into "big" graphics)
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
Unity's youtube channel has in recent months released much needed HDRP tutorials, including this one https://youtu.be/DlxuvvYZO4Q
thank you, will take a look after break!
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.
hello
is someone there that could help me to fix a few problems that a few shaders are giving me? I'm on HDRP
no slice distribution value and high quality fix that
Looks like using HDRP fog is not viable
Fog is the worst thing on HDRP
i have a lot of problems with that
Do i need terrain for fog to work?
Maybe custom shaders interact badly that it?
(shader graph)
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.
As soon as I feel like I'm fighting the game engine to do something, I usually just pick something else as a workaround.
was that done in Unity?
v-rising is using unity hdrp
Try reaching out to the dev... you might get a response from them on how they did their fog.
Buy the game now: https://store.steampowered.com/app/1604030/V_Rising/
Download Unity: https://unity.com/download
Join Live Content Manager, Hasan Al Salman and Director of DOTS and Multiplayer, Laurent Gibert as they co-host an in depth spotlight with two of the developers on the massively popular V Rising.
We cover subjects such as why they...
they have a good and cool
fog
Yeah, i tried that
They won`t help
Hey does anyone had a scene that was all pink but main menu was fine after you build it?
What's the problem?
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?
You need to enable the depth postpass in the hdrp settings
And in the quality asset too if it's disabled there
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:
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
and I tweked a bit the camera parameters with no luck also. Everywhere I look seems to work fine
The camera does auto-exposure when "rotating" to capute the different faces of the cubemap.
Try to add a volume in you scene with a fixed exposure override.
makes sense, i'll try it out
That was the problem! Thanks đ¤
I checked, they are enabled. Still nothing.
Both in the settings and the active quality preset?
@distant hazel HDRP global settings and quality settings(currently using preset) right?
Yeah
yes it is on
Hm, you can try checking if the pass is present in the rendering debugger
I meant the frame debugger
Not sure if the rendering debugger would show that
Ugh, idk, try enabling it in every asset you can find until it works đ
Also check custom frame settings on the camera, maybe you disabled it by accident
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,
when depth post pass is on for water, I am supposed to get the result as opaque one right? Just using HD scene depth?
yes
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?
@distant hazel solved it!! found this on github
oh lmfao
What an amazing engine
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
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.
this doesn't light up like real phone. (please excuse my obnoxious blur effect)
ah for a bright UI, stick using a Unlit shader, you will have to bring some emissive to it, do you ShaderGraph a little?
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.
where do I put the shader?
do you use TextMeshPro? in HDRP there HDR color picker that you can drag up for brillance.
making a gif for you
Yes I'm using TextMeshPro.
cool perfect, wait the gif
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.
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
ok for your image now, create an Unlit hdrp material in your asset
fom shaderGraph you should be able to create with few node a stuff like this :
adding a multiply in the end (before base color) will allow you to use "hdr" color
the plug it into emission
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
eh I don't understand this past part. Does it mean I create HDRP Unlit material, but how do I "plug in" into emission?
my understanding of applying shader is like this. but this doesn't play well with image that use masking
first to use the mask, don't forget to enable alpha clipping
use opaque so
then for emmissive it is done like this :
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)
ah yes canvas mask may not work as it, you may need to use one as texture to hide the infinite bottom
to combine two alpha texture, use add node, then plug that into the alpha of the master, you should be fine
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)
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 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:
- The ui image with a material does not render and appear as a black rectangle.
- the second one is about this error: "Material doesn't have texture property '_MainTex'".
00:00 - Intro
00:09 ...
i guess you can start by looking 2-3 video as everyone do his own way regarding UI in hdrp ^^
I figured out how to mask with that tutorial, hmm, but I have no idea how to... move my masking texture up and down. found one using tiling and offset. Now I just need to make it emit light.
I saw some tutorial using Panner but it... doesn't exist.
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!!
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?
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.
300GB left now*
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.
I mean, compressing the files could be an option, but with the frequency that I need to make backups for each project I'm still in the same thing, tough it could work for a few weeks in the meantime.
I think when I make a full backup manually it's about 4 hours (760gb). The incremental backup takes maybe 15-20 mins each night.
Your project is 760GB? What's in it
Everything

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...
Sure you're using detail mapping to its full extent as well?
I've seen people often forget how much it can increase detail without having to rely on high resolution textures
Or just aren't familiar with what it can do
I dunno... maybe not. Like this character has maybe 12 materials with 60 textures... so like the whole character is about 300mb
https://i.imgur.com/SQsulYE.jpg
300Mb only?
Hmm I doubt the player will see the benefit of all those megabytes in the vram
Unless they're snuggling up very close
Well, if unity had a character workflow pipeline... 
Detail mapping should be used for any spot on the material that has fine, repeatable detail
You often see it demoed for skin but it works with any material just as well
Basically when looking up close, the material seamlessly blends to reveal the detail mapping according to detail mask, which affects normals as well
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
Granted that's a cut scene character... others might be less
https://i.imgur.com/LADJD5d.jpg
This is about 150mb
keep in mind these are ondisk numbers, not the crunch compression #'s
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?
If this is the closest we'll see the character, I don't think we need either 4K or detail texturing
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
The game itself ends up being about 70gb build... so 10% of what the project is
Memory, depending on a scene ends up being about 2gb - 4gb ish
Fps is about 120-150ish
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.
I don't even think I've ever seen a material with a detail map texture... and I've been using Unity every day for the last 6 years

Same with coat and bent normal...
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
since gawain from the heretic came out they teased the detail map extensively for skin (https://github.com/Unity-Technologies/com.unity.demoteam.digital-human.sample) and the character it not that heavy reagarding texture set
even with with the wrinkle set included
Interesting⌠I think for enemies they used the hdrp skin shader but I could be wrong.
The idea that more K = better is a very pervasive one
https://github.com/andydbc/unity-texture-packer I guess this is the best one, though iirc its quirk is that the source textures must be set as sRGB even if they're non-color maps
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
I see, yeah I tend to use models that I don't make and then import them, then convert.
ive got an issue with my water shader
the intersection foam is supposed to be completely white
i think my blend setup is at fault
my goal is to leave the base intact, and simply place the overlay on top
and if any blend, have the OVERLAY change only, not the base
the shader vars look like this
with blend set to 0 the water looks normal
also LOD issues
ok linearburn seems to give the best results but the LOD is a problem, and the piece of wood has inverted color or soemthing
@sour scroll Unity 2022 has pretty nice water by default.
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).
For some reason the speed is around 2,60-3,73KB/s.
.umbracache? where are they stored? i don't have any .umbracache in my own project, but it look like there is a loooooot of tiny files because of the time it take, no?
if it's library stuff, don't copy them, should not break the project
It was like around 1M files.
I don't know where are these files comming from.
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
I am not 100% sure of my affirmation btw
Damn, and how it can get up to 1M files?
dunno really
So then should I stop this file transfer? Because I don't want the bakes to get fucked up or something like that.
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
I do not copy my library folder when I clone/move the project, i always delete this and Temp
That's the baked occlusion (Occlusion -> Bake)
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.
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.
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.
Depends on your game though and what works. Umbra was more less design for lowpoly stylized games before the render pipelines split.
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.
making my own shader for a reason
So does it means that I shouldn't use occlusion culling for my open world/big scenes?
You tried the default water system?
Maybe you haven't set it up correctly.
i dont want the default water
im making my own
my goal isnt realism or any of that, its for a style
Correct, youâll want to do something else to improve rendering performance. The cpu, storage, and memory using baked occlusion is counterproductive for large scenes.
Damn, do you know any?
ok new issue
well not new
LOD is problematic
i can see it snap from one quality to another
on the left particularly, it goes thick to thin
If you have a lot of the same instances of gameobjects like rocks or bricks, etc try âGpu instancerâ for trees and grass, ânature rendererâ for combining meshes like buildings made of 20-30 gameobjects, âmesh combine studio 2â.
These offset baked occlusion by cutting down batches and offsetting CPU bound resources, offloading to the GPU.
LODs can be helpful as well⌠I often find LODs to be off putting though because of âpoppingâ. Unity has a new LOD handler, but I havenât tried it, itâs supposed to smooth the transitions.
I see, will try, thanks.
Unity default water foam is not working.
Do I need to set something extra?
I just enabled it in the simulation tab.
Also how can I change the amplitude of the waves? I can only set it between two values.
I think it's controlled by the distant and local wind speed properties
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?
This happens when temporal antialiasing doesn't have proper motion vectors to work with
Or something related to that, not totally sure what the exact fix was
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
just siwtched from dx12 to dx11 and the stuttering is gone
going to try the latest beta to see if that was the issue
*unfortunately the stutters are back
looks like its only in the editor!@
hy hdrp shader has issues iwth textures being a bit blurry
even small ones are super pixellated
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?
@upbeat carbon Are you using an LTS version of Unity?
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?
what is the point of the hdrp example terrain? it runs at like 35-50 fps on my 3070
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
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
Repro steps : - Open attached project - Open scene called "Outside" - Press play and feel the speed of the water - Open recorder and...
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
You have to put a reflection probe inside and bake it, make sure all walls and ceilings are set to static
Figured since soft shadows are an HDRP thing I might ask here
When I use any radius higher than 0 I get these artifacts showing up with shadow filtering high
This makes soft shadows unusable
The bigger the radius, the bigger the seams get
Bias settings don't make a difference
I must be missing something, right?
TY SO MUCH
i spent 2 hours trying to fix it + u also fixed me some baking problems
Unity 2022 LTS, HDRP, probe volumes + SSGI, volumetric fog. 90-100 FPS on an rtx 4080 at 4K in playmode.
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
Yeah I can't figure out how to fix it... it's so annoying 
@shrewd moon you know a lot about this stuff, praying you've seen this before... been googling for days
I don't recognize it
Does it happen with all point lights or only with this lamp mesh? Seem dependent on light or mesh position? Does shadow near plane have any effect?
All point lights yeah, moving the light makes no difference, neither does near plane unfortunately. Just radius. Was thinking it may be my light cookie textures but even a freshly created point light has that issue
Even in new scenes with new lights?
In that situation I'd create a new project of the same editor version from the HDRP sample scene template, verify that it doesn't suffer from the same problem and then either try porting the HDRP settings assets from there to your project
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
Process of elimination
Yeah that sounds like a good idea
I'll do that and report back
Thanks for letting me pick your brain
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:
But this is that I get with CottonWool
It's a bit too shiny
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
I even turn texture to 256Kb -.- turn off lighting, post processing
Unity 2021.3.28f1
Try changing the specular color to a darker color. Also check if you set a diffusion profile, and if the diffusion profile is active in HDRP
Where can I find that profile?
if you scroll further down, there should be a slot for the profile; i cannot see this in your screenshot
Gimme a bit
Yep I see it
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
And where can I find that ( sorry I'm new to HDRP, and I'm still learning)
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.
I don't seem to find this one here "specular contribution"
The cotton wool shader has some other nice properties; which you could of course build into a shader graph easily (thread map, fuzz map)
oh okay dope, iâm on 2022.2.3 but iâll update
thanks for letting me know
i assumed it wasnât a glitch
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
If your environment is pure blazing white, then any material with any smoothness at all will reflect that very steeply
The environment isn't pure white, and when I move around the thread smoothness nothing happens
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
Don't know where to look cause I don't really have much experiance in HDRP
what happens if you change the specular color?
Just changes the color of the material
Even on a new project this is an issue
Am I just not doing it correctly?
I can't imagine this is what unity sees as acceptable artifacts for using soft shadows
Noo I've never seen that
Does your project have the HDRP sample scene? I can't imagine that to be suffering from the same issue
I just started one without sample scene but let me check the one with sample real quick
Same issues in a fresh new project with sample scene
Which editor / HDRP version?
I've googled so hard and see no one else complain about it
And unity 2022.3.10f1
I also just checked it on an older editor version and it is also present on 2020.3.48f1 with HDRP 10.10.1
Checked on each with a fresh project with sample scene and without
It's not even a static artifact, it flickers too
In honor of this I even tried it on a colleagues machine and it is the same there on a fresh project...
Nothing left but to report a bug the way I see it
I don't recall seeing this on any of my projects and I've had many in HDRP new and old, very strange
Could you perhaps check it yourself too on a fresh project? I just want to know for sure I'm not crazy haha
Shadow filtering high > point light radius 0.2 with shadows enabled
I've had other hdrp projects in the past and I can't recall this either
I see it occurs on my end too! I have to assume I never tried to turn up the radius on shadow casting point lights that much before
It's fine until 0.1 but beyond that pretty awful
Even on 0.1 you can already start to see it
But thank you â¤ď¸
I'm creating a post on unity forums about it
Yeah the higher you set it the weirder it gets
Occurs on 2021.3. and 2023.2. just the same
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
Definitely report a bug with the in engine bug reporter and add the number to your forum post, when devs check the forums they can prioritize certain bugs, and it helps to not have to rely on QA to get it to them
Will do!
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.
How many lights do you have ? HDRP does have a maximum number of lights visible on screen, as well as a maximum number of lights per screen tile/cluster
- the per tile/cluster does also count reflection probes
In that scene around 500 or so.
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.
This is surprising, to say the least đ¤
Afaik this issue didn't pop in out upgrade testing.
Did you jump direction from 2020 to 2022 or did an intermediary 2021 upgrade ?
Does it also occur in new scenes in the same project ?
I did just upgraded from 2020 to 2022, no intermediary version.
I'm using 2022.3.7f
Also why does this happen when I select different lights?
I really have the feeling that some upgrading step failed.
Does it also occur in new scenes in the same project ?
Yes, it occurs in new scenes.
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.
Is it safe to delete the library folder?
Yes, it is a temporary folder that Unity generates
But do it with the project closed
iirc, doing "reimport all" does the same
Yeah I just did that, now I'll have to wait a very long time probably since it's a very big project.
yep
Will try with my other project too, I'll let ya know if it worked.
once it's done*
This happens when you select multiple lights of different types at the same time (e.g a few points lights and a spot light)
I don't remember that happening in 2020, is it something from 2022?
I think so
I'm working in 2022 currently and notice it all the time when working with the lights
Did I miss the sentence where it was said that it happens when lights are selected ?
actually no i was on 2022.3.2 not 2022.2.3, but ill try using 2022.3.10 and see if it doesnt still happen
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?
Yep. It shouldn't be too hard to modify any other effects you might use in the future though to be compatible with your effect. You can also consider using the stencil buffer instead of another color buffer if you only need to mark a certain area of the screen. (ie. if you aren't using the color buffer to store actual colors)
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
I use the hdrp draw renderer custom pass to render to the custom color buffer. Which can't assign result to specific channel I think. I then sample that inside shader graph. How would I sample the stencil buffer inside shadergraph?
After doing a bit more research, it turns out I'm wrong about the stencil buffer, the ability to read from the stencil buffer in a fragment shader directly was only introduced in shader model 5.1, so it's probably just better to use a color buffer lol
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
nope, not fixed.
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
oh?
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 đ¤
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
How about just changing the timeMultiplier?
using reflection if you can't access it.
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. đ¤ˇââď¸
https://jira.unity3d.com/browse/POI-553
For the last few years Unity has been developing the Batch Render Group for DOTS based rendering. This feature puts entities through a fast rendering path in...
Interesting work has landed
After some more tinkering, looks like it's only the pathtracing override that's causing crashes. Other raytracing effects seem to work just fine. Using 2022.3.1f1.
Very nice. I've been waiting for this for a while. What version of unity is this for ?Answered my own questions its "unity": "2023.3"
idk the math for that is a little disorienting and it feels like the kinda thing that might be always a frame behind or something
That's big, very big actually
That alongside the coreCLR runtime could be what finally solves Unity's lingering performance issues (Especially in HDRP)
Very big indeed. I have been coding our own gpu driven renderer based in BRG for some time now and the perf gains are amazing. And this is is better by the looks of it.
Btw any news on when coreCLR is coming?
Allegedly there's a blog post being published any day now with updates on how it's going
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?
Got it! I found a global volume in the scene with Volumetric Fog disabled.
No one else having this issue (on RDNA 3)?
Also check camera frame setting as well. IIRC, default frame setting is what affect the sceneview.
And main camera frame setting is what affect game view
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
I'm pretty sure the next alpha hasn't been published yet
Might take a bit for changes to land
The needed c++ changes will land in a8 yes
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?
Graphics compositor darkens my entire image unless i disable PostFX
You can somehow do it by setting the background type of the camera to "none".
But post processing will still stack up
Yeah im trying to find a way to stop postfx doubling
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
Ill try that and see how it is thank you
Ill probably do the custom pass solution to render my minigame on top of my game view without bothering with cameras
Yes, this is probably also a very good solution
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
Oh wow. Are those HDRP provided volumetric clouds ?
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
lemme see if I can recreate in a new project
I can't, idk what happened to my project then lol
Well, at least now you know it is a project setting messing up somewhere
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
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
The cloud system lets you choose a quality or performance mode in the later versions which adds an extra level of noise to detail the clouds further
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
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
I had a similar issue once. Check whether the camera component has this set to sky or color
that's why
np haha
looks like when you glitch out of bounds in DOOM
Reminds me of source engine games
Like out of bounds in portal
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).
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)
oh damn the clouds looks pretty sweet. May need to launch me some hdrp and try them out
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
Dont use the compositor it has a high runtime perf cost. Use the Custom Pass API
how i use it? Do you have link to documentation or tutorial?
Thanks Bro!!!!
a8 just popped up, is anyone trying this? đ
I am not feeling well I will try it in a couple of days I hope
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.
This makes me think of either :
- bad motion vectors in the background causing motion blur
- no clearing of the color buffer and it "accumulates" quand you move the camera.
Because the clouds are visible I'm somewhat thinking it's more the first solution.
Check if you don't have motion blur enabled
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?
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. đ¤
This won't do much / anything for ray tracing unfortunatly đŚ sorry
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.
How can I get more than 8 terrain layers?
Microsplat
"Up to 32 textures on one terrain in a single pass, or 256 with the 256 texture module"
What will happen to my other terrains?
Can I still use the old terrain tools?
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
Will try, thanks.
looks like its on sale or free right now... 
It says that you have to pay for HDRP version to work đ.
Bruh, $20 for HDRP 2019 support đ.
I wonât even mention how much Iâve thrown at the store to fill the gaps in Unity gaps

For $20 that's all I used to buy like 3 assets, all of them when they were in sale for $5 or $10 đ.
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
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.
Check the editor log... One time Unity consumed all the disk space making a 500GB occlusion bake for a terrain. Note that it's buggy hell, Unity is supposed to replace it with an ECS version in the future.
@twilit swift try to set your terrain as occludee only, occluder is not worth it anyway
Does somebody has an idea which setting is causing my exposure to sky rocket when I look at a bunch of black particles?
I'd assume because black unlit particles are extremely unrealistically black compared to everything else in a daylight scene, and the exposure is an average of brightness values on screen
Is there a way to turn off this automatic adjustment?
Sure, in exposure settings of your volume
HDRP scenes don't work very well with fixed exposures though, as it's intended to be used with real world light intensities
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
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
But then optimization would die basically.
@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.
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.
You can either tweak the settings in the indirect lighting controller volume override, or bake lighting + reflection probes.
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
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
Is that a squashed sphere? Why not make a model of a circle that has the UV's going around it like so
No squashing necessary
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...
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...
How to very quickly make a decent-looking wall/floor made of bricks.
Very good explanation
Best to solve the brick problem with design than to try to somehow have infinitely smaller bricks converge towards the center
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
More for the #archived-shaders channel. But time node -> floor -> multiply by 30 -> rotate UV
Oh ive overlooked the shader channel, but thanks! Ill try that!
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?
Well, it turns out the issue was due to the volumetric clouds. I guess the lighting is not handled well with them when the light is at the horizon.
And to be even more specific, it is due to the Volumetric Cloud Shadows being enabled.
Huh. Never seen that before. Maybe worth checking if it happens on the latest 2023.2 beta, I know they did some cloud shadow updates
If that doesn't help send in a bug report
I am using 2023.2.0b12, is there a more recent beta?
Oh. In that case I'd bet it's a new bug introduced with the cloud shadow updates. Definitely send a bug report
will do, thanks!
Hello. How can I change this values which contains in hdrp asset via c# script?
It is not meant to be changed by script (you could still do it in editor using reflection I guess), but to have different HDRP assets with differents settings assigned to different quality levels.
Why do you want to change this here ?
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?
Is there a more accepted method to give users the ability to customize the graphics settings?
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.
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
Definitely needs to be reworked. Offering as many customisation options in a game is a good practice.
To be honest Unity's handling of shader variants as a whole really isn't ideal
To say nothing of the build times
I was messing with the visual environment and somehow cause a bunch of ghosting:
Anyone know what might've cause this?
I accidently caused this to appear. Seems HDRP related. Anyone know what this is?
nvm got an answer
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?
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?
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 :
- Just create one Water surface for all this river, having multiple one for a river is not suggested ^^, put the pivot of the water Area at the beginning of the river top point.
- Create some water deformer, using GameObject>Water>Deformer, I guess for your exemple you can go with a bunch of box
- Use the water deformer position and rotation to align the Water surface into the RiverBed (https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@16.0/manual/WaterSystem-waterdeformer.html)
- To get some Flow, you will need a painter/flow generator, here you have the choice of how to create it, there is free way (krita way in Unity doc : https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@16.0/manual/WaterSystem-currentmap.html?q=water flow), just use top view(iso) of your scene and screenshot your river, you will have the shape so it can help you to paint the flow map
- Once you have your flow texture and you slot it in the Water Surface, basically, it work as a top/down projection in world space position, so you just need to select your Water Surface, set debug mode to "Current" and align your texture
thanks for the input, will water deformers allow me to take into account elevation?
The reason i wasnt using a single quad was because the rivers flow down the terrain contours and it's not all flat
yes! as is will impact the "height" of the water surface, the elevation of your water should be fine tuned by the Y postion of the deformers, align them as you like, the water sample (river sample) showcase the use of deformer for the waterfall
here are the official samples :https://github.com/Unity-Technologies/WaterScenes
nice! thanks for all that, i'll give it a try!
also looking forward to the examples with rain hitting it (it's in the 2023 new samples package i think, so thats exciting)
I am looking forward to it too đ 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
hopefully, shader graph is very nice
in the samples, there is exemple that show physics, i guess it's the pool exemple
yeah, shows you a character deforming water as it moves in the island one too
it just a deformer this one
sphere one i guess, need to check
coupled with a foam generator
tick "Depth write" or use Opaque mode + alpha clipping
or even press both of the joystick if you have a controller đ
Someone should pin this

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.
Blurry is either the denoiser or your material roughness (unless you mean noisy)
I made a 100% smooth metallic material
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.
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
No idea, I've never been interested in any probe solutions
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.
In case anyone wants to help me bump this bug for visibility đ
How to reproduce: 1. Open the attached project "My project.zip" 2. Open Assets/IssueTestScene.unity Expected results: There are no s...
It's been added to the issue tracker 
There will be a official rain drop sample?
Here I have a perfectly smooth metal ball, but raytracfed reflections are super blurry for some reason
@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)
Yep!
Can find it in the forums you got the link?
Unity's Volume overrides are so bad, you can't see what's enabled and not untill test each parameter manually.
You can use the rendering debugger to check how a specific volume component is interpolated for a give camera
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?
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!
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!
Hello
This is known issue we have with directional light shadow with a slowly rotating light đŚ
We do have some plans to fix this in an effort to provide a proper way to do time of day, but it has not been done yet.
Awesome! Knowing it's an issue that will likely be fixed in the future is welcome news. Thanks!
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.
Don't ask for vague help or ask to ask. What's the exact problem you're having?
Then someone can most likely answer it faster
I am not able to create a underwater effect while using HDRPs new water system. Any suggestions??
HDRP water does have an underwater effect option, what do you mean "not able to"
no when i enable it and my player goes into the water the visibility goes to zero and only one color is seen
Well that's a much better problem description which someone might even be able to give input to
I don't know what's up though, I haven't used the water system
Did you assign a proper volume bound to the underwater effect in the water surface settings ?
What do you mean cause i dont know that ??
I am a beginner
Oh, ok, so you're using the ocean type
IDK, weird, it just works on my side :/
ok thanks for help anyways
but even after changing the water type to river the problem is same
i added the volume too
I've tried with ocean and it also worked
can you explain it to me
I did nothing particual, really, just added the water surface, enabled underwater, and that's it
Are you using water deformers ?
yeah
Looks like the underwater effect only works for the water surface "base level" and doesn't take in account the offsets caused by deformers
how can i disable it like it was enabled by adding the component itself I never found the option itself
Disable what ?
the deformers
You can simply disable deformers on the water surface component
Where is it?? like should i disable simulation effects
Sorry, looks like I was testing with a more recent version than yours. Do you actually have water deformers objects in your scene ?
no I dont hv any
Then why did you answer yes here ? .... https://discordapp.com/channels/489222168727519232/517108768933281843/1164212233891483712
oh sorry
You're using unity 2022.3 right ?
So, actually the underwater works, but it is basically a blueish fog, and at short depth is does barely anything.
What you require for your case is at proper waterline mask, and this has only been implemented with unity 2023.1 : https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@15.0/manual/whats-new-15.html#water-system
can i add hdrp water sim to my scene for a vr game? read that vr headsets could only render upto 80k polygons
Thanks @scarlet hull for help. It worked.
Im not sure what you read. PC VR can render way way more since the rendering is done on well the PC, even for the quest 1 the limit was around 100-120k. HDRP does not run well on mobile vr headsets due to the nature of their tilled gpuâs
To add to this, mobile VR headsets are in most cases (if not all) android based, and HDRP blocks build on android đ
It does? I remember building hdrp to the quest just as a test, but that was a few years ago
I don't remember when we added this safeguard, but indeed at one point it was still possible
It makes sense to not build hdrp to mobile
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
yup deleting the library fixed it, ignore those messages
I NEED help
so i am making a school project
and i need to WIN
I am making a small game
but i need some volimetric light(God rays)
So of course you've tried to enable volumetric fog in you scene, with a light and ... what ?
Droped the friggin idea
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.
Ping when reply thanks.
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.
Oh, there was only two options, HDRP and HDRP 10.
So then if it's made for 10 it means that it won't be compatible with newer versions like 14?
Yeah, correct... Rarely are shaders forward or backward compatible.
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.
But the thing is that there's an HDRP package with no specific version, it should mean that it could work with most of the versions, but it doesn't.
Isn't that a paid asset?
That's true yeah... your best bet is to contact the dev and ask which version of HDRP it was made for.
Yeah right.
Yup... it's not worth buying for that, but in case you had it already it's worth a try.
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.
Yeah, a lot of stuff suddenly appeared.
But I had no idea what to do at the moment.
Why no idea? Check for errors, fix them one by one, if there are no errors, clear library and reload project.
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.
I've had situations where I solved issues in my own shaders but things were still broken due to cache or whatever, I can easily reproduce this issue in one of my projects
That's interesting... I never tried that I have to admit...
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

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.
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.
Also the effect only happens if the shader has normal mapping.
Finally figured it out, despite being triplanar mapped, it doesn't like there being 0 scaled UVs cause I never bothered to make any.
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.
I made the light brighter just to amplify what i'm talking about, I realize the light is kind of bright :p lol
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
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.
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
@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!
Sorry, I've realized that I problay was misleading you, using a custom pass you will not really render a second camera, but "add" rendering in the current loop, and as such you are still bound to the main camera post processes. what could be done though is to change the depth value of the FPS arms for them to be in focus in the DoF effect
@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?
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
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
@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?
Look at this repo for a mix of scripted and non scripted custom pass samples đ : https://github.com/alelievr/HDRP-Custom-Passes
@scarlet hull Thanks! I will defiently take a look at theese đ
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
HDRi Sky override accepts cubemap skies, as that's what HDRis are
Even if the name only emphasizes the HDR part of it
So If I understand you correctly I can grab that nightsky image of mine, change it to cube and use it in there? Sorry for asking instead of checking myself, just logged out of my pc moment ago
I'm pretty sure the override can use any kind of cubemap type texture
Hey, just started my first hdrp project. For some reason i get this weird bloom effect which you can see whenever i look up in the sky. What is the cause of that and how can i fix this?
i am using the HDRI Sky override on the global volume component
Whenever Play the scene in my First Person Shooter game, the lights blink in and out in the first rooms
For example, here it looks normal for the moment
But then when I look in a certain direction the screen turns black except for the UI
Don't crosspost please
oh i am soryy, wont happen again
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.
oh right, i can try toggling custom frame settings
it's some kind of post processing
Ah.
It's TAA
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.
Low framerate maybe?
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.
is it worth it writing a script to update shadow maps of lights that are only near the player ?
I tried with raytracing disabled, thanks for the suggestion though
I tried even with completely empty scene
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
there is a internal bool ShadowsEnabled()
and it looks like the data is kept on the Light ?
legacyLight is also internal
I have to get the Light component to check that, bummer.
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 ?
Ok so my thing did not work so I did a quick test and just called https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/api/UnityEngine.Rendering.HighDefinition.HDAdditionalLightData.RequestShadowMapRendering.html in the Update method on a single point light and the shadows were all messed up. What am I doing wrong?
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
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)
If not already done so, you probably need to switch over to something that uses indirect instancing for vegetation/trees. Faster incremental loads is usually due to caching in some subsystem like storage or memory, etc.
what asset would u recommend for indirect instancing? assume I don't wanna write my own
GPU residency feature in unity 2023 alpha 
From this I would say you are pretty much GPU bound. Did you test how it performs in a build?
I was actually cpu bound. Enable the feature improved both cpu and gpu time but only have minimal impact on fps (+4), which is about right looking at the main thread time
I guess I missed the improvement the numbers seemed the same to me
Gonna self bump my problem. If anyone knows
What are u trying to do though? It is not clear to me reading the above post. Are you trying to create manager to manually update cached shadow map?
Yes
Have you checked out HDCachedShadowManager? There are a couple helper function inside
Let me know what stretegy you come up with. I gave up fighting trying to manually control the cached shadow map 
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 âcamera relativeâ i.e it actually moves with the camera if that makes sense
huh, then IDK. My test was like months ago and it worked fine on 2022.3 LTS
that's what I used.
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
Another things is âAnother 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.â Maybe because the scene view and game view are both active? We dont have realtime reflection probes or anything
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.
It work okay with Distance Shadownmask since evicting it from cached shadow map atlas will automatically fallback to shadow mask.
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?
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
And my test is with one light yhere is room in the atlas
I check 2 thing
if camera is inside the light fade range AND the dot value from cam to light is > 0
It was not very accurate lol I should have use culling group api.
Wont that completly remove shadows from a light just behind you?
Yes. That function only have effect if
1.your light is on Demand
2.the mesh getting shadowed is set to static shadow caster.
Since cachced shadow map have its own shadow atlas seperate from dynamic shadow atlas
No because you're still in the light fade range.
How do I trigger dynamic shadow rendering manually?
Oh AND apparently I have poor reading comprehension on Saturday
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
Yeah if that is the case I dont need this system at all. Most of out level is static and lights dont move.
The only reason this exist I think because it's an alternative way to optimize DistanceShadowmask, in an extremely brittle way
Unity's almost there just need to write the manager to manage this for us
We are using distance shadowmask. How does it optimize that?
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.
Wont it do that by itself if the objects are marked as static shadowcasters?
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)
Yes. but imagine you have medium size map. You can't fit everything in your scene inside a 2048 or even 4096 cached shadowmap unless you set your light shadow resolution to be extremely low which ofc defeat the purpose of DistanceShadowMask.
So in the end, you'll have to control it.
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
ok I think I get it now and how I can improve our level as well
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).
Huh, does that mean it's free now? I can't find it on asset store or github.
Ahh saw the message in vsp channel. Nvm then. I'll just use what's currently available
Yeah there's a few... the one from Procedural Worlds (Flora) needs a lot of work, but technically works as well, it's bundled in with Gaia and supports HDRP.
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
Sometimes you need to manually update the shaders
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
Edit > Rendering > Materials > Convert all Buildin Mats to HDRP mats
This usually works like a charm (but not for all shaders like for speedtree and custom shaders i think)
Wasn't there
did u found it now
did you author the assets in this scene? are you using dx12?
If anyone has built an HDRP project for Mac systems, do you have insight on optimizations and player settings to adjust for performance?
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
it's from asset store. I just tweak some volume settings. And it's dx11
what does the profiler say the gpu is doing
ok this is bullshit. Why does changing the _EmissiveIntensity of a HDRP lit shader still borken from code
I did the _material.EnableKeyword("_EmissiveIntensity");
if I set the color it works but that values isnt in Nits
and I want to work with real life units
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", ...)
If you want to use EV100, the conversion is :
HDRColor = LDRColor * 2^(ev100 - 3)
And for Nits :
HDRColor = LDRColor * Nits
yeah I just went trought the UI code to find the conversion actually heh
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
_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
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
Note that you can do emissiveColorLDR.linear đ
Thanks I did not know that haha
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 ?
It should not.
thanks
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?
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
i've been looking on the internet and i cannot find anything
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
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
how do i remove this horrible orange at the bottom of my iron ore
Might have something to do with your reflections. Check your reflection probes,if you dont have any, there, thats the problem. Make one and bake it
might also be the sky color that reflects if you are using a gradient sky make sure you set the visual environment mode to static instead of dynamic
weird that an fov shader is the only thing that works rn i know urp has a fix for it but ye this is hdrp not urp
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
wont a reflection probe not work because the terrain and iron ores and trees and literally every single thing is randomly generated
@full steeple
Is your terrai generated in chunks?
nope
try setting it to static and see if that works
So we're having an issue with switching Quality levels on Mac in 2022.3.12f1 LTS.
We can switch them just fine, but switching to Balanced or Performant from High Fidelity makes most of the graphics disappear.
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.
For some reason, when I switch those settings, only High Fidelity actually renders the models. I've looked just about everywhere.
It only happens on Mac standalone builds, and not in engine. No clue why.
Super bizarre.
i cant have it static
most things
even the clouds are orange at the bottom
even tho the sun is above them
Looks like the ambient probe from the sky
try changing the pbr sky ground tint
you could also change the ambient probe dimmer in the cloud settings
you could also try a scattering tint if that still doesn't work
oh thats only the option for gradient sky then i think
Updating the project to 2023 seems to have fixed it. It must be related to their MacOS builder.
Hello, I have a really strange glitch. On the center screen I can see some pixel's bug. Its happening in the whole team project. It's in editor and build also in the game view and scene view.
It's happenede after imported few materials from built in to HDRP
Unity 2022.3.10f1 HDRP
The meshes and materials are fine (we tested it on a fresh empty project)
there are no shaders. I checked lights, post process, volumes, probes - they are ok
Not sure if this helps, but I would sometimes see that kind of artifact with a reflective glass material and any kind of volumetric light or fog. I also had a water shader that would do it sometimes as well when reflecting light off the surface.
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.
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 ?
Baked shadows are only when using the Shadowmask lighting mode.
And with this the number of baked shadows is limited to 4
I'm reading this from the docs "Static GameObjects lit by Mixed Lights receive:
Real-time direct lighting.
Baked indirect lighting, using lightmaps.
Real-time shadows from static GameObjects, using the shadow map, up to the Shadow Distance.
Real-time shadows from dynamic GameObjects, using the shadow map, up to the Shadow Distance."
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
with Shadowmask the shadows dont seem to update for example when a flicker animation on a mixed light triggers
Sorry, morning brain got your question wrong I guess.
so why dont they cast shadows when we do a bake with "Baked Indirect" mode ?
If you've set the light to use OnDemand shadow map, did you also add a script to update it ?
I havent set it yet. It's set it to Every Frame
đ¤ It should just work then
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.
https://streamable.com/u2cvbt I feel like this is definetly the bug I mentioned. The white light is a brand new light I created and did a bake. The orange light is a older light that is stuck is some weird setting. This happened when I switched the baked setting from Shadowmask to Baked Inderect.
Bu you did a rebake after changing the baking mode ?
yes
With the light enabled ?
Changed the mode -> rebake-> shadows vanish
most certanly
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
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
I doubt I will be able to reproduce it. This is the second time it's happened and it always happens when the level is nearing completion, meaning the lights and geometry numbers are rather high
Sorry for the cross posting, but it's kind've a 'cross discipline' thing....but
@scarlet hull I actually managed to repro it. IN-59757
Thanks !
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.
Yes, I figured out the same workaround once I reproduced it. Or rather the repo came from the work around. This bug has been there since at least unity 2019/2020 (hehe glad I finaly cought it)
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
(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)
https://github.com/alelievr/HDRP-Custom-Passes/tree/master/Assets/CustomPasses/FPS Foreground This works great
Oh, there's no "official" solution?
as far as I understand it, this solution won't have scene lighting affect the gun, am I correct?
scene lighting affects it. I think motion vectors are broken
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
Ahh I see, I completely misunderstood what it meant then
The only thing you need to know is the set up. I use this.
also make sure to remove the Layers from the camera culling mask since you dont want two guns hehe
Thanks homie, I'll try
Bit worried about weird stuff happening since my HDRP version is 14.0.9 though
Which version of HDRP and unity are you using this with, just out of curiosity?
2023.3.0a8 HDRP 17
Oh, you're not experiencing problems? Didn't look like the package "officially" supported 2023 or HDRP 17
none that I can see right now
neat.
For the fov thing you can use the shader graph to change your models vertex position making it look like it has a diffrent fov. There are free shader graphs out there you can download or make your own
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
So you're not using anything, just making the weapon prop sufficiently small and close to the camera so that its almost impossible to clip anything?
Yes, shrinking on all axes it to prevent clipping with walls, and squishing it on just the depth axis to simulate a lower field of view
I believe a squished model and a model actually rendered at a lower FoV should look exactly the same
This seems a bit hacky, but if it looks identical, it seems like the best solution prone to fewest funny bugs
Could also be done in a vertex shader just as well, not sure which would be better
Do you have any algorithm you can share which squishes it while moving it back proportionally to the rate its shrinking?
or do you just do it manually atm
I've done it manually so far
alright, thanks for the suggestion though
I bet there is some simple math that allows me to do it
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.
What have you guys set your camera's Near clipping plane to?
@shrewd moon
And Cloverme, you mean you rotate the weapon upwards, so that it doesn't extend as far forward?
Something like 0.1 I think
Thanks. I was having some issues downscaling it sufficiently because it was just getting too close to the camera at 0.3
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.
in case you find it useful
https://i.imgur.com/zN6d35Z.mp4
What this is doing is playing an animation on the parent rig, position z goes from 0 to -2, and position y goes from 0 to -0.5. When there's no hit on the raycast, it just reverses the animation.
https://youtu.be/pM2Lr5roSPc?t=277 Metro Exodus uses a similar technique combined with squishing
That's pretty cool, thanks
Hi, why does this appears? It's like if it were rendering all the time, but this never showed before.
idk but shader variants take ages, would be nice if they fixed that
but i dont think so, it would take up too much space
I am trying to re-install the HDRP back into my project, however I am getting this error
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.
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
I think one of the hdrp Unity tutorials suggested using a mirror material and making it partially transparent. I havenât tried it myself but might give a shot as I have a plate glass window as well 
Small suggestion for those things: https://physicallybased.info/
what do you mean by mirror material?
thanks but the only thing this has for glass is the index of refraction and refraction doesn't seem to help much with the appearance issues im describing
I did that and nothing change ;/
is someone have any idea what is happening here?
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
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
Many games have a brightness + gamma calibration sequence at the start. What kind of volume components should I use to recreate that?
I'm not sure if I should be manipulating a tonemapping curve for gamma
I see that "Color Adjustments" lets me apply an exposure offset before the tonemapping happens
But that feels different from applying a curve to the final image
I guess I'm not sure which is more "normal"
HDR rendering makes things a little more ambiguous!
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).
that makes sense!
I already have some volumes for other graphical settings, like motion blur and bloom
they're just high-priority volumes with the relevant effect's intensity set to 0
I'm using additive scenes: one main Game scene, plus the relevant additive scenes for individual areas
so it makes sense to throw this into the Game scene
Yup, good choices... motion blur bugs a lot of players 
Adjusting exposure seems like the most natural way to control brightness
and it won't just wash out the image, as curving it would do
Yeah, the volume overrides are a good way to allow you to lock in what you want players to be able to fiddle with
I'm wondering how you would do a brightness calibration screen with this
maybe display something lit with a fixed brightness and set the camera to have a fixed exposure
Yeah... the rage in AAA games seems to be the game art icon in various degrees of light/darkness

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
kind of similar looking
am i the only one that constantly needs to wait 2 minutes or longer just to save a shader?
with this message popping up every time
I've never experienced that.
guess its my pc then
if I upgrade my project to HDRP, is there a way to "save" my postprocessing
It's probably not that slow
since I've read that I can't use that?
I'm not aware of one.
so I'd have to redo the whole thing?
trust me... its sometimes climbing up to 5 minutes PER shader save
all I need HDRP for is volumetric lighting
that'd be annoying lol
changing render pipelines is a pretty major thing
I don't know much about post-processing in the built-in render pipeline

