#archived-hdrp

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mellow condor
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that looks nice

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is this a scene you've alid out and built?

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or is that an asset?

dawn sorrel
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but trees etc are just assets not done by me

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so really no other way out?

full steeple
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its definetely something else, my pc is fairly good but i cannot figure out what because this is happening over multiple projects

shrewd moon
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Simply creating the post processing overrides again might be one of the smallest tasks when upgrading, since the lighting system is quite different
Also note that HDRP upgrade is one way, so use version control or backups

dawn sorrel
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I think I found an old open source volumetric light for builtin RP

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Pretty old, 7 years, but looks damn good on pics

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So guess I'll try that first

shrewd moon
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Sure I'd consider those first
BiRP has a lot of useful resources made for it over the years

dawn sorrel
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But honestly though

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What are the chances to build a very realistic environment with only BiRP because at this point Im wondering

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Or should I just switch to UE5

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Especially since I know C++ better than C# lol but Unity seems fairly easier for beginners

shrewd moon
digital spire
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From my brief adventure time to Unreal the past month. HDRP feels like Unreal 4.

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Unreal 5 is Unreal 4 on steriod. but there are many perf gotcha to watch out for when you use their cool shiny things. it mostly involve shader that have vertex animation.

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You can get realistic looking scene 100x easier in UE5. compare to HDRP. I've been working in HDRP for almost 2 year already. Rendering thing are just easier there.

dawn sorrel
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this is what i consider realistic, maybe my expectations bar is set too high lol

digital spire
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Yeah that will be VERY hard to make that in Unity OR GAME at all. this is like realtime path tracing stuff. and lumen cranked up to this quality will tank your frame rate.

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Unless you're not making games?

dawn sorrel
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nop

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goal is recreating the "Caumasee" somewhat, just for fun

digital spire
dawn sorrel
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Do you think making a whole map out of this would kill my computer?

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๐Ÿ‘€

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but ty

digital spire
digital spire
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and since it's path tracing, it scale linearly* with the amount of triangle on your scene. (I might be wrong but that's what my experience with Unity's ray tracing)

dawn sorrel
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Good to know

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Waiting for the super quantum technology to make hyper realistic games like this possible

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kekwait imagine

digital spire
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That's why it so much easier to do this stuff in UE5. If you don't care about real time perf or your storage space.
You can throw bajillion triangle model at it then nanite will handle the rest for you.
Then lumen will handle the rest of the lighting pipeline.

fluid merlin
# digital spire That's why it so much easier to do this stuff in UE5. If you don't care about re...

This is where one begins to realize that Unity has painted themselves into a corner with HDRP. There's a growing number of voices asking Unity to go back to one pipeline and frankly, while I like HDRP, everything about the lighting is very hacky. Volume probes, reflection probes, baking artifact workarounds. I think this is why we see a lot of seasoned unity devs working on projects to replace the lighting system. The crossroads for HDRP belies a contradiction in design with Unity since you can realistically, only use lowpoly models and then struggle with lighting, which then, if you want a fantastically lit scene, you suffer greatly in performance. So HDRP becomes a game of balancing and making tough choices as a designer... You can try to create something that matches your vision but then be prepared for the 1% of gamers that can only run the game at 30fps on the latest hardware, or compromise your vision and allow people to run your game at > 60fps on relatively current hardware. The savage blow that UE5 dealt to Unity wasn't really specifically Nanite or Lumen, but the way it was crafted into the engine so that the workflow of the creators vision wasn't compromised by polycount or lighting. Granted, you still need a pretty powerful system to run it, but having that option is something that HDRP greatly lacks.

formal crow
dawn sorrel
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Because that's all I have ๐Ÿ˜›

formal crow
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yeah

dawn sorrel
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That's some good news

formal crow
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i have a 2060 and i used unity's pathtracer

formal crow
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i consider BiRP legacy since it no longer gets any new rendering features, so i wont count it

scarlet hull
formal crow
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if it isnt a pipeline then why is it called a scriptable render pipeline

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done

scarlet hull
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Depends how you want to interpret it.
Yeah, ok, it is a pipeline in the meaning that it a series of things executed one after the other and the SRP api allows you to inject commands to different parts of this pipeline

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But, when you start a bare buit-in unity project, all the SRP apis are here, just unused, doing nothing

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It is only when you install URP / HDRP or write you own custom RP that it does something

formal crow
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personally i dont see a reason to use BiRP anymore other then legacy support or you do something that doesnt have anything to do with graphics

fluid merlin
loud leaf
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Has anyone experienced horrible ghosting with DLSS in latest HDRP? I recently upgraded from 2021 to 2023, and it's smearing everywhere. It's really coming from DLSS, without it, it's super clean.

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My 2021 HDRP project doesn't have this issue either.

long scarab
loud leaf
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2023.3

long scarab
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I guess motion vectors and skinned motion vectors are active?

loud leaf
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I'll try a couple of versions, I feel like I need to downgrade anyways since the HDRP Global Settings have turned into complete bloated chaos.

loud leaf
frail tendon
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if I have a custom pass that renders to the entire screen, how can I have unity render my custom pass, and then render the scenes volumes so it can be layered ontop?

loud leaf
# loud leaf Has anyone experienced horrible ghosting with DLSS in latest HDRP? I recently up...

So, this seems related to:

HDRP: Improving DLSS ghosting artifacts a little bit, by using a better pre-exposure parameter. Fixing reset history issues on DLSS camera cuts. (UUM-37205)

Which is this part in HDRenderPipeline.PostProcess.cs:

// For now we clamp the exposure to a reasonable value.
passData.parameters.preExposure = Mathf.Clamp(hdCamera.GpuExposureValue(), 0.35f, 2.0f);```

I can scale the value / use a different clamp to get rid of the ghosting, but it affects the final composition in a negative way.
loud leaf
twilit swift
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Hi, is RTX/DX12 actually VR supported or not yet? There's a thread of someone asking this back in November 2020: "In the HDRP changelog is the first entry:

  • Ray tracing support for VR single-pass

In the Ray tracing section is written that DirectX 12 is needed for RayTracing:
"You need to change the default graphics API of your HDRP project from DirectX 11 to DirectX 12."

In the VR section is written that only DirectX 11 is supported."

Then, a mod said that they were still working on it (this was November 24, 2020).

So my question is, are they still developing it or is it actually working? (We are going to make 4 years since this now, I really hope there's some progress on it).

scarlet hull
twilit swift
scarlet hull
loud leaf
loud perch
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Anyone knows whats happening here?
This black area between sails. I got this when using volumetric clouds + some shaders with vertex displacement.

hot pivot
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Hi ! ๐Ÿ‘‹
I would need some help to setup my environment correctly.

My problem is that currently the sky is also reflected in the interiors.
I've tried tweaking some settings but nothing convincing. If I remove the Physically-based sky it solves my problem, but it would be nice if I could use it to render the earth's atmosphere ๐Ÿค”

I think there is a way to disable sky reflections in defined areas but I can't figure out how.
Do you have any tips or resources to help me ?

Thanks ! ๐Ÿ™‚

long scarab
hot pivot
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I think it is something related to light probe but it doesn't give any convincing result.
I think i'm doing it wrong

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Oh nevermind I think I've got something using light probes

eternal laurel
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If your objects are static mark them as such and bake the reflection probe, otherwise they try to sample the scenes lightsprobes and if there arent any they fallback to the sky ambient probe

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Or you can use a realtime reflection probe

round pulsar
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are decals supposed to contribute to baked GI? emissive or otherwise?

orchid heart
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cant tell where would be best to ask this but.

does anyone know of a free skydome creator? i want to make my own hdri's but the only thing ive seen is either using blender nodes, Ai or terragon4... does anyone know of a free app that i can use to make seamless skydomes with?

fluid merlin
round pulsar
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dang

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thanks

final pagoda
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Hello, I have installed the package of "HDRP", once that happened, all my texture were turned in pink, I then panicked and unintalled it and was reverted back to normal, I then realised up-close that the game was more contrasted than before, I don't know how to fix this issue, HDRP did it probably, any help ? Left was before and right after.

dawn sorrel
blissful dust
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im getting this subsurf artifact

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idk how to fix it

long scarab
# blissful dust

I's hard to understand what you mean, how it's supposed to look like and what you think is an artifact.

blissful dust
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the lines

long scarab
# blissful dust the lines

I guess you need to spend a bit more effort in order to get help;) the image is very small, and which lines do you mean? how does it look without SSS? I cannot even see what's supposed to be displayed in it the image

ocean mulch
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Hey guys! I have a doubt.
I change my skybox in runtime, using a Volume with HDRI Sky and I want to keep the first one HDRI Sky lighting. Do you guys have any idea how can I make this?

round pulsar
fluid merlin
fluid merlin
stoic sand
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I hope to see Dynamic APV in the alpha of unity 6. What do you guys think is gonna happen with that?
Enlighten desperately needs replacement

median beacon
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what is spatial temporal?

mellow condor
fluid merlin
# stoic sand I hope to see Dynamic APV in the alpha of unity 6. What do you guys think is gon...

I think that's a given... it's sort of what they've been talking about a "like lumen" type of bolt-on to make GI responsive so you can do "day to night" scenes.

I'd like to see them dump the current lighting approach completely though. There's a few devs out there working on bringing different approaches to scene lighting, that I think Unity isn't paying attention to, like voxel based stepmarched lighting, and sdf-based lighting. I think the current workflow methodology of scene lighting with respect to GI & shadows is incredibly flawed with tweaking probe volumes and performance murdering reflection probes.

shrewd moon
fluid merlin
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Eh... My UE5 lighting in workflow is no where near as complex as with Unity and it looks better. So, I'm not sure I'd agree... How many "how to I make the room dark" threads have we seen in here?

shrewd moon
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If you're already familiar with lighting in other modern engines, HDRP will have no surprises there

fluid merlin
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Maybe... Can Unity do amazing lighting in HDRP? Sure, but you have to spend ages to get there... Plus, you have to par-bake RTGI to make it work. I don't think the the tech is the same, maybe at some level but it feel like a lot of the Unity lighting solutions are afterthoughts to address gaps, like the volume probes.

shrewd moon
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Still I think to stay competitive they will need something that aims higher than merely standard

formal crow
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my guess it will be that it will come in unity 2024, or unity 7?

ocean mulch
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To this, without change the object color:

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So... For now, I resolve creating a box with rendering cull front, and this box following the camera position, to not change the original light color.

vale walrus
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anyone got any idea why volumetric clouds show in the scene editor but not in-game?

gray parcel
vale walrus
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do you know what it is?

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ive enabled this one

gray parcel
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Im checking, gimme a min

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anyone got any idea why volumetric

digital spire
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Weird thing. I remember downloading alpha version of HDRP months back to test stp. But I couldn't find it anywhere on latest alpha or 2023 tech stream ๐Ÿค”

loud leaf
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stp?

digital spire
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The new upscaler they showed at Unite

mint urchin
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guys i got a problem, for some reason i can look completely through my mesh if i look through a part that should be transparent. Someone who knows how to fix this?

fluid merlin
mint urchin
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ohhh damn yeah i can just put the blue to opaque and then it does show

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bro you're a live saver, thanks to you i thought of something i didn't think of before

twilit swift
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Help please, I've been having this issue for so long, first it appeared in another project I was working on, but now it did in my main project. I have no idea what is causing it, it was just working fine before, but I did nothing important and it's already doing it again, when I select something it deselects itself, like this:

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This is only happening in the HDRP projects for now.

twilit swift
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Someone knows which Unity HDRP version is this?

https://www.youtube.com/watch?v=iU7X5xICkc8

This session will showcase the advantages of adaptive probe volumes over legacy light probes (automated placement, per-pixel lighting, reflection probe normalization, and lighting scenarios). How to set up the system and how to fix light leaking (tools for debugging and tuning APV) with multiple scene examples.

#unity #unity3d #lighting

โ–ถ Play video
long scarab
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The dynamic part will more likely end up in 2024 / Unity 7 / whatever next version will be called as it seems

mint urchin
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is it normal that shadows are so hard when using lights?

tough pulsar
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local volumetric fog volume works in hdrp with raytracing ? (2023.2.0f1 DX12 version)

shrewd moon
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As well as light source size/diameter if using high quality filtering

twilit swift
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How can I change the Unity folder?

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I want to change all Unity Editor versions and Unity Hub into another disk that is not C.

shrewd moon
twilit swift
narrow spindle
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No more space in the 2D Cookie Texture Atlas. To solve this issue, increase the resolution of the cookie atlas in the HDRP settings.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

I know it says I have to change it in the HDRP Settings, but can anyone specify where exactly?

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I found it, but I put it to the highest setting and I'm still getting the error, how do I fix it?

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I am following a tutorial on a night sky, but there is a part where he plugs in a 2d texture on the directional light to make it look like a moon, but ever since I did that I get this error

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So I thought the file is too big, but its just 1k, and I can't download a lower res one

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and he uses the same 1k variant of the texture but it works for him

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Sooooo, how do I fix it?

shrewd moon
narrow spindle
narrow spindle
narrow spindle
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nevermind, the problem fixed itself lol @shrewd moon

lucid gate
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Hey, getting this errors straight from the template, 2022.3.13f1 but also newest 2023

jagged prairie
lucid gate
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are you sure i should do this? just cautious hehe
also i can replicate it, seems more like a template mistake/gizmohelper thing:
As soon i click on Reflection Probes on a fresh HDRP project, doesn't matter which version. Or i miss sth.

jagged prairie
lucid gate
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i see you are typing, please continue :) just want to show that i told shit, with the last version (i guess unity 6?) it seems not the case

lucid gate
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can i ask, would you recommend the last solid editor version anyway? i'm used to work in the last lts, but i'm new to hdrp

jagged prairie
jagged prairie
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Definetely use LTS if ur working on something you want to ship

lucid gate
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okee so the usual, LTS then, i'm *** serious lol jk on what are you working?

jagged prairie
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Mee?? notlikethis notlikethis

lucid gate
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just saw 2022.3.14f1, is ready, wouldn't be surprised if the error is gone with it, on a new project at least

fluid merlin
# jagged prairie Really excited about their dynamic occlusion culling stuff.. We just need autolo...

Check out Nanotech, a developer is working on bringing nanite to Unity. It's pre-alpha right now, but the dev is trying to pitch it to Unity because it's very close to Nanite and somewhat better because he's working on Skinned Mesh support. The dicord channel are more updates, etc.
https://forum.unity.com/threads/nano-tech-similar-to-nanite-high-detailed-rendering-for-hdrp-urp-and-built-in-rp.1292223/

jagged prairie
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And really surprised how unity still hasnt bought that

fluid merlin
# jagged prairie And really surprised how unity still hasnt bought that

Unity really pisses me off when it comes to HDRP performance, batches, culling, and instancing... the new GPU resident drawer is like 150% slower than GPU Intancer on the asset store, which has been out for like 5 years. I did a test with a 500k asteroid belt, GPU Resident Drawer was like at 45 fps, GPU Instancer was at 322fps... It's like... why are they so stubborn and backwards about things.

jagged prairie
fluid merlin
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Exactly... performant lighting is really tough to achieve in HDRP. There's like a quadrillion different settings, components, and options to mix together and then trying to get artifact free baking mixed it for indoor & outdoor blended scenes is a full blown workflow nightmare.

Maybe Unity is trying to get back on track with Unity 6, I don't know, but I hope they realize that getting great lighting in a scene shouldn't take a weeks of worth of work.

loud leaf
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There's so much great skill & experience in the HDRP team, the company has so much money. Sometimes I think, what exactly is going wrong? Building something like Lumen is not rocket science.

minor depot
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Lumen is really cool but only really caters to ultra high performance systems for film or visualizations

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(Lumen is amazing tech, but honestly, I couldn't care less about having it in unity until at least the next console generation)

fluid merlin
# minor depot Lumen is really cool but only really caters to ultra high performance systems fo...

I get 115+fps in UE5.3 Lumen on a RTX 3080 on a scene with 29M+ tris... I get YMMV though on hardware.

I think though Unity keeps doubling down on the current GI makeup, whether that SSGI or Enlighten, it's simply not good enough anymore after 10 years. Yeah, they add probe Volumes, adaptive or otherwise to help but it also consumes massive memory on large scenes. There's always this penality that Unity has with its lighting system components... They'll do a jaw dropping demo and then later during the 1 hour explainer, there's always this small addendum of well, we had to do this, and that, and this, and that and well, this will out next year, etc. It's the same Unity story over and over.

jagged prairie
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They really need to get on track and start pushing features that dont come with a catch, like their water system which is beautiful

fluid merlin
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Agreed, the HDRP water is a nice addition

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I wouldn't cry if they added volumetric fire/smoke and maybe a weather system, or a vegetation biome system....

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Water is only 2022 upwards still right?

lucid gate
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yes sir

digital spire
# fluid merlin Unity really pisses me off when it comes to HDRP performance, batches, culling, ...

Useful number. Really put things into perspective. Would be great if you post that in the GPU resident drawer thread. https://forum.unity.com/threads/gpu-driven-rendering-in-unity.1502702/page-2
So developer can point out what and why. My guess is that 500k asteroids is still taking massive CPU time because the new system since they are doing frustum cull & other stuff on CPU, not fully GPU indirect renderer like GPUI. I've never use GPUI myself though, but how's it handle LOD cross fade? or more real world scene where there are multiple mesh/material?

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from that thread, I think there are still some bug/edge case to the new system that people actually get worse result from regular static batching...
I think what is happening is that they are trying to push feature to make the cut before 2023 goes feature freeze and then will fix it later ๐Ÿ˜‚ One way to play the unity no back port policy

eternal laurel
desert rain
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Hey friends. So i never actually released a game and was at this point, but when im running my builded game, 100% of my rtx 4080 gets usedโ€ฆ that isnt normal as for the most games i only have like a 30-40% usage ๐Ÿ˜‚ I already tried limiting the fps to 60 but didnt do anything. I also noticed that when i build an completely empty scene and run it, still 100% of my gpu gets usedโ€ฆ Does anyone have a solution to this? I could image its just a simple line of code which tells the system to not use 100% of the gpu, as this isnt needed. Also im on hdrp.

south girder
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Is it possible to use billboard assets on HDRP? ๐Ÿค” Or do I need to make my billboard solution

shrewd moon
south girder
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Didn't find any free packages to generate billboards so I thought I'd make my own

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If it's not possible in HDRP, some other way of rendering would work too

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I guess these are more like imposters

shrewd moon
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Makes sense
I'm more familiar with billboard techniques in particle and sprite context unfortunately, rather than lod/imposter context
The billboard assets always seemed ancient and a bit cryptic to me

south girder
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Yeah ok, maybe I will have to make some sort of custom renderer. Maybe possible with shaders, I gotta think about this a bit

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Would like to do the alignment/UV offset on the GPU instead of CPU

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I'll look into the VFX graph thing, maybe it could actually work here

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Persistent objects as VFX just sounds sketchy to me ๐Ÿ˜„

south girder
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Man, I can't find anything about using Billboard Renderer with VFXGraph, even though the manual page says it's possible

frail bramble
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Hey I've got a bit of a weird issue here with building my scene, or rather a shader not having the behavior I want in game but it works inside of the unity editor

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this is how it should look (taken from the editor)

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and this is what it looks like

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I compiled a dll for it containing multiple c# scripts to no avail

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however when I sent a friend of mine my dll for his project where we're using the same assets it works

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by renaming the dll to be exact with the game name

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using version 2019.3.15 - hdrp 7.4.3

long scarab
frail bramble
long scarab
frail bramble
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yeah but 1 sec

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starting up unity

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friend of mine did get it to work

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thing is my friend tried both 2019.3.15 and 2019.4.0

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and worked on both for him

loud leaf
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Why are you guys on HDRP 7?

frail bramble
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old game

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I'm not the developer

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just making a map for it

long scarab
frail bramble
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will ask

tough pulsar
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material.SetTexture("_BaseColorMap", texture);

is that correct ? Want to assign texture to material

pulsar skiff
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Or google it

twilit swift
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Hi, for some reason in this project I'm working on rn the reflection probe menu makes the editor go so slow when unfolded, but when folded everything goes smooth, this doesn't happens in another project that I have, and both are the same Unity HDRP version 2022.3.7f1, what can I do?

mellow condor
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i see

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are you commissioned to make this level?

loud leaf
frail bramble
pulsar skiff
mellow condor
# frail bramble Yes

this is tough. you will have to use the exact version of unity needed for the game, then if you absolutely need to use this asset, you will have to make the appropriate modifications to it to be compatible with that version of unity

twilit swift
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How do I prevent the lights from the other room to show? There's a wall between both rooms and lights keep showing.

frail bramble
twilit swift
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HELP PLEASE! MY WHOLE PROJECT GOT REMOVED AFTER I KILLED THE PROCCESS OF IMPORTING OF AN ASSET!

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I WAS IMPORTING UNITY HDRP TERRAINS AND TOOK 78H SO I ENDED PROCCESS AND NOW MY WHOLE PROJECT WAS REMOVED!!!

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WHAT CAN I DO???

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PLEASE, THIS IS MY WHOLE LIFE PROJECT, I HAD NO BACKUP SINCE I MOVED DISKS!!!

shrewd moon
stark wigeon
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Is realtime GI possible without setting static? I make new meshes at runtime and would like them to be influenced by GI

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I know probes are a thing but those are sadly not an option too

stark wigeon
twilit swift
fluid merlin
fluid merlin
# twilit swift PLEASE, THIS IS MY WHOLE LIFE PROJECT, I HAD NO BACKUP SINCE I MOVED DISKS!!!

Sorry to hear that... After being in IT for more than 30+ years, it's more than likely all the data is destroyed, it was likely deleted on your disk and hours of random writes probably overwrote the sectors on the drive. With no backup, it's possible that your PC might have been setup for a volume shadow copy. Click on the properties of your drive where the data was stored, click on the Previous Versions tab and see if anything is there. If it's blank (likely), you're looking at data recovery as the only option. Best in the business is drivesavers, but pricey. Aside from that, you can try r-studio recovery software. Again, it's more than likely it was all lost. This is a difficult lesson many people have had to grapple with over the years.

I've never known Unity to be destructive with data, but I guess it's possible. I recently had to rebuild my own project from backup after just updating one small version, Unity is harshly unforgiving, so you always need to have backups.

jagged prairie
sand helm
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I know that I can turn down all my normal maps values, but I rather find the source of the problem instead

stark wigeon
fluid merlin
stark wigeon
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I hope the available resources aren't too intensive

twilit swift
fluid merlin
twilit swift
modest bramble
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this happens everytime i use planar reflections. It just uses screen space, and the planr output just pops on screen. Please help.

long scarab
mellow condor
calm frost
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Hi everyone... earlier today I watched a video on the Unity water effect and tried to follow the steps to make an ocean. That worked, but in the video the ocean flowed nicely in unity hub. In mine it rendered it but it rarely moved and was choppy.

I'm using a MacBook Pro with an M2 chip and 32GB RAM. It's the default GPU but I would expect that to be fine.

Is there a Mac issue or setting I missed? Thanks...

calm frost
calm frost
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Sorry for a longish post...I have been playing with the hdrp water system, and it's pretty cool. I do need to be able to do a few things that it may not support, so I'm hoping someone can suggest a workaround. I'll be using the ocean setting.

1 - I need to change the wind direction and velocity in small sections of the playing field. If I have an area with say a 2 mile radius, I need to create areas that are perhaps 0.25 mile radius with a different wind velocity and direction, and move these along the larger area. Similarly, I need to make one side have a slightly higher wind speed than the other. Of course the ripples need to adjust accordingly. This is needed to simulate wind shadows from nearby objects.

2 - From videos it seems the current can not change in different areas. This is something I need to do as well. In this case it's less important to change the direction, but in real life, current runs more slowly in more shallow water and along the edges of a river. Also, sometimes two rivers dump into the same bay and cause "tide lines."

I'm very new to all this, and would greatly appreciate suggestions. Thanks!

dim arch
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For making bullet holes in HDRP, do I just spawn a new instance of a HDRP Decal projector every time I hit a surface?

pulsar skiff
dim arch
crimson bronze
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hello, I'm trying to optimize my HDRP setting as frames are being held up by something for ~30ms at times

I would appreciate it if anyone felt like sharing their debugging methods; what should I try to determine which settings are most likely the issue

crimson bronze
scarlet hull
crimson bronze
scarlet hull
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It might also be cause by some thread "stalling" the main thread that is waiting for them.
You can scroll in the timeline view of the profiles to look what is happening on the other threads.
You should also check the "Rendering" section and details of the profiler.

crimson bronze
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can confirm that all the workers are idle while the main thread is running Semaphore.WaitForSignal

crimson bronze
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do you know of any gpu debugging tools that might help me find what the gpu is spending so long on?

scarlet hull
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Else you have the frame debugger if you really want to go in depth

crimson bronze
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how much impact does the intensity of lights have on performance?

scarlet hull
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It should have no impact

ivory orchid
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where can i find the hdrp equivilent of unity's default fog and density settings? i just want things to not have to be far away to have noticeable atmospheric perspective

dim arch
#

Does anyone know a solution to this issue? I'm using the Decalprojector component component and setting it as a child of the hit gameobject, then giving it the transform position equal to the surface normal * 0.001f like so
instance.transform.position = hitPoint + hitNormal * 0.00001f;

dawn sorrel
#

hi so this isn't 100% related to unity, but I wanted to know if someone could summarize how the cloudlayer effect is generated? to maybe recreate or modify in another program

#

I looked at the source code but I don't understand much of it

spiral shadow
#

actually the first page of the documentation mention this

dim arch
#

Im using a weird rock thing in the recording in place of a bullet hole decal

spiral shadow
#

Using Decal Layers

When you enable Decal Layers, a Decal only affects a Mesh Renderer or Terrain if they both use a matching Decal Layer. You can use Decal Layers to separate Meshes from specific Decal Projectors in your Scene. To do this:

Click on a Decal Projector in the Hierarchy or the Scene view to view it in the Inspector.
Use the Decal Layer property drop-down to select which Decal Layers this Decal Projector affects.
Click on a Mesh Renderer or Terrain in the Hierarchy or the Scene view to view it in the Inspector.
Use the Rendering Layer Mask drop-down (See MeshRenderer for GameObjects or OtherSettings for Terrain) to select which Decal Layers affect this Mesh Renderer or Terrain.
#

"You can use Decal Layers to separate Meshes from specific Decal Projectors in your Scene."

dim arch
#

The way that i interpret that documentation, is that it is not viable, since every material needs to be able to receive the bullet hole decal

spiral shadow
#

i learn alot of time ago this so i make a demo escene:

#

i just use the decal layers, the dificult part is activate the layers in the HDRP config

spiral shadow
eternal laurel
mild wing
#

Ping me if anyone uses virtual textures here please.

dim arch
eternal laurel
#

Afik, no its not possible, anything inside the projection box will get the decal

dim arch
eternal laurel
#

Well yes, we just made our bullet decals really thin, set the characters on a different layer and we havenโ€™t had issues

dim arch
eternal laurel
#

We do have moving objects, lights platforms etc and yes they are on a different decal layer than the environment decals

#

We also have a system to turn layers on and off, for example blood splats, the object that gets the splatters gets that layer turned on

dim arch
#

I know how to set the layermask with the .decalLayerMask property, but i'm interested in how you store that info on the object you hit

#

I guess you could check if it has an "Enemy" component attached, or "MovingPlatform", etc. and then default to the default layer which shows on everything

#

but this might get tedious?

eternal laurel
dim arch
#

if that makes sense

eternal laurel
#

Like I said dynamic objects have a different layer, when we hit an object we know if it's dynamic or static from its Hittable Component

#

I'm not understanding your question

dim arch
#

Maybe I misunderstood your answer, as what you just wrote is what I was looking for.
As I understand now, your moving platform has a HittableComponent script/component attached, which contains data of which decal layer should be used to apply a decal on the platform

eternal laurel
#

it contains data on which decal should be applied in general, wood hiy metal hit etc etc

#

the dynamic objects simply pull decals from a different pool where the decals are the same but on the dynamic layer

#

so we essentially have two variants of the same bullet hole

#

static and dynamic

dim arch
#

oh okay, I see

#

makes sense. thanks

mellow condor
mellow condor
# ivory orchid where can i find the hdrp equivilent of unity's default fog and density settings...

ChatGPT
To make objects disappear quickly behind atmospheric fog using HDRP in Unity, you can adjust the Fog override properties with the following example values:

Fog Attenuation Distance: A smaller value here will increase the density of the fog, making objects disappear more quickly. You might try setting this to a low value, such as 50 meters or less, depending on your scene scale.
Maximum Height: Setting a lower maximum height will concentrate the fog closer to the ground. You could set this to 10 meters or less.
Max Fog Distance: This value should be large enough to cover the area where you want the fog effect, but not so large that it becomes too spread out. A moderate value like 100 meters could work.
Color Mode: Set this to Constant Color and choose a color that matches your atmospheric conditions.
Volumetric Fog: Enable this option.
Albedo: Choose a color for your fog. Lighter colors will make the fog appear denser.
Volumetric Fog Distance: Set this to a lower value to make the fog appear thicker and objects to disappear quicker. A value that corresponds to the Fog Attenuation Distance can be used, like 50 meters.

dim arch
# eternal laurel it contains data on which decal should be applied in general, wood hiy metal hit...

Just a quick update in case you or anyone else is interested. I decided to do it like this for now. Change the layermask of bulletholes dynamically depending on what they hit.

[Required]
[SerializeField]
private int DecalLayerMaskIndex = 8;

// inside the method bullet decal spawn method, I do this
var hitDecalLayerMask = hitObject.GetComponent<Renderer>().renderingLayerMask >> DecalLayerMaskIndex;
var decalProjector = instance.GetComponent<DecalProjector>();
//hitDecalLayerMask contains flags, so if multiple decal layers are selected, this method might cause problems
// - alternative is to bitshift the hitDecalLayerMask value to get each individual enum value
decalProjector.decalLayerMask = (DecalLayerEnum)hitDecalLayerMask;
dawn sorrel
#

is upgrading to HDRP recommended? I hear that its unstable and demanding, but I would love to try more advanced lighting

loud leaf
#

You could always make a sideproject to test it out. And don't forget to use version control for your projects, so if you decide to upgrade a project to HDRP and things don't work out, you can always revert.

dawn sorrel
scarlet hull
dawn sorrel
eternal laurel
dawn sorrel
eternal laurel
#

Ok?

lone kite
#

Hey everyone,did anyone else observe this strong fluctuation in batches count when profiling?
What is causing this?

twilit swift
#

Hi, for some reason the package manager takes forever to load assets, I'm on 2022.3.7f1. Anyone knows what can I do?

twilit swift
naive vessel
#

notlikethis HEEEEELP

minor depot
naive vessel
#

I think I'll try to update my version to 2023.2.2f1 to see if it works

naive vessel
#

it finally worked!! It was probably a bug in my versionUnityChanCheer

tawny acorn
#

i just spent 3 hours trying to figure out why terrain holes aren't working in my built game. after like 50 forum threads with no answers, i come here and use the search button and find out that it's a quality setting that's disabled by default within seconds

pulsar skiff
#

They haven't fixed any of these even in the latest 2022 LTS

#

So you just have to switch to 2023 and deal with the new pricing model

formal crow
pulsar skiff
#

Huh, i was sure i read all versions 2023 and up would be affected

minor depot
#

The tech streams are fine afaik

twilit swift
#

Hi, I have an issue where reflection probe component makes everything go slow af, this wasn't happening before but now it is. I usually have a lot of issues with my project, first in other of my projects when I selected something or created a new file it would deselect a sec later, later on that got fixed in some way, Idk how. Later, in the same project for some reason reflection probe component tab made everything go slow af when unfolded, couldn't find a fix yet. Now I'm experiencing the same in a whole different project which is very recent, this one is like 20GB and the other was 80GB, but the 20GB project started doing the same than the other project, first the deselection issue, then it fixed somehow and now reflection probe tab making everything laggy af, what can I do? I'm in 2022.3.7f1.

#

Ping when reply.

pulsar skiff
#

Im not sure about this but it might be fixed in the 2023 version like many other hdrp bugs

twilit swift
pulsar skiff
#

Ive tried two versions and both of em had it ๐Ÿคทโ€โ™‚๏ธ

twilit swift
pulsar skiff
#

I thought that too but apparently the pricing model is onlt for only for 2023LTS

twilit swift
#

Why would we want a tech release, if we are complaining about bugs and issues ๐Ÿ’€.

pulsar skiff
#

Idk man just go to 2023, it fixes some other bugs like hdrp water not showing up and lensflares not being editable.

twilit swift
twilit swift
pulsar skiff
#

Yea yea. I get underwater posr processing but nit the mesh

#

You can see more people complaining about it in here and unity fourms

twilit swift
twilit swift
upbeat sorrel
#

How can I modify Ambient Occlusion or shadows in HDRP so that their texture is dithered? Should I do this with a Render Graph or Custom Pass?

scarlet hull
upbeat sorrel
scarlet hull
upbeat sorrel
scarlet hull
# upbeat sorrel Yup, thank you <@532477925250039820>, if I may ask about 2, am I able to save it...

See here for injection points in HDRP : https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/images/HDRP-frame-graph-diagram.png

As you can see, if you use deferred rendering, there is no available injection points to modify the SSAO buffer before the lighting, or even the forward opaque rendering.
So you would need to make modifications to the render loop to add you own injection point.

upbeat sorrel
digital spire
#

Anyone know how to fix TMP result in blocky text when it is rendering with custom pass?
My goal here is to render 3d object on top of UI...

scarlet hull
digital spire
scarlet hull
#

Does the same text render correctly when displayed in a regulat 3D TMP text in the scene ?
Since you are rendering it in a custom pass, are you also rendering it with the expected TMP material ?

digital spire
#

I have to only the render background elements with custom pass (the darker bg and dust) and have to leave everything else with Overlay canvas

#

but ugh, it's ugly. have to have 2 canvas and manage to sync state between them

scarlet hull
#

Why can't you render the darker bg and dust with the same Overlay canvas as the text elements ?

digital spire
scarlet hull
#

Ah, yes, sorry, makes sense ๐Ÿ˜…

#

You don't have to use a canvas for these though, you could also use a fullscreen custom pass.

digital spire
#

You're right. I'm weighting on which way I should do it. After some consideration, I decide to go the canvas route I think It's easier for me currently since the bg contain weird line like this.

digital spire
scarlet hull
pastel oracle
#

Anyone that can explain emission in HDRP a bit better to me? I have to set the intensity to 500 000 to get an effect?

#

These are my shader settings

south girder
#

Can also try different Intensity Unit in that Emission node.

pastel oracle
#

But doesn't bloom affect everything? Lets say I just want this object to glow like a car brake light? Then I should use such large intensity? I don't really have an issue with it but such large values seem computationaly expensive?

minor depot
#

It all has to do with exposure, I highly recommend watching this tutorial in its entirety, it's one of the best learning materials on lighting in HDRP overall https://youtu.be/yqCHiZrgKzs?si=6K-TCTjFXqMRABWO

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

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

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

โ–ถ Play video
digital spire
pastel oracle
lucid gate
#

Hey guys, can someone with some experience give me a hint what could cause the brightness change after the enemy falls to the ground?
The volumes are placed correctly, i tried without any lightsource tho. Also played around with all the different post postprocessing values, first on the local, after on the global volume. No change.
Any idea?
https://cdn.discordapp.com/attachments/886316442256027668/1182707145578393710/image.png?ex=6585acdd&is=657337dd&hm=25409a4c67ebabde6d283d09fe13df03af9226a88058688dc9caa9cccc828a07&
https://cdn.discordapp.com/attachments/886316442256027668/1182707146140426300/image.png?ex=6585acdd&is=657337dd&hm=310918bef727119e31bcc996458b4f5d0721104dbab415efb927a0e26dd1f9e9&

minor depot
lucid gate
# minor depot It looks like the ragdoll isn't receiving contributions from either ambient or r...

Thanks, for the answer.
I disable the character controller and the animator, otherwise i do nothing with it, before applying the ragdoll. Do you think it's related to that? Do you see something wrong here? New to this, so it's a lot guessing from my site. Slowly processing the meager documentation ๐Ÿ˜…
https://cdn.discordapp.com/attachments/517108768933281843/1182791843856011295/image.png?ex=6585fbbe&is=657386be&hm=18ac12e797e10d2033d197cd422f5c5a8bdda934980c39c137f445ed31183e2b&

#

oh i should add; as i moved the character controller up (screen, not visible in the screen on the zombie, but it shows how i move the character controller), the brightness get back to normal, so it's somehow height related? or the ground does something with it ๐Ÿคท๐Ÿฝโ€โ™‚๏ธ I like to show the light settings/volumes, but don't want to spam ^^
https://cdn.discordapp.com/attachments/763208817592762420/1182751277780828171/image.png?ex=6585d5f7&is=657360f7&hm=daf8322432396a46f442bc4112d4fae95509eab790fd9b6dee231c19071b84aa&

minor depot
lucid gate
minor depot
lucid gate
#

the second, when i move the character controller in the wordspace up while the zed is lying; i tried to catch it in the screen, now as you can see it's really dark (desperate act, i have switched off all direct lightsource), second screen if i leave him at the ground (it also looks kind of really bad, like a lod, but this mesh is not using lods)

minor depot
lucid gate
#

i have the sky still on gradient sky, now it's fine:
thanks! i will play around, but if you can tell me more, that would be great!

edit: switched back to my hdri sky and it's still like it should ๐Ÿป

minor depot
worldly lodge
#

bro why is it so hard to make sum damn grass

fluid merlin
#

No biome tools.... Unity has to rely on asset store devs to carry the weight where it falls down in a few key areas. Performant vegetation and biome generation is an area Unity has ignored. Your best bet is to pick up Nature Renderer & Microsplat Core when they go on sale.

robust hill
robust hill
#

Anyone?

fluid merlin
# robust hill Anyone?

It almost looks like a shader error, I've seen weird shader effects like that for shaders written for earlier versions of HDRP and then moving to a higher version causes a similar effect. Like the shaders was written for v10 and then an upgrade to v12 breaks it. If it's just that specific gameobject, and nothing else, that's probably an indicator of something wrong with the material/shader. For a test, try assigning the standard HDRP material to the gameobject and see if it does it (the same material on the cube for example).

pastel oracle
#

So I'm doing work for client and they want a room for elderly people to look something like this:

#

This is a render they let a certain office make. They want to see it in Unity in VR. I currently have this. But something feels off and I don't really know what to do to increase the believability/make it better. Any tips. It's all realtime and should stay realtime. I also can't change the textures

fluid merlin
# pastel oracle This is a render they let a certain office make. They want to see it in Unity in...

The lighting feels flat, likely due to the global illumination settings. Baked will give you the best GI, but if you need realtime there's some options, the screen space rt gi isn't too bad, but your materials aren't reflecting much. You need to change settings on the materials though, if you can't, that might be the best you can get, you need more metalicity for sure in there. Check out the archviz tutorials on youtube for archviz interior hdrp lighting, this guy does some good ones:
https://www.youtube.com/watch?v=zSMzb0iINek

Learn photo realistic interior rendering using HDRP (High Definition Render Pipeline) in Unity 2019.2.
For the lighting baking I have used Unity's latest progressive GPU light mapper.

โš ๏ธCan't find the scene settings.Watch this - https://youtu.be/VD5Qr4Rt7-Q?t=365

โœ…Download Unity project from Patreon : http://bit.ly/2PpfBdp

3D Model by : Diego...

โ–ถ Play video
pastel oracle
#

Thanks, I'll look into it

digital spire
pastel oracle
pastel oracle
#

This is with SSGI on, it's indeed a bit better already

eternal laurel
pastel oracle
eternal laurel
#

Well then sadly lightmaps wont do. A cheaper option is to set up APV bake out several scenarios and blend between them when the time of day change happens. Another tip I can give is to make sure to have ambient occlusion on with bent normal maps and also add surface imperfections to the materials via the detail maps

#

Baking out light cookies for all the lamp fixtures will also increase the believeability

pastel oracle
#

Thanks for the info. i'll see what I can come up with ๐Ÿ™‚

jagged prairie
pastel oracle
#

Yeah Iโ€™ll try that tomorrow and check the framerate

atomic flame
#

I have a project I am working on in 2023.2 and HDRP 16 with. I have to use realtime lights because the app is specifically for moving lights around a scene. I was using ray traced SSGI but for some reason the ceiling was not receiving any indirect light. I turned on path tracing and that resolved that issue but it leads to another issue. Many of my light fixtures are surface mounted to the ceiling and go "into" the ceiling, basically like a hole cut into the ceiling and a tube with a light placed into it.

With normal ray traced SSGI I was able to create a transparent material with depth write checked and depth test set to never. Then if I made the ceiling a transparent material (with alpha set to 255 so it was still basically opaque) it would "cut" a hole in the ceiling for the fixture. This method doesn't work in path tracing. I have looked for depthmask/stencil shaders for HDRP that would do the same but can't seem to find any. A day worth of searching led me down a lot of rabbit holes but nothing that works with path tracing.

Anyone know of a way to do a stencil/depthmask shader that would work for path tracing or otherwise "cut" a hole in geometry to reveal something behind it?

scarlet hull
atomic flame
# scarlet hull Path tracing does require "real" geometry for most of the cases, so stencil is n...

Thank you. I kind of figured that was the case but couldn't find any supporting information on that. I may have to find a way to cut holes in the geometry with Boolean operators but from what I have researched on that it seems that's no easy task.

With ray tracing the ceiling (at least in my test environment) is just a flat plane. Like I said its a transparent material with opacity at 255 (effectively opaque). But for whatever reason it never receives indirect light. I have tried replacing the plane with a cube thinking it was a backfacing issue. No luck. Tried other materials - including the standard lit HDRP material that the walls and floor have and still it does not receive light. I have increased the ray length and played with ALL the ray tracing settings and still no luck. I'm pretty stumped here.

scarlet hull
#

Maybe you can get away by using an opaque ceiling and decals (optionally with parallax occlusion mapping) to make the light "holes"

atomic flame
#

I'll look into that. Thank you!

upper onyx
#

I have a HDRP space sim game and trying to add some global volumetric fog. But it seems there is only height-based fog - is that correct?

steel sage
#

bit of a long shot here, but I'm totally stuck on the same issue, did you ever get this resolved? ๐Ÿ˜…

tall lynx
steel sage
#

It was a good while ago, I was keyword searching in the channel to see if someone else had had the issue

tall lynx
#

what type of lighting do you use, real time or baking?

steel sage
#

I have, its at the max :/

#

realtime

tall lynx
#

try max * 10 (go over the max)

#

just put it to a ridiculous amount, for testing purposes

steel sage
#

alright

tall lynx
#

have you switched between baked and realtime lighting?

steel sage
#

Baked is greyed out

#

though, I'm following a unity learn course and it's running me through a realtime workflw

#

though I created a new lightight settings asset to try to fix the issue and that seems to have brought on a whole new set of issues, let me resolve that rq

tall lynx
#

im pretty sure i had some problem in my pipeline settings, just have a hard time remembering what exactly, it has been a while hehe

steel sage
#

man, think I deleted something I shouldnt have, let me restart and catch back up to where I had the issue, you cool if I ping you if I run into it again?

tall lynx
#

sure, ill try to help, just cant promise much haha

steel sage
#

no worries haha, totally get that was a while ago

tall lynx
#

yup, also not the most experienced in unity hdrp stuff to say the least ๐Ÿ˜‰

steel sage
#

yeah very fair, though definitely better than me ๐Ÿ˜…

#

first time touching it

tall lynx
#

good luck! ๐Ÿ™‚

steel sage
#

Heyoo, now it's working, whacky

fluid merlin
atomic flame
#

So I managed to render holes in my ceiling by using a render texture being passed to a shader as a texture sample that then gets passed into the alpha channel for alpha cutout. This works but requires me to have a second camera in the scene that is rendering only the mask objects. It doesn't seem very elegant or scalable - in fact if the ceiling changes distance or size I'm fairly certain it all falls apart.

There are so many options for a depth mask / see through effect in URP but I can't seem to find anything on HDRP. I figured with custom passes it would be easy.. I was wrong... Is there possibly other search terms I may not know that may help me find a better solution?

fluid merlin
atomic flame
# fluid merlin I'm still trying to wrap my head around what you're doing. You're rendering hole...

Yes, that's exactly it. I'm building an app in HDRP where you can move lights around the scene to do some lighting design. But recessed lights dont work on a solid ceiling because most of the fixture is up in the ceiling. So I need to cut out the ceiling wherever the light is.

This image shows the issue. The one on the right is being cut off by the ceiling. The one on the left is using my hacky solutions.

fluid merlin
# atomic flame Yes, that's exactly it. I'm building an app in HDRP where you can move lights ar...

Just an idea here, you might have tried this out, but what about using a fake interior shader for the light can? Itโ€™s a technique used for windows to create a fake depth interior for a room. This case, the โ€œinsideโ€ would be the inside of the light can fixture.

https://www.youtube.com/watch?si=-7DC_goylAbyyHP0&v=rC4BHR-Cx0s

This Shader is available in Asset Store: https://bit.ly/lwrp-materials-3

A quick overview of how to achieve fake interior effect in Unity using Shader Graph

Forgot to talk about creating cube maps in Unity, you can create whatever room in a square shape and put a reflection probe in its center and then bake it to get a cube map !

Download the...

โ–ถ Play video
atomic flame
# fluid merlin Just an idea here, you might have tried this out, but what about using a fake in...

Thanks! I did try that - its one of the samples for amplify shader that they have in their sample pack for HDRP. It works - but I have somewhere around 30-40 fixtures that will be in the app. Not all recessed but it would still take a lot of time to make all the cube maps and it appears too flat. I'm also using actual CAD for the fixtures so being able to see the geometry is pretty important in this case.

fluid merlin
# atomic flame Thanks! I did try that - its one of the samples for amplify shader that they hav...

Ahhh I see, okay, weโ€™ll one more idea. I had a similar challenge because I wanted to create bullet holes in a mesh and stumbled across this shader. At about the 30 second mark in the first video, you can see holes being cut in the mesh with what looks like a raycast. Anyway, something like that might work, but not sure. Thereโ€™s another shader by the same dev that does a dissolve in a similar effect.

https://assetstore.unity.com/packages/vfx/shaders/dynamic-radial-masks-144845

Add depth to your next project with Dynamic Radial Masks from Amazing ะssets. Find this & more VFX Shaders on the Unity Asset Store.

digital spire
#

oh ops, just read the above posts and apparently you can't use stencil because path tracing?
If you're using path tracing, I'd honestly just procedurally cut the mesh in real time. It is slow but you're using Path tracing already ๐Ÿ˜…

atomic flame
# digital spire oh ops, just read the above posts and apparently you can't use stencil because p...

I can use ray tracing or path tracing. Just need REALLY good lighting (doesn't have to be perfectly real time) because this project is all about lighting. I have tried stencil but apparently from everything I have read HDRP doesn't expose stencil to shader graph? only in custom passes. I'm new to HDRP so I don't fully understand all of this but I have played with custom passes for a full day and couldn't get anything working.

I have looked into doing boolean mesh operations at runtime and it isn't a simple task at all lol.

atomic flame
digital spire
#

seems to be using custom pass to draw stencil mask

atomic flame
digital spire
fluid merlin
digital spire
fluid merlin
atomic flame
# digital spire yeah. https://discord.com/channels/489222168727519232/517108768933281843/106819...

Ah I just read through that conversation. You can actually achieve the effect I want with 2 transparent materials. In that setup you don't even need custom passes. Just 2 materials, the "ceiling" is transparent but set to alpha = 1. The mask is set to alpha = 0 and you can check the depth write property and set it to never. That is what I originally was using.
BUT - the ceiling was no longer receiving indirect lighting for some reason?

minor depot
digital spire
digital spire
digital spire
atomic flame
digital spire
atomic flame
digital spire
#

Something must be going on ๐Ÿค” I don't use raytracing myself but there shouldn't be anything that prevent it from receiving gi.

atomic flame
#

Yeah I have no idea why its happening. It was occuring in 2022.3 and 2023.2

atomic flame
#

Either way, the AmazingAssets Dynamic Radial Mask asset @fluid merlin linked above works like a charm. Even works with path tracing! and can definitely do a lot more than alpha cutouts for later projects ๐Ÿ™‚

versed oriole
#

Hello i am new, Is HDRP worth it right now or is it better to go with URP still?, i plan to make a small project at least for now, a dungeon crawler rpg game level.

fluid merlin
vocal fulcrum
#

hello! i'm just wondering if anyone has experienced weird physics when using accumulation, when using the video recorder in unity, in conjunction with path-tracing or ray marching?

#

accumulation enabled -> something is off, it feels like the joints are moving less? more stiff even? I assume it has something to do with time/framerate

#

accumultation disabled -> this is what is should behave like

topaz ravine
#

Muse Demo: HDRP Environment ๐Ÿ™‚ crafted with Muse, Unity HDRP content and few external assets, hope you like it ๐Ÿ™‚ Music by me and a friend.
https://youtu.be/NwuM9j7LMz4

Lastest record from the Muse demo made with Unity HDRP and Muse AI, Render in realtime in Unity Editor. Made to be learning content about high quality generated AI content in a AAA context with raytracing.

Demo soon on the Asset Store for free!

Far From Here Website : https://www.farfromherestudio.com/

โ–ถ Play video
dawn sorrel
loud perch
#

Did anyone encounter missposition with fit to water script in water system?

magic bluff
tall lynx
steel sage
# tall lynx what did you do?

literally just regenerated the lighting cache and it worked fine, not sure what I did differently this go around ๐Ÿ˜‚

leaden meadow
#

Hi Guys , Is there a way to see a preview in HDRP of what exactly you're going to bake ? Preview seen in raytrace / path tracing differs a lot from lightmap

shrewd moon
#

Even though lightmapping and ray / path tracing settings can have a big impact on the result, generally the way light reacts to your materials should be very similar

leaden meadow
#

@shrewd moon Sorry for the late answer. Left hand side Baked , Righ hand Side Path Tracing

formal crow
leaden meadow
#

@formal crow tks volt!

#

Was also noticing that textures are not baked. I can see only colors , is that normal ? I'm still learning Unity sorry about that

formal crow
#

yeah its normal

#

It is not using texture UV's its using lightmap UV's

#

basicly every static object in your scene has a 2nd UV map for lightmaps

#

after all the light calculation is done, those UV's hold the lighting data

#

basicly a light texture thats applied on top of the object

leaden meadow
#

Ok ok perfect , so there's no way to save the albedo + light pass? I only get saved that one ? @formal crow

formal crow
#

im not sure what you mean by that

leaden meadow
#

I mean the full bake including textures and lighting

#

Is there a way to save it ? Like we de in blender cycles when saving the combined

formal crow
#

why would you need a texture to be part of a lightmap?

leaden meadow
#

in order to export it

#

WebGL , WebGPU and so on

formal crow
#

why not just export the texture UV's and lightmap UV's separately?

leaden meadow
#

I mean something like this

formal crow
#

i see, i dont think unity does something like this

leaden meadow
#

mmm okok

formal crow
#

tough a workaround would be to just screenshot the object in the scene from an ortographic view lol

leaden meadow
#

ahha nope that's not

#

i thought unity was able to bake albedo + light and combine them into lightmaps

shrewd moon
upbeat sorrel
#

I'm experimenting with customizing HDRP, and I would like to change this dithering pattern (or make it bigger). I'm looking around the PCSS_Directional function, but so far without success. Does anyone have any ideas?

minor depot
#

unfortunately the shaders in SRPs are almost completely undocumented, so it's up to you to either make it yourself or try to find code responsible for it

fluid merlin
#

I see some people in other discords complaining that pathtracing isn't fast enough for FPS games... anyone experimented with it enough yet on performance?

digital spire
#

No idea on 4090, but I also assume getting 5 fps is already a stetch. I think path tracing in Unity is gearing for physically correct, brute force path (like most offline renderer) instead of aiming at realtime content

#

good for film/visualizing stuff or to made ground truth image for reference when doing lighting

loud leaf
#

HDRP's path tracer is just a regular unbiased path tracer, real time path tracers (like in Cyberpunk 2077) are completely different beasts that use different samplers/denoisers/etc

shrewd moon
tender oracle
#

Any idea if AOV output is being deprecated from the Recorder package? I was looking at these packages recently ( Timeline / Recorder / etc ) and kindof blown away by how good of a job Unity has done putting them together, pretty great for film+media/cutscenes/etc..

#

But using AOV's are kindof a no brainer for post-production if using Unity for film+media, so it seems odd that it's marked for deprecation after v5 of Recorder in some areas of the docs, although the docs for v5 seem to still talk about it.

scarlet hull
#

Or, regarding at which version the deprecated text appears in the doc or not, it was considered at some point to have a separate package, but then keep in inside the recorder

tender oracle
scarlet hull
#

No, definitively they are going to stay ๐Ÿ˜„

tender oracle
#

makes sense with Unity's hdrp capabilities etc to encourage more content creators outside of the gaming space to use Unity as a tool for production.. similar to what Unreal have done and afaik they've recently announced that Unreal will no longer be free for people using the engine for non-game stuff.

#

was really impressed by how solid Timeline and Recorder felt to use, so couple that with HDRP and some of the raytracing stuff and it could be just as powerful as Unreal potentially for animation/shorts/etc

buoyant drum
tender oracle
buoyant drum
#

Nice

buoyant drum
#

I'm gonna have cutscenes pre rendered anyway

tender oracle
buoyant drum
#

Nice

#

Thanks

fluid merlin
#

I've never had good luck with Recorder, it always seems to get super laggy and the output was always overly compressed. Everyone seems to say to use OBS so I gave up on trying to use recorder. Has it made any improvements lately?

leaden meadow
#

Guys i've got a really noob topic...I'm trying to develop a code to simulate texel density vs number of total lightmaps for 3ds max. As long as I've understood , Unity sees all objects as a unique mesh and it makes a specific numbers of lightmaps according to texel density assigned to each mesh considering the lightmap max resolution right ?

Furthermore is there a way to create a custom shader in order to plot albedo into lightmaps in order to create a sort of Combined baked like blender in order to export it externally ?

buoyant drum
#

nice and smooth

buoyant drum
fluid merlin
buoyant drum
fluid merlin
#

Nice animation on the guy running... is that motion mapped or raw animation?

buoyant drum
#

Yeah it's mocap

fluid merlin
#

Buttery smooth on that there

#

Great with the fog/smoke too... I wish Unity had responsive smoke though that deformed when meshes go through it PES5_DistortCry

buoyant drum
buoyant drum
#

I'm sure there's some systems that's been made for that

fluid merlin
#

that's really good for mixamo.... I've always run into foot sliding with their anims.

buoyant drum
#

Yeah I had that aswell had to alter it at the start to get it right

fluid merlin
#

Ahh... yeah mixamo feet animations are usually like a duck on roller skates

fluid merlin
tender oracle
buoyant drum
#

Thank you!!

untold pagoda
#

Hi, I'm pretty new to Unity and just have 2 questions.

  1. Is HDRP good to make small games or prototypes?

  2. What reason would anyone choose to create animations or films in HDRP instead of Blender?

fluid merlin
# untold pagoda Hi, I'm pretty new to Unity and just have 2 questions. 1. Is HDRP good to make ...

HDRP is more or less targeting higher end hardware, so if your game or prototype needs HDRP features, use HDRP.
Here's the table on what pipeline has what: https://docs.unity3d.com/Manual/render-pipelines-feature-comparison.html
Chances are if you're just starting, you'll find more flexibility in URP unless you're looking at something that needs raytracing or screen space global illumination.

As far as film making, Unity tried to pivot hard into the film post production and VFX scene in 2017 with HDRP as an "option" but really it's not exactly the tool of choice. A few film makers, more on the indie side have used it. Blender has become more like the swiss army knife where Unity HDRP is more like a can opener. You'll find more extensibility and a larger base of indie film animators using Blender than say with Unity HDRP.

Maya has been the gold standard in the area of animated film making for decades. Blender is attractive for those bootstrapping indies because it's free, whereas Maya is like $200 a month or so. Blender's base has been growing larger and larger over time, as more gets developed for it, so there's a growing community around it as well. I would say using Unity for film making is a very rough road, while there are people who use it for that, I would say it's probably people who were already using Unity for something else to start with.

Probably the largest use case of Unity HDRP for making a film was Neill Blomkamp's Oats studios, they used it to make the short film series Adam for example. However, they also had to use Maya exclusively because Unity has no character workflow pipeline, so without Maya, they couldn't have made it. Even the last Unity big example Enemies used Maya at some point. So, I mean, unless you're hard pressed to use Unity HDRP for something, you'll be better off in Maya to make an animated film. Much to the chagrin of Unity, Niell has moved on to Unreal to use it to make "Off The Grid", a sci-fi cyberpunk game, a cinematic episode to promote it was done with UE5.

untold pagoda
#

I was thinking of using HDRP to create some prototypes, but I'll probably just stick to URP

fluid merlin
#

Other than raytracing, you'll find that the asset store has bolt-ons to fill in the gaps missing in URP, like water and volumetrics, etc.

atomic flame
#

Is there a way to control the color of bounced lighting with raytracing enabled? I have a blank box/room with a brown floor and white walls/ceiling and it appears VERY brown because of the floor. Wondering if there is something I can reduce to make the effect more muted

loud leaf
#

It's all based off the material properties, so try playing with the smoothness of the walls/floor.

tender oracle
# fluid merlin HDRP is more or less targeting higher end hardware, so if your game or prototype...

Only thing I'd chime in with there is re what tools do what. For example it's not generally going to be a choice between using Blender and using Unity, or between using Maya and using Unreal - any project put together and rendered in Unity or Unreal is going to most likely also use other 3rd party dcc apps for modelling, often animation, etc etc. The choice then is what is used for putting everything together and rendering. At which point it's a comparison between offline renderers in like Maya/Blender/etc ( which require renderfarms and much larger rendering time and budgets ) to realtime engines like Unreal and Unity which have a lot more constraints but use the benefit of realtime game engine tech to produce visually similar results with much less rendering time..
So you're seeing a lot of people working in different industries like architectural visualization, products and marketing, even short film and animation and vfx start to use game engines for rendering because why spend all that time and money rendering when you can do it at a fraction of the cost in a game engine..

fluid merlin
#

Hopefully with Riccitiello out of the picture, Unity figures out what it is and what it isn't. They need to stop chasing after markets and tooling Unity for things the majority of it's users will never use it for and get back to core development as a game engine. I think HDRP was a good idea, but not as a film animation suite pipeline. I feel like URP is leveling out with HDRP and at somepoint, I mean, why 3 pipelines for a company that's struggling? It just doesn't make sense... I bet by Unity 7 they're back to 1 pipeline...

tender oracle
# fluid merlin Hopefully with Riccitiello out of the picture, Unity figures out what it is and ...

I kinda agree to a point as i think there's potentially so much overlap between rendering for film and animation and gaming that why not build the render pipeline out to be as flexible and capable for both as possible, where it's modular and just a case of enabling/disabling features and ramping up/down quality settings depending if your target is realtime mobile or offline rendering for post-production..
Just to add that Unreal are already firmly doing this and embedding themselves into those markets for those reasons, in fact they recently announced that the engine will no longer be free to use for people using it for non-gaming purposes so there's definitely a source of revenue there to help fund further development of the engine ( and of course we all benefit from that )..

#

I do think it would be mucj less annoying to just have one unified pipeline tho, it's a bit of a pain to say the least having to choose and switch between HDRP/URP and even BiRP :/

loud leaf
#

I mean the choice is pretty easy no?

tender oracle
# loud leaf I mean the choice is pretty easy no?

It is yeah, having a whole different set of options though is kindof annoying, wading through which renderer does what, what tools are compatible, what assets are compatible, etc etc.. and then there's shader compatibility etc..

digital spire
# tender oracle It is yeah, having a whole different set of options though is kindof annoying, w...

I mean, those are easy choice still. And even if you have one render pipeline, you still have to consider these. Something work only with deferred. something doesn't work in VR single pass. something only work with compute. something only work on DX12/vulkan blah blah blah. This are just the reality of game dev.
It's the authoring experience that seperate HDRP from URP and BiRP
HDRP go with the physically base exposure and light intensity which cascade into all the part of the pipeline, (light set up, internal pre-exposure shader calculation lighting/etc). How would you made this compatible with URP? you either use physically light unit and exposure or you don't. there is no merging both ways.
Although they are getting them pipeline close together, I don't think entirely merging the pipeline is ever gonna happen. sharing shader yes(but u still need to check platfrom/driver compat non the less). Sharing set up? never.

buoyant drum
#

dont think ive ever used blender for animation. all the ones ive ever made are in unity

tender oracle
# digital spire I mean, those are easy choice still. And even if you have one render pipeline, y...

This is pretty fair comment yeah, i guess it would be difficult to merge into a unified pipeline even if that would be preferable. I do feel that the setup and options for both URP and HDRP are a little too verbose and scattered especially for any casual or new users, scriptable objects for this and that with hundreds of options for many many overlapping things scattered around, even as someone who's been using render engines for many years it's a headache. At least take a hierarchical approach to options ie you can drill down to more parameters if you want/need to but for the most part most of those parameters shouldn't even be visible. They try and address this by having quality presets for various things in HDRP but again it's scattered all over and very confusing what affects what etc, really the UX is pretty terrible there. But UX aside it's really impressive what they are doing technically, i'm quietly confident Unity will hold it's own against for example Unreal in the rendering department in the not too distant future thanks to the work being done on the graphics pipeline.

ornate bough
#

Hello! My name is Ricky, and me and a friend are making a simple horror game, in a forrest within a maze. We are having massive performance issues, and it does not make a whole lot of sense to us.

We have been using Unity Terrain - HDRP Demo Scene (and ofcourse HDRP) and removed most of the demo stuff, keeping 1 terrain tile of a 1kx1k.
We are using simple toy bricks for the maze walls that use nearly no verticies, and are using everything grass and plants related straight from the package.

Can someone help me suggest why performance might be so terrible?
I've noticed that the HDRP Sample Scene by unity also runs this poorly.

Couple interesting notes:

  • Yes, my pc is not in a great state anymore but it should run properly. (Result: 15-50fps)
  • My friend has the same issues with a mid-end pc. (Result: 20-60fps)
  • We tested this on another friends high-end pc and it got better, but still not good (Result: 30-80fps)
  • URP has the same issues at first glance
  • We already tried enabling Occlusion culling, but it did not do much for the performance
  • We are no experts in HDRP and dont really understand lighting and how it all works. Consider us noobs

Any help is greatly appreciated! ๐Ÿ˜„

ornate bough
#

Hello! My name is Ricky, and me and a

dawn sorrel
strong elbow
#

I just started a new HDRP project in Unity using the HDRP core template, and on two different versions, the entire skybox only in the scene view is black.

#

Any changes that I've made have not made a difference upon creating the project initially

#

Any ideas why that would happen?

sacred veldt
#

I just build game and everything is just blue like render from camera, everytime i do anything in editor I also need to disable camera and reenable to see anything

#

this only happens on some pc setups idk why, CI builder is fine or rest team

formal crow
strong elbow
formal crow
#

i think is because you are in unlit mode then

#

click the light bulb in the toolbar

strong elbow
#

Only the skybox isn't appearing

#

Nevermind

#

Apparently there's this button that I've genuinely never seen in my life

odd sundial
#

love my life, can anyone help me? everything in my scene is invisible, the first picture is in shaded mode, the second is in validate albedo mode, as a little info, i downloaded this off my friends github that he sent me so i could download it and help him with some stuff, but i opened it and it looked like.. nothing.

#

and yes it uses HDRP and i have installed

#

and no the normals arent flipped

#

and yes i just created that cube

shrewd moon
lucid gate
#

When does it make sense for scene props in general to use "Contribute to GI"? When should i choose lightmap, when lightprobe?
I checked the docu, and the settings of the hdrp starter pack props but unfortunately, I haven't really become any wiser as a result ๐Ÿ˜„

fluid merlin
# lucid gate When does it make sense for scene props in general to use "Contribute to GI"? Wh...

So, contribute to GI is an artistic choice for the most part on what you want to both receive and contribute GI. As an example, you have a neon sign (with no light component) that's emissive and you want the wall behind to get some of the bounced light from it. Another example, might be a table near a baked light source and you want the table to receive some of that light. In general, Lightmaps are for static objects, light probes for dynamic objects (objects that need to move around). There's a lot of minutiae involved in all of that as well as considerations for different lighting configs, etc.

lucid gate
fluid merlin
# lucid gate Thanks! It's more or less what i thought then, someone said only for emissive ma...

In theory, say you have that table and the light in the room. You can check the "static shadow caster" on the table and say the light is set to On Demand for shadows, Unity will cast that shadow into the shadowmap and cache it. As long as the table and light never move, it can save on performance. If either moves, you have to tell the light to update the shadow again. You have to do this via a script to tell the light to update the shadow map manually.

I haven't had much success with it in terms of performance because in general, Unity has terrible shadow performance. In fact, turn shadows off on everything that doesn't need them and never use a point light with a shadow if you can help it.

lucid gate
digital spire
eternal laurel
#

Heres hoping gpu shadow culling will be in soon

jagged prairie
#

Any news about GPU occlusion culling? Like will there be shadow/light culling or support for meshes like terrain, skinned mesh? Saw the burst oc but i think it currently only supports dots projects..

minor depot
fluid merlin
#

Also requires GPU Resident Drawer too

dusky trench
#

Any tips on how I should troubleshoot Unity 2022.3 crashing when opening a project after installing the HDRP package?

fluid merlin
#

Sometimes the log doesn't have much, but it's a start. Usually when it crashes right after opening, you have to rebuild the Library folder.

dusky trench
#
    Native Crash Reporting
=================================================================
Got a UNKNOWN while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries 
used by your application.
=================================================================

=================================================================
    Managed Stacktrace:
=================================================================
      at <unknown> <0xffffffff>
      at UnityEditor.Handles:Internal_DrawCameraWithGrid <0x000a7>
      at UnityEditor.Handles:DrawCameraImpl <0x005e2>
      at UnityEditor.Handles:DrawCameraStep1 <0x000b2>
      at UnityEditor.SceneView:DoDrawCamera <0x00ac2>
      at UnityEditor.SceneView:DoOnGUI <0x00de2>
      at UnityEditor.SceneView:OnSceneGUI <0x0001a>
      at UnityEngine.UIElements.IMGUIContainer:DoOnGUI <0x00a1e>
      at UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent <0x0040a>
      at UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint <0x0054a>
      at UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh <0x00683>
      at UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain <0x0137a>
      at UnityEngine.UIElements.UIR.RenderChain:Render <0x006e2>
      at UnityEngine.UIElements.UIRRepaintUpdater:Update <0x00252>
      at UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase <0x000d5>
      at UnityEngine.UIElements.Panel:UpdateForRepaint <0x000aa>
      at UnityEngine.UIElements.Panel:Repaint <0x00272>
      at UnityEngine.UIElements.UIElementsUtility:DoDispatch <0x00186>
      at UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent <0x000f2>
      at UnityEngine.UIElements.UIEventRegistration:ProcessEvent <0x0008e>
      at <>c:<.cctor>b__1_2 <0x0002a>
      at UnityEngine.GUIUtility:ProcessEvent <0x0005c>
      at <Module>:runtime_invoke_void_int_intptr_intptr& <0x00095>
fluid merlin
#

Try removing your scene from the project that it's crashing on, see if Unity will open and will allow you to create a new scene or open the template scene for HDRP.

#

If you're just moving to HDRP, I always recommend starting a new blank HDRP project. You never want to try to "upgrade" your project, the upgrade wizard is like doing surgery with a chainsaw.

dusky trench
#

I think rebuilding the Library worked

fluid merlin
#

Must have been a small project janewaycoffee

dusky trench
#

yes, just a modding SDK for Lethal Company

#

Thanks for the help

shell yoke
#

Having a strange Ray Tracing issue... There's this bright line that follows the camera around and gets brighter when in emissive source.

#

If I turn off Screen Space GI it goes away or if I change it to Ray Marching it goes away.

shell yoke
#

oof im an idiot lol

#

It was the capsule mesh for the player LOL

boreal fiber
#

Hi i'm trying to make a HeatVisualizer in unity and want to be sure I got it right.
The objective is to be able to render fullscreen "temperatures data" for each object in scene taking in account lights and maybe transparency.
With HDRP i intend to set up CustomRenderPasses, one to render temperature data on camera pov, one more to modify these data by light influence, and maybe one more to apply it to the camera render texture (from what i've understand of FullScreenPasses in doc).
How can I setup specific data by rendered object for the first heat phase ? I build a material from a shader but i need to access each object and modify the material rendering each one with each object properties, i know i could set each layer to specific heat but that would force object to specific "heat steps", before lights modifications.
How can I retrieve light scene data in the second pass ? Do i have to render only light influence on one texture and merge heat and light ?
Is my idea in the right direction ? Thx for your help !

pulsar skiff
#

Quick question, will increasing the camera far plane cost more performance?

#

I want my level to look large, even though the player cant go far. The source engine uses 3D sky boxes to do this, its a small extention to the level, placed out of bounds and created at 1/16th the size of the normal level, it is then rendered by a second camera and the main camera is rendered on top to create the illusion of a large level

#

It saves performance on the source engine but im not sure if t will be the same here

#

Will it?

#

Or is it fine if i just expand my level but with less detail

#

Im thinking of ysing the compositor with two cameras but wouldnt that cause a horrible framerate issue?

boreal fiber
hollow osprey
#

This might be a dumb question.
But I am trying to place grass down and paint other details on the ground,
how ever I am getting this error and I have no idea what it means

boreal fiber
jagged prairie
#

Your grass should use the terrain grass shader and you should set that up based on how much is on your scene/is rendered on screen, else your framerate will cry

shrewd moon
shrewd moon
shrewd moon
shrewd moon
pulsar skiff
shrewd moon
pulsar skiff
shrewd moon
pulsar skiff
#

How am i supposed to use a custom pass for this? A vertex shader?

shrewd moon
pulsar skiff
shrewd moon
pulsar skiff
#

It replaces materials and changes draw orders and stuff like that

#

Havent used it very much tho

shrewd moon
#

Seems to be better supported with more options

pulsar skiff
#

Draw renderer and full screen

shrewd moon
# pulsar skiff Draw renderer and full screen

Oh, I thought you were referring to the script method of the same name
Fullscreen custom pass would be used for fullscreen effects, whereas DrawRenderers lets you control rendering of specific gameobjects so that's what you want

pulsar skiff
shrewd moon
pulsar skiff
#

I thought you were saying i can use custom passes, to do the camera stacking thing with the 1/16th size skybox meshes

#

How can you make the objects look bigger without modifying vertex data

shrewd moon
pulsar skiff
#

How am i supposed to use custom passes to do this thoooo notlikethis

shrewd moon
# pulsar skiff How can you make the objects look bigger without modifying vertex data

How big objects appear is entirely contextual
If you have a miniature 1/16 3D skybox and another camera in it, and the camera moves at 1/16 of your movement speed within that miniature, it appears 16 times bigger to the viewer
If the skybox camera doesn't move at all, the miniature skybox appears 'infinitely big' regardless of its actual size

#

But if we want to avoid using another camera since cameras and especially compositing are so expensive, the other option is to attach the 3D skybox to the player's own camera instead, and move it with a proportional offset to the camera's motion

#

Same deal but flipped roles

#

Still, the illusion doesn't work unless the 3D skybox's render order is modified so it's drawn behind the scene, but in front of the sky

#

That's what the custom pass system could do for you

#

It could potentially be done by modifying the shader render queue rather than with custom passes if that seems easier

#

I'd forget everything about "vertex data"

#

If that all seems tricky, you could go with the first option and just make it big

#

The only drawback to that is that you may get z-fighting issues by stretching the clip planes so far apart
And you'd also have to bundle up shadow cascades closer to the camera

pulsar skiff
#

So this is basically what you are telling me to do, right?

pulsar skiff
#

Thank you ๐Ÿ™๐Ÿ™

#

For you patience

shrewd moon
#

I've only read about the Custom Pass system so I'm a bit hazy about how it precisely works
But if it seems it can't do the draw order thing we need, then overriding Render Queue directly with scripts should still work for this

knotty stump
#

Hello !
I'm writing a Custom Pass that rely on Compute Shader and I'm struggling sampling the CameraDepthTexture from the Compute Shader. The pass is set to After Post Processing. Using CustomPassUtils.Copy from the depthbuffer to a custom Color Buffer give me a black texture (the Copy is not appearing in the Frame Debugger). Does someone have already achieve this ?

boreal fiber
#

Thermal Vision

pulsar skiff
#

Do shadow masks in hdrp just make far away things, display a pre determined shadow(kinda like baked shadows) instead of just, having no shadows?

open tree
#

what's the best way to cover a large open area with lots of grass? I tried unity terrain grass but the performance hit is massive. Feels like I am missing something, I have seen games rendering way more grass than this and performance is fine. I have heard about geomtry shaders but not sure how to implement it on HDRP.

pulsar skiff
#

If you are trying to make nature and terrain in hdrp i would recommend you check out the official book of the dead(or whatever its called) asset on the asset storr. Its a scene in nature made in unity hdrp by unity

#

@open tree

shrewd moon
#

Geometry shaders as I understand are a bit of an experimental thing that don't have very competitive performance

open tree
boreal fiber
#

How can i use the exposure node in hdrp ? I've tried to display it using a custom pass and a fullScreen shader to observe light exposition on the entire screen but i only see black, do i have to apply some modifications on the exposure values ? Can't find anything in documentation

fluid merlin
# open tree what's the best way to cover a large open area with lots of grass? I tried unity...

You need a GPU instancer that can do what's called "indirect instancing" to get dense grass & vegetation to be performant. In the example below, I'm using Nature Renderer on a RTX 3080 for >300fps grass.
https://i.imgur.com/yZIkghs.jpg

A few things you need to know... You have to use an asset at this point, while Unity has the capability to do indirect instancing, there's nofree tools from Unity to leverage it for vegetation for the terrain tools. In fact, Unity terrain details doesn't do LOD either, so you need something that can bypass Unity's detail manager as well. So you need vegetation biome tools like either Microverse or Gaia which can spawn the vegetation. GPU Instancer & Nature Renderer only do rendering, not spawning.

The hope is that in the future, Unity decides to make biome mangement and performant vegetation tools a priority at some point in the future, until then, it costs a good deal to add this functionality to your project.

open tree
#

@fluid merlin I see. So I need a 3rd party plug in to use "indirect instancing".

fluid merlin
# open tree <@288769329267474434> I see. So I need a 3rd party plug in to use "indirect inst...

Not unless you want to spend a year or so writing your own using https://docs.unity3d.com/ScriptReference/Graphics.RenderMeshIndirect.html

Otherwise, I'd recommend Nature Renderer.

If you're using a lot of 3rd party shaders for vegetation (Naturemanufacturer, etc), you'll want to use The Vegetation Engine with it to convert the shaders to use Nature Renderer.

Expect to invest a day or so to learn it, there's some tutorials and documentation, but it can get a little squirrely at times if you're using other vegetation tools like Gaia or Microverse.

#

Unity is putting in some kind of GPU occlusion into 2023.3.0a18 with Render Drawer, it's hard to say whether or not the occluder & the GPU render drawer will be as performant (I have doubts).

#

Unity has been working on it since the MegaCity demo from 4 years ago, whoops, 5 years ago so whether or not it is going to be awesome in Unity 6 is up for debate.

open tree
#

@fluid merlin got it. well I am new to unity so definitely not enough knowledge to make my own solution lol. Also I was just experimenting with it, not making any game or such.

fluid merlin
pulsar skiff
fluid merlin
buoyant drum
#

Anyone made a bright day scene

#

and had issues with lights when it comes to buildings

#

every light does nothing unless its the directional

#

also im still just constantly getting: d3d12: Attempting to bind a NULL or empty texture. Perhaps the texture contains no image data or has an invalid size.

#

and nothing tells me what it is

fluid merlin
# buoyant drum every light does nothing unless its the directional

It sounds like you've got some oddness happening with your Exposure value maybe. The standard "outdoor" HDRP default scene isn't terrible. You can some decent profiles from the Unity template demo scene.

Not sure what you mean by lights & buildings... lights on the buildings, reflecting off the buildings, or like emissive windows?

buoyant drum
#

ill try and just redo the scene pp

#

right after i figure out why upgrading to 2023.2.3f1 has just got rid of all my hdrp stuff and wont recognise any of it now

#

tried uninstalling and reinstalling and doesnt come up so im trying to create a new pipeline asset

#

that doesnt seem to be a thing either

fluid merlin
#

Moving forward in new versions of HDRP can cause problems with custom shaders for previous versions.

buoyant drum
#

I get that but like

#

the actual render pipeline asset

#

i cant see anywhere to create one

fluid merlin
#

Oh... I see

buoyant drum
#

and the previous ones i had are just not showing up

#

tried reinstalling multiple times and still the same thing

fluid merlin
#

I've had the best luck creating a new project and then copying over assets piece by piece. I haven't had a good upgrade in HDRP ever, always new installs, new projects.

buoyant drum
#

its a GREAT THING I decided to make a backup right before upgrading to 2023!

fluid merlin
#

Backup is critical, even when not upgrading, but especially so... even up minor revisions.

buoyant drum
#

yeah

#

whats the best way to go about it

#

github or?

#

cause ive just made a rar im gonna save somewhere

#

stupidly i havent made many backups as you can tell ๐Ÿ˜†

fluid merlin
#

People swear by version control, but I've had mixed results. Yeah, rar works pretty good with unity projects. I use Macrium Reflect so I can restore bare metal or individual files. It runs in the background off hours so I don't have to think about it.

buoyant drum
#

nice

#

ill check that out

#

thanks

primal arrow
#

sorry if this isn't the right place to post, but my goal is to create kind of a "gloomy" cabin

#

i've added fog as you can see and i was curious what some opinions on it were, to much, to little, or something you'd change in general

warm ledge
warm ledge
#

even add a baby doll with blood stains on top of that bed to create a little story for this cabin

#

use resident evil 7 house for inspiration

primal arrow
warm ledge
#

asset store?

primal arrow
#

i'll look around

shrewd moon
primal arrow
#

i mean it as in like

#

if you walked in there

#

it would be extremely uncomfortable in terms of surroundings if that makes sense

warm ledge
#

outlast

shrewd moon
warm ledge
#

play or watch outlast or other horror games

primal arrow
#

alr

shrewd moon
#

HDRP is plenty optimized and flexible but with different goals

warm ledge
buoyant drum
#

one after the other lol. Anyone know a way around this? Using the HDRI sky and visual enviro the water doesnt have a material its just default

shrewd moon
buoyant drum
#

adaptive exposure?

#

On the skybox?

#

Im just trying to change it from being so dark without messing with everything else in the scene

shrewd moon
fluid merlin
# primal arrow i've added fog as you can see and i was curious what some opinions on it were, t...

Use some reference images to help align your vision with what you're trying to build out, you can find stuff pretty easily around the internet searching around for gloomy rooms, creepy cabins, etc. In any case, at first glance, some darker corners. You're getting light leaking in and giving you some specular lighting on the floor which shifts light balance of the room. The dark corners aren't dark enough so you need some lighting work on it for sure. You might also want to consider some decals to add some water leak stains which will help age the materials in there a bit. The volumetic fog is a nice touch, you can switch to local fog add noise to the fog and a vector value to it which will "animate" the fog a bit as well so your lightbeams/godrays through the window won't stay static. However, you're still at the mercy of Unity's lighting system which is on the best of days difficult to use.

dawn sorrel
#

Does anyone know what is causing this in my HDRP project? Any UI or transparent object is affected, however only if the skybox is behind it

eternal laurel
# primal arrow i've added fog as you can see and i was curious what some opinions on it were, t...

The easiest way for me at least to make someone feel uncomfortable in a space is to make that space as unusable as possible. Broken furniture, moldy walls, wet floors that you cant even sit on, badly lit with deep shadows especially in the corners so that your peripheral vision starts playing tricks on you. Also in terms of realism the fog inside the cabin wont be so thick or at all present.

boreal fiber
#

I have multiple pass drawing on camera in greyscale, a pass to convert greyscale in gradient in the custom buffer and one more to draw from custom to camera (since doc say to not fetch and draw at the same time on the same buffer) but the gradient pass work sometimes well in shader graph preview but only render white in frame debugger, how is this possible ? The screenshot is supposed to help ^^', u can ask me details if needed. Thx !

primal arrow
eternal laurel
minor depot
#

Lethal Company too I think

digital spire
#

We are making games with hdrp, It is absolutely possible. But you need custom culling solution that's not Umbra if you have dense scene. Custom terrain renderer as well if you want high density foliage. Although both point can also be true if you want to optimize other pipeline. You'll just run into the bottlenecks faster with hdrp

fluid merlin
#

Yeah, itโ€™s far easier to make a game than a movie or something like that with HDRP. Yeah itโ€™s pretty tough to make a AAA style game with HDRP, itโ€™s missing a lot of performant workflow pipelines for things like characters, vegetation, hi-z culling, and an easy high-quality lighting system. Assets sort of fill in the gaps where Unity has fallen short. They are adding stuff into the newer alphas but itโ€™s unrefined and not suitable for deployment today. Maybe in a year or soโ€ฆ other than some of those things, itโ€™s not impossible, just painstaking at times.

short cairn
#

but can URP ever look close to what HDRP can do? (new user)

shrewd moon
#

You certainly won't feel the loss of the most cutting edge triple-A workflows on HDRP if you're not pushing past its limits, which are far beyond URP to begin with

#

and URP is plenty capable even for "realistic" stuff

short cairn
#

i'll give it a go then

onyx lark
#

I need to calculate the illuminance produced by a light source at a specific point in space. Is there a convenient way to do this without having to do the calculations myself?

#

I'm using this, along with global illumination data, for a stealth system.

#

oh, nevermind, that's just how you configure the light's intensity if you're using lux

scarlet hull
onyx lark
#

i'm currently falling down the luminosity function rabbit hole

#

The math doesn't seem so bad for computing luminance, at least. I just need to get these units straight!

scarlet hull
#

Now, if you ignore stuff like the volumetric fog attenuation, iirc HDRP follows the simple quadratic attenuation rule.

onyx lark
#

Point and spot lights both fall off with radius squared

#

Area lights sound more annoying

onyx lark
onyx lark
#

One thing I'm unsure about, actually...what physical light unit does the color that a light probe gives you correspond to?

#

It's a measure of how much light is passing through that point in space

#

So, lux? That's lumens per square meter.

scarlet hull
#

Probably not lux, more lumens, or nits, or "ev100"

onyx lark
#

ah, yeah, because nits are candelas per square meter, and candela measures directional intensity

#

And I have seen good agreement between the log2 of the value from light probes and the EV100 value in the rendering debugger on a diffuse white surface

#

(for a baked directional sun)

ebon yarrow
#

I have a shader that manipulates alpha values depending on input fed by a MB script. And I would like to know if it's possible to sample a point from MB to know if that point is alpha 0 or not during that frame.

onyx lark
#

Doubt it, unless you're drawing to a render texture that you can then sample from

#

You might just need to recreate the shader's logic in C#

open tree
#

bit of a weird problem. I made this custom snow shader and overlays on these rocks using a custom pass. And it works fine in editor, but it vanishes from some objects in build version.

#

editor

#

I have no idea what's causing it.

#

those objects have a custom shader graph shader. These are rocks from the unity terrain demo scene. if that helps.

orchid bridge
#

anyone on 2023.3.0b1 has these same spikes? nearly empty scene with a 4080

digital spire
#

havn't downloaded it yet.

#

but the above pic discoraged me lol

orchid bridge
#

it's DX12 related. not happening in DX11.
and it's also not project related because i have this in a totally new one with an empty scene. so, 2023.3.0b1 + HDRP + DX12 is broken

buoyant drum
#

is this something to worry about? Always pops up sometimes spams

primal arrow
#

could i just ignore this and go about my life

dawn sorrel
#

So annoying that you have to have a mask map and cant just have separate slots for all maps

#

But in standard you do

#

It seems like you can trick unity into making a mask map for you automatically though, by converting the standard mat into hdrp mat

spiral moat
#

any ideas how i can use a shader as my skybox ?
i don't have the skybox material option inside Lightning > Environment in HDRP

#

the idea is to have a animated sky shader

ancient karma
#

is there a way to implement occlusion culling for a procedurally generated mesh? As in, I want the faces on the mesh I'm not looking at to not be rendered.

Or is it a better practice to split the mesh into separate chunks, and implement occlusion culling for each chunk?

jagged prairie
ancient karma
#

Then you can add an hdri texture

spiral moat
jagged prairie
spiral moat
ancient karma
spiral moat
#

incase someone is interested

#

now ill test some stuff with time and see if it doesnt broke

fluid merlin
cerulean dew
#

Does anybody know why my HDRP settings doesn't have the "Deformer" option for water?

eternal laurel
#

You are probably on a older version

full steeple
#

why is this happening every time i save a shader, my pc is pretty decent so i'd say its not my pc. but especially as someone who works alot in shadergraph this is really annoying and often it doesnt even load anything as far as i know. does anyone know how i can stop this from happening every time i save a shader?

digital spire
vital locust
#

anyone know how to swap scenarios in code for probe volumes?

#

theres nothing in the docs about it

#

theres a post on the forums i read last night how to do it but now i cant find it

vital locust
full steeple
#

i mean i like develloping but from the 6 hours a day i work on the project i wait almost a quart of the time

shrewd moon
digital spire
# full steeple i mean i like develloping but from the 6 hours a day i work on the project i wai...

I get where you're coming from. Editing large sg is very very very slow, but minutes for a change is too much. If you can, use Amplify in the mean time. then to fix the sg issue, you either create repo project.(should be doable for sg bug) Or find the workaround/ fix the bug yourself. Imo, waiting for unity to fix a reported bug is at least 1 month away. Better spend time porting shader to ase or fix it yourself.

full steeple
#

thanks for both yours opinions, ill check out amplify, never heard of it but i'll check it out, my project at this point has around 1200 materials, idk wheter that has to do something with it. if i cannot figure it out i'll let you know in a few days.

buoyant drum
#

Before and after

#

working on this today aswell, before and after

jagged prairie
buoyant drum
loud perch
#

Does anyone know how can i handle issue with Water System where visual effects/particles are seen under the water while camera is above the water?

full zephyr
#

a quick tip: disable single pass (makes hdrp run faster)

long scarab
full zephyr
#

It gave me an fps boost once I turned it off

#

Without XR too

long scarab
#

you can't measure performance in a reliable way in Editor, and FPS is the worst measure to use

full zephyr
#

While FPS is a bad way to measure, its good enough to know that turning it off improves on PC, I noticed an avg fps increase from 55 to 72 afterwards

#

No changes in anything different, just disabling the single pass

long scarab
#

in a build?

#

you should do a bug report if this is consistently reproducable

full zephyr
#

I did it in editor so I also had slightly more cpu time due to the editorloop

#

I can most likely reach a 100 fps in build with the current setup tested on a GT 1030 so hdrp can be made to run well

long scarab
#

I guess you just toggled a HDRP asset reset with the change, and thus you got some FPS increase. Happens to me all the time in Editor. Thus measuring in Editor does not really help most of the time.

loud perch
muted nest
#

Is it possible to have a custom pass in a volume that only effects one object in the scene?

tacit kraken
#

Hey everyone. I'm playing around with Unity's hair strand rendering system. It works, but I'm not getting "soft" results in HDRP. As you can see from the screenshot, it's very strand-looking and not realistic. The docs talk about enabling "high-quality line rendering", but I can't find that in the HDRP asset. Does anyone know what I can do it make it look better? Thanks.

dawn sorrel
tacit kraken
jagged prairie
tacit kraken
jagged prairie
silver lichen
#

Hello, I've recently converted from URP to HDRP and whenever i try put a decal down the script gives me an index out of bounds error i do not know how to solve. Decal materials i also try to put into the decal projector automatically switch back to the default one. It still projects the default decal however, so i'm not sure.

#

more error code

open tree
#

So currently I am working on a personal project and found something. I am changing the sun intensity using a c# script, changing the intensity based on time of day. Mainly because I dont want to keep the skies lit up longer after the sun sets. But updating the sun intensity real time has significant performance cost. Any idea why? or how to overcome this? I just the sun to be around 100,000 lux at noon then lower the value during sunrise and sunset.

scarlet hull
# open tree So currently I am working on a personal project and found something. I am changi...

Are you useing the physicially base sky in HDRP ?
This sky is the most computational heavy, in particular when some parameters are animated, because the athmospheric scattering and some look up table need to be recalculated, so moving or changing the sun intensity will cause performance drops.

Also note that the sun intensity is automatically changed (not visible in the inspector, but in the rendering) when you rotate the light object, as the PBSky does take the angle in consideration for the lighting intensity.

whole fossil
#

guys, I found something unexpected for me. The quality of the LocalVolumetricFog relies heavily on camera FOV. Is that expected? Is there a way to mitigate it?

#

these 3 screens are different only by camera FOV

shrewd moon
whole fossil
#

that makes sense, thanks

whole fossil
#

do you have some particular setting in mind? Cause I don't know what should mitigate it apart from the quality/budget which changes a lot in terms of performance

#

I mean it improves the quality but the overhead is much greater than increasing the fov

scarlet hull
#

(named screen resolution percentage and volume slice count)

#

Or simply tweak the "Resolution Depth Ratio" that automatically handles the ratio of those two settings (the more screen resolution, the less depth slices)

open tree
digital hedge
#

I am using the new unity water system and i am trying to have it in a cube form so what i did was make 2, 1 for the underwater part and 1 for the top, and then stack them but i would like the sides of the water to be straight even if the water moves how would i do this? is it a settings i just can't find or is it not possible to make the sides straight (PS: i know this is not exactly what the system is made for :)

scarlet hull
digital hedge
#

Ow no i am trying to get horizontal water but with clean sides but if i try to make the sides clear it becomes blurry, so i stack it on cube thats seetrough. I just want a water cube lol.

scarlet hull
digital hedge
#

i applied it to a cube so it has sides

scarlet hull
digital hedge
#

Yeah thats what i am doing, but the problem is the sides slowly move wich means they are out of sink and that looks a little weird lol. Any way to fix that make the sides of the water not move?

#

or maybe a better way to make a water cube

patent topaz
#

Hellooo, I'm currently playing around with SSGI for project. On the documentation there is a reference to the "Ray Miss propety". However I can't find it in the Unity inspector. I'm using Unity 2022LTS. Thanksss very muchh

kindred gale
stuck kraken
#

Hi folks. Iยดm using the HDR Render pipeline and I already created an Asset for it. As you can see in the attachment. I really would like the user to chance the "in game settings", but "SetMSAASamples" is red. using UnityEngine.Rendering; is at the top as well... I think I miss something. Any help is much appreciated ๐Ÿ™‚

kindred gale
kindred gale
kindred gale
stuck kraken
patent topaz
digital hedge
stuck kraken
kindred gale
digital hedge
#

owww, thank you!

jagged raven
#

hey guys im having probs with post processing, when i turn them on they just sometimes work sometimes dont, i cant work it out, there is no logic to it

#

in the past they worked perfect but on unity 2022.3.12 they dont work around 95% of the time, has anyone has issues with this? especially with changing them at runtime

#

literally spent a week trying to spot any logic at all, weirdly some always work like chromatic abberation

jagged prairie
jagged raven
#

thanks! actually simply needed to delete my volume and add a new one, DOH.

#

u can still do stuff like this though right?

#

tempGLITCH.offsetStrength = new ClampedFloatParameter(Random.Range(0.1f, 1f), 0.0f, 1.0f);

#

hmm maybe ur right i`ll check if thats actually working lol

jagged prairie
jagged raven
#

awesome thanks, you're right!.. its a shame there is more hdrp post processing fx..

#

isn't

#

glad i ran into you zingzang lol ๐Ÿ˜„

topaz ravine
#

work of the day about clothes and hair (cotton material from samples)

jagged raven
#

nice!

topaz ravine
#

did anyone play with the fullscreen pass samples recently? the Camera Rain is modify the scene view hardly 2023.2.5

#

ah before transparent is working, i may raise a quick ticket

jagged raven
#

no what are they, link ?

#

looking for good fullscreen fx

topaz ravine
#

package manager> HDRP package > samples tab 'FullScreen Effect"

#

So camera Rain is a prefab, just drag into the scene, it may be my hdrp settings so, tell me if you have the same scene view issue

topaz ravine
# open tree editor

do your custom pass use DrawRenderer using a replacement material? bcs I have the same issue in build using a custompass and a replacment material

#

I suspect culling parameters

open tree
topaz ravine
#

erf I don't replace with a lit myself

#

it's a custom unlit, that may point to a direction

opal mica
#

Hello! Does anyone know if there's some kind of standard practice for rendering first person arms on top of the main camera in HDRP, like camera stacking? I've seen people talk about the graphics compositor and custom passes, but I haven't been able to find any complete answers anywhere that actually explain how to do it. Thanks in advance!

opal mica
#

Thanks for the help!
Are you saying that I can assign an overlay camera in the camera component? Because I can't find anything like that?
Also, could you explain further what you mean with the render feature/render pass? Are you talking about a custom pass volume?
Thanks!

eternal laurel
# opal mica Hello! Does anyone know if there's some kind of standard practice for rendering ...

Standart approach would be to use custom passes due to the perf impact of multiple cameras in hdrp here is a example https://github.com/alelievr/HDRP-Custom-Passes/tree/master/Assets/CustomPasses/FPS Foreground You need to set up the pass at two points such as here

GitHub

A bunch of custom passes made for HDRP. Contribute to alelievr/HDRP-Custom-Passes development by creating an account on GitHub.

opal mica
#

Thanks, Iโ€™ll check it out!

topaz ravine
pulsar skiff
#

Idk why but this always causes issues for me with ssao of the world, rendering on top of the thing that is being rendered in front

shrewd moon
#

Camera stacking is very inflexible for things that are expected to physically exist in the world, especially since you can't practically get shadow casting I believe

#

I find it better to shrink the viewmodel towards the camera, and optionally also squash it to simulate FoV changes, and move it to avoid poking through obstacles which looks believable too

azure osprey
#

Wait quick question, I brought an environment from the asset store and then a gun import (which needed hdrp) and then overwrote all the materials in my environment to hdrp, is there a way to revert it or is it just going to stay like that?

#

I have neon white grass and some other neon pink stuff lol

scarlet hull
azure osprey
#

Yeah I manually changed a decent omount of settings and scripts didn't wanna go through that

#

Ty tho

final pagoda
#

Hello, I installed HDRP, and quickly realised it broke some texture that were turning pink. Afterwards, I uninstalled it. But I remarked the visuals we slightly more contrasted, this is seen more with a more darker ambient light. How to revert this and basically go back to the standard lightning ?

digital spire
#

I have never uninstalled HDRP from a project before. Not sure how many cluster will it leave inside the scene. So It is worth checking your camera and light to get rid of the possible missing component from (HDAdditionalCameraData) and (HDAdditionalLightData)

scarlet hull
inner palm
#

does anybody have some tips on how to avoid this for non-realtime applications

#

im using the timeline to render out some stuff but occasionally this will happen, i think ray tracing is responsible here edit: ive managed to get it to continue to happen even while all my ray traced effects are disabled, ray tracing isnt responsible

#

although I did bump this setting up as high as it would let me

#

this isn't fully path traced, its just a bunch of other ray traced effects

#

my GPU VRAM is only like barely over half used

#

but the likelihood of it happening increases when i increase the resolution nevermind changing the resolution changes the shape of the boxes but they still cover the same area

#

can replicate it in the editor

#

it happens really infrequently but it seems consistent in the angles that it happens

#

yeah actually seems like it is directly correlated to the amount of light sources in the area

#

ill figure something out but i would still appreciate any other advice

#

i have a lot of real time lights because the results of baked lighting for me have always been really lackluster with some of the baked lights straight up not even having the light baked, might be due to a janky UV setup on the meshes as well i suppose but

scarlet hull
#

@smoky orchid Hey, I think you question (#archived-shaders message) is better here.
What is more specifically your issue with volumetric clouds and transparency ?

smoky orchid
#

@scarlet hull i'm trying to have a planet physically rotating around my scene. The reason why i want this is because there are several planets and moons in the sky, and their shadowing has to be in correlation with the sun light direction. So what I would do is use a transparent shader to fade the planet into the sky like so. However when is use the volumetric clouds provided with HDRP, the transparent object is always visible through it

#

when the object is opaque it is correctly occluded by the clouds :

scarlet hull
#

It works really well with the physically based sky. In recent versions, the base "outdoors" hdrp scene has a moon set up with this that you can take as reference

minor depot
#

You might want to try messing with the depth related settings in the transparent shader you have. Other option is to use a custom opaque shader which just fades to the correct color while still depth writing

smoky orchid
smoky orchid
scarlet hull
smoky orchid
scarlet hull
#

The other approach could be to handle this with a PBR sky material

smoky orchid
#

you mean an animated skybox ?

scarlet hull
#

Bascially, yes

smoky orchid
#

that is indeed a good idea, i wonder if i can use a render texture to display an animated sky this way

scarlet hull
#

Probably