#archived-hdrp
1 messages · Page 11 of 1
the SSR only one reflections are darker at the end, is there a way to tweak some parameters to decrease that "darkness"?
the thing i don't really love is these peak white small reflections spots on the water
Have you tried a planar reflection probe?
Im new on Unity, whats the HDRP?
it.
thanks im stupid
Just looked it up on the internet, I will try it, thanks
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 : (
thats not a decal you have there
its just a mesh with a texture
use the decal projector to apply decals to surfaces
and to make it volumetric enable emmision on the decal material
May be im really dumb but i cant find it
you are using the wrong shader
and you dont need a mesh renderer for a decal because decals are not meshes
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
even in unreal you have to use a decal component and use a decal shader
you were using a legacy diffuse shader and a mesh renderer
its very simple
create a decal material
add a decal in the scene, and assign to the decal component the decal material
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.
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
It's a new scene, i dont have post processing as far as i know
thanks
I found the problem, it's just someone in my team that change the background color
I put it white and now its fine
and i put the exposure on the camera
Background color is a preference, it should be local to your machine—not the project
weird, i never touch that before, maybe i did something without realizing,idk.
Is there a way to have a skinned mesh renderer, or any renderer at all, only do self shadowing?
Like, make it cast shadows on itself but not other things
Need it for first person view models(weapon models)
yes, by using shadow layers
can i also use those to make object x cast shadows on object y, have object y cast shadows on itself, but have object y not cst shadows on object x?
yea
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%
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.
looks like a navmesh to me!
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!
np!
How does the water surface work?
I've used the built-in water surfaces
They do literally nothing
'Nor do they do anything when applied to a normal GameObject
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.
you need to activeate water rendering in your settings, if you want example scenes there are some in the package manager/HDRP/samples
I'm a bit confused. It is enabled
That's the closest thing I can find
download the samples and see how it is setup
It also needs to be set up in your post processing vokume
Add the override for water rendering in your global post processing volume and check the enabled checkbox
Maybe try making a UI canvas for it that renders to a specific camera, and have the camera render it to a render texture, then use that for your material?
i want to try and get something like this where a ligh shines through a hole in the wall
but when i try and get my outside light to be bright
an turn on directional lighting i get this
and get a flash bang
if i turn down the light i get this:
but the light bleeds inside
You could try using area lights instead of a directional light https://learn.unity.com/tutorial/hdrp-area-lights#5fc55a65edbc2a021de0bfb6
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...
thank you!
I have a problem in the hdrp, I guess the time is not updating in the editor or something like that and it's so annoying for me
and I never faced this problem in URP of Built-In before
and that is the shader btw
well it worked but only in the Scene view not the Game view
I wonder why it's working in URP without enabling that
no there is not
You can use shadow proxies. Meshes that cast shadows to prevent lights passing through, but are not rendered.
You have not enabled shadow casting on your directional light
You should use a volume with an exposure override to work properly with HDRP, currently your camera has no way to adapt to a realistically bright sunlight
You must bake lighting via lightmaps or APVs to get bounce lighting like in your example (or use ray traced GI)
i had casting shadows and it didnt do anything (cuz there's no mesh to cast a shadow anyway) i removed exposer too cuz it was acting weird and i CBA to deal with it at that time
If you CBA to use HDRP the way it's meant to, its features will hinder you rather than help you
no i mean i cba to fix it at that time
i just wanted to get the general layout of the map done and then go back to fixing the lighting
cuz with it on i couldnt see
i re enabled exposer and double sided my walls, its working much better but i still get the ambient lighitng of the sun and skybox affecting the inside of my map (which has no opening to let light in)
Create a reflection probe inside of your room and bake it
You can also add a proxy probe component or whatever its called to make the probes look more realistic
about reflection probes how many should i use for a room and is there a rule as to where i put them? like round corners
also also does using raytracing remove the need for reflection probes?
No not really
If it has ray traced reflections then yes
Which it probably does
You can also use ssr
if what has ray traced reflections?
server side rendering?
No, unity raytracing. I haven't used unity's hdrp raytracing implementation so im not sure if it also has ray traced reflections or not
Might be an option you can enable
well i tried a reflection probe and i did this, im not sure if maybe the light bleed from the corners of the map is causing it?
and thats it with directional light off
i dont have any windows in this room
no not yet
the reflection probe is set to real time
Wait you dont need one, you reflection probe is using its own collider as a proxy volume
So take a look at the preview on the bottom right, does it look correct?
From what i see its not capturing the walls on the sides or tour room
bottom right?
So its just showing the sky
Select the reflection probe
Are your walls static game objects? That might be causing it
yeah the whole room is one big object
it kind of looks right, i cant tell if the walls look metal in the probe tho, they arent meant to look that metalic and dark, more a while tile colour
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?
Which hdrp sample had an outline specifically?
just realised it isn't official
however it does definitely work when you open up the project
Anyone have a good solution for a puddle/raindrop shader that will work on a terrain in HDRP?

@fluid merlin seems complicated
Can custom passes do the job? You make a trandparent material that has your raindrop shader on it and then use object renderer custom pass on the layer of you terrain so it draws the rain drops on top
this would probably work indeed
How do I enable agx or aces color space?
On your volume
Add a tonemapping override to enable ACES
Is there no agx?
Thanks
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
And overexpose some lights
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
You can set the exposure to slightly over exposed, or use the "compensation" value on the exposure override to give it an artistic nudge
Thanks
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?
that's how it works in inspector, update is called only when the window recives an input
though i don't get why you want your script to work in inspector
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
not sure if im doing it the wrong way or not but im just gonna scrap the idea and change materials
use yourmaterial.SetFloat("yourVariable", x) to set a value for a material
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
Using lit, ty for the help
How do I add the eye adaptation to exposure effect?
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.
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.
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
Hum, indeed I don't see any layer setup there. I can only guess that the rendering layer mask should be passed somehow as parameter to the material.
Maybe try to make a copy of you scene and remove stuffs until you identify the object that is causing the issue ?
is there any way to do that? Because it is using shader graph in the end. I can modify stuff in shader graph. But in shader graph I only see option to enable or disable receive Decals
I don't think so, you'll probably need to use the compute buffer or material property blocks to pass that info
I see. I am trying to figure it out.
can someone help me achieve an image
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
its most likely a bug
is see your using 2023.2, the lightbaker in unity 2023 its not that stable yet, file a bug report
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.
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
you also have to enable it in the hdrp settings
if u mean this then its enabled
you also need a water plane object in case you don't have it
set it to infinity so that it's a plane like an ocean
shouldnt the quad option work?
dosnt work
still the same
dude i said i set it to infinate and it still didnt work
try to right click on the water component and reset to see if it appears, else no idea
that didnt work but this is wat scene view looks like this with lighting turned off ( the little light bulb on the top right)
it looks like the water is kinda there but also not
why turn off lighting ? It needs a directionnal ligut to work properly as far as i know
You will need to elaborate.
Is it also enable in the HDRP default frame settings ?
i was checkeing my lightmaps and saw this
yes, i even added an override on my global post processing volume to enable it
That's not the frame settings
Do the unity water sample scenes work?
do you maybe have multiple quality levels and the active one has a HDRP asset with water disabled ?
where do i get those?
they are not in the hdrp package samples
in package manager
all my quality levels have water enabled
Yeah, that's them. I just copied the folders under assets to a test project from the download, so you don't overwrite your project settings, etc.
they can be downloaded in the package manager in the samples tab of HDRP, but you need i believe hdrp 15.0 or +
Yeah I think there's 4 scenes in the package manager too.
The ones in github are the 'advanced' scenes
im on hdrp 14.0.9
go for the github repo then
at this point something must be wrong with your editor
if i send you an image and my game's settings, could you tell me where i am going wrong
erm, hard, but I can try
here
Model the required stuffs.
Use post processes : film grain, vignette, and color correction
Use and overcast skybox as well
Or download an HDRI from HDRI haven (or other places) that matches the look you're going for
i always used a hdri
from polyhaven
i bet you guys couldnt tell
but it was actually grass
That's better, on the first one I could see blue sky through your thicc fog
So that didn't match
no its just that
my directional light lights up the whole world somehow
including the indoors
and i hate this
If you make the directional light cast shadows they might still do that but a little less.
Oh gotcha hm.
It doesn't look like anything is casting shadows I your screenshot though. Maybe something is wrong with the shadow mapping?
It's interesting that you've got ultra resolution on it and it's still not showing up.
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.
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
It's a good way to learn too.
Did you learn anything stepping through the or does it just look like that uniform gradient ?
Oh sorry I meant unfolding the items beneath render shadow maps
Ah cool! Ok so it is doing something
so when i enter playmode
there is actually a shadow being cast by these guys
these buildings i meanm
Oh. But you're still gettinf directional light inside of the buildings?
oh no
so shadows are being casted now
in scene view because camera render distance was way too high
this is what it looks like indoors
but this is outdoors
and its way too dark
but when i increase my directional light
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.
So the resolution becomes less and less.
*or pixels per world unit.
The resolution of the shadowmap is the same - just not proportional.
It's probably also doing that because you have a huge ground plane.
ok
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%
so guess what
the slider for a directional light
jumps from like 0.9 to 80
10 worked better
Nice that does look closer to the references you linked.
you can bump the saturation in post processing
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??
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 ?
The render distance of the local volumetric fog is the max distance of the volumetric fog, set in the fog volume component override
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?
You need to set up both pases like in the screenshot I showed you. I remember I had the same ghost problem without both of them
I have set it up exactly the same:
But it still occurs somehow
I thought I might have the wrong version, but the 2021 branch has roughly the same problem
Does it work in the editor but not in a build? If so make sure to include the shaders in the always include list
No, I've only tried in the editor so far
I understand, thanks for the help anyway!
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?
Yes its the same Remy
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?
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
I did try the project (not the custom pass in an other project) with the same settings, and it works in editor for me.
Can you make a screenshot of your issues, because until now I only saw the inspectors in this discussion
Note that I found a difference in setup, the custom passes repo has this additional copy depth pass :
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:
Strangely enough, I only noticed now that parts of the view model which are very close to the camera seemingly aren't affected:
Here's the inspector as of now:
Hum, I don't have more ideas here.
Maybe inspect the rendering with the frame debugger or renderdoc to find what is happening
All right, thanks for the help anyway! I'll see if I can figure it out.
While I have you on the line I was also just wondering if you know how to get smooth cloud transitions to work like in the first video? We updated to 2022 LTS to make it work, but when I blend between volumes I just get this flickering transition like in the second video.
Sorry about the downloads, was hoping it would just play in Discord
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!
How do I bring back this lighting?
Mine it's all black
And I have this spotlight, even though it's intense and has a long range. the building is still black
add a directional light
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?
How can I fix this?
What do you want fixed
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
You can also enable TAA in scene window settings
So, how can I disable it or?
But that won't affect the user
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
Using light sources with smaller size/diameter makes for sharper shadows that need less filtering and smoothing
I just don't remember this happening to shadows before.
Btw just realised this is happening with directional light only.
It doesn't happens with spot lights.
I can see the same dithering in this image
But it's not the same.
In the directional only the whole shadow has the dithering, here with the spotlight it only has that effect in the sides.
Your directional light's shadow is much blurrier because of the size/diameter
That's all there is to it
Anywhere there's a penumbra there's a need for dithering, filtering and TAA smoothing
Bigger light source size or diamater and the bigger the distance from shadow caster, the bigger the penumbra
That happens in real life too
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
And like I said, the scene view doesn't bother doing the smoothing step by default
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.
Here is my lighting
The whole premise of my game is centered on darkness so any help is appreciated.
Removing the volume settings of the scene is not enough to remove the skybox.
You either need to override the skybox to "none" in the scene volume settings, or set it in the HDRP global settings
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
Use the indoor template (File -> New Scene -> Basic Indoor), all this really does though is set the sky to Gradient Sky with a Gradient Sky component which has Top/Middle/Bottom set to all black and no directional light.
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.
Shader Graph has a Triplanar node which you can feed rotated UVs to
Trouble is that HDRP Lit material has so many features that you'd have to re-implement support for them
Unless there's a pre-completed shader graph version of the HDRP Lit as a resource somewhere
Thanks for the quick answer 🙂
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?
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.
Why am I getting these artifacts ? I tried to play around with the pixel error setting on the terrain and it helped, but as soon as I moved the camera they reappeared
https://gyazo.com/d0d0fe82d07380415f6461ea51b31d31
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.
this is in unreal, but I want to achieve similar results in unity. Basically randomize the UV/screen position in voronoi pattern like this.
The difference between one and three channel noise is quite simple, you should be able to get the same result by offsetting the same noise two extra times in arbitrary direction and combining them
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
I found this https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/ExpressionReference/Vector/ it seems to have multiple noise options of the 3D variety. Shadergraph does not provide 3d noise by default but you can easily implement it https://github.com/JimmyCushnie/Noisy-Nodes
It might be sufficient to plug the cell output into the offset of a hue node to get the desired result
@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.
this is blender's voronoi node
see the position output.
I want that effect, so I can input UV, and get the UV but distorted in voronoi pattern.
I'd ask in the #archived-shaders channel
alright
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..
when performance starts to stagger, the unity hdrp build freezes permanently
this only happens for hdrp
where can i find renderer features in hdrp
HDRP equivalent to renderer features is custom passes.
They are added directly in the scenes
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
I can fix this by reducing the effective intensity of the sun to around 1,000 lux
but then I'm deviating from physically accurate lighting
is this just a consequence of the human eye handling wide dynamic ranges better than our screens can?
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".
Setup a global volume, use a physcially based sky, use an hdri star sky, set emission multiplier to like 1.5, use fog, volumetric clouds, fixed exposure (1 - 2.5).
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.
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)
Do you have TAA enabled ? This could explain the numbers flickering as the rendering is slightly offset each frame.
Yes, TAA is enabled. I'll test more tmr.
For more context, I have spot light with fairly large angle around 140 or something pointing down for that shadow. I notice that reducing the angle of it help make the flickering less noticeable.
Has anyone had issues with HDRP shaders during Unity Build Automation, for example Fallback shaders not being found?
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.
Did you try shifting the planet center in the Visual Environment ?
@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.
Hum, I was on 2023.3 ...
@scarlet hull Oh, I guess it's time for me to update... Thanks though!
Do you have show additional properties turned on?
Click the 3d dots on the top right corner and you can show more options.
Unfortunately it is greyed out. I'm not that familiar with the volumes so I might have some other setting wrong, but I can't find it in the documentation...
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)
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.
Has anybody ever tried Unity strand based hair with ragdolls. I apparently can't get it to work with ragdolls or puppet master specifically.
Nevermind I figured it, yesss!
is there any way to use grabpass or an equivalent in hdrp
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
URP
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
It takes some effort to get hdrp to perform I suggest you start here https://forum.unity.com/threads/mega-runtime-performance-tips-thread-unity-hdrp-guide-to-better-runtime-unity-performance.1169837/
hi, guys we are make our survival game in What's your thoughts about this video?
https://www.youtube.com/watch?v=VIOXFShb36k
Wishlist Soon on STEAM
Developed by Kasit Studio
linktr.ee/kasit
instagram.com/xgun_game
#gaming #Xgun #newtrailer #unity #hdrp #madewithunity
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
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 ?
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
Ill dig deeper and see how it goes, thanks a lot
@eternal laurel Can you share anything specific that had big effect on performance ?
I usually start with an empty HDRP asset and enable things when I need them.
Performance is individual. Check your profiler and see what is taking up time. But like I said everything mentioned in the thread I linked is a good catch all. To answer your question one of the biggest things for us usually is shadow casting.
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 !!
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
Will do
It usually doubles the framerate once project is built
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.
Does global illumination make the game more laggy by a noticeable amount?
Performance always depends on many factors
Make test builds and profile them
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.
Baked global GI is relatively cheap.
have you tried changing Application.targetFrameRate?
Ah not yet
certainly compared to things like screen-space GI (that halves my framerate on my M1 macbook)
Just tried, ramped up to 200 then instantly shot to 60.
perhaps you have a script that's setting the target frame rate, then
It's a new project
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
Also you said there was "global illumination" and "screen space global illumination"
where is the "global illumination" option?
"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.
how do i prevent freexing in hdrp
Go through this resource
its not because of performance
i have the project running at 100 FPS consistent
but it still freezing permanently during build
Then connect a debugger early and pause it when it starts, see what loop you're stuck in. It seems likely that it's a loop of your own making and not HDRP
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).
Z buffer is not cleared apparently.
Thanks, you're the best. Messed up the Background type parameter of the camera.
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?
the scripts still run for some reason, but the graphics output randomly freezes
i fixed it nvm
i just disabled v-sync
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?
You can create a HDRP/Unlit shadergraph and enabled distortion output
done. it does not work
are you sure it's just about it ? could you show an example of a shader graph
so, because it is HDRP and that it has a dedicated distortion output, you could just plug de distortion vector to the distortion output
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
See my example
The distortion(2) value is how much distortion is applied, in pixels
The distortion blur controls ... well the blur effect of the distortion (0=no blur, 1 = full blur)
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
You could just multiply the distortion value by the white circle : this will set the distortion to 0 for all the black pixels
wow it was so easy! cool. thanks Mr. Remy
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.
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.
thanks. I will try(and possibly failing XD)
do normal maps have a high performance impact?
no
Used to back in 2005
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?
https://unity.huh.how/lighting/light-limits/hdrp There is no simple fix, you have a massive amount of lights, you can adjust settings to increase that number, or switch rendering path but you should be adjusting the size and range of the lights to reduce overlaps, or use lightmapping if the situation isn't dynamic
Ah so I reached the limitations of the engine
I did fix it, I do appreciate the help, I didn't realize how poorly I had things setup. Thank you
missing
when building, i dont have any fog, any ideas ?
Editor / Build
looks like its because of additive scenes
Can i load a scene in additive and still have the lights & fog settings of my main scene ?
HDRP gets its lighting and fog from Volume components
Volumes override each other based on their priority
i only have one gameobject with a volume component
and its in the main scene
also, this volume isnt affecting fog
my fog comes from the HDRP project setting settings
"project settings settings"?
didint remember the correct name, im talking about this
That's also a Volume, the default one that will be used if the Volume component has no profile
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
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
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
You'll likely want to give it the profile with the fog override
the weird is part is this issue is only in build
okay ill test
didnt fix
wait, the volume component doesnt have the same asset as my project settings
should my directional be baked, mixed or realtime ?
Are you using baked lighting? If not, then realtime
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
If you need to ask, then you likely aren't (and shouldn't) be using baked lighting
Light baking is a process in which all static lighting in the scene is simulated using path tracing and saved into lightmaps and/or light probes
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
still didnt find a fix
What exactly is wrong,sorry i just got here
you can see it here
loading scene in additive breaks two things :
- fog disapear
- transparent shaders becomes opque
👆
no volumes
the volumes are overides, i am using the same settings from projec tsettings
so i dont need any volumes in my scene
Ok so its default
Hvae you tried with volumes to see if it works though to see if thats where the issue lies?
try what with volumes ?
the issue occurs when i load in additive a scene, ven if empty
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
im am loading in additive
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.
use Application.targetFramerate to limit fps
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
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
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 SOMETHING
, and it is seemingly unaccesable through scripts!! What is this bullshit! I took the normal lights from urp and birp for granted....
Which multiplier slider do you mean?
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
In lights or exposure override?
The light component
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
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
Intensity of emission is another super annoying thing to adjust on materials.
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
bloom too, which is like... ugh. I have a bunch of scenes and constant have to adjust it via script for night/day, etc
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
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
Why do you need many volumes?
For overriding exposure
Like the min and max values. Just like they did i their own sample scene
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
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
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
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
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
Have you ever used any real cameras or lights? What's so weird about it?
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?

What's wrong with it?
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
vsync?
Look at what the gpu is doing
by default unity is locked to screen refreshrate so maybe it's that
its because of your reference screen resolution
it set to 4k
turned it off, didnt make a change
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
so the idea is i want to build a game for mid range PCs
so for now just put your reference screen resolution to 1080p, going into fullscreen can also help
and potintialy in the future for console
thats entirely possible, you just need to adjust the quality settings appropriately
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
ok thanks
seems like HDRP then. Unless you're making 2d game? or visual novel?
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?
Isn't Exposure weight on the material suppose to handle exactly this case?
⬆️ this
Thanks, I'll have to experiment with that and see if it solves my issue

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... 
it doesn't work in my scene volumes
wdym ?
I used a bloom Override with a Threshold setting on my volumes, so the exposure weight on the emissives wash out because of that. I have to turn off threshold and rebalance the intensity so that it doesn't wash out the glow.
Yeah, so it works, but it burns your eyes 😄
Exactly... well, at least I discovered this now... 3 years too late, but at least it's something.

This solved a lot of problems for me... ty 
why can’t i see my volumetric clouds in my camera?
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.
Have you accidentally turned off the layer those are on in your camera's culling mask?
no i havent touched it and tis on "everything"
fixed it, i get my clipping plane far to "100000"
Is there a way to make this transparent in a way that doesn't show straight through the entire object?
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.
Use alpha clip
thats actually pretty simple just jncrease plane of camera
oh okay nice
use PBR Accumulation mode
That looks weird, like if it's rendering in real time and taking it's time, so not a good idea for VR.
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?? 
(The whole time the editor used around 5-6GB RAM)
(My specs: rtx 2060, i7 10th gen, 32gb ram)
Editor/HDRP version?
Are you using indirect instancing on your vegetation?
I'm using the default unity terrain instacing for all the vegetation and all the materials have GPU instacing enabled
2022.3.8f1 and HDRP 14.0.8
I see, I asked because early instancers had memory leaks, but had been fixed in later versions.
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
Is the terrain > 1024² ?
Unity is really bad at large terrains with normal painted vegetation
You have to much Texture that overload the memory
or something that heatup your ram
resoltuon for all tiles
pretty small then
@jagged prairie do you use Virtual Texturing?
(Player settings)
First time i enter Playmode: 50 fps stable, then second time 10 fps and the upscaler (DLSS) is completely flickering and blurred
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
I made a benchmark/template hdrp outdoor project recently that use that cycle, you can take a look : https://github.com/Far-From-Here-studio/FarFromHere-Studio-Template-HDRP-Environment
it few steps of setup but it can help you
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?
Graphics> ShaderStripping block> InstancingVariant option = StripUnused
Is that enabled by default?
dunno i guess so
another thing you can try is to create a ShaderVariantCollection using graphics menu
ok i set the default injection point to after post process because i assumed it would also reduce the cost to render Realtime GI (which is also in the volume), setting it to default fixed half of the problem, thank you so much!
it specify keyword to include in build so it can be in charge of the Instancing collection
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.........
maybe your custom pass destroy the depth prepass or whatever, it can mess dlss
Do i meed to add/remove any shaders to the varient collection or do i just leave the one thay unity created when i pressed the save to asset button?
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)
This is the custom pass, it's the one from the default HDRP samples
When i create the collection there is like 130 items in the list/array, so why is it that my build has 7000fp's?
you don't redraw the terrain, but I see you have clear flags to clear depth on your buffer
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
i disabled all the CustomPasses and the problem is still there, I guess the problem lies somewhere in the code rather than in the custom pass
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!
Can i get a second opinion?
The first one seems pretty good to me
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
I also did not know what shaders to remove from this, since there no way to tell if a shader is used ot not, as far as i know.
@shrewd moon
Did you make a clean build?
I think all the variants are cached somewhere in the Library folder, so next time you build it shouldn‘t take that long.
Not as far as i know. I knwo what option you are talking about but ive never even touvhed that in my life
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
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...
The texture atlas thung sounds like a good idea! Ill just have one material for some of my insignificant models like bullet casings and etc.
Nope, ill do it rn
Also the build time did decrease to 3 minutes on the second build, which is some great improvement!
Yes, it probably cached all the stuff, how long did it take on your first build?..
Yes, but dont forget to make an atlas for your normal, mask, ... maps too
When i posted this message, i had already made a build that took 1h 20 mins. Then i tried compiling a second build after changing some code. It took so long i went to bed after 3h 20mins and let my computer have an all nighter
I did not check the build time when i woke up but it must have been pretty long
👀
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
so i was trying to do some outline effect in hdrp, i tried a couple of assets fro, the store that do this, however both are very slow. it seems there is a lot of CPU work to merge mesh groups together etc. and then recently found a great tut online which seems to do it with a DrawRenderersCustomPass and a couple of shaders. http://artstechniques.com/en/shaders-post-processing-en/creating-an-outline-effect-with-unity-hdrp/
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
HDRP has a sample full screen pass shader for screen space outlines
this works, but after 8 custom passes, its gets a bit slow
in the package?
ye
since which version?
idk
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
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!
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
There's a outline custom pass on github that works really well
https://github.com/alelievr/HDRP-Custom-Passes
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
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.
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
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
awesome, thank you
Is there a reason to not always use the depth prepass ?
Can't see things through it when it's alpha out, and then pops off when the gameobject is disabled
and if it's left off when its transparency is 1, then internal objects can be seen
I think you need to also swap other objects materials to opaque
I'm fading them all on/off throughout the vid
What I'm trying to say is that if opaque objects have a material of surface type "opaque", they won't be "cropped" by transparent fading objects
I got that. But there are multiple things being faded at the same time and at different times throughout the vid
I think it might be best to just do the fade in premiere
im inside a cube with double sided material but the light is seeping through, how do i fix this?
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 ^^
Yeah, sorry I have dm's shut off due to spam.
So, change your light type to Area and then change Shape to Tube.
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
Those screenshots look pretty much fine to me
Just very underexposed
thanks for the answer guys, currently i use those:
is that the setup you also would use?
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.
Thanks, since the general tone should be dark i used -> screen on the global volume, was planning to fine tune the lighting for the different rooms later on in the dev-process.
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.
Good to know👍🏽 one more; Do you even bother with real-life light intensity values?
In my experience fixed exposure rarely works great with how much light units vary
It might be better to use automatic exposure with Compensation instead
And remember to play with color adjustments for a specific visual look rather than relying on exposure alone
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.
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.
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
They're a good ballpark reference in my opinion still
Otherwise it can be a lot to be responsible tweaking every light and exposure relative to them
Especially since post processing will come on top of those both
Unity should make the AI do scene lighting and give us all break 
Yeah, I mean, for temps and such it's nice to have.
I just want a little wizard wand to click on
that gives me a perfectly lit room 😄
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...
Shadowcasting is require for realtime lights to be occluded by walls
Do you mean like that? The light source we see in the screen casts shadows
I disabled the area light, sry you were ofc right. Then i'm back with my previous question 😄
How do you guys do freakin fluorescent lamps/box lights hehe
I only use area light so the ceiling get lit.
We almost always use area lights just to enhance bakes. Tube lights we fake with a emissive mesh and a point or spot light
Oh, thinking of it, since you don't care about performances, you could also use the compositor : https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/understand-the-graphics-compositor.html
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
https://docs.unity3d.com/ScriptReference/Rendering.ShadowCastingMode.html
Looks like you want TwoSided. You can change it on the MeshRenderer
whats the name of the Color texture in Unlit shaders? i tried _Color/_BaseColor/_BaseColorMap but none work
You should be able to find the exact reference for every material using the debug inspector
It helps to have a specific texture or value in the field so you'll know it when you see it
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
yes, you just need a reference to the render pipeline asset
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
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
by default it's supposed to be rathr realistic, now if you are above sea you can change the tint to be more blueish
it's because of the "Ground Emission Color" which is bottom up like that, check your sky volume settings
turn it dark grey or dark blue
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
What kind of resources are you looking for ? That is not common sense like "use realistic texture and shaders, correct lighting ..." ?
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
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?
This is something we have planned, but hasn't been implemented yet
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.
can someone help me? when i try making a video player it wont work?
I'd suggest that you use the rendermode "render texture" and bind the RT to the base color map of the hdrp material
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
my guess its going to be after unity 6
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?
looks real to me
the render graph already is available in HDRP
and is in preview in URP
theres a kind of table analysis rendergraph profiling tool(for both) but I dont see this node based tool anywhere
They added a proper rendergraph viewer in the latest alphas, but I think that graph would have been an early concept.
I feel like it would have been harder to read than what we got, so probably a good thing
can I remove the screen space ambient occ off of a layer or object without 2 cameras, i dont want it on my gun
thanks, wasnt sure if the docs were missing something else
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)
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?
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
Don't crosspost
whats the best way to add grass to your scene without using the terrain since ive made my level in blender?
Is it possible to make the output of an HDRP custom pass visible in the editor scene view
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
Ok
2023.2.11f1 , I cant see the HDRP global settings, and whenever I click on it I get this error.
Weird. Did you delete the default global volume settings asset ?
You can try to inspect the HDRP asset assigned in the graphic settings to see if a global volume profile has been set.
@scarlet hull how do I check it? I do have a global volume in my scene. In fact this is the HDRP sample scene.
The global settings for HDRP are broken in 2023.2.10 and 2023.2.11, saw a forum post by Unity staff (now deleted, as the original poster was a troll) that stated it will be fixed in 2023.2.12
@long scarab okk got it
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 !!
you screen space reflections are not even on
wdym ?
Well even if i enable that it doesn't change anything...
but i didn't know this needed to be enabled
maybe its some kind of weird refraction
yeah maybe it has to do with my shader
turn on screen space refraction see if that does anything
A disabled box means "no override" so it uses the default global volume settings (which the greyed-out field does not necessarily portray)
didn't change anything so yeah its probably because of my shader
Try with just HDRP lit first
okay
oh yeah it works with the HDRP lit
so definitily something with my shader
thanks 👍
I assume SSR uses normals for the direction of the reflection so there could be an issue there
Wow yeah when i disconnected the normal from my shader it fixed it...
I didn't know it uses normal
Well i don't really need normals for my shader so thats fine
thank youuuu very much
Usually that symptom points to a normal map in wrong color space if a normal map texture is used, or another problem with the values
Up
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👋🏽 I tested now with only spotlights and shadows enabled, and the light comes still thru, any idea?https://cdn.discordapp.com/attachments/886316442256027668/1212139404366315530/image.png?ex=65f0bfca&is=65de4aca&hm=559b0eb53b9877a2f1a9500a02c7f60a445ba2a4e4c8e5fd69e7908cee39f802&
Are you talking about the blue rings or the glare reflected off the floor? It's really hard to tell what we're looking at
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
Thanks for the answer Spazi, context right?
It has been a few weeks days:
#archived-hdrp message
#archived-hdrp message
-> My question above. In short; only shadow casting light (spot) + shadows in general work well, it's just that they "shine" thru structure
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
I'll start it up to show that otherwise, the shadow casting is fine.
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
i increased exposure for the screen
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
the wet floor sign is indeed not casting shadows. What can i do?
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
normally this shouldn't happen - that lights shine thru the walls? I mean yes the light spot radius is big enough, that i can see why
Not my expertise 😊
Radius is not too big, which is good
and it is generally working, the wall is not "invisible" to the light
One cause of problems is too high of an outer angle that I can barely see
Anything above 90° will start very quickly crunching up the shadow resolution and distort shadows, especially below the light
In this image though it appears that the shadows from those two lights are not working at all, even partially
I'd try to poke more at those in particular, try to see if they cast shadows from any object placed in front of them and tweak their settings
I noticed that, or if i go with an spot angle over 172 shadows are not visible. To get sure i killed all light types except spotlight with -> 172 angle and 80% inner angle
just an uniform setting, so i know it should work
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
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.
Not generally necessary to connect them, but it may improve shadowing in specific cases especially with particular types of light leaks
Honestly, in the meantime, i would kill to see an fluorescent/box lamp light setup of you or Mr. @fluid merlin 😄
I'll dig one out from a scene 😅
Here's with a volumetric add on for area lights (Kronnect)
https://i.imgur.com/edOSboq.jpg
Final prod:
https://i.imgur.com/z1wJfat.jpeg
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.

Shadow casters are cameras, and cameras are expensive
Often multiple per light
Cheers! That looks really damn good!
I don't want to worry about lighting in cinematics rn ^^ just player scenes.
Since you may have it open, maybe you could do a screen over an example like this:
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.
The only thing more expensive is a render texture, god help you if you ever have to use one 
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 ^^
Sure, here's an example. The spotlight here is one of few on the level with a shadow. However, the red light over by the prop door has no shadow.
https://i.imgur.com/xkTbVIy.jpeg
Perfect thanks, and never ever would you use shadows on a point light, right?
Correct... here's a few other light/shadow specific ones
https://forum.unity.com/threads/point-light-performance-tips.1044508/#post-6759781
Also, you can use emissive materials as a backlight too, to save on lights if you use SSGI or baked lighting.
Thanks man, I appreciate it as always. Also thanks to Spazi. Hope I can finally close this topic, other things todo ^^
-
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?
-
In RT reflections I am not getting any shadows, so the reflections are looking weird. Solution for that?
- We don't support vertex deformation in raytracing (for the moment ?), and RT shadows are per light, not per object, so you won't be able to mix them in your case :/
- You should see shadowmap shadows in the reflection (because you can't have a RT effet within a RT effect), so maybe try to disable the RT shadows to check if the shadowmaps render properly to start with ?
@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
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?
Create geometry for outer walls is the best option, as it will add "thickness" and avoir shadow artifacts.
The lazy solution is to set the meshes renderer shader mode to double side.
Hum, maybe shadow distance kicking in (I think the reflected ray does also accumulate the distance for this)
I see, is there some sort of "solidify" option or do I have to manually add boxes around the room?
I don't think there is a solidfy in probuilder
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
I did some tries by tweaking the settings of a water surface, and I think it is not possible as the system has been build up to user 1unit = 1meter.
I guess your only choice is to use or build a custom solution.
Or maybe make a local copy of HDRP and modify the water system :/
Maybe you can get away by using custom passes to render the water from "far away" like if it was scaled down ?
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 ?
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?
when you enable features in the HDRP asset it makes it so it allocates memory for that feature, its my guess
thanks, i need something more clear to work with, i tried to disable many features but still no luck
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.
Did you try to go more in depth on how the memory is used ? I did a similar capture to check, and as you can see, most of it is taken by RenderTexture and HDRP rendering buffers
Any suggestions how i can reduce the RenderTexture?
@scarlet hull this is the memory profiler ?
Yes. I've just double clicked on "graphics" in the total memory. But I tried using 2023.2
Disable features in the HDRP settings. I didn't screenshot the unroll of the RT section, but they are "ok-ish" named to identify what feature uses them.
a cool HDRP shot i made in like 3h
Anyone know how to upload an hdrp scene from asset store to unity?
I have faced many problems in doing that
Like I uploaded the hdrp demo scene and everything was pink
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)
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.
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
@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.
yep, I submitted a bug report with that:
https://issuetracker.unity3d.com/issues/canvas-elements-are-rendered-in-the-prefab-preview-window-when-prefab-is-selected
https://forum.unity.com/threads/case-in-69616-overlay-canvas-ui-toolkit-objects-in-the-prefab-preview.1551044/#post-9669182
How to reproduce: 1. Open the user’s attached “BugRepro.zip” project 2. In the Project window, select “Cube” Prefab 3. Observe the P...
cheers mate
voted on the issue
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?
what's up with screenspace reflections
I don't remember them being this awful
nearly unusable tbh
If you change the quality to high, it removes the hatching artifacts. I had a similar situation as well.
set the algorythm to accumulated PBR
that's nice for stills but not great for movement
makes any slightly shiny material all sparkly because there's no denoising
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
Ah yes, the Unity compromise... turn on 6 things and turn off 10 things so that 1 thing looks good.

its not rly a unity specific compromise, its the same in every engine
there is always going to be tradeoffs
its very project dependant
SSR wasn't like this though a few versions back
yeah, i dont know how old SSR was
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.
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
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:
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
How does it look if you replace your custom shader by a similar looking HDRP/Lit ?
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();
}
it works fine with this one, so its definately the material:
I was trying to say : if you replace that shadergraph birck shader with a HDRP/Lit that uses the same textures :
- does the HDRP/Lit look similar on that object ?
- does the decal behaviour change ?
well i changed the bricks to the trees shader that didnt work, and it does the same thing, so i might have to just use .lit shader for my trees:
super weird, it seems to be rendering things behind the object in the decal...
the image is the brick changed to the custom shader
better view
changed the decals material... wtf is happening T-T
I have no idea :/
<@&502880774467354641> #bug
That's not how you report bugs
lmao idk
Symptoms:
I have found a bug in the Editor, and I need to report it.
I am experiencing a problem using the Hub and believe it may be a bug.
Cause:
If Unity is not working as you expect it to, o...
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
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 https://forum.unity.com/threads/cast-shadow-but-not-render-the-mesh.971586/#post-6331914
hmm interesting, I'm currently "cheating" by just not having an outside and not having directional lights, because I don't really have windows modelled ... I guess if I had real windows I could use a directional light and ceilings, but then I also have to model the outside 😅
but practically if the outside is not affecting the inside, the directional light also wouldn't affect the fog inside?
Now I have to remember why I needed this.... lol

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