#archived-hdrp

1 messages · Page 11 of 1

smoky orchid
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well thanks for the insights !

jade coral
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How can I achieve this kind of water reflections?

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SSR + Reflection Probes

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SSR Only

jade coral
# jade coral SSR Only

the SSR only one reflections are darker at the end, is there a way to tweak some parameters to decrease that "darkness"?

jade coral
smoky orchid
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back on the clouds issue, i guess i need to update my unity version

pulsar skiff
dawn sorrel
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Im new on Unity, whats the HDRP?

pulsar skiff
dawn sorrel
jade coral
thin dawn
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Hi everyone, please tell me how to use HDRP to make decals to be volumetric, that is, that the decal repeats the relief and was not just flat.
Help please : (

formal crow
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thats not a decal you have there

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its just a mesh with a texture

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use the decal projector to apply decals to surfaces

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and to make it volumetric enable emmision on the decal material

thin dawn
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May be im really dumb but i cant find it

formal crow
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you are using the wrong shader

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and you dont need a mesh renderer for a decal because decals are not meshes

thin dawn
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Unfortunately, I guess I'm too stupid to know what to click and where to click. I came here from unreal, and unfortunately now I can't even make a decal.

I read what you wrote and tried to do it again. Thanks for trying to help, but I guess I'm hopeless XD

formal crow
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even in unreal you have to use a decal component and use a decal shader

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you were using a legacy diffuse shader and a mesh renderer

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its very simple

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create a decal material

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add a decal in the scene, and assign to the decal component the decal material

peak bear
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Sup, why my scene is all glowy like that when most of my materials aren't emissive? And it blast more and more the further i go from the object, and everythings does that, even the new cubes i had in the scene. I use bakery in HDRP idk if it's related.

smoky orchid
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could be a few things, Bloom boosted too much, incorrect exposure, or this could also happen if you look at a extremely dark object and automatic exposure tries to compensate

peak bear
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It's a new scene, i dont have post processing as far as i know

peak bear
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thanks

peak bear
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I found the problem, it's just someone in my team that change the background color

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I put it white and now its fine

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and i put the exposure on the camera

true zealot
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Background color is a preference, it should be local to your machine—not the project

peak bear
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weird, i never touch that before, maybe i did something without realizing,idk.

pulsar skiff
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Is there a way to have a skinned mesh renderer, or any renderer at all, only do self shadowing?

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Like, make it cast shadows on itself but not other things

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Need it for first person view models(weapon models)

pulsar skiff
formal crow
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yea

spiral moat
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Hello,
When building my transparent shaders have full opacity.
I don't have any issue in editor and in the shader graph

this issue doesnt happen all the time, but around 70%

elder shard
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hello! what do i do here? i'm stuck and a little confused. my scene has weird blue outlines everywhere. never really delved much into hdrp so i'm not really sure what to do.

loud lily
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looks like a navmesh to me!

elder shard
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ah, really? didn't expect a demo scene to be setup with navmesh, and i definitely didn't expect the error to not be related. thanks!

loud lily
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np!

buoyant marsh
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How does the water surface work?

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I've used the built-in water surfaces

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They do literally nothing

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'Nor do they do anything when applied to a normal GameObject

open tree
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is there any way to add textmesh pro texts as texture in HDRP materials? I want to make a flag or banner and the text need to change.

smoky orchid
buoyant marsh
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That's the closest thing I can find

smoky orchid
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download the samples and see how it is setup

pulsar skiff
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Add the override for water rendering in your global post processing volume and check the enabled checkbox

pulsar skiff
fickle bough
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i want to try and get something like this where a ligh shines through a hole in the wall

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but when i try and get my outside light to be bright

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an turn on directional lighting i get this

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and get a flash bang

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if i turn down the light i get this:

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but the light bleeds inside

loud lily
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You could try using area lights instead of a directional light https://learn.unity.com/tutorial/hdrp-area-lights#5fc55a65edbc2a021de0bfb6

Unity Learn

Area lights in the High Definition Rendering Pipeline (HDRP) are rendered in real-time unlike the previous pipelines, there is no baking involved. They now benefit from the HDRP unitified lighting, which means that all objects within the scene should receive the same lighting and there is no longer a distinction between opaque, transparent, or v...

fickle bough
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thank you!

clever void
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and I never faced this problem in URP of Built-In before

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and that is the shader btw

loud lily
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Afk right now but click this drop down and make sure update always is set

clever void
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I wonder why it's working in URP without enabling that

loud lily
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Dang. I wonder if there's a similar drop down there?

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In the game view

clever void
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no there is not

pulsar skiff
# fickle bough

You can use shadow proxies. Meshes that cast shadows to prevent lights passing through, but are not rendered.

shrewd moon
fickle bough
shrewd moon
fickle bough
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i just wanted to get the general layout of the map done and then go back to fixing the lighting

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cuz with it on i couldnt see

fickle bough
pulsar skiff
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You can also add a proxy probe component or whatever its called to make the probes look more realistic

fickle bough
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also also does using raytracing remove the need for reflection probes?

pulsar skiff
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No not really

pulsar skiff
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Which it probably does

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You can also use ssr

fickle bough
fickle bough
pulsar skiff
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Might be an option you can enable

fickle bough
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and thats it with directional light off

pulsar skiff
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Id guess thats the reflection of your windows

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Did you try using a probe proxy?

fickle bough
fickle bough
fickle bough
pulsar skiff
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Wait you dont need one, you reflection probe is using its own collider as a proxy volume

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So take a look at the preview on the bottom right, does it look correct?

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From what i see its not capturing the walls on the sides or tour room

fickle bough
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bottom right?

pulsar skiff
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So its just showing the sky

pulsar skiff
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Are your walls static game objects? That might be causing it

fickle bough
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yeah the whole room is one big object

fickle bough
pulsar skiff
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I dont know whats causing that

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Sorry 🤷‍♂️

fickle bough
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all good

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ill carry on experimenting

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thanks for the help tho i appreciate it

fossil nacelle
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I'm trying to make an outline effect and I just yoinked the code from the hdrp sample, but in my project, nothing I try to do can make the effect even show up. I tried using the default hdrp materials. I have custom passes enabled. what setting am I missing?

shrewd moon
fossil nacelle
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however it does definitely work when you open up the project

fluid merlin
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Anyone have a good solution for a puddle/raindrop shader that will work on a terrain in HDRP?

smoky orchid
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@fluid merlin seems complicated

pulsar skiff
smoky orchid
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this would probably work indeed

forest axle
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How do I enable agx or aces color space?

meager holly
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Add a tonemapping override to enable ACES

forest axle
meager holly
forest axle
forest axle
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I’ve been wondering. Can I isolate noise or add noise to dark spots?
And adjust it’s intensity depending on the light of the scene

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And overexpose some lights

meager holly
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On the film grain volume override there is a response value
The higher the response the less noise there is in brighter areas
If you need more control than that you would have to make something custom

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You can set the exposure to slightly over exposed, or use the "compensation" value on the exposure override to give it an artistic nudge

forest axle
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Thanks

buoyant drum
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trying to smoothly change the emission of a material during runtime. got a script which changes the emission value but on screen it looks the same, but if i slightly move it in the inspector it changes. Is there not a way to do that?

smoky orchid
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that's how it works in inspector, update is called only when the window recives an input

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though i don't get why you want your script to work in inspector

buoyant drum
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I made a script to smoothly change the emission of a material after a certain amount of time which it does, but on screen it doesnt show any change is what I meant

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not sure if im doing it the wrong way or not but im just gonna scrap the idea and change materials

smoky orchid
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use yourmaterial.SetFloat("yourVariable", x) to set a value for a material

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for the HDRP unlit material i don't know what is the name of the variable, either you find it out or make your own shader

buoyant drum
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Using lit, ty for the help

forest axle
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How do I add the eye adaptation to exposure effect?

twilit swift
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Hi, I have no idea what's going on but this keeps happening every time I open this scene, I'm using HDRP 2022.3.7f1. I get these errors: Shader error in 'HDRP/Lit': Compilation failed (other error) 'out of memory during compilation

and

TerrainLit failed to compile

How can I fix? It can't be related to memory because the disk has a lot of GBs and I also have 32GB RAM.

forest axle
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What's post exposure?

open tree
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I am using a grass system that is using compute shader and "draw procedural indirect" to render the grass. But I want to use light and decal layers with it. How do I do that? it is receiving decal from default layer but I want to change the layer. in Draw Procedural indirect we can specify the layer but I dont see any option for rendering layer masks.

scarlet hull
# forest axle

Eye adaptation can be setup using the exposure volume override, with auto exposure mode.
The post exposure here is an additional offset that you can use for color correction

scarlet hull
scarlet hull
open tree
scarlet hull
open tree
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I see. I am trying to figure it out.

smoky tide
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can someone help me achieve an image

cold onyx
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Hello dear friends, I lightmap baked in HDRP and I had that issue and crashed Gpu. I could not understand why I see these logs.
how can I solve this problem? Thank you! -Unity (2023.2.6f1)

Console:
-Shader warning in 'lightlistbuild': loop only executes for 1 iteration(s), forcing loop to unroll at kernel TileLightListGen at lightlistbuild.compute(439) (on d3d11)
-Shader warning in 'lightlistbuild': loop only executes for 1 iteration(s), forcing loop to unroll at kernel TileLightListGen at lightlistbuild.compute(572) (on d3d11)

Problem started after Unity randomly crashed while baking lights, I thought some files must be corrupted so tried:

-Creating a brand new project
-Reinstalling both Unity Editor and Hub
-Deleted the library file in the project folder
-Deleted caches inside "C:\Users\Rapth\AppData\Roaming\Unity", "C:\Users\teksa\AppData\Local\Unity", "C:\Users\teksa\AppData\LocalLow\Unity"
-Cleared GI cache
-Removing and installing High Definition RP from Package Manager
-Cleared Shader Cache from AMD Software
-Switching to DX12 from Project Settings/Player/Graphic API

I still believe some sort of shader cache file is corrupted but i am not sure if there are any that i didn't delete, i am really new to game dev, and i dont know anything about shaders so i'm not sure what could have caused this.

I attached screen shot and the lightlistbuild.compute file thats causing the errors

formal crow
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its most likely a bug

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is see your using 2023.2, the lightbaker in unity 2023 its not that stable yet, file a bug report

smoky orchid
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does anyone know how to fix those hard pixels caused by the grass in the background ? SMAA does not do the trick, it's activated on the image here.

pulsar skiff
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guys how do i get my water surface to show up? it is overlaying gizmos and the underwater effects are working but i cant see the surface

smoky orchid
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you also have to enable it in the hdrp settings

pulsar skiff
smoky orchid
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you also need a water plane object in case you don't have it

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set it to infinity so that it's a plane like an ocean

pulsar skiff
pulsar skiff
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still the same

smoky orchid
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let me make a screenshot

pulsar skiff
smoky orchid
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try to right click on the water component and reset to see if it appears, else no idea

pulsar skiff
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it looks like the water is kinda there but also not

smoky orchid
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why turn off lighting ? It needs a directionnal ligut to work properly as far as i know

scarlet hull
scarlet hull
pulsar skiff
pulsar skiff
scarlet hull
pulsar skiff
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ik, i did that in addition

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here, frame settings

fluid merlin
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Do the unity water sample scenes work?

scarlet hull
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do you maybe have multiple quality levels and the active one has a HDRP asset with water disabled ?

pulsar skiff
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they are not in the hdrp package samples

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in package manager

pulsar skiff
pulsar skiff
fluid merlin
smoky orchid
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they can be downloaded in the package manager in the samples tab of HDRP, but you need i believe hdrp 15.0 or +

fluid merlin
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Yeah I think there's 4 scenes in the package manager too.

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The ones in github are the 'advanced' scenes

smoky orchid
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go for the github repo then

pulsar skiff
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the scenes are empty?

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bruh what is this

smoky orchid
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at this point something must be wrong with your editor

pulsar skiff
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i think the samples are not meant for this hdrp version or smth

smoky tide
smoky tide
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do u want me to send it here

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or do you want me to send it to you personally

scarlet hull
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here

smoky tide
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this is what my game looks like

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and this is what i want it to look like

scarlet hull
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Model the required stuffs.
Use post processes : film grain, vignette, and color correction

meager holly
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Use and overcast skybox as well

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Or download an HDRI from HDRI haven (or other places) that matches the look you're going for

smoky tide
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i have a better hdri

smoky tide
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from polyhaven

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i bet you guys couldnt tell

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but it was actually grass

meager holly
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That's better, on the first one I could see blue sky through your thicc fog

smoky tide
meager holly
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So that didn't match

smoky tide
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no its just that

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my directional light lights up the whole world somehow

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including the indoors

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and i hate this

loud lily
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If you make the directional light cast shadows they might still do that but a little less.

smoky tide
loud lily
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Oh gotcha hm.

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It doesn't look like anything is casting shadows I your screenshot though. Maybe something is wrong with the shadow mapping?

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It's interesting that you've got ultra resolution on it and it's still not showing up.

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Usually when I've had issues like that it's because the light is trying to render too many things at once (zoomed way out) with not enough cascades. You could try using the frame debugger to see what it's actually doing.

smoky tide
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mhm

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frame debugger

loud lily
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It's a good way to learn too.

smoky tide
loud lily
# smoky tide

Did you learn anything stepping through the or does it just look like that uniform gradient ?

smoky tide
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i couldnt walk anywhere

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same frame

loud lily
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Oh sorry I meant unfolding the items beneath render shadow maps

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Ah cool! Ok so it is doing something

smoky tide
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so when i enter playmode

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there is actually a shadow being cast by these guys

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these buildings i meanm

loud lily
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Oh. But you're still gettinf directional light inside of the buildings?

smoky tide
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oh no

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so shadows are being casted now

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in scene view because camera render distance was way too high

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this is what it looks like indoors

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but this is outdoors

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and its way too dark

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but when i increase my directional light

loud lily
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Ohhh that makes a lot of sense. That debug view shows you the depth from the directional light that it's testing against to see if the light is blocked. If it's blocked then it becomes a shadow. The multiple views are called cascades and usually overlap one another. If your view distance is too far they will adjust to fit everything you can see.

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So the resolution becomes less and less.

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*or pixels per world unit.

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The resolution of the shadowmap is the same - just not proportional.

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It's probably also doing that because you have a huge ground plane.

smoky tide
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ok

loud lily
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If you set the distance pretty far but had a small ground plane I'm pretty sure it would correct for it but I'm not 100%

smoky tide
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so guess what

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the slider for a directional light

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jumps from like 0.9 to 80

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10 worked better

loud lily
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Nice that does look closer to the references you linked.

smoky tide
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the grass was greener

smoky orchid
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you can bump the saturation in post processing

sacred veldt
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someone knows why for some people in editor using x project they will have camera not rendering anything but after disabling + enabling component its rendering why??

zealous ice
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Hey there ! Not quite sure I'm in the right section so i'll move if it's not !
Does anyone know if it's possible to increase the render distance of a local fog ?

scarlet hull
opal mica
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Hello! I've tried using this approach, but my hands just end up being ghost hands, where they're transparent in a strange way. I'm guessing the shaders and the material included on GitHub are supposed to fix this, but I can't figure out how I'm supposed to use them. Is there any chance you could explain the process?

eternal laurel
opal mica
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I have set it up exactly the same:

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But it still occurs somehow

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I thought I might have the wrong version, but the 2021 branch has roughly the same problem

eternal laurel
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Hmm idk then

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Sorry

eternal laurel
opal mica
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No, I've only tried in the editor so far

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I understand, thanks for the help anyway!

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If anyone else has any ideas I'd be super grateful. I see that Remy is a contributor to the custom passes on GitHub, is it the same Remy we have here?

eternal laurel
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Yes its the same Remy

scarlet hull
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Yep 🙂

opal mica
# scarlet hull Yep 🙂

Hi! Do you have any insight into why the custom pass from GitHub isn't working, or if there's some other method I should try?

scarlet hull
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I didn't do that one myselft, but according to the current readme, it should just work for latest LTS.
I can have a look though

scarlet hull
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Note that I found a difference in setup, the custom passes repo has this additional copy depth pass :

opal mica
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Apologies for the slow response! We've been in the process of upgrading the engine version to the latest LTS which has taken some time.
I tried adding the depth pass and changing the injection point of the first custom pass as per your image, but the results are still the same. Here are a couple of pictures:

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Strangely enough, I only noticed now that parts of the view model which are very close to the camera seemingly aren't affected:

scarlet hull
opal mica
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Sorry about the downloads, was hoping it would just play in Discord

opal mica
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Nevermind, when I try it with new volumes the issue isn't there so I probably just need to recreate some stuff in the new version. Sorry to bother you!

forest axle
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How do I bring back this lighting?

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Mine it's all black

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And I have this spotlight, even though it's intense and has a long range. the building is still black

formal crow
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add a directional light

loud lily
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I was helping someone in another channel and discovered that the normals buffer isn't cleared by the skybox which means there's an isskybox texture to handle the edgecase. I've spent more time with URP. Does anyone know why the skybox doesn't clear the normals buffer?

twilit swift
#

How can I fix this?

shrewd moon
twilit swift
shrewd moon
# twilit swift The weird shadows.

HDRP when using high quality shadow filtering uses dithering for shadow softness
This dithering is smoothed over by temporal antialiasing, which by default you don't see through scene window
If you don't see it through game window either, it's not enabled on the camera or in the quality settings

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You can also enable TAA in scene window settings

twilit swift
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So, how can I disable it or?

shrewd moon
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But that won't affect the user

shrewd moon
# twilit swift So, how can I disable it or?

You don't generally need to get rid of high quality shadow filtering, as it won't look like that in the build, but you can decrease shadow filtering quality to disable the dithered soft shadows entirely

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Using light sources with smaller size/diameter makes for sharper shadows that need less filtering and smoothing

twilit swift
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Btw just realised this is happening with directional light only.

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It doesn't happens with spot lights.

shrewd moon
twilit swift
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In the directional only the whole shadow has the dithering, here with the spotlight it only has that effect in the sides.

shrewd moon
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Your directional light's shadow is much blurrier because of the size/diameter

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That's all there is to it

twilit swift
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I just realised this on the directional light 💀.

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I've never seen this before.

shrewd moon
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Anywhere there's a penumbra there's a need for dithering, filtering and TAA smoothing

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Bigger light source size or diamater and the bigger the distance from shadow caster, the bigger the penumbra
That happens in real life too

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And like I said, the grain you see is smoothed by the camera with TAA
The user won't see it if your settings are correct

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And like I said, the scene view doesn't bother doing the smoothing step by default

rough tide
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I have a problem, I cant seem to figure out how to use HDRP lighting without using a directional light, the premise of my game involves an environment that is only lit by enviromental lights like street lamps and lanterns. How can I use HDRP without a directional light. I removed the directional light and the skybox since that was making everything white or black, but now instead of everything being pitch black and only being effected by point lights, it looks like this.

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Here is my lighting

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The whole premise of my game is centered on darkness so any help is appreciated.

scarlet hull
shrewd moon
# rough tide Here is my lighting

These are just the baked and precomputed lightmapping settings, not affecting anything in your scene
The Volume's Exposure override is also vital, without correct camera exposure lights will not appear correctly

fluid merlin
peak bear
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Hi, does someone know if it's possible to create a shader similar to the HDRP triplanar, but with a possibility of rotating the textures? Because right now if my things are in a angle triplanar ain't working well for my need.

shrewd moon
peak bear
#

Thanks for the quick answer 🙂

atomic flame
#

Hello! I have an HDRP project (unity 2023.2 HDRP 16) with ray tracing setup (SSR, SSGI, & SSAO) - I'm using a lit transparent object as the ceiling of a test room with alpha set to max so it appears opaque. However that object does not appear to receive any indirect lighting. If I change the material to opaque it then receives indirect light. Anyone know why the transparent doesn't get indirect lighting?

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Alternatively if anyone can throw out a way to cut holes in a ceiling via a shader I'm all ears. Tried so many things to no avail except this one transparency hack.

sand helm
open tree
#

what is shader graph equivalent of vector noise node? I was seeing this tutorial and noticed, just plugging in the position in it, they have a 3 channel noise. But in shader graph we can only input UV and get a black and white noise.

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this is in unreal, but I want to achieve similar results in unity. Basically randomize the UV/screen position in voronoi pattern like this.

shrewd moon
#

You can make a more accurate recreation if you can figure out exactly the code that Vector Noise here uses
Googling doesn't seem to show any documentation for a node by that name, though

eternal laurel
#

It might be sufficient to plug the cell output into the offset of a hue node to get the desired result

open tree
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@shrewd moon I did some searching on this, and figured out I don't need 3 channel noise. I am looking for voronoi "position" output from node. So each cell is filled with the position value of the cell.

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this is blender's voronoi node

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see the position output.

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I want that effect, so I can input UV, and get the UV but distorted in voronoi pattern.

open tree
#

alright

twilit swift
#

Hi, I need help, it has been a long time since this error started happearing, for some reason some shaders fail to compile, also terrain mat does weird stuff, it has a lot of render issues making hexagons appear all around the terrain..

soft crater
#

when performance starts to stagger, the unity hdrp build freezes permanently

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this only happens for hdrp

vague steppe
#

where can i find renderer features in hdrp

scarlet hull
onyx lark
#

I am struggling to make a good looking night scene with a moon.

If I set the minimum exposure to around 0 or 1, a full moon's light -- 0.3 or 0.5 lux -- provides a modest amount of illumination. But when I set the moon to be reflecting the light from a 100,000 lux sun, it's completely blinding

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I can fix this by reducing the effective intensity of the sun to around 1,000 lux

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but then I'm deviating from physically accurate lighting

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is this just a consequence of the human eye handling wide dynamic ranges better than our screens can?

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For context, I'm trying to create a snowy moonlight night scene. The ground has a very bright albedo, so the exposure doesn't need to go that low to make it look decently lit.

I was using Unity's default "Directional Moon Light".

fluid merlin
supple tundra
#

is there a way to set up 2d/ui particle effects in hdrp? Everything I am seeing is either in urp or standard. I am not well informed on unity particle system and using different cameras, but it seems that using a second camera as an effects camera can't be done in hdrp.

digital spire
#

What's the cause of this flickering shadow map ? I don't understand the debug view. Is it suppose to constantly change like that? what does the number mean(it was tile debug, with punctual shadowmap top left)

scarlet hull
digital spire
deft schooner
#

Has anyone had issues with HDRP shaders during Unity Build Automation, for example Fallback shaders not being found?

thorn gull
#

Hey, a question about Volumetric Clouds with the HDRP. It seems impossible to render the clouds below Y: 0. Has anyone got a solid way to handle a cloud deck at, for example -1000, with the Unity clouds? I wanna avoid having all my assets at Y: 3000 or something to have a world that floats above the clouds.

scarlet hull
thorn gull
#

@scarlet hull Thanks for your response! I'm unable to get those Planet parameters, as seen in your provided screenshot. Is that a version-specific feature? I'm running 2022.3.12f1.

thorn gull
#

@scarlet hull Oh, I guess it's time for me to update... Thanks though!

open tree
#

Click the 3d dots on the top right corner and you can show more options.

thorn gull
kindred gale
#

Planet settings are for 23.3 only
Also on 22.3, y below zero are hardcoded to not render so you can't have a full planet (you can on 23.3)

buoyant vortex
#

I'm trying to get my HDRP skybox to be just white, but I have no idea how. I'm trying to make a foggy scene, so I need a white sky and I just can't figure out how to do it.

unique coyote
#

Has anybody ever tried Unity strand based hair with ragdolls. I apparently can't get it to work with ragdolls or puppet master specifically.

unique coyote
#

Nevermind I figured it, yesss!

soft crater
#

is there any way to use grabpass or an equivalent in hdrp

sly shore
#

Hello Everyone, we are are working in a game using HDRP , and so far it is very heavy for no reason , these are screen shots for the same scene on URP and HDRP

HDRP

#

Note that the URP scene has 6 point lights with shadows and 1 directional light, while the HDRP scene has only directional light

#

I know HDRP is supposed to be heavier, but this is too much , because it is heavy without using any special stuff

eternal laurel
# sly shore Note that the URP scene has 6 point lights with shadows and 1 directional light,...
topaz fable
eternal laurel
#

Well the video itself is too short for a good showcase, I would do a couple of cuts to different locations, the day night cycle itself looks good bit again with such a short video is hard to enjoy it. What I presume are dust particles are distracting at 4x speed and cause visual noise. I would also focus on more tree variation, the wind strength is way too exaggerated, for trees to shake like that we would need hurricane level winds. Focus more on the branch movement and having trees shake differently, right now they all seem to shake uniformly

sly shore
# eternal laurel It takes some effort to get hdrp to perform I suggest you start here https://for...

I checked it, just to explain where i come from, i do mobile games so i am familiar with optimization , and now i am working on PC and Playstation

So using same optimized scene that runs smoothly on URP , runs poorly on HDRP

The Models are 300K tries , multiple materials
It feels that the HDRP is heavy by it self
Running an empty scene on HDRP is heavier than running a full game on URP
Am i Missing something ?

eternal laurel
#

You are missing the fact that even on a empty scene HDRP does a lot of work. Work that you might not need done for your specific game. That is why it is very important to fine tune your hdrp asset to only do the work you need. But in general HDRP will never be as fast as URP it simply does heavier calculations throughout the graphics pipe.

#

With the proper fine tuning our game runs at about 160 fps

sly shore
#

Ill dig deeper and see how it goes, thanks a lot

sly shore
#

@eternal laurel Can you share anything specific that had big effect on performance ?

loud leaf
#

I usually start with an empty HDRP asset and enable things when I need them.

eternal laurel
sly shore
#

I tried everything, turned off everything, still bad performance, what is crazy is that an empty scene with only a camera has 65 Setpass calls !!

eternal laurel
#

With SRP’s I dont trust the game stats window for anything but the fps. Share some screens of your profiler and maybe we can see what is going on

sly shore
#

Will do

night depot
digital spire
# scarlet hull Do you have TAA enabled ? This could explain the numbers flickering as the rende...

coming back to this, it seems like spot light with very large angle have unstable shadow projection (can just try sliding the shadow angle at around 140-179 angle back and forth and you will see it) this combine with HDRP dynamic rescale cause the shadow to jitter because shadow getting request resize with every little camera movement I assume? I disable the dynamic rescale option of punctual light for now and it fixed the issue.

buoyant vortex
#

Does global illumination make the game more laggy by a noticeable amount?

shrewd moon
buoyant vortex
#

My fps caps at 60 fps for no reason, I've turned off V-Sync too

#

Also, how would I know if it runs well on low-end devices? I have an rtx 3070 so it might run well for me, but not them.

onyx lark
onyx lark
buoyant vortex
#

Ah not yet

onyx lark
#

certainly compared to things like screen-space GI (that halves my framerate on my M1 macbook)

buoyant vortex
onyx lark
#

perhaps you have a script that's setting the target frame rate, then

buoyant vortex
#

It's a new project

onyx lark
#

sanity check by searching for all references to the property in your IDE

#

but since that's probably not it, I'd next look in the profielr

buoyant vortex
#

Also you said there was "global illumination" and "screen space global illumination"

#

where is the "global illumination" option?

onyx lark
#

"global illumination" is the general concept of light bouncing around and lighting up the scene

#

baked GI is the classic way of doing it: doing a big light bake in the editor and saving the results to lightmaps

#

realtime GI also bakes lightmaps, but they're used to figure out how much a light shining on surface A should light up surface B

#

screen-space GI is a post-processing effect. It estimates how lights should indirectly light the scene by looking at what's on the screen

#

there's also ray-traced GI, which...well, yeah, it's ray-traced at runtime

#

The first two are configured in the Lighting window.

#

The others are post-processing effects controlled with the Volume framework.

soft crater
#

how do i prevent freexing in hdrp

soft crater
#

its not because of performance

#

i have the project running at 100 FPS consistent

#

but it still freezing permanently during build

true zealot
thorn gull
#

What can cause this kind of ghosting? It only happens when a mesh gets in front of a place without a mesh (so in this case the empty void with the volumetric clouds).

scarlet hull
thorn gull
#

Thanks, you're the best. Messed up the Background type parameter of the camera.

twilit swift
#

Hi, for some reason package manager takes forever to load my assets, sometimes it takes several hours and sometimes it never loads, but this only happen in my HDRP project with Unity version 2022.3.7f1, what can I do?

soft crater
#

i fixed it nvm

#

i just disabled v-sync

rain quiver
#

does anyone know how to make a shader graph distortion shader in hdrp?

#

i tried to search (ctrl + f) here but no one give a real solution. they all say that in URP is different, ok. But what's the soolution here?

scarlet hull
rain quiver
#

done. it does not work

rain quiver
scarlet hull
# rain quiver

so, because it is HDRP and that it has a dedicated distortion output, you could just plug de distortion vector to the distortion output

rain quiver
#

this is how it looks now. it is not transparent. and distortion amount its barely useless. It works without that distortion enabled. the problem here is the transparent . it seems he has a reflection/refraction on

#

you can see texture how should be appear on the right. it's not a square. it should be a def. particle with alpha

scarlet hull
scarlet hull
rain quiver
#

ok i did not eneble "distortion only " in graph inspector .

#

now it works but i would like to see this effect inside the white circle of the texture . now it is applied to all texture

#

it is a square actually not a circle, is there a way to use it as circle in a plane? I would like to use it as particle emission. And it does not look good if it appears squares particles

scarlet hull
rain quiver
#

wow it was so easy! cool. thanks Mr. Remy

digital spire
#

How does one handle a case where you have to animated light with the VFX in HDRP?
Our artist create a skill VFX that have animated point light as part of the skill effect. But this create problem in Dark Scene (exposure close to 0) because he base the light intensity on high exposure setting. So when player use the skill in darker area, the light flash banged the camera 🤣

#

But IDK how to multiply the light intensity so it look kinda similar in all exposure.
Our ItemInspectionSystem have been moved to use custom matcap shader just because of the same problem. We used to have an item layer specific point light that only affect the inspected item but this was too unwieldy for us; to manually setting light intensity of the item point light per area.

scarlet hull
# digital spire How does one handle a case where you have to animated light with the VFX in HDRP...

This will be tricky, but not impossible to solve.
Basically, you have to get the current exposure (or the one of the last frame) and use it to change the light intensity.
Exposure in HDRP is done using compute shaders, so unless you use fixed exposure everywhere (in that case, it's easy to read it back from the volume framework), you will have to get it from the GPU.
Have a look here : https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute and https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ExposureCommon.hlsl
If I'm not wrong, the _OutputTexture is the one hoding the exposure data. So if you find a way to get it at the end of the rendering, you can store the value to change the light intensity multipler.

digital spire
pulsar skiff
#

do normal maps have a high performance impact?

formal crow
#

no

shrewd moon
#

Used to back in 2005

steady storm
#

I'm using Unity HDRP and I found if I have a lot of Light Sources, a whole bunch of rapidly moving black squares bounce back and fourth in both Game & Scene view, I have tried reducing the amount of light sources but that did not work I feel like its a simple setting that I have enabled or a setting that should be disabled. Fix?

true zealot
steady storm
#

Ah so I reached the limitations of the engine

steady storm
sly atlas
#

missing

spiral moat
#

when building, i dont have any fog, any ideas ?
Editor / Build

#

looks like its because of additive scenes

spiral moat
#

Can i load a scene in additive and still have the lights & fog settings of my main scene ?

shrewd moon
spiral moat
#

also, this volume isnt affecting fog

#

my fog comes from the HDRP project setting settings

shrewd moon
#

"project settings settings"?

spiral moat
#

didint remember the correct name, im talking about this

shrewd moon
spiral moat
#

i just realized that my additive scenes dont have any Lightning environment profile set

#

idk if this is the root of the issue, but im going to fix that and test

shrewd moon
#

The settings in the Lighting window come from the "active scene" I believe, which would remain as the first scene when loading more scenes additively

spiral moat
#

yeah this didnt chnage anything

#

what else is linked to fog ?

shrewd moon
#

Nothing, to my knowledge

#

You'll want to double check that during play mode your volume component with the correct profile exists and has the highest priority

spiral moat
#

there is only 1 GO with a volume component

#

and with no overrides on fog

shrewd moon
spiral moat
#

the weird is part is this issue is only in build

spiral moat
#

wait, the volume component doesnt have the same asset as my project settings

#

should my directional be baked, mixed or realtime ?

shrewd moon
spiral moat
#

how do i know if i am using baked lightning ? my directional light is set to realtime

also, sorry if those questions are dumb, its my first time diving in the lightning system of Unity

shrewd moon
spiral moat
#

well i did more than 13 build test this morning and i still cant find a fix

#

looked a ton a forums posts aswell

#

and i still have this shader issue

spiral moat
wraith blaze
spiral moat
#

loading scene in additive breaks two things :

  • fog disapear
  • transparent shaders becomes opque
spiral moat
wraith blaze
#

Sorry didnt here the message

#

So you got one volume per scene right?

spiral moat
#

no volumes

wraith blaze
#

strange

#

do you have any default volumes that come with the project?

spiral moat
#

the volumes are overides, i am using the same settings from projec tsettings

#

so i dont need any volumes in my scene

wraith blaze
#

Ok so its default

#

Hvae you tried with volumes to see if it works though to see if thats where the issue lies?

spiral moat
#

try what with volumes ?

#

the issue occurs when i load in additive a scene, ven if empty

wraith blaze
#

having a empty game object with a volume component in your scene be persistent like not be destroyed when it loads another scene

#

So the volume always will be there

twilit swift
#

Hi, I have a simple code to limit fps by using Camera.Render(), but it doesn't works, anyone knows why does this happens? In URP it works just fine.

formal crow
#

use Application.targetFramerate to limit fps

onyx lark
#

I'm confused by the output from the Frame Debugger. The first image is the preview when I click on "PostProcessing". The second image is the preview when I click on "Final Blit (Dev Build Only)"

#

The tonemapping is totally different

#

I see the first image when I click on this very last step from PostProcessing, too

#

Final Blit is literally just a Blit shader.

#

I don't understand why there is a difference.

#

Is this because the texture format is different? I know that it eventually has to squish the image into 8-bit color channels

quaint pecan
#

In RenderGraph, how can I use a MaterialPropertyBlock to modify a material for a Raster Render Pass?
It looks like Blitter class does not have any methods that takes in a MaterialPropertyBlock

pulsar skiff
#

Unpopular opinion:
People who do lighting in hdrp specifically deserve more credit.

Like what the fuck is this exposure system?
You control exposure with post processing.
Then you have limited intensity on lights, WHERE THE INSPECTOR SHOWS A DIFFRANT NUMBER THEN DEBUG MODE/THE INTENSITY PROPERTY

And then, there is this Multiplier slider that is HIDDEN AND YOU HAVE TO ACTIVATE IT BY PUTTING THE INSPECTOR INTO ADVANCED MODE OR SOMETHINGnotlikethis notlikethis , and it is seemingly unaccesable through scripts!! What is this bullshit! I took the normal lights from urp and birp for granted....

shrewd moon
pulsar skiff
#

There is more than one?!?!?

#

Idk it makes it brighter and only goes up to around 16. Youll have to use debug mode to set it any higher

shrewd moon
#

In lights or exposure override?

pulsar skiff
#

The light component

shrewd moon
#

A lot of the fields in the inspectors are meant to calculate a property, not being properties themselves
An example of this is the Intensity of HDR colors
Despite being a separate slider, it only serves as a multiplier to the final color property

pulsar skiff
#

When i read velues from the intensity through scripts, on a light with the multiplier set to Y, and intensity set to X, the number i get is not X×Y

#

And i dont understand it

#

Its also not X

fluid merlin
#

Intensity of emission is another super annoying thing to adjust on materials.

pulsar skiff
#

Yea, it changes the materials color for some reason. Making it darker and less saturated

#

The effect emission also depends on exposure

#

You have to change exposure weight

fluid merlin
#

bloom too, which is like... ugh. I have a bunch of scenes and constant have to adjust it via script for night/day, etc

shrewd moon
#

HDRP's light intensity and exposure are complicated because the actual units they're stored in are arbitrary
You're only meant to touch them using the inspector's real world light unit conversion

pulsar skiff
#

And the exposure is just.... man.
You need 100000 damn volumes for one scene to get it to look good. With all the weird inrensity values

#

One for outside, one for that room, one for that hallway

pulsar skiff
#

For overriding exposure

#

Like the min and max values. Just like they did i their own sample scene

shrewd moon
# pulsar skiff For overriding exposure

If you have adaptive exposure and your light units are real world accurate, then that won't be necessary
Iirc the sample scene uses just one exposure override for the exterior and interior

pulsar skiff
#

If you have adaptive the min set to very low to support the entire scene, and max set to very high there will be rapid changes in exposure which wont look good so you need several volumes with different min/max values

shrewd moon
#

You may be able to offset the rapidness sufficiently with the exposure speed

#

But there's a whole lot of directions to go in depending on what the visual intent and gameplay are like

pulsar skiff
#

Idk man. This just feels weird and im not used to it ig, and i dont see anyone getting used to it either. I just have to constantly be tweaking values to get things looking somewhat presentable.

#

I had that problem less with urp and birp

shrewd moon
#

I suppose an alternative is to stick with one fixed exposure and tweak the light intensities instead

#

That's what you basically do in URP/BiRP

pulsar skiff
#

Hmmm. Never thought of it that way.

#

I should try that.

#

Thanks 👍

loud leaf
fluid merlin
#

It would be nice if DoF was close to a real camera. It's awful... it's one of those classic Unity, what were they thinking?

loud leaf
#

What's wrong with it?

sly shore
#

Hello guys, i am having problem with HDRP performance
there is an operation that is delaying the process
the scene is empty and has no art yet it is not runnung well, with 300K triangle art the frame rate drops to 70 fps on , my gpu is 1060

and based on the profiler what is delaying is the following process
Semphore.waitforsignal

i know it is the CPU waiting for the GPU, but there is nothing to render

loud leaf
#

vsync?

eternal laurel
#

Look at what the gpu is doing

smoky orchid
#

by default unity is locked to screen refreshrate so maybe it's that

formal crow
#

it set to 4k

sly shore
formal crow
#

high screen resolution can impact performance because there are more pixels that need calculated

#

set the reference resolution to 1920x1080 which is what most people use anyway

#

ofc HDRP is more performance heavy, its targeted towards mid-high range pc's and consoles

#

also always note that the performance in the editor will always be worse then in the build

#

its just a matter of knowing how to optimize it

#

HDRP is more complex cuz it has a lot more graphical features you have to worry about

sly shore
#

so the idea is i want to build a game for mid range PCs

formal crow
#

so for now just put your reference screen resolution to 1080p, going into fullscreen can also help

sly shore
#

and potintialy in the future for console

formal crow
sly shore
#

so i need to make a choice should between HDRP and

#

urp

formal crow
#

that depends on the graphcial features your game needs

#

if you want stuff like RTX or screen space reflections or global illumination, etc, use HDRP

sly shore
#

ok thanks

digital spire
fluid merlin
#

One of the things I've struggled with is dealing with emissive materials in HDRP. I have scenes that share assets (like a light bulb for example), so the emissive level works in a scene with specific bloom and exposure. However, I might have another asset, say a sign with an emissive material that doesn't work at that level. Then say, in a dark scene, the sign asset works great, but the lightbulb will be too high.

What I'm currently doing is changing the emissive intensity on the material per asset depending on whether it's a light/dark scene with an emissive "manager" to handle it all. It works for me... However, I feel like this can't be right, because it would seem insanely short sighted of Unity to expect devs to manage materials across scenes with different bloom/exposure/light settings. I feel like I've missed something over the years and there's an "oh, duh!" in my future with this... hahah

How are others dealing with multiple materials with varied emissive settings across different scene lighting situations?

digital spire
scarlet hull
#

⬆️ this

fluid merlin
fluid merlin
#

That does what it's supposed to do for sure, I set up a test using the Unity template for Indoor with 2 spheres, same emissive intensity, one with 1 weight, the other with 0 weight and changed the volumes from Indoor to Outdoor and it worked.

Now, I just need to figure out why it doesn't work in my scene volumes... angerjoy

scarlet hull
fluid merlin
scarlet hull
#

Yeah, so it works, but it burns your eyes 😄

fluid merlin
#

Exactly... well, at least I discovered this now... 3 years too late, but at least it's something.

fluid merlin
fickle bough
#

why can’t i see my volumetric clouds in my camera?

mossy ruin
#

Has anyone in here played with the hair simulation package? I'm getting good results importing Alembic grooms, and the physics are great, but I really want to use the new hair strand renderer, and can't get them to play nicely together.

#

The strand renderer shader takes in nearly collapsed triangle strips, and I was hoping that the native strip renderer setting for the hair sim package would output that. Doesn't seem to, though.

mossy ruin
fickle bough
#

fixed it, i get my clipping plane far to "100000"

hollow gull
#

Is there a way to make this transparent in a way that doesn't show straight through the entire object?

twilit swift
#

Hi, I would like to use SSR in my HDRP VR game, but SSR looks too weird in aproximation mode, is there any way to fix this? Changing max ray steps is not an option, max I could find to work just fine is 32.

fair brook
fair brook
twilit swift
jagged prairie
#

Ok I'm having a weird problem for some time now..

When I enter playmode for the first time, I get like ~50-60 fps in a scene with a lot of geometry, like 15m tris (using dlss and instancing and all that stuff) rendered with HDRP.

However, after entering the exact same scene the second/third time, I suddenly only get like ~20fps. Everytime this happens, i have to quit unity via the task manager because it's stuck on Application.Shutdown.CleanUpMono forever. Also, the denoisers for the HDRP effects (like the ones for ssr, rgi and fog) don't really work anymore and the DLSS starts flickering around.. (see attached images)

This really looks like there's some kind of ram leak even though only the cpu time increases drastically (in the profiler screenshot almost all resources are eaten up by the RenderLoop and for CollectGpuSamples() ).. anyone have an idea how to fix this?? notlikethis

(The whole time the editor used around 5-6GB RAM)
(My specs: rtx 2060, i7 10th gen, 32gb ram)

loud leaf
#

Editor/HDRP version?

fluid merlin
jagged prairie
jagged prairie
fluid merlin
#

I see, I asked because early instancers had memory leaks, but had been fixed in later versions.

jagged prairie
#

I mean the whole scene isnt optimized whatsoever but everything can actually run at 50 frames

#

And this was printed in the console just now:
Unity Freed preallocated heaps because we are running out of memory. This can slow down future resource allocation

fluid merlin
#

Is the terrain > 1024² ?

#

Unity is really bad at large terrains with normal painted vegetation

topaz ravine
#

or something that heatup your ram

jagged prairie
fluid merlin
#

pretty small then

topaz ravine
#

@jagged prairie do you use Virtual Texturing?

jagged prairie
#

(Player settings)

#

First time i enter Playmode: 50 fps stable, then second time 10 fps and the upscaler (DLSS) is completely flickering and blurred

topaz ravine
#

if your shaders are not setup for it, you can disable it, but I don't think it's the cause of 57ms on GPU ^^

#

you can try few things :
.make sure the DLSS is default injection point
.Remove camera anti aliasing (dlss have one)
.Try to see if there is no Cullings baked that mess with the SRPbatcher
.disable static batching

#

@jagged prairie you can even try to update to HDRP 16 (2023.2 cycle) they are improvment and buxfig since the 14

#

it few steps of setup but it can help you

pulsar skiff
#

When compiling a build of my game, a long time of the process is spent on shader variants, specifically on the HDRP/Lit-forward shader i get 7500 motherfucking "fp"s,which as you might guess... takes QUITE A BIT OF TIME(2hours, still going) to compile!

How can i decrease my shader varient compile times?

topaz ravine
#

Graphics> ShaderStripping block> InstancingVariant option = StripUnused

pulsar skiff
#

Is that enabled by default?

topaz ravine
#

dunno i guess so

#

another thing you can try is to create a ShaderVariantCollection using graphics menu

jagged prairie
topaz ravine
#

it specify keyword to include in build so it can be in charge of the Instancing collection

jagged prairie
#

Now i also have items in the game and they use a custom pass, so the player can see them more easily. I actually just noticed that as soon as i threw the item to the ground (which uses that custom pass), all the issues showed up.........

topaz ravine
#

maybe your custom pass destroy the depth prepass or whatever, it can mess dlss

pulsar skiff
topaz ravine
#

you can have multiple collections, if unity need more than a collection it will still collect that it need, but yes you can customize one

#

you will be able to spot where most of the variant come from too (which keyword)

jagged prairie
#

This is the custom pass, it's the one from the default HDRP samples

pulsar skiff
topaz ravine
#

if you put the FullScreenCustomPass (the second pass) to AfterPostProcess does it change?

#

you can try something likehaving two different injection point

#

need two volume component but it should work

jagged prairie
#

At least it now works every time i enter playmode till i throw that item, maybe its because of the instancing I'll take a closer look

#

Thank you for helping out!

shrewd moon
pulsar skiff
#

Well the option they told me to set, is set. I checked. I also

#

Created a shader varient asset or whatever it was called

#

I did not get any reduction on the build time. I also had unity log all the shaders it compiled and i dont know what to do with them

pulsar skiff
#

@shrewd moon

jagged prairie
#

I think all the variants are cached somewhere in the Library folder, so next time you build it shouldn‘t take that long.

pulsar skiff
#

Well, yea i guess cuz i messed with the shader barients and stuff in the settings the shader cache was reset. Maybe this time it should take that long

#

Ill make a build rn

jagged prairie
#

Yes, make sure to setup and manage all your shaders before you build because it will clear the cache each time, which causes the extreme long build times

#

You can also delete materials not used in your game or minimize the amount of materials for your models with texture atlas...

pulsar skiff
pulsar skiff
#

Also the build time did decrease to 3 minutes on the second build, which is some great improvement!

jagged prairie
jagged prairie
pulsar skiff
#

I did not check the build time when i woke up but it must have been pretty long

shrewd moon
#

I'm looking for confirmation that the bent normal map input in Lit shaders does something, anything at all

#

In case there's a relevant setting I've missed

#

Would be nice to know if it works for specular occlusion, even if the docs say it affects diffuse only
A bit weird that, considering diffuse occlusion is just a very minor benefit of a bent normal texture

#

It was indeed a setting I missed
And it does indeed work with specular rather than just diffuse, unlike what the docs claim

keen pivot
#

problem is, i need to outline different objects in different colors.

#

now, i can acheive this by copying it x number of times, and applying a new layer and material

formal crow
#

HDRP has a sample full screen pass shader for screen space outlines

keen pivot
#

this works, but after 8 custom passes, its gets a bit slow

formal crow
#

ye

keen pivot
#

since which version?

formal crow
#

idk

keen pivot
#

i ask as i dont see it in mine but it is old

#

i'll start a new proj on latest lts and take a look

keen pivot
#

defo in hdrp 14

#

i see it

#

not sure if i can make it work with hdrp 10, but it looks like the end result is what i'm looking for, thanks!

keen pivot
#

the 'customise highlight color' script was the key here. it modifies the propertyblock of the material the custom pass uses, allowing each object to have whatever color that script attached to it says it should have

fluid merlin
tawny silo
#

Can this be changed at run time?

#

I'm hoping to toggle Transparent Depth Prepass at run time so this transition is a bit nicer

scarlet hull
# tawny silo Can this be changed at run time?

Technically yes, but I would not recommand :
This involves enabling or disabling a shader pass that you need to make sure is included in you build.
It would be safer to just swap the material to one with/without the toggle
If you are concerned about the workflow to maintain multiple materials with various settings, you can use a material variant to only change the depth prepass setting on the child variant.

tawny silo
#

It's not going in a build, I'm recording a 360 video

#

it's probably easier to just swap the material anyway, rather than code it.. still gonna be a noticeable pop =/

#

though if I code it, I can control when that pop is

scarlet hull
#

If you however want to do it in code :

  • here is the /Lit shader source file with the list of all serialized properties
  • You want to call material.SetFloat("_TransparentDepthPrepassEnable", (float) state);
  • Then you need to update the material keyword and passes with : HDMaterial.ValidateMaterial(material) doc
tawny silo
#

awesome, thank you

scarlet hull
tawny silo
#

and if it's left off when its transparency is 1, then internal objects can be seen

scarlet hull
tawny silo
#

I'm fading them all on/off throughout the vid

scarlet hull
tawny silo
#

I think it might be best to just do the fade in premiere

fickle bough
#

im inside a cube with double sided material but the light is seeping through, how do i fix this?

lucid gate
#

ohh damn

Hey Mr. cloverme, was going to ask an question on the Unity Discord, but figured i try to PM you directly. If that's not ok just ignore me, but you were helpful to the point in the past 🙏🏽

I just have problems figuring how i should make the light for an normal fluorescent lamp.
Currently i use a combo between spotlight and area light tube, but it's looking off and washed. Any suggestion? Thanks for your time

https://cdn.discordapp.com/attachments/763208817592762420/1209537809711366204/image.png?ex=65e748dd&is=65d4d3dd&hm=1f8030a9bf7b0b2a0f76b4ee79e4eb5e08089161ed7c0fc8e61974c99f7e18af&
https://cdn.discordapp.com/attachments/763208817592762420/1209538769015803984/image.png?ex=65e749c2&is=65d4d4c2&hm=bd03d643a2eb123028abdef755fce04d59f26c88a546338720a912d30901d632&
https://cdn.discordapp.com/attachments/763208817592762420/1209543533598609408/image.png?ex=65e74e32&is=65d4d932&hm=45664884402e3411c6f1ccfa2cdddf79313ca531f6bec3f7ce682065d789ec63&


Help from anyone appreciated 😄 or I die trying.

#

@fluid merlin couldn't pm you though ^^

fluid merlin
#

I see you're using Tube, sorry... so yeah, you have a couple of options, the best probably is Local Volume in that room and increase exposure on an override and have a point light (no shadow or volumetrics) with a larger area

shrewd moon
#

Those screenshots look pretty much fine to me
Just very underexposed

lucid gate
#

thanks for the answer guys, currently i use those:
is that the setup you also would use?

fluid merlin
#

Gameobject -> Volume -> Box Volume , new profile (name for the room), add Exposure override, lower the number. Edit Collider, make it "fit" the room.

#

When the active camera in the room, the volume will take effect.

lucid gate
fluid merlin
#

Lighting is pretty tough... especially in low lighting, you run into all sort of situations. The worst situation, or the one to avoid, is a dark room inside, bright outdoors (like a dark cave entrance). Unity fails hard at this without a bunch of one off solutions and a nightmare of baking lightmap reflection probe and light volume nonsense.

lucid gate
#

Good to know👍🏽 one more; Do you even bother with real-life light intensity values?

shrewd moon
fluid merlin
#

Not so much... I just sort of tinker artistically until it looks "right".

#

Without a signed distance field lighting system and a light sensor in Unity, trying to replicate real room lighting values is pretty tough.

lucid gate
#

Thanks you two, as always more then helpful 🤗 My main thing was if spot and area are legit combos for "box" lights/lamps, and if i should go with reallife values, but when we have to mix in point-spot-area and whatever, it's only logical that this may be the wrong way.

fluid merlin
#

It's a lot of trial and error... I'll find out I've been doing something the wrong way for years until I stumble across a tutorial or ask the community here a Q

shrewd moon
#

Especially since post processing will come on top of those both

fluid merlin
#

Unity should make the AI do scene lighting and give us all break angerjoy

fluid merlin
lucid gate
#

Why is it that lights shine thru walls?
All real time lights, nothing baked. The walls/ceiling/ground structure/mesh is not connected, if that matters...

shrewd moon
lucid gate
lucid gate
eternal laurel
#

We almost always use area lights just to enhance bakes. Tube lights we fake with a emissive mesh and a point or spot light

scarlet hull
soft crater
#

I fixed performance in my game, it runs at stable 60+ FPS, but in build it runs perfectly fine for some time and then just permanently freezes

#

at least is there a way to make it so it doesnt freeze, it would at least be better if it crashes instead

vital locust
#

whats the name of the Color texture in Unlit shaders? i tried _Color/_BaseColor/_BaseColorMap but none work

shrewd moon
pulsar skiff
#

is there a way to change specific quality settings like texture resolution, model quality, shadow quality and.... via code for a settings menu?
i know that i can set up a system that will change the quality level, but these quality levels have to be set up before hand in unity itself and are not really that flexable, i want to get something like the video settings menu in source games:

TDLR i want to change model quality and texture resolution during runtime via code
https://images.anandtech.com/reviews/system/hp/dx5150/settings-hl2-low.jpg

formal crow
#

for textures you need to change this option

#

and for meshes you just need to limit the LOD level

#

which is also in the quality settings

#

the location of these options might depend on the render pipeline, so do some research or look arround for them

south lynx
#

why my clouds are orange-ish?

#

phys based sky has default settings

#

Ah I see its lack of ground texture/default ground tint

#

but what would I use to make it look realistic

smoky orchid
#

by default it's supposed to be rathr realistic, now if you are above sea you can change the tint to be more blueish

topaz ravine
#

turn it dark grey or dark blue

mellow field
#

can someone here tell me about resources regarding hdrp and hyper realism using unity? i scraped the entire yt for 15days now and didnt get anything recent or industry level realism type resources

scarlet hull
worldly osprey
# mellow field can someone here tell me about resources regarding hdrp and hyper realism using ...

it depends largely on the context, and the materials you intend to portray (skin vs concrete are completely different matters)

but at least for non-organic materials it all starts with using realistic (ultra) high-resolution textures with normal maps, and possibly other maps (diffuse and so on) ... 80% of achieving realistic looks is applying realistic textures, then setting up lighting (shadows)
finally tweak everything that looks off

of course, if you're after skin and hair and other organic materials then that's a science all by itself

meager mist
#

Morning all. I'm evaluating water depth for players using FindWaterSurfaceHeight. When running as a server, with no active camera present, it seems this function doesn't work. Does anyone know how you could still return depth at a specific point in a water plane when no camera exists?

scarlet hull
fluid merlin
# mellow field can someone here tell me about resources regarding hdrp and hyper realism using ...

Search Youtube for Archviz HDRP

It's really difficult to do in unity, mainly due to lighting. There's a dizzying array of complex steps and processes you have to go through to get lighting to work correctly with geometry in the scene. You might get more bang for your buck with raytracing but again, fairly complex to setup. Overall Unity has spent most of its focus on low poly stylized environments which are easy for single devs to put into the engine for a game. After all is said and done, you'll be hardpressed to get high framerates, that's the trade off.

dawn sorrel
#

can someone help me? when i try making a video player it wont work?

scarlet hull
stoic sand
#

Curious if anyone has anyone has any info on when APV will allow for realtime bounce lighting? On the roadmap it mentions that Dynamic APV are planned and I remember seeing that eventually it would replace the archaic Enlighten system but I saw nothing about this in the Unite videos or anything for Unity6. Curious of this is still in development or still under consideration

formal crow
trim bone
#

is this actually a real graph editor/visualizer for rendergraph(this image is from the roadmap rendergraph feature) or just a mockup or something that isnt yet available?

formal crow
#

looks real to me

#

the render graph already is available in HDRP

#

and is in preview in URP

trim bone
minor depot
#

I feel like it would have been harder to read than what we got, so probably a good thing

dawn sorrel
#

can I remove the screen space ambient occ off of a layer or object without 2 cameras, i dont want it on my gun

trim bone
elder harbor
#

is this bug connected to hdrp? If yes anyone know how to fix it? When it flickers the size of the canvas gets really small (im guessing 1x1)

potent goblet
#

hiya!
i'm trying to get the river surface to work right now
i added a hdri and enabled global volume
i've also enabled all the water settings and water rendering
but i still do not see the river surface
can someone please tell me what i'm doing wrong?

#

i assumed the water surface would simply render on top.
is my hdri interfering with the water?

night sand
#

Paid task, well, i need your help PLEASE, to upgrade/recreate/remake some shaders that were made in urp, i want them in hdrp, reply me and lets talk about this and about the price, here is the template that i want to convert from urp to uhdrp. Ultimate horror fps kit

shrewd moon
#

Don't crosspost

burnt cedar
#

for mimicking this art style, is hdrp advantageous?

#

or urp

buoyant drum
#

whats the best way to add grass to your scene without using the terrain since ive made my level in blender?

muted nest
#

Is it possible to make the output of an HDRP custom pass visible in the editor scene view

whole fossil
# elder harbor is this bug connected to hdrp? If yes anyone know how to fix it? When it flicker...

I am wondering if that is somehow connected with that: https://forum.unity.com/threads/case-in-69616-overlay-canvas-ui-toolkit-objects-in-the-prefab-preview.1551044/
I noticed this after upgrading from 2022.3.17 to 2022.3.20. I think that there is something messed up real bad with the canvas and ui toolkit there

wary grail
#

Ok

open tree
#

2023.2.11f1 , I cant see the HDRP global settings, and whenever I click on it I get this error.

scarlet hull
open tree
#

@scarlet hull how do I check it? I do have a global volume in my scene. In fact this is the HDRP sample scene.

long scarab
open tree
#

@long scarab okk got it

patent topaz
#

Hello, I'm currently playing with screen space reflection for my project this time and i get this weird issue where the reflection seems like its twisted (the reflection of the cube is not straight). Do you guys have an idea where it could be from ? Thank you very muchhhh !!

formal crow
patent topaz
formal crow
#

the boxes are disabled

patent topaz
#

Well even if i enable that it doesn't change anything...

#

but i didn't know this needed to be enabled

formal crow
#

maybe its some kind of weird refraction

patent topaz
formal crow
#

turn on screen space refraction see if that does anything

shrewd moon
patent topaz
shrewd moon
patent topaz
#

oh yeah it works with the HDRP lit

#

so definitily something with my shader

#

thanks 👍

shrewd moon
patent topaz
#

I didn't know it uses normal

#

Well i don't really need normals for my shader so thats fine

#

thank youuuu very much

shrewd moon
tawny silo
#

!collab

hoary starBOT
shrewd moon
#

Reflections are occluded by shadow casting, so you should produce visual confirmation that shadow casting is on some level working on the lights and the walls, so it can be determined if there's light leaking despite it, or in absence of it

#

If the blue rings are some kind of sprite or light halo, it would be important to know what component they are originating from

lucid gate
shrewd moon
#

Clearly not working well if the shadows are not occluding the specular reflections

#

no shadows

#

shadows

#

If specular lighting is not blocked by shadows, there probably isn't a shadow

#

Or it's some other type of light leak but that requires at least visual confirmation that there are shadows

lucid gate
#

I'll start it up to show that otherwise, the shadow casting is fine.

shrewd moon
#

I can't spot any evidence of shadow casting

#

The wet floor sign at least should be casting a shadow if that light source were capable of casting shadows

#

Do not confuse shading with shadow casting

lucid gate
#

i increased exposure for the screen

shrewd moon
#

Looks like SSAO under the trash can, not shadows

#

The lights on the next room over seem to be casting shadows though as you can see their specular reflections cut off below the orange door

#

Not that light leaking can happen if your light source size/diamater/radius is too large

#

Which could be particularly prevalent with area lights since they'rea all about that size

#

Here's one example of light leaking caused by light source radius

lucid gate
#

the wet floor sign is indeed not casting shadows. What can i do?

shrewd moon
#

It could be a problem with the light source or the mesh just as well, or both

#

I'd try bringing it under different lights and scaling it up for the the test

lucid gate
shrewd moon
shrewd moon
lucid gate
#

just an uniform setting, so i know it should work

shrewd moon
#

In my experience even at 110 you start seeing shadow glitches and it gets exponentially worse from there

#

The spot light shadow caster pass is a camera, and increasing its angle increases the camera fov, which distorts just the same way high fovs distort a camera's view

#

All shadow pixels will be bundled at the very edges of the shadow angle and anything near the middle blurred and stretched to hell

lucid gate
#

this is soooo annoying, thanks for your advice/suggestion.
To be clear: I did nothing wrong per-se ^^ and structure don't need to be connect? i really asked myself after some hours if it would make a difference, when ceiling/ground and walls are on piece/structure. But that wouldn't make much sense.

shrewd moon
lucid gate
#

Honestly, in the meantime, i would kill to see an fluorescent/box lamp light setup of you or Mr. @fluid merlin 😄

fluid merlin
#

I'll dig one out from a scene 😅

fluid merlin
#

For shadows, like on important shots for cinematics or highlighting a character, I'll use a 3 point lighting system with Ultra for shadows. The area light for the tube light never has shadows set though. If it's a scene with a player, I typically won't use shadows on "design" lights where it's a prop. I typically use a couple spotlights here or there with shadows and a very tight range like <25f for shadows. Unity punishes you severely performance wise for shadows at every chance it gets like stubbing your toe on a cold day, then does it again just in case you didn't get the message the first time.

shrewd moon
#

Shadow casters are cameras, and cameras are expensive
Often multiple per light

lucid gate
fluid merlin
lucid gate
#

I thought it would be smart to make a kind of GreenScreen room for interactions display and then a rendertexture as background. It's bad ^^

fluid merlin
lucid gate
fluid merlin
#

Also, you can use emissive materials as a backlight too, to save on lights if you use SSGI or baked lighting.

lucid gate
#

Thanks man, I appreciate it as always. Also thanks to Spazi. Hope I can finally close this topic, other things todo ^^

open tree
#
  1. I am getting colored semi transparent shadows using RT shadows, but tree leaves in RT shadows aren't moving. Is there any way to use RT shadows only for specific objects and shadow map for the rest? or any other way to fake colored shadows?

  2. In RT reflections I am not getting any shadows, so the reflections are looking weird. Solution for that?

scarlet hull
open tree
#

@scarlet hull shadows are rendering in RT reflection, but it is looking like a screen space effect, shadows not rendering when not looking at it.

#

this is when screen space shadows/rt shadows are off btw

stark wigeon
#

So when creating a room with pro builder and inverting the normals, directional lights now go into the walls because of course the outside doesn't have any normals anymore. How can I block that light?

scarlet hull
scarlet hull
stark wigeon
scarlet hull
stark wigeon
#

Aw man

#

Thx for the help though

weak sand
#

hi, does anybody know of a way to scale down the hdrp water system ocean??

#

i can't scale everything up since i'm working with the leap motion sdk and the colliders glitch when everything is scaled up

scarlet hull
scarlet hull
sly shore
#

I am facing high Memory usage on HDRP , i am running an empty scene with only a light and a volume in 4K

#

why the graphics is taking 2.83 GB and i have nothing, i think it is releated to shaders stripping, any idea how i can reduce this number ?

full lotus
#

I have an alembic animation of a clothes, I imported in Unity HDRP without problem but I have performance issue for that, it kill 50 FPS.
How can I make an .abc file performant on Unity HDRP?

formal crow
sly shore
#

thanks, i need something more clear to work with, i tried to disable many features but still no luck

digital spire
#

Just to make sure, where did you disble it. If it's only on camera it won't work...need to change the setting in hdrp asset.

scarlet hull
sly shore
#

Any suggestions how i can reduce the RenderTexture?

#

@scarlet hull this is the memory profiler ?

scarlet hull
scarlet hull
sly shore
#

is it normal that the snapshot is taking too long ?

#

@scarlet hull

scarlet hull
# sly shore

Can't say, I'm not very used to the memory profiler myself :/

formal crow
#

a cool HDRP shot i made in like 3h

thorn summit
#

Anyone know how to upload an hdrp scene from asset store to unity?

#

I have faced many problems in doing that

thorn summit
#

Like I uploaded the hdrp demo scene and everything was pink

magic glacier
#

For whatever reason, in the small window of the material preview my game UI gets overlayed over the top of the material. Could this be a bug? Spotted in Unity 2022.3.20

#

(that blank img and the 3 buttons are normal ui gameobjects in my canvas)

fluid merlin
# thorn summit Like I uploaded the hdrp demo scene and everything was pink

It depends, usually they list what version of Unity of required, you typically need that version of Unity or higher. This is because there's also a version of HDRP itself, like v10, v12, v14, etc. The reason why that's important is because the materials have shaders which will only work for certain versions of HDRP. It's pink because the shaders on the materials aren't working for HDRP. Also, sometimes in the asset packs there will be a file which is a second package inside the package which will update it to run for hdrp, they're usually titled like HDRP 12 Package, etc. Check the documentation with the asset, there's usually a note about updating to HDRP.

thorn summit
#

My unity version was 2023

#

And are you sure there isn’t any problem with the hdrp demo scene?

#

I have seen many that have said that it has errors due to it being outdated

open tree
#

@scarlet hull achieved semi transparent shadow without raytracing, it is not colored, but gets the job done. Shadow turned off for the real glass object, and then made another duplicate with shadow only, but that one is using alpha clipping with dithering. So it is a dithered shadow but DLSS smoothing it out.

whole fossil
# magic glacier For whatever reason, in the small window of the material preview my game UI gets...
magic glacier
#

voted on the issue

full lotus
#

I have an alembic animation of a clothes, I imported in Unity HDRP without problem but I have performance issue for that, it kill 50 FPS.
How can I make an .abc file performant on Unity HDRP?

Can I convert it in VAT on HDRP project? There are some tool for it?

ebon kiln
#

what's up with screenspace reflections

#

I don't remember them being this awful

#

nearly unusable tbh

fluid merlin
formal crow
ebon kiln
#

makes any slightly shiny material all sparkly because there's no denoising

formal crow
#

thats completly fine, no one is going to notice it while moving

#

but if you want the highest quality of reflections raytraceing is the only solution

#

you got to make a trade off performance/quality

fluid merlin
#

Ah yes, the Unity compromise... turn on 6 things and turn off 10 things so that 1 thing looks good.

formal crow
#

its not rly a unity specific compromise, its the same in every engine

#

there is always going to be tradeoffs

#

its very project dependant

fluid merlin
#

SSR wasn't like this though a few versions back

formal crow
#

yeah, i dont know how old SSR was

fluid merlin
#

I was using it in 2017 but it didn't have the oddness it does now. I suspect it has something to do with GI and the normals g-buffer. It acts a bit strange... I have a similar scene in UE5.2 and it doesn't act like Unity's SSR. For me the quality setting situation started happening in v2021.

formal crow
#

UE 5 uses lumen which is basically raytraceing with extra steps

#

on non RTX cards lumen defaults to screen space solutions

#

and those are accumulated PBR i think

pliant stag
#

help: i have decal projectors (HDRP) a custom shader on the object i am projecting it onto, the projector works perfectly fine on hdrp.lit etc.. shaders, but is super weird on the custom one:

spice nexus
#

Have anyone faced this issue. I have currently upgraded my project to Unity Version 2022.3.20f1. Whenever I am selecting any Ui object, it is getting disabled in scene view. I am using HDRP template and the platform is Windows.

It would be great if you help me solve this problem.

Thank you

scarlet hull
lone kite
#

Hey everyone, does anyone know how to draw lines in world spae using GL in HDRP 14.0.10?
In 14.0.9 this would draw lines in world space but now they are drawn in screen space.

private void OnDrawGizmos()
        {
            RenderLines();
        }

        void RenderLines()
        {
            material.SetPass(0);
            
            GL.PushMatrix();
            GL.Begin(GL.LINES);
        
            for (var i = 0; i < lines.Count; i++)
            {
                var line = lines[i];
                GL.Color(line.color);
                GL.Vertex((Vector3) line.start);
                GL.Vertex((Vector3) line.end);
            }
        
            GL.End();
            GL.PopMatrix();
        }
pliant stag
scarlet hull
pliant stag
pliant stag
pliant stag
#

changed the decals material... wtf is happening T-T

scarlet hull
#

I have no idea :/

pliant stag
#

<@&502880774467354641> #bug

scarlet hull
pliant stag
#

lmao idk

scarlet hull
wispy burrow
#

is there a way to make the local volumetric fog show even when not lit up by a light? I have a pretty big volume that I kinda want to be visible over the whole map, even in the dark areas with little lighting

#

seems if I add a directional light it fixes things, but I have an interior scene, so a directional light kinda breaks the whole look of the game

waxen lantern
# wispy burrow seems if I add a directional light it fixes things, but I have an interior scene...

global illumination would help with letting the outside light into interiors naturally, but the solution depends on what you mean by "it kinda breaks the whole look of the game"... is it because you have some "The Sims" style interiors with no ceilings / rooftops but you want to occlude the directional sun light as if there are roofs in place? because that is possible as well, to have an invisible / transparent shadow caster material / mesh renderer https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/global-illumination.html

wispy burrow
#

but practically if the outside is not affecting the inside, the directional light also wouldn't affect the fog inside?

fluid merlin
#

It's too bad there isn't one to contribute to GI without the mesh

waxen lantern
#

@wispy burrow since you're using HighDefRP it's very physically based and more rigid so i recommend modeling the windows and having some kind of outdoors even if simple planes / rectangles ... UniversalRP lets you do more non-physical rendering/ stylization but you better be sure even in that case you have a darn good reason to be reinventing the wheel. It can get a bit convoluted to have custom rendering on top of custom rendering etc (or hacks upon hacks if you want to look at it that way) at a certain point if it's really that necessary you might as well roll your own SRP scriptable render pipeline

whole crag
#

Hi, I'm trying to use Camera Stacking via the compositor but it seems to be riddled with bugs in version 16.0.5

#

The window only displays the main layer first sublayer, and attempting to view any other sublayers breaks the entire window and spams errors in the console

#

On top of this, removing cameras from the compositor also destroys those cameras