#archived-hdrp

1 messages · Page 12 of 1

whole crag
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Is there any way I can stack two cameras, avoiding the horrendously broken compositor window, and without using a canvas?

vocal fulcrum
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Is it possible to render a camera image to a RT for each axis per frame, but also apply accumulation on all 6 individual renders?

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as I want to add this rt's to another rt which is a cubemap, but with raytracing enabled (:

scarlet hull
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@vocal fulcrum Technically, all of this should be possible, but ofc not in realtime.

vocal fulcrum
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thank you

scarlet hull
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@whole crag Sorry, I've barely used the compositor so I can't really talk for this one and the bugs you're mentioning.
And stacking cameras is generally not recommanded, prefer to use custom passes if possible

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@vocal fulcrum talking of the compositor (if it's not to much bugged), this tool might help you do what you want.

whole crag
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hey, its alright ^^
i've switched to URP because I've realised hdrp is a bit much for my project

vocal fulcrum
scarlet hull
# vocal fulcrum never heard of it! will look into it

From what I remember, you set up 6 camera looking in the 6 directions required for a cubemap, set them in the compositor to render to different layers, and compose the layers together to a cubemap using a shader.

vocal fulcrum
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cool, currently I'm just using 1 camera to generate a cubemap, so I'll try this!

vocal fulcrum
scarlet hull
wide crown
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Hi guys, Im using a custom pass to do silhouetting behind objects, and it works but only in the editor. As soon as I make a build of the game it renders both the sillhoutte material as well as the original mat. The confounding thing is that I have a seperate project that the pass is from that works fine, both build and editor. And I have just gone through and made every single HDRP setting Identical and it still doesnt work, Im sure im missing something but I cant for the life of me figure out what.

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Editor

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And all of the pipeline stuff has been directly imported from a project where the effect is working, I just cant ficure out why its working in the editor and not in the build

stuck orchid
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Why is it so hard to find a good HDRP outline shader?

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Is there any thing that HDRP does to make it way harder than usual?

harsh basalt
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I think it's just because less people are using HDRP

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It's easy to write an outline shader in HDRP.

topaz ravine
wispy burrow
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why does my local volumetric fog render weird based on its distance to camera (its' weird when I'm further away), and then even disappears, even tho my distance fade is set to 10000?

scarlet hull
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This is the max distance at which volumetric fog is rendered. The local fog volume fade distance is to define at which distance this local object doesn't affect the fog rendering anymore.

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And for the "waves" that ar visible, this is because your local fog box is very thin, as much that it does fill uniformly the screen space voxels of the volumetric fog

wispy burrow
scarlet hull
wispy burrow
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ohhh I see it now, I was only looking at the local fog volume and didn't see it there so I thought it must be in the global settings, thanks! is there any downside to setting them very high? I have a top down game so it's not that a lot of fog would be rendered while playing, I was just editing this for being able to zoom out in scene view and see the whole fog for debugging, since I'm doing some fancy fog of war stuff 😅

scarlet hull
wispy burrow
scarlet hull
wispy burrow
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oh wow you're right, just editing the value in the inspector I can see it now joel_eyes thanks for pointing this out!

whole fossil
wide crown
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I tried that, I could try more I just give up I spent around 7 hours tweaking every single thing and I got nothing, I set it up to be Identical and the only thing I can find that was different was the version of HDRP, which I cannot update

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.13 vs .14 no updates pending

buoyant vortex
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I have some blurry textures when my camera is too far.

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I've tried turning off all post processing and it's still kind of blurry, anyobody know how to fix this?

formal crow
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it might be because of mipmaps

buoyant vortex
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It's the render texture and you can see it here.

buoyant vortex
leaden meadow
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Hi Guys , Is there any way to import custom lightmap uv channel made in 3ds max or blender ?
That's what happen , left fbx of 2 separate object but unwrapped together on the 2nd channel , 4096px layout. Import them into unity , Generate Lightmaps UV Disabled , and it gives me a 256px lightmap resolution

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It shift and moves uv cluster on its own. Is there any way to prevent that ?

scarlet hull
fluid merlin
leaden meadow
halcyon sinew
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how can i get colored translucentshadows to work

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i have it on HDRP + DXR
and i have a translucent material

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and all these r on
and not much shadowing is happening

halcyon sinew
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figured it out

halcyon sinew
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using a decal and shader, is there a way i can make it only show up in the shadow, and fade out near the edges? I know the fading has to do with Fresnel but when i add it the effect dissapears.

scarlet hull
halcyon sinew
halcyon sinew
leaden meadow
wispy burrow
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is there a way to have local volumetric fog's shader run in scene window too? I have a realtively simple custom animated smoke, but even when the game plays I only see it animate in the game window, in the scene window it just stays static (but renders tho)

stuck orchid
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I'm getting mixed answers about Unity and Multipass... Does HDRP support MultiPass? I'm trying to write a Outline shader using a mask and fill pass but only the 1st pass is being rendered

eternal laurel
eternal laurel
leaden meadow
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Hey guys ,to my understanding , raytracing is for preview only into the viewport before baking the lighting. It's not possible to build a windows application running raytrace lighting only right ?

loud leaf
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Is there any technical reason why SSR lighting uses inverse exposure multiplier? (I removed this in my local fork because it was always giving me issues in custom code because of the opposite workflow compared to diffuse)

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I see there is a todo:

Raytrace reflection use the current frame exposure - TODO: currently the buffer don't use pre-exposure.

In LightEvaluation.hlsl

dry turtle
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why do I have this weird shadow when camera is close to the ground

formal crow
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looks like some weird mip maping

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does it happen with other textures as well?

shrewd moon
shrewd moon
formal crow
shrewd moon
lone kite
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Hey everyone, is it possible to change the exposure for a second camera without changing the exposure for the main camera in HDRP?

formal crow
remote wren
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is it possible to get local volumetric fog to actually reach all the way to the far clip planes? as far as I can find, it will only reach to the far clip distance in a radial fashion and therefore doesn't reach the corners of the camera frustum etc... is this just a limitation of HDRP volumetric fog?

shrewd moon
fluid merlin
remote wren
remote wren
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I think I just need to find a way to do HDRP depth/linear fog and hide it but trying to figure out if I can get local volumetric to do what I want without having to add that on top

fluid merlin
wispy burrow
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is there some way to disable the DX12 backend and use something else in HDRP? I'm getting a lot of weird Unity crashes that point to it, e.g. this, happens literally when I just run my game in editor doing nothing but watchng my fog animate


========== OUTPUTTING STACK TRACE ==================

0x00007FFAF5BC9EEF (Unity) RenderColorSurfaceD3D12Base::operator=
0x00007FFAF5921146 (Unity) GfxDevice::SetBackBufferColorDepthSurface
0x00007FFAF5BE48E6 (Unity) GfxDeviceD3D12Base::SetBackBufferColorDepthSurface
0x00007FFAF5BE4862 (Unity) D3D12Window::SetAsActiveWindow
0x00007FFAF7304E3F (Unity) GfxDeviceWorker::RunCommand
0x00007FFAF730753F (Unity) GfxDeviceWorker::RunExt
0x00007FFAF730766D (Unity) GfxDeviceWorker::RunGfxDeviceWorker
0x00007FFAF57DBA75 (Unity) Thread::RunThreadWrapper
0x00007FFBF3A6257D (KERNEL32) BaseThreadInitThunk
0x00007FFBF53CAA58 (ntdll) RtlUserThreadStart
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tried in 2022 and 2023, getting a crash in both surmu

open tree
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what's the name of these type of sliders? They have min and max value in one. I want to add similar feature to shader graph materials, is it possible?

wispy burrow
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dumb question but if I just have one scene and one global "Sky and Fog Global Volume" with the Volume component on it, is there any reason to put anything on it and not on the DefaultSettingsVolumeProfile asset instead? the in-scene volume is just "in-addition to" the global profile right?

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I'm just trying to minimize the amount of places where I play around with global settings

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oh wait, I guess if I don't assign that profile to the in-scene volume it won't be applied tho, right? I'm not entirely sure how the multiple layers of config work from the docs

wispy burrow
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why do I only see some parts of the scene and not everything when I turn on path tracing?

pulsar skiff
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is there a way to make decals appear when using path tracing? since all my decals disappeared as soon as i enabled path tracing.

fluid merlin
pulsar skiff
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Damn, Thats not good.

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Thanks for the info guys.

open tree
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can anyone confirm this, according to my knowledge raytracing doesn't support vertex animation yet. I mean, if I manipulate vertex in shader(like wind effect for vegetations) it will not show in raytraced effects (reflections).

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right?

hoary starBOT
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@pastel hawk No invite links.

lucid gate
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I thought it would be good to test my prototype with the build function, only to find that it freezes at the first corridor. I spent hours trying to find the culprit and was able to trace it to this gameobject.
2 questions, why and how can I do better in the future? Nothing was apparent from the crash logs.

edit: Oh i should mention, within the editor, nothing indicated that this gameobject later would give problems.
edit2: Basically it's just a very thin probuilder mesh, and the hole was made with the experimental boolean function.. Never ever? 🤷🏽‍♂️

wispy burrow
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is it dumb to use ssgi/ssr and realtime lighting only just to save myself from having to bake during level design all the time? i feel like i can just iterate so much faster with it

formal crow
forest axle
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are there good alternatives to volumetrics that is performance friendly for android

zinc lichen
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Regarding BatchRendererGroup (BRG); there is a method to set the global bounds BatchRendererGroup.SetGlobalBounds(Bounds bounds) and the documentation states it would be used internally for culling. This seems not to be working though? At least for frustum culling? Is that right?
I could make frustum culling work by implementing an AABB frustum check manually in OnPerformCulling but should I have to?
Also the global bounds seem not to be accessible, so I have to cache them manually as well?
I find the BRG documentation a bit lacking. Has someone a pointer to some resources where I can learn more about good practice when it comes to using BRG?

eternal laurel
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When using BRG frustum culling is up to you to implement, the bounds will simply not render anything outside those boundaries regardless of where the camera is.

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A good practice is to run a frustum cull job from OnPerformCulling and use the results of that to fill your draw commands

lone kite
dim arch
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Does anyone know how to get volumetric lighting work underwater in the new HDRP Water system? I'm trying to make an underwater flashlight, but the volumetric disappears, presumably because the Fog volume does not apply underwater (though it seems to reduce visibility underwater too, so maybe Fog works underwater, but the volumetric aspect doesnt?)

formal crow
lone kite
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Thanks @formal crow

dim arch
formal crow
dim arch
minor depot
# dim arch Thanks a lot, where did you find this information, just for future reference? I'...

It's actually in a really obscure spot, I happen to know this just by pure chance. Here's the github commit on Unity's repo. I think it's in the latest beta (possibly the next one I'm not sure)
https://github.com/Unity-Technologies/Graphics/commit/a2792de62b64c032b9b71f855356fd689840052d

GitHub

When placing volumetric fog under a water surface, it wouldn't render correcly.
Fixed that and also added support of sampling the caustics texture in the volumetric fog to have nice caustic...

dawn sorrel
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We recently upgraded to hdrp and been fine so far but today out of nowhere (haven't touched lighting) all my models in scene view and prefabs are super over exposed. Zooming out to a normal level they're completely white and have to practically be on the object before I can see any colour... Never had this happen before in 5yrs of unity dev. Anyone got ideas? Isn't happening at runtime.

fluid merlin
# dawn sorrel We recently upgraded to hdrp and been fine so far but today out of nowhere (have...

Does it happen in the Unity hdrp template demo scene? If not, it might be something in the volume override of one of your scenes. You can try to disable the gameobject the sky/fog volume is on and see if that does it.

I’ve seen odd stuff like that with a subsurface scattering profile missing.

If it happens in the Unity demo scene, you might have to create a new HDRP profile for the project. The hdrp wizard can fix it or make a new one.

One last thing might be to clear any baked lighting, the lightmap setup or files might be corrupted for the scene.

spark ivy
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I've got a major catch 22 problem. My Packages Cache folder is full of bad shaders from the wrong pipeline BUT I'm locked out of deleting them by some sort of permissions error. I really don't understand, but I need permission from myself. Only I can't give the permission.

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I'm in Windows 10

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Cannot compile or anything until I fix this.

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Thinking of just copying my project

fluid merlin
shrewd moon
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It may be related to the common wisdom that you should not create a unity project in any OS system folder or otherwise restricted path

signal osprey
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where is the option to turn on gpu occlusion culling?

digital spire
signal osprey
digital spire
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Best way to check is to look for GPUResident drawer. It's group together.
If your version doesn't have it then it mean it's not supported in your version.

signal osprey
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how is that related to GPU occlusion?

digital spire
signal osprey
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i guess there is no dynamic occlusion in hdrp

digital spire
digital spire
spark ivy
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Hmm. Set all the privilages on the folder to admin and restarted. Actually got to delete it. weee

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And now for unity to throw a fit XD

spark ivy
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Seems okay

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I'm having MAJOR issues with processor overheat though. I can play Baulders Gate 3 on quite high settings, but if I place three generic trees into a blank scene in this game my processor tries to cook itself

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Just trying to do an indoor scene right now, and it's not jittering but my processor is 77 degrees Celsius for four walls.

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I don't know how I'm going to be able to build my game like this

wraith blaze
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I had a similar issue and it mostly affects 12th gen - 14th gen intel cpu's

spark ivy
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I've put the same assets into a blank project, and it caps out about 60 Celsius in editor mode for a demo scene game map.

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So part of it is def my addons.

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But, seriously, this is a new PC

wraith blaze
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Ah i know whats wrong

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You have the same issue i had

spark ivy
wraith blaze
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By default some motherboards auto overclock the cpus to some weird voltages just for 200 mhz increase in speed

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You need to turn that off in the bios

loud leaf
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It's better to continue this discussion in another channel/pm, this has nothing to do with HDRP.

wraith blaze
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If i remember correctly the setting on my asus board was something along the lines off enforce all limits on or off

spark ivy
hollow frigate
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Does anyone know what happened to this?

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Would be fantastic for what I'm currently working on, but I can't find any other mention of it anywhere

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Unless it just got rolled into the volumetric fog override?

scarlet hull
signal osprey
fluid merlin
signal osprey
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I use both Unreal and Unity

fluid merlin
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Yeah, I work in UE5 as well... Unity HDRP is like 6-7 years behind it, but I see unity probably disassociating with realistic gamedev tracks after the restructuring. I think they want to return to low-poly stylized low resource gameplay, and try to push AI to fake geometry as a way to having the lack of things you need to high end realistic gameplay like a character workflow pipeline, biome generation, virtualized geometry, and a real dynamic realtime global illumination system.

Chris Kahler is working on "nanotech", which is nanite for Unity. It's probably like 80% of the way there right now in development. It's closer to Nanite than the Unity China one.

signal osprey
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your prediction makes a lot of sense. skipping a tech generation, so to speak.

digital spire
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The new real time gi will be base on apv which is unfortunate😕 seeing how much adjustment volume you have to manually place to fix light leak, I can't imagine it working well for dynamic object at all.

fluid merlin
# signal osprey why are you still in the Unity ecosystem?

This is my last Unity game, after this one, I'm working on the next one solidly in UE. I really liked Unity for it's C# adoption and ease of adoption of disparate tech stacks (at the time). I feel like Unity was a better game engine than UE (prior to v4). When I saw HDRP showcased, the "Adam" work for example, I was like whoa, okay, I need to give HDRP a shot.... 6 years later, I still see really smart devs struggling with Fog & baked lighting in a way that just doesn't make sense for a mature engine.

fluid merlin
signal osprey
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from my attempts i thought HDRP may need one more try but it just isn't well conceived

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APV is just old spherical harmonic static light probes from unity 3 isn't it?

fluid merlin
signal osprey
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with hardware at least.

digital spire
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Yeah i think that is the case. Because let's be real, the main thing unity have over unreal have always been mobile. So they need something that work on mobile

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And things like lumen are not so i guess it got deprioritized by management

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I just wish htrace dev release his work already lol

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Been agess

fluid merlin
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2D, Mobile, VR has always been a safe space for Unity.

I think HDRP was way for them to dip their toe in GPU intensive games and film, but now, it's like a high maintenance sports car that I feel like they don't want to own but drive around to impress the neighbor.

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The GDC Unity Roadmap is out now btw (presentation was on Monday I think)
https://www.youtube.com/watch?v=o9AGkB9nnkc

Discover the latest developments in the Unity Engine and how they’re supported through additional tools and services to maximize your creative freedom and efficiency, while enabling you to produce gorgeous, immersive games that will wow players over and over.

In this video, we show you how to achieve fantastic graphics fidelity and flexibility...

▶ Play video
digital spire
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On topic of APV. I recently try the 6000 version. It's usable. Disbale dilation and set min probe to 0.5. Work in most case with minimal adjustment need. But havn't test in large scene yet. It's pretty dense at 0.5 distance.

signal osprey
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I like using 3d texture for dynamic object lighting. Bakery's can be cut down to just 1 sample, which is cheap these days.

digital spire
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3d texture eat a lot of vram though

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Not sure about the perf comparison. Apv eat more perf the denser the probe is

signal osprey
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on large world, yeah probably

digital spire
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0.5 might make it approch the 'too much' threshold

signal osprey
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i only have 500^3 worlds

digital spire
sullen atlas
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it happens when moving the camera or when changing the camera orthographic size

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the main light source is a directional light with these settings atm

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anyone has any clue why this is happening?

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oh I just noticed its not supported XD

blissful dust
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im having probblems getting ssgi to work

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it just doesnt even give an effect

honest cypress
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I was inspired by the gdc roadmap presentation and downloaded unity 6

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I would not consider HDRP for a VR project unless you have a highly controlled demo environment, such as if you're providing archviz services or running a VR arcade

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HDRP is front-loaded performance wise. You pay a lot up front, but it scales well as you build rich environments. In a VR game, you can't afford big rich worlds even in the best scenario, even on PC.

All things equal, HDRP is just slower than URP in smaller VR-friendly scenes, you're paying a lot for heavy duty hidden machinery so to speak, that you will never use.

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That's performant, works in URP, and VR? And is cheap or free? I would start on github.

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People play it loose with the terminology

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If I had to say, I'd say that "volumetric lights" is referring to the lights themselves, while volumetric fog refers to the system as a whole. But that won't always be the case, people will name their volumetric systems however they name em.

long scarab
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most HDRP work in VR, and performance is manageable, you just need to get rid of expensiv post processing stuff; but you need to target like GTX1080+ kind of GPUs. But I agree that on URP you get much better support for VR by Unity , as they seem to care mostly for the mobile / standalone stuff, for which HDRP doesn't work at all

digital spire
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Quest fat maybe = urp

flint mist
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How do I increase the range of shadow visibility while in inspector?

fluid merlin
honest cypress
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There is also volumetric fog

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And a whole lot of other effects

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Screen space GI
Screen space AO
Screen space reflections
Contact shadows
Ocean system
Tessellated terrain
Volumetric fog
Bloom
Motion blur
Other misc image effects
Adaptive Probe Volumes
Ocean system
Rendering 13m tris

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This is just a cinematic test and I'm going to strip away graphics features that aren't contributing to the look of the image. Such as contact shadows.

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I also need to tweak some quality settings, and avoid too much overlap between some features like SSGI and SSAO, where I likely don't need both.

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Targeting minimum 60 fps at native 4K on an rtx 4080, and I'm about there already, but I like to be as optimized as possible.

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Still WIP

fluid merlin
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Well done, looks amazing

honest cypress
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thanks, I enjoy answering questions 😄

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I have a few of these environments in the works, and am aiming to get at least one published on the asset store by around the end of the year, I'm busy with work and want to enjoy my summer so progress is slow

minor depot
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Looks incredible by the way

honest cypress
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Thank you! The assets are my own photogrammetry scans. There are about a dozen completely unique rocks, with about a dozen cliff variations made by distorting a cliff wall scan and piecing them together into formations. I haven't looked at the GPU resident drawer or GPU occlusion culling yet.

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The dozen or so completely unique rocks doesn't include additional scans for things like terrain textures.

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I have a trip planned for May where I will get hopefully another 25 scans or so for this collection.

minor depot
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Wow, those are borderline quixel quality, and its so much cooler you did it yourself

minor depot
honest cypress
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Triangles don't matter much when on high end graphics cards

honest cypress
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Yeah with or without I'm still getting around 55-67 fps at 4k

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I'll need to try building standalone to see for sure

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I do love this water though

honest cypress
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IIRC

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Of course nanite has lots of other optimizations too, but still. AAA games can be up the tens of millions of tris rendered.

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For this my triangle target is fairly loose, but I'd probably let myself go up to 15-20m, depending on what performance I get as I continue to work on it

minor depot
minor depot
honest cypress
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Yup I'm very impressed with the hdrp team

minor depot
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Have you tried out the underwater effects? They look a lot nicer in the newer betas

honest cypress
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Waiting to see lots of asset flip games on steam in the next two years with random oceans that cut your FPS in half and are so poorly lit that you can't even tell what they are

honest cypress
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And I was surprised to see there are automatic caustics that even affect volumetric fog

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It's shockingly unified

formal crow
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and the best part is that you can render water on any custom mesh

trim bluff
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hey everyone! so these just started popping up in my console when i try to build my game, anyone have any ideas?

cant find much online or im just terrible at finding sources

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no idea what any of this is

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okay i restarted the engine and it works now, awesome, love that

wispy burrow
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uhm so I had a working indoor-ish setup with HDRP, then messed up something and now my scene looks like this 😅 I remember it looking like this before too, but I forgot what was the fix ... seems if I add a directional light with non-zero intensity it kinda fixes it, but ... that seems like a bad solution considering I have a ton of lights in the scene already

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these are my visual environment & exposure settings

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oh never mind, my reflection probes were set to on-enable, just pressing play fixed things 😅

sly atlas
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Does anyone have any idea what is causing this issue? Whenever the camera rotates slightly downward, lighting changes All volumes are global, not local.

topaz ravine
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Unity6 is pretty insane, I have a 3060 6gb, I made a quick record out of my MeteoVFX demo, that use a lot of custom buffer, tessellation a lot, etc on this template scene and :
using the older version of Unity I was sacrificing to much quality using the HDdynamic resolution and native upscaler to be able to run this demo using DXR stup, even 1080p was downgrade a bit when the scene is the most charged, now with STP I can run 2K render in Editor without problem and the quality is a lot higher, even more in 1080p in comparison, the upscaler do a very good job in anycase so. The in Editor 2K render are around 30fps, the latency/gamefeel regarding inputs it's very good. I think in fact that it allow to deploy DXR setup to more gamers

topaz ravine
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Some upscalers are a little bit buggy or broken regarding some custom pass functionnalities I use : I have some Fullscreen and some Blit operation (before rendering) to draw custom buffers/rt, and a Wetness pass (After Opaque Depth and Normal)

It look like I totally break DLSS 2 which return me a red color from one of the customRenderTexture I use during a blit operation from before rendering
I tryed FidelityFX2.0 too, but I guess there is an isssue because some of my custompass was encoded at another dimension than the screen, so I could see my roughness and normal buffer kinda offset from the camera because of resolution or viewport size.
About default upscaler CatmullRom have no issue, so I use it for now.
The TAA upscaler is kinda producing an effect on my buffers too, it look like it force my rendertextures from before rendering to refresh and produce glitchy result each frame (using catmullrom this buffers are stable)

fluid merlin
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I can never get DLSS upscaling to work right in Unity, I haven't tried v6 though. When I turn it on, the Game window zooms in like 32x and whatever I adjust on the camera or game window never fixes it. Posts in the forums suggests it's a bug... I sort of just gave up on it.

topaz ravine
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it's like a report, yes i'll may copy paste it to a forum tread too

spark ivy
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Hey guys. I'm having issues with applying materials to models I've made myself in Blender. any ideas why they would do this?

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Granyness is a shader. Don't worry about it

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This one was meant to just be a blackout

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I have gotten the texture working on singular, solid, objects

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But I can't tell what I'm doing wrong

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Any ideas?

eternal laurel
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Seems like janky uv’s to me

topaz ravine
spark ivy
languid wedge
topaz ravine
ebon kiln
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Using HDRP. trying to investigate this GPU usage spike here but Unity isn't showing me what's causing it, nor do the GPU ms numbers match. What's happening here?

true zealot
ebon kiln
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this still isn't helpful

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Render Camera is apparently using 13ms, but all the stuff inside of it clearly doesn't add up to 13ms. So whatever is causing these random spikes is a mystery to me, even with deep profiling enabled.

radiant furnace
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Does anyone know of any easy ways of adding a pixelation effect to a HDRP project?

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I tried the method of adding a render texture and passing it as a raw image but Its not rly working

topaz ravine
radiant furnace
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I tried applying a custom pass but it didnt really do much other than soften the edges not sure why

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I could send you ss of my shader graph and the video I followed

whole fossil
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is there a reason why DrawRenderersCustomPass doesn't exposes renderingLayerMask (but only LayerMask)? It would be super useful, and RendererListDesc already supports it

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or - maybe there is a some clever way to extend it to support renderinglayermask?

alpine hound
#

I just started an HDRP project and I got my normal materials to work on my assets as long as I drag the purple asset in and then the material. Now I want to paint trees and it will only paint them purple and not with the material iv already tried to upgrade all materials to HDRP and the ones just in the scene which is how I got the first part to work but it still seems broken for mass placing trees and painting them.

olive kayak
#

Is there any way to fix this?

#

nevermind

hot locust
#

I'm using HDRP and pulled in the StarterAssets/ThirdPersonController. The three materials for the character showed up as pink so I convered them to HDRP. That didn't fix the problem. I noticed that they were all using the "Universal Render Pipeline/Lit" shader so I changed each to "HDRP/Lit" instead. They no longer showed up as pink and seem correct in the project window, as each looks like a different shade of shiny grey/white/blue material. However, while the character in the scene view is no longer pink they don't look correct - instead of looking like a combination of those colored materials it looks totally white. Can anyone point out what I'm doing wrong?

formal crow
formal crow
hot locust
#

I selected Window/Rendering/HDRP Wizard. That brought up a dialog. I CTRL-clicked the three pink materials (after re-importing to get them back to their original state) so that they were all selected and then clicked on the dialog's "Convert Selected Built-in Materials to HDRP". That brought up another dialog stating that "The upgrade will overwrite 3 selected materials. Make sure to have a project backup...." I clicked "Proceed" and...nothing. No error message, no progress bar, no completion message. The materials are still pink and the shader for each is still "Universal Render Pipeline/Lit". So, it doesn't look like that did anything. Any idea what's going wrong?

olive knoll
#

helloo, can anyone tell me why the transparent shader see's through the render texture I'm displaying in my scene? I put a cube behind it to test, and as you can see in the photo, instead of seeing the canvas' raw image/render texture, it sees the cube. Its a super basic hdrp transparent shader. I've tried setting the canvas to world space and screen space, nothing changes. I'm stumped.

(I'm in your basic hdrp project, sending media pipe face data into unity. this isn't an AR project/doesn't use mobile)

topaz ravine
safe kelp
#

Would anyone know why my complete lighting turns of when i turn anything from raytracing on?

elder harbor
#

Uhhh, why is this happening? I need to disable and re-enable the volume to make it work. This also happends in build.

#

Custom volumes are enabled in quality settings.

#

or it's just the fog that buggs out

fluid merlin
elder harbor
#

oh my

#

I totaly forgot about that sky and fog volume thank you. I've been trying to fix this for 2 days now XD

pulsar skiff
#

Any way to change the reflection and specular color of a material i hdrp?
Through shader graph maybe?
Id much prefer a shader that already comes with hdrp since i dont want to set up evreything that already exists in the default lit shader, but i am willing to create my own shader graph if thats the only option ive got

#

I just want a material to have red ish reflections

sinful ether
#

What is this weird error?

#

First I tought it had something to do with the constraints of my reflection probe... but non the less...

shrewd moon
# pulsar skiff I just want a material to have red ish reflections

HDRP/Lit gives plenty of options for this
With the Standard as the Material Type, metallic workflow is used
This means that specular reflections inherit the color of the Base Map
Alternatively you can set Material Type to Specular Color to define color of reflections separately from diffuse

sinful ether
#

I've also made a real clean model of a simple room in Blender. Unwrapped the uv's and so on... but It wont bake lightmaps? Any ideas I'm stumped...

pulsar skiff
shrewd moon
pulsar skiff
shrewd moon
#

Metallicness is a sum of factors that determine how light reflects and how it's tinted, not some abstract slider or checkbox

#

If you override the specular tint, it's not really metallic as far as the PBR standard is considered

#

The main difference between a metallic glossy surface and a nonmetallic glossy surface is that the metallic reflections are tinted by the surface color, nonmetallic reflections are not

pulsar skiff
# shrewd moon What exactly do you want

i want a metallic material, with around 0.5 roughness, that has a dark, blue ish color, that has purple ish reflections and specular color, like this material that ive created in blender :

shrewd moon
sinful ether
#

I fixed my issue:

signal osprey
# honest cypress

nice rocks. water highlight look plastic, could be your bloom settings

pulsar skiff
dim arch
#

I'm trying to make an underwater base in Unity, with the new water system. Does anyone know how to go about removing the underwater effect inside the base itself? I tried to make a Water Excluder in the shape of a big cube, but when you walk inside the cube, it stops working. Am I doing something wrong, or does anything else exist for this feature, or is maybe a planned feature?

signal osprey
digital spire
#

Oh it doesnt support irisdescent. 💔

weak lantern
#

hey, I have a clipping issue with my axe and terrain. I thought to go with Physics Detection and IK but I found that I can Render Axe On Top. I'm using HDRP and with two Custom Passes (Always, Less Equal) and Injection point before Post Process and culling it from the Camera, it work fine, But I got to many Issues such as I can't see the Axe Shadow anymore, Axe get blurry when I move ?, My character Hands are not Renderer like it holds the Axe. So do you have any suggestion? I will send some Image

weak lantern
#

first Pass

#

Second Pass

#

Axe is top of my hands

#

do you have any suggestion about the correct setup?

#

this make to many issues if I could fix some of them I would only enable it when attacking to ground or something like that

hot locust
#

I'm looking at trees in Unity/HDRP and noticed that as I slowly move closer what looks like self-shadowing gradually increases. I thought this was some kind of cross-fading/transitioning between the shadow state of two LOD geometries but then read that Unity doesn't support that (unless you write your own shader, which isn't the case here) and in any event I was able to reproduce the effect without being anywhere near an LOD transition. Can anyone explain what I'm seeing?

hot locust
#

Here's an example. Look closely and you'll see that the shadow intensity increases from left to right as I moved slightly closer to the object.

topaz ravine
#

2.35:1, large fov, large scene

shrewd moon
topaz ravine
hot locust
#

What can be done to minimize the poor shadowing seen here when objects are near the ground and the light source's direction is fairly vertical?

shrewd moon
hot locust
#

@shrewd moon ...thanks - it was shadow distance. I need it fairly high, though. Can you recommend any specific quality settings that might help mitigate the quality deficiency regardless? I've tried a couple of things with no luck thus far.

hot locust
#

I have them enabled - count set to 4. I'd presume you're talking about tweaking the split distances?

#

I've monkeyed around with them a bit - changes the effect but thus far haven't been able to get anything that seems particularly better.

#

Ah, ok - figured it out. Thanks for the help.

minor depot
hot locust
#

I imported a set of simple rocks into an HDRP project, each of which has its own dedicated material, each of which consists of just a base texture and a normal map. The rocks/materials all show up as pink. So, I selected all of the materials and clicked "Edit/Rendering/Materials/Convert Selected Built-in Materials to HDRP", which seems to fix many of these issues. In this particular case, though, the rocks/materials remained pink. When I select one of the materials I can see its two textures in the Inspector and both the base RGB and the normal map look fine. The materials all use the "Mobile/Bumped Diffuse" shader. Can anyone suggest what I need to do to resolve the problem?

shrewd moon
#

If the one that remains pink is the bumped diffuse, it should be easy to replace with HDRP Lit material

#

It only has a normal map and a base color map

hot locust
#

Yeah - that's what I'm currently aiming to do - manually recreate them. Slow and tedious....

shrewd moon
hot locust
#

I tried the swapping the shader to HDRP/Lit but that didn't do anything.

#

I'm still pretty new to Unity. Figured out how to create the material and can assign it to a rock instance in the world. Noticed that upon an LOD switch it went back to the pink material. So, went into the rock's prefab and dragged the material onto that. That assigned the material to LOD 0. How do you assign the material to all LODs of a given prefab?

shrewd moon
shrewd moon
hot locust
#

Select all of the LODs while in the prefab view?

shrewd moon
#

If you're working with prefabs, edit the source prefab rather than creating local overrides on the prefab's instances

shrewd moon
hot locust
#

Yes, I figured. Not sure I'm following you, though. So, I double-clicked on the prefab in the project view, which brought up the prefab view. I dragged the new material onto the rendered object, which apparently assigned it to LOD 0, since out in the game world it's only non-pink when I'm very close to it. So, how do you "select all of the LODs" in this view?

#

That is...I can move the camera back to gain access to the next LOD and drag-drop the material onto that, and then repeat for the LOD after that, etc.. I'm sure there's a more efficient way, though. Sounds like you are saying there's some way to select all of the LODs and do a single drag-drop of the new material, yes? If so, can you clarify exactly how to do that?

shrewd moon
hot locust
shrewd moon
hot locust
#

Thought you must have misspoke. This is just a test map - literally just a few rock instances, each with a few LODs beneath them.

shrewd moon
#

I recall LOD mesh renderers are stored in the prefab hierarchy as child gameobjects

#

Selecting those lets you multi-edit the mesh renderers, including material reference

hot locust
#

Yes - that's the three LODs I mentioned. Ah, ok, though, I get what you're saying and that makes perfect sense. Thanks.

shrewd moon
#

Changing the shader and properties is not practically different from making a new material

#

The render pipeline converters may have a hiccup every now and then, so trying to auto-convert again may help
Custom shaders won't ever be converted however

hot locust
#

I've had this problem before, or something similar. Raised the issue a few days ago in either this channel or 'shaders'. That particular issue was related to a URP shader being used so I thought if I changed the shader to HDRP/Lit - after converting the materials - it would start working but it didn't. This problem seemed similar so instead of changing the shader going the route of recreating and re-assigning the materials made sense. That worked. As someone fairly new to Unity, the pink materials that often can't be automatically converted are a major problem as you run into them everywhere.

shrewd moon
#

Pink material's that can't be converted are a symptom of incompatible render pipeline
Most assets include only materials for select RPs

#

There doesn't seem to be any logical reason why swapping the shader to HDRP Lit would still keep the material pink
It's most likely a different material being observed in this case

hot locust
#

I don't get why these materials couldn't be converted. I never changed the shader - still on Mobile/Bumped Diffuse while I'm in an HDRP project. I literally just created six materials, slapped the same base texture and bump map on them, and threw those new materials onto the prefabs. What's your theory on why this needed to be done in the first place?

#

I'll wager it'll often be the same thing with a lot of these other third-party assets filled with pink materials but don't yet understand why.

opal mica
#

Hi! I was wondering if there's anyone who can clear up some things around static batching, the SRP batcher and GPU instancing. I've been trudging through the documentation but I still feel confused.

I understand it as though SRP batching is enabled by default, and disables GPU instancing, and is generally more performant than both GPU instancing and static batching. Is that correct?

In that case, when should I use GPU instancing and static batching?

Thanks!

formal crow
#

use GPU instancing when you have a very large number of foliage, particle systems or decals

#

static batching for everything not moving

#

and SRP batching will handle all the dynamic objects

#

you can use them all togheder

#

the priority kinda goes like this: Static Batching >> SRP Batching >> GPU Instancing

#

as for performance it depends

#

I think static batching is more performant, but it comes at the cost of high memory usage since it creates a copy of every batched mesh so if you have a huge forest your memory usage might go into space, also static batching only works with static objects, obviously

#

SRP batching works with both dynamic objects and static objects, but it only supports meshes and the material must be compatible

#

GPU Instancing should be used for what the SRP and Static batching doesn't support, for example: particle systems or decals

opal mica
#

That's great info, thank you! Do I need to enable SRP batching in HDRP somehow? And does GPU instancing work when SRP batching is active?

formal crow
#

SRP is enabled by default, you dont need to touch it

#

SRP batching takes priority above GPU instancing

#

but for stuff that SRP batching doesnt support GPU instancing will work on those even if you have SRP batching enabled in the project

opal mica
#

Ah okay, that's great to know

#

Does SRP not support foliage?

formal crow
#

not 100% sure, foliage does count as mesh right?

#

do a test

opal mica
#

Yeah that's how I've understood it

#

Yeah I'll try it out, thanks for clearing this stuff up for me!

formal crow
#

but yeah, for particle systems and decals is when you want to use GPU instancing

leaden meadow
#

Hi Guys , using unity 6 beta. Raytracing top , baked lighting ( sun baked ) bottom. May I know how to previsualize what am I going to bake ? It's like rolling the dice everytime....was reading about newest gpu renderer that was close to GPU Bakery Lightmap plugin , is that true ? What's new in this 6 ?

#

It doesn't matter if you use raytrace , path trace or unity default. What you see into the viewport is not what are you going to bake

shrewd moon
leaden meadow
#

exactly

leaden meadow
#

Look at the baked lighting it seams to be correct but it's not visible in viewport

shrewd moon
leaden meadow
#

oh shhhhhhhhhhhhhhhhhhh....post process ( raytrace ) turned off

leaden meadow
shrewd moon
leaden meadow
#

Otherwise you need to roll the dice baking upon baking and you loose hours

shrewd moon
#

It's a totally separate system

leaden meadow
loud leaf
#

That is expected. RTGI writes to the BuiltinData bakeDiffuseLighting, which means your baked lightmaps are getting overwritten by the RTGI volume override. Combined with the default fallback hierarchy (the reason why the result seems too bright) and the denoiser radius (the reason why your result is so blurry), you'll get that end result.

leaden meadow
#

Another thing , is it possible to tell unity to use imported 2nd uv map channel to bake the lighting ?

loud leaf
#

The lower you set your denoiser radius (0.1 for example) the sharper things will get, but also the more chance your result will be noisy. This is something you'll have to calibrate for your project (or maybe even per environment, depending on if you have lots of smaller lights)

leaden meadow
loud leaf
leaden meadow
#

no worries man

shrewd moon
leaden meadow
#

Ok but have a look at this. Right hand side is 2048px uv layout of 2 separate meshes. Left unity is baking at 128 or 256px and it's shifting and moving uv clusters on its own

#

Different padding and different uv position

runic trellis
#

How long does it take to create a build for windows/pc?

fluid merlin
eternal laurel
#

Has anyone done experiments with RTGI, raytraced shadows and VR in HDRP? Even with dlss we could not get acceptable framerstes on a 3090ti. I wonder if there are some tricks we can do.

eternal laurel
#

RTGI itslef is not needed we can use a mix of APV and SSGI but even with 1 sample on the raytraced shadows from a single directional light the frame time was at about 23ms.

jagged prairie
#

Raytraced shadows are even more expensive , do you really need them?? Theres almost no difference.. You could try playing around with shadow settings in the hdrp asset and with your cascades/distance (and shadow resolution).

eternal laurel
#

If you ask me there is a huge difference between raytraced shadows and even PCSS, we also kinda need the coloured shadows.

jagged prairie
#

Do you use raytraced contact shadows too?

eternal laurel
#

No, that totally killed the perf

jagged prairie
#

Whats your shadow resolution and frametime without them..? You could allow mixed cached shadows, reduce shadow filtering quality/maximum screen space shadow count/ precision and use the r8g8b8a8 (as long it doesnt affect your colored shadows) and play around until you find some balance between quality and perf

#

You should also never render 100% of your screen, keep that value as low as possible. Otherwise its almost impossible to get even above 60 fps with a normal scene as either the gpu or the render threat will bottleneck your frametime

eternal laurel
#

Without them we are hitting 90fps in VR with 4k dir shadows.

#

I think we should fiddle withbthe dlss settings since for now we just used the defaults

long scarab
eternal laurel
#

Can you link the issue tracker ?

long scarab
runic trellis
#

Does it normally take 3 hours to create a build for pc?

digital spire
steady storm
#

Is this a bug or something? Every single time I click anywhere in the Unity Editor or if I tab out and back in it will load this exact message every time. I restarted Unity & my PC.

runic trellis
#

It takes forever when the 'watershader' shows up during a build, is there a way to disable it?

digital spire
twin holly
#

i have these local volumetric clouds, but when I turn on a water volume (ocean) the clouds seem to be culled as if they are rendered behind the ocean (whereas the shadows are still rendered on top for some reason). I am aware this could be fixed with a custom pass, but I have no clue how to do that or where to even start

#

im making a jet game where you're supposed to be able to fly inside of and above clouds, and i'd rather not make them not local

scarlet hull
pulsar skiff
#

Does anyone know of any good and free, tree model/collection assets for hdrp?

pulsar skiff
#

Maybe free tree generators?

#

Preferably with commercial use allowed

twin holly
scarlet hull
fluid merlin
twin holly
#

wait a minute

#

oh i am stupid

#

i am not running on 2023.3.13 im running on 2022.3.13

scarlet hull
twin holly
#

updated yay

stark egret
#

ok iv spent like 40minutes trying to fix this, HOW do you remove the Skybox from reflections with HDRP?

#

This is an enclosed space

#

i even built a box around the thing to double check

#

Iv got a reflection probe in place that does not show the skybox

#

As you can see the room is infact sealed

#

Thoughts? I want SSR but this is really annoying

#

With and without SSR

#

Skybox is in both...so how i get rid o it?

#

Ever tried altering the Custom Frame Settings to Not show the Sky in reflections

shrewd moon
#

It's not generally recommended to try to "remove" it

#

The correct method would be to bake a reflection probe for that room

#

Plan B might be to use the indirect lighting controller to tune down reflection intensity locally, but I don't know if that also affects SSR
With that you'd get black instead of specular reflections which doesn't tend to look right

stark egret
#

wwell the ships gonna fly so i cant bake it

shrewd moon
stark egret
#

So if i bake it, it can follow the object?

#

Did not know that

#

so I guess i just make it a child and it moves with it?

shrewd moon
fluid merlin
#

Ran into something today that I havent had to deal with before and slightly stumped. So I have a dark room in an outdoor scene but there's fog in the environment, I don't want fog in the dark room because the fog slightly lights things up. If I wrap the dark room with a box volume and turn off fog, if you're inside the dark room and looking out, you see the environment without fog which looks janky.
https://i.imgur.com/UDZU7W6.jpeg
https://i.imgur.com/5gs7897.jpeg

Is there a way to exclude fog in an area without a loval volume? Don't think so, but thought I'd ask...

eternal laurel
fluid merlin
mint urchin
#

is hdrp opengl or directx?

scarlet hull
mint urchin
scarlet hull
mint urchin
#

oh ok completely looked over that, thx for helping

scarlet hull
#

Else, the curent API is displayed in the top window bar of the editor

mint urchin
#

im getting these very weird normals, I tried both OpenGL and DirectX but this didn't change the issue. It also has nothing to do with my shader as I tried putting it on the default material shader but this also didn't change the issue. In blender it looks completely fine. Someone who might know where the problem lies?

long scarab
mint urchin
#

yeah i use them, i also put them as normal map when importing

mint urchin
#

aha i found it, for some reason my fog just messes it up completely

eternal laurel
#

Bake reflection probes, assign proper textures to the materials and play around with the volume settings until you get something good.

olive knoll
#

hello, does anyone know how to make anything that is placed on the surface of a transparent shader invisible when viewed from behind the transparent shader? And make anything that goes through the shader from the front, also disappear, while maintaining the visibility of anything behind it that is viewed from the front (like the white panel in my example - I want to see the pannel but not the part of the cube that goes through the transparent shder, if that makes sense)?

I'm in HDRP 2022.3.1 - I've tried playing with Depth Write and Depth Test but so far nothing works. I've also tried via script to manually force the render queue order, no success there either.

scarlet hull
vague steppe
#

is the screenspace GI still screenspace even when set to raytracing mode or whatever its called?

loud leaf
#

It's a screen space effect that uses off screen data

glacial fossil
pulsar skiff
#

Where can i change thr ambient color of my scene?(shadows)

scarlet hull
hot locust
#

I've set the "Max Distance" for shadows in two places in Project Settings but neither is affecting the distance at which shadows are rendered. Can anyone explain?

#

That is...I've set the distance to 25 but shadows are being calculated much farther away than that.

#

Disabling shadows in both of those areas isn't actually disabling shadows, either.

eternal laurel
#

There is a shadows setting on the volume component for hdrp

#

Or change then in the default volume settings

#

Or the hdrp asset

#

im sure there is probably one more place for settings in the current mess

hot locust
#

I'm in HDRP Global Settings.

#

I can disable shadows via Graphics/HDRP Global Settings/Frame Settings/Shadow Maps. On another project I was able to modify the shadow distance via tweaking the aforementioned "Max Distance" values on that page. Any idea why that might not be working now?

eternal laurel
#

Same place were you set the cascade splits

#

Also every light has it’s own max distance for shadows. We use that

hot locust
#

Anyone got an idea as to what's happening here? The vertical branch of the tree looks ok at first and as I move to the right it slowly gets clipped out, as illustrated in the series of included pics. (The horizontal plane is getting clipped, too.) I'm 2-3 meters away from the tree with a small (0.03) near plane but regardless tried Unity's "Dynamic Clipping" (pictured) but that had no effect.

pulsar skiff
#

Guys does a opaque material with alpha clipping cause overdraw and performance impact?

glacial fossil
#

I remember seeing some post about alpha clipping being quite bad on mobile devices due to some weird technical reasons, but cannot find the post anymore. As we are are on #archived-hdrp, I assume you are not targeting low-end devices anyways so more than likely the answer is no, you shouldn't care about the insignificantly small performance difference at all. You would need to have massive amounts of alpha clipped geometry covering your screen in order for it to make any difference and even then, writing to depth buffer could save you that overhead by not having to render pixels behind the objects closer to you

shrewd moon
#

Or I would assume they're skipped with opaque alpha clipping entirely

glacial fossil
#

TLDR: alpha clipping isn't slow by any means, don't optimize unless you have a (performance) problem

pulsar skiff
#

Thank you for the in depth explanation.

fluid forge
#

Hi everyone, it's the first time I've had this error, I don't understand how to resolve it

mint urchin
#

im not sure but is it ok to delete the readme object?

modern sun
#

Hello!
I'm playing around with the water system and found some weird behavior and would like to know if there is a way to mitigate this.
My goal is to create a first person game and I noticed that when you look up and the camera is very close to the water surface, you see this square effect and sometimes a black thick circle around it depending on how near it is.
Anyone know why this happens?
https://streamable.com/na52mq

Watch "2024-04-13 10-48-23" on Streamable.

▶ Play video
formal crow
#

try turning on screen space refraction

modern sun
formal crow
shrewd moon
glacial fossil
#
  1. no advertisements in the help channels
  2. posting on multiple channels is not allowed
topaz fable
#

I got it and render pipeline is HDRP and its about animations but i will add next one in DEVLOGS

fluid forge
formal crow
fluid forge
torpid elm
viral cliff
#

lil' scene i made using unity's hdrp

sage shard
#

thats fire

pale sigil
#

Hi, I hope this is the correct forum. I have a strange situation with fog and volumetric lights in 2022.3.17 HDRP.
My original scene shows volumetric spotlights correctly, and they are baked.
I " Save as" into a new scene to make changes.
The new scene doesn't show volumetric lights even though everything is the same.

Solutions to try and fix:
I deleted the volume, and created a new one. The fog is black (interior scene, no directional light). Local volumetric fog is black.
Turning on a direct light lightens the fog, but I don't need or want a direct light.
I created new lighting settings

Problems:
The HDRP settings are superseding the Volume in my scene (Sky & Fog).

Question: Why are volumetric lights behaving differently when I Save As into a new scene? Why is fog behaving so strangely?

Edit: I found that duplicating the light, switching it to realtime, removing affect diffuse & specular, removing the cookie, and adjusting intensity, then returning it to Baked keeps the volumetric light effects.

formal crow
minor depot
fluid forge
pulsar skiff
#

How do i disable specular, but keep reflections on a material?

old nexus
#

how do i get water volume to reflect clouds in realtime

formal crow
#

SSR, RTX or probe

old nexus
#

do i need to do something else ?

formal crow
#

nop

#

you have RTX enabled as well

old nexus
#

still same result tho

prime basalt
#

SSR is still broken in HDRP?

magic glacier
#

I am trying to have a camera with transparent background output to a render texture and then render on UI but something fails to read the alpha.
My color buffer format and post processing formats on the hd render pipeline asset have all been set to R16G16B16A16 and the render texture has been set to R16G16B16A16_UNORM yet still the alpha value in the RT preview is blank and the camera renders the color background (that has 0 alpha obviously) normally.

#

Is there anything else I should look for or could this be a bug? Unity 2022.3.24 HDRP 14.0.10

scarlet hull
# prime basalt

Try to tweak the SSR settings to have a bigger ray distance, else this looks like some expected behaviour

shrewd moon
prime basalt
#

i tweaked some settings it is now temporal and acceptable

minor depot
mint urchin
#

hey guys i just made a new HDRP project but when I opened it it looked like this, someone who knows what's happening here and how I could fix this?

mint urchin
#

seems because the name was too long

south girder
magic glacier
#

I tried updating my project to Unity 2023.2 but it still persists.

#

Never mind found the solution. I forgot the per-quality settings of the HDRP system. I set the color buffer to 16 on my quality asset and it worked.

minor forum
#

Would it be possible for emissive light to scatter through fog? I'm working in HDRP but the Fog doesn't seem to react to everything. I wanted to reproduce a similar effect but other than the spotlights i wouldn't know how to achieve the other highrise lights in the image. Any ideas? ^^

formal crow
#

of course

#

make sure you have volumetric fog enabled

minor forum
#

i do but Emissive shaders don't interact with fog, especiallu the volumetric one

minor forum
daring totem
minor forum
lime hearth
#

made with hdrp

unborn forge
unborn forge
#

does anyone know if the hdrp water has a way to enable screen space reflections?

unborn forge
#

Nm

lime hearth
lime hearth
lime hearth
harsh sleet
#

does anyone know how to fix compositor error

#
The compositor was disabled due to a validation error in the configuration.
UnityEngine.Rendering.HighDefinition.Compositor.CompositionManager:Start () (at ./Library/PackageCache/com.unity.render-pipelines.high-definition@14.0.9/Runtime/Compositor/CompositionManager.cs:347)

#

my scene looks like this

minor depot
#

That's the only way to do it, since emissive shaders only provide real light when lightmaped

#

If you're just trying to make a still frame the path tracer could do it too I presume

minor forum
minor forum
#

I do have another question though cause this might kill this solution entirely.... Emissive shaders can only be baked into reflection probes at Intensity 1 (even if you set them at 10)

#

if that's the case for any type of l8 probe...

minor depot
minor forum
#

That's what it looks like on my project, ssgi fallbacks on reflection probes and the amount of light on fallback mode corresponds to an intensity 1 emissive

#

It is catching the hdr resulting color but definitely not the intensity level

#

let me show you this cause to me it's a big problem... like very big

#

That's an intensity 8 emissive, with and without a reflection probe enabled

#

realtime, high resolution, multiplier 1 (to be sure)

minor depot
#

That should be solved by falling back to apv instead of reflection probes

minor forum
#

it's experimental for now , right? let me see if i can try it on 2022 lts

minor depot
minor forum
#

( i know this was about fog volumes, it's probably a bit broadly about transferring light data between components at this point...)

fluid forge
#

Hi everyone, how could I resolve this error? I can't solve it, I also tried clicking on "fix" but nothing happens, I also tried re-downloading the HDRP package

exotic harness
#

which Dynamic Resolution Type is better? Software or Hardware?

meager echo
#

Are there any decent guides for converting a shader from URP to HDRP?

I've got a shell based compute chader that I put together for use in the URP but would like to migrate it to the HDRP for use there as well.

ruby haven
#

anybody know why this happens?

#

its something with screenspace reflections

lime hearth
#

256 optimal

topaz ravine
unborn forge
#

why does hdrp water only reflect clouds and lights with ssr instead of objects as well?

alpine geyser
#

hello, I am trying to make a game using HDRP but it takes a lot of RAM, is there a way to optimize it?

#

I also have another issue, when I build my game (free aspect) or (16:9) but there are black bars appearing on the side. I suppose it is default. Please help me with my issue.

fluid merlin
# alpine geyser hello, I am trying to make a game using HDRP but it takes a lot of RAM, is there...

Depends on what you consider "a lot" but textures usually take up the most memory and you can compress them (look into Crunch compression). HDRP is usually targeted to "next generation hardware" so you need decent gaming rig to run it.

You can set the resolution in a number of ways, such as the camera settings or get the available resolutions and set it with Resolution.
https://docs.unity3d.com/ScriptReference/Screen-resolutions.html
https://docs.unity3d.com/ScriptReference/Screen.SetResolution.html

alpine geyser
alpine geyser
fluid merlin
# alpine geyser thank you, it is the matter of fact that I am using around 32 gb RAM but it is s...

A lot of this depends on the design and what you have going on. Unity is very much a blank slate game engine and it will allow you to add things to the point where you can overload everything and get < 10fps and it won't ever warn you. So you're probably going to need to use profiler to help hunt down your resource issue. Low fps can be caused by many things in Unity, from too many lights & shadows to too many tris in the scene. Does this just happen in Build or in the Play mode in the editor?

fluid merlin
#

Not that this is your situation, but it's common for starting devs to get some prototyping assets going (gaia, first person shooter, emerald ai, etc) in a large terrain with a forest and some buildings and the game will run at < 20 fps.

topaz stone
#

When I open the default HDRP project I get this error. It crashes before I can do anything. Is there any way to open Unity without loading the scene?

formal crow
topaz stone
#

I just need to access some of the non-scene stuff that I don't think I can just see from the actual project directory like a few settings.

formal crow
#

settings from assets or project are serialized to a file, try looking for that file to get your settings

#

if its an asset, navigate to the meta file of that asset

#

project settings are in the project settings folder at the root of your project

soft crater
#

does anyone know how to implement floating origin with visual environment unity 2022

#

without using the unity 6 beta version

alpine geyser
#

Hello again, does anyone know how to apply oculltion culling(sorry for the wrong spelling)

formal crow
fluid forge
#

Hi everyone, I have a problem with the directional light, if I only use the directional light, it doesn't catch the shadows of the windows, whereas if I use a point light, it takes the lights
This is with Point light

#

This is with only directional light

shrewd moon
fluid forge
tardy temple
#

For context, I am pratically a novice when it comes to using Unity. My issue right now is that I downloaded a pack from the Unity store but when I upload it to my scene, the assets are pink. I followed any and all tutorials I could find online to fix this issue—which mainly involved doing Window->Rendering->Render Pipeline Converter—and while it fixed some models, it didn't fix the rest and I cannot for the life of me figure out how to fix it. If someone could help me or direct me to a video that could help it would be much appreciated

#

I apologize if this isn't the right channel to ask, from looking at the others I thought it would be

rotund ridge
shrewd moon
#

Automatic conversion only works with Unity's own shaders

topaz ravine
#

I was kicking my head around since few days, On Unity6 (and maybe earlyer version), using RenderFromCamera() in a custom pass will make crash using FSR2 and DLSS if the source camera for this function (even ghosted and disabled and lower depth) is bind to a target rendertexture (it may be a color format story)

#

the solution is to just set no render target and render to the destination buffer directly

#

or set the custom pass to after post process, but in case of writing custom stuff in RT before rendering using renderfromcamera will crash (as I used a RT as target to force camera rect size)

compact elbow
#

Hi all. Having an issue with HDRP 2D view in the editor. Can HDRP work in 2D editor mode or am I missing a profile somewhere, or a setting?

#

It flickers and artifacts all over the place. Game view also does it when in orthographic mode. Changing the visual environment does nothing. You can work in orthographic mode in HDRP right? It's not my project and I don't work in 2D but someone else is having the issue.

#

looks like orthographic/2D mode is not supported by HDRP by the looks of it.

#

Well there you go. Learn something new every day.

dense sinew
#

I'm trying to make a night sky but it gets too dark how can I light it up.

#

If I change my directional light by a bit it then becomes too bright

viral cliff
#

mess with some settings, compensation

#

if it doesnt work, try combining with changing some stuff of the directional light

dawn sorrel
#

One message removed from a suspended account.

unborn forge
dawn sorrel
unborn forge
dawn sorrel
unborn forge
#

Also check second denoiser pass

dawn sorrel
unborn forge
#

Are you on a low quality?

dawn sorrel
#

One message removed from a suspended account.

unborn forge
#

Everything looks fine to me

#

Ig keep messing with settings or look up a tutorial to fix it

#

Or maybe try messing with the bounce count

dawn sorrel
#

One message removed from a suspended account.

unborn forge
#

Try looking around google to see if other people have had a similar problem

cyan raptor
#

how do i change the exposore of that preview window again?

dense sinew
#

I'm getting this grey bit on my transparent textures how can I fix it? This started happening with hdrp

weak lantern
#

hey, I was changing the HDRP Assets and deleting the Perform and Balanced from my project, and then I renamed the high fidelity, suddenly my project broke and now everything is weird. (Unity 6)

#

I just changed the name ...

#

I did reimport the project and assets, Checking other Scenes. creating new HDRP assets and assigning them, Clear the Cache, but none of them worked

dusk tree
#

Hi all, just created a brand-new HDRP project and I'm experiencing issues with shadows looking odd
I've tried changing shadow quality settings in the HDRP asset as well as the render settings but no luck so far
Any idea how to prevent this flickering / dithering effect?

minor depot
#

TAA can also help hide some of the noise but in general the PCSS implementation was pretty broken before around 2023.2

dusk tree
weak lantern
# weak lantern

it got fixed, just delete all the Assets and Settings and let HDRP wizard fixing them

shrewd moon
#

Many effects in HDRP rely on TAA for denoising

dusk tree
soft crater
#

Unity 6 crashes when moving the camera too rapidly

shrewd moon
#

!bug

hoary starBOT
#

🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!

💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

wraith blaze
#

Instead of mine crashing unity i was getting random camera jitters

#

While rb interp was on

soft crater
#

does rb interp crash it?

wispy burrow
flint sigil
#

How do we cull lights in HDRP? Do we need to build our own system for it? Right now I am at 30 FPS because WorldLightManager.Collect is taking 20MS, this is obviously because I have a ton of lights - over 500 - They are very far away though. But I was expecting the Fade parameter to control culling for the light they all have a fade range of 50, but it seems like it makes no difference.
Also I deep profiled, and most of the time is spent accessing transforms for the lights. in the collect step. How do you guys handle this? Do you manually cull lights by enabling/disabling them ?

digital spire
flint sigil
#

Yeah, so I was right it doesnt cull at all. I was really stunned since this is running on a 4090 at 30 fps, with white boxes and lights only. I reckon I just need to implement this in ECS side and should be golden 🙂 Thank you @digital spire

pulsar skiff
#

hello guys!
im trying to fix weapon clipping in unity HDRP but i don't want to scale down the weapon or move the arms up.
since scaling down the weapon made it so that my muzzle flash light effected the weapon model way to much compared to the environment, and floating point precision error shows up way sooner then normal, i dont want to do that.

any way to do this while having the weapon model still receive lighting from the environment and having VFX graph work for muzzle flashes?
maybe custom passes?(i did try to do that one but SSAO messed up the effect and showed through the weapon)

#

here is me facing issues from a while back trying to fix it with custom passes. ssao and also decals ig. i dont know why it looks like this.

digital spire
pulsar skiff
#

also... weapon clipping is not fixed

#

oh wait, you mean im supposed to use this ALONG SIDE my previus set up?

digital spire
#

Maybe, i'm not that good with shader stuff. But the idea is to render the weapon depth to main camera buffer so ssao doesn't mess up your custom pass weapon. Then you could overlay the weapon again with another custom pass.. As for why muzzle flash doesn't show up, i honestly don't know.

modern sun
#

Hey, does anyone make use of the Mask texture in the HDRP/Lit material? It's because I'm trying to make use of the textures from Polyhaven and it only has a texture with 3 channels - AO/Rough/Metal, while the Mask from Unity requires four, RGBA.
So the material ends up getting this weird glossy effect and I'm not sure how to modify the import settings to match the correct look, given you can choose a range of options for how it's gonna import the channels. There's some errors getting thrown too when selecting Unlit Draw Mode:
DX11: Texture index out of range
Anyone have an idea on this?
I'm fooling around with Unity 6 and HDRP 17.

shrewd moon
#

Taking metallic from the third channel, AO from the first, setting Detail Mask to 1 since there is no mask, and getting roughness from the second channel and flipping it to be smoothness

modern sun
modern sun
shrewd moon
#

Note that Unity doesn't use DX normal maps

modern sun
#

Just a sec, let me show the result. Scene and game render are giving different results for some reason but I'm guessing Unity 6 is just glitchy.

modern sun
shrewd moon
#

Looks like the normal map is of wrong type here, and possibly not imported as a normal map either

#

Also double check that you're using "one minus" for the roughness map because Unity doesn't use roughness

#

And that only the diffuse map has sRGB enabled

modern sun
#

nvm i'm dumb

shrewd moon
#

Few are not!

modern sun
shrewd moon
modern sun
#

It needs some tweaking and the ground needs to be fixed also

shrewd moon
# modern sun It needs some tweaking and the ground needs to be fixed also

The most important kind of tweaking is the sort that ensures the materials appear as advertised in the preview
PBR materials in theory do not change appearance between lighting engines
Once you know for sure your import process makes correct results, then start tweaking the variables for a particular look

#

But it's kind of a trap to end up trying to fix a faulty import process by correcting values by hand

modern sun
#

This model looks broken, the FBX file doesn't even come with the leaves mesh.

shrewd moon
#

Perhaps you didn't flip it from roughness, and/or didn't set it as a non-color texture

modern sun
#

This is the imported "ARM" texture (AO/Roughness/Metallic)

#

It gets super smooth without changing this setting on the Material

shrewd moon
#

If it acts like it's not flipped when it's flipped, maybe it'll do the opposite when not flipped

modern sun
shrewd moon
#

Aside from the roughness-smoothness flip

#

Mask maps have the same maps but in different orders

#

@modern sun One thing you can additionally test is the AutodeskInteractive HDRP shader

#

It uses roughness and separate textures instead of mask maps

shrewd moon
#

When I was learning mask maps it was weirdly easy to get it wrong, even with textures that were 100% meant to be used with Unity

#

Usually because of some color space conversion problems

modern sun
shrewd moon
#

If you want to send me the diffuse and mask maps of the bark specifically, I could try to confirm that the swizzling works here as I expect it to

#

Or I guess just the mask map could be enough

modern sun
latent cosmos
#

Why am I having these error's in my shader graph does anybody have any ideas, it says "GraphName" doesn't have a color propery but almost all of my master shaders which uses diffuse(albedo - basecolor same things) textures has this BaseColor Texture2D parameter (project upgraded to HDRP from URP btw). And even if I rename it to some other thing it still pops up with different explanation but this time it says where's my basecolor dude

leaden quartz
#

Does anyone have any idea why my game view (1st picture) looks so different (worse imo) compared to my editor view (2nd picture)

leaden quartz
#

appears to have resolved this by clearing the lighting data (even thought it was never baked)

pulsar skiff
#

Hey guys.
Im trying to fix weapon clipping i hdrp and i have an issue.
At first i tried this and it did work fine but SSAO and decals showed up through the weapon mesh.

pulsar skiff
#

Also after adding this custom pass, made it so that now, motion blur is extremely intense on my weapon models

civic hamlet
#

Does someone know why I have that bug ?

fluid merlin
rose vault
#

Why is my local volumetric fog texture not scrolling?

#

I set the scrolling to some scroll speed and it doesn't change regardless of how I change the values

#

it's just static

#

experiencing weirdness with fog in general...

rose vault
#

ffs I didn't have always refresh on but I forgot it doesn't scroll until I hit play (I checked and it wasn't scrolling on my camera view)

unborn forge
#

where did the earth curvature and local clouds settings go for volumetric clouds in Unity 6

last agate
#

Hey !

#

I'm using decals

#

so it's working like I want, my character will be a decal on the wall

#

but when I move it to a vertical wall, my decal don't work anymore

#

I have to turn it manually, is it normal?

#

maybe the way I work isn't the best way to do a character that will display like a grafiti on the wall

south girder
last agate
#

what I understood about decals is that it will be automatically done

fluid merlin
last agate
lime hearth
#

should i make minecraft movie rendered on game engine🤣

nocturne ore
lime hearth
#

one more render

calm zodiac
#

I just upgraded from URP to HDRP and everything seems alright, except lights nor emissions from materials are showing. Any ideas?

#

nvm, fixed it by disabling HDRI Sky in the default HDRP settings

shrewd moon
# calm zodiac nvm, fixed it by disabling HDRI Sky in the default HDRP settings

That's not in most cases a correct fix
If you want to change the sky, you'd prefer changing it per scene in a volume override
The real reason why lights and emissions aren't showing is because HDRP uses different intensity units from URP, so lights from URP are simply too dim unless the scene is absolutely dark so automatic exposure can bring them to view

calm zodiac
shrewd moon
#

HDRP uses real world light units so there are many drastically different metrics

calm zodiac
fluid merlin
# shrewd moon That's not in most cases a correct fix If you want to change the sky, you'd pref...

Yup... also the lights thing seems to be a bug at times. I had an older scene that had a light from pre-hdrp and the light component had some of the older settings and wouldn't get temp, etc even though it had the HD component on it. I had a blink a few times to make sure I wasn't seeing things. The fix was to delete and re-add the light component. Ghost of Unity past still floating around 👻

keen stratus
#

hi

eternal laurel
eternal laurel
#

short answer you cant

white lagoon
#

hello guys, I have a HDRP environment and when I add any object to it, the object become very shiny is there anything that I can do other than changing the object material to HDRP/unlit ?

digital spire
topaz ravine
#

that's likely the ambiant probe that overbright this character

shrewd moon
waxen forge
#

hi guys, how i fix this?

waxen forge
#

I don't know where I change this

vapid bronze
still sandal
#

it might have been a slightly different issue

#

but some underwater edge case

#

check the pinned water system forum post

vapid bronze
#

can you link it?

still sandal
#

somewhere here @vapid bronze :P

sterile folio
#

Hey I was wondering if anyone knew how to get light direction in HDRP 7.3.1s shader graph? All the tutorials I find say to use the "Main Light Direction" node but that's not in this version, is there some workaround I could use? For context I'm trying to create a simple cel shader

topaz ravine
#

HDRP 7.3.1s is old!

fluid merlin
#

I'm shocked 7.3 will even work... I think it used it pencil and paper to render

calm zodiac
#

Hi, I'm working with HDRP for the first time and I'm trying to get volumetric clouds to work, however, I'm getting a checkered pattern and weird results no matter what I try. Internet hasn't been much help. Any ideas?

#

Switching to local clouds fixes the clouds themselves, but breaks anything other than them.

calm zodiac
#

this seems to only be happening in scene view though. In game cameras don't seem to be affected.

#

so fix is not necessary.

obsidian lynx
#

Can anyone help me understand this flickering? Trying to implement HDRP's baked lighting. I've set all the environment as static, my scene has 8 spotlights spread around the roof, with volumetrics + shadows enabled.

pastel drum
#

How does the Crest HDRP water system compare to Unity 6's HDRP water system? What are the tradeoffs between the two?

weak lantern
keen warren
#

Hey everyone! How would you approach remaking this scene in Unity? Would you use a Physics Based Sky, or some other way?

shrewd moon
#

Probably a HDRi if it doesn't need to move or change

#

But you may get a better fidelity with meshes and particles

keen warren
shrewd moon
keen warren
#

No. The background is static

shrewd moon
#

Then the volumetrics could be baked to a texture or to the HDRi
Or faked, as the example might be doing with lens flares

#

Any real volumetrics will be restricted to a limited range around the camera

#

Distance fog is rarely a viable option at all in space because there's no horizon to blend it with, which is why your asteroids have an unnaturally bright silhouette

#

A lot of the appearance of the example comes from post processing
There's bloom and a good color grading that highlights reflections from the sky

keen warren
#

Sounds complicated. So, the usual fog wouldn't work with large-scale space scenes like this?

#

While planet and sun are static, asteroids are dynamic, and we need volumetrics to introduce the sens of scale and distance

shrewd moon
#

Though there rarely is noticeable fog in space, volumetrics can help do that

#

Distance fog is by its nature extremely limited, it can only fade to a solid color or to the skybox
It only really looks like fog if you're in an environment where the visibility is limited so the silhouettes can be concealed

keen warren
#

Sounds reasonable. Are there any other ways to achieve the volumetric effect?

fluid merlin
# keen warren

I do something somewhat similar in an intro scene... There's a lot to it, so in short, global fog, local fog, hdri, light w/ srp flare unity package, DoF... lots of tweaking on light fog.

shrewd moon
#

Looks like it's rather taking place in a sauna than space to me but I guess that's up to preference

fluid merlin
rocky latch
# pastel drum How does the Crest HDRP water system compare to Unity 6's HDRP water system? Wh...

I have used both extensively. The Unity water system looks better but has no support for rivers, and even if you built that the underwater fog won’t work for them. It kinda assumes your water surfaces will be flat.

Crest works for everything. Very nice system, but I dislike the way it handles shadows and it doesn’t look good under all lighting conditions (bit of an issue with dynamic time of day)

formal crow
#

its one of the options you have when you create a new water object

#

and you can also modify the flow of the river with a flow map

rocky latch
#

There's just no way to create them

#

Manually drawing a flow map in Photoshop is hardly doable either. It's missing authoring tools for rivers.

formal crow
#

you mean a river spline?

rocky latch
#

Yes

formal crow
#

i mean, you can generate a mesh with the spline package and render the water on that

rocky latch
#

That's what I did. The results weren't great though (some overlapping) and underwater wouldn't work because it assumes the mesh is flat

#

Crest doesn't have the overlapping issue because there's only one water surface and the spline tools act as height modifiers

formal crow
#

if by overlapping you mean the mesh and water rendering on top of eachother you can just disable the mesh renderer

#

i love that you can use any mesh with the water system and create water tubes like this

rocky latch
#

And it'll be hollow on the inside

formal crow
#

i mean, it wouldnt make any sense on how you can get underwater view with a shape like this

#

you can try doing composite box colliders

rocky latch
#

Yeah I think I’ll just solve Crest’s lighting issues instead

iron isle
#

I just switched my project over to HDRP and it looks a million times better than before. Only issue is I have just a few meshes that show all black while the rest shows fine. It's all baked lighting with a reflection probe. Not rly sure why everything except these objects looks good. Anyone know of anything I can try to do about it?

digital spire
minor depot
iron isle
iron isle
#

I think that might be a real problem because the human is animated by Mixamo..

digital spire
digital spire
pastel drum
#

Can the unity hdrp water system be synchronized like crest can?

#

for multiplayer

shrewd moon
onyx lark
#

The default HDRP template I used created four HDRP Assets:

  • HDRP Balanced
  • HDRP High Fidelity
  • HDRP Performant
  • HDRenderPipelineAsset

The first three are assigned to quality levels. The last one is the default render pipeline asset in my Graphics settings

#

Is it correct to say that the last one does nothing? I have no quality level without an asset assigned to it

iron isle
#

I ended up switching to mixed lighting and it seems to have fixed all the errors I had in purely baked lighting 🙂

still sandal
#

its fucking raw

tame dock
#

Hey Everyone I have an issue / question regarding rendering on different platforms. I have a simple hdrp project as an example of my issue. I created a red material cube and have a camera facing it. Now when I use the same project on two different PCs the rendering results are not the same. Is that expected behaviour?

#

I am using unity 2022.3.19 version

#

Both pcs use windows 11

#

I also tried it with Ubuntu 18.04 installed on one of the pcs and get there also different resutls

#

Is that a setting issue on my end?

#

I am using realtime lighting

#

Can that be the issue?

#

To generate the images I use the following code:
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
public class Test : MonoBehaviour
{
public Camera precamera;
public RenderTexture rt;
private int count=0;
// Start is called before the first frame update
void Start()
{
precamera=GetComponent<Camera>();
int width=1920;
int height=1080;
rt= new RenderTexture(width, height, 0,GraphicsFormat.B8G8R8A8_UNorm);
precamera.targetTexture = rt;
}

// Update is called once per frame
void Update()
{
    GetComponent<Camera>().Render();
}

void OnEndCameraRendering(ScriptableRenderContext context, Camera camera)
{

        if(camera !=precamera){
        return;
    }
        RenderTexture currentRT = RenderTexture.active;
    count=count+1;
    RenderTexture.active = rt;
    Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.BGRA32, false);
    tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
            tex.Apply();
    RenderTexture.active = currentRT;
    byte[] bytes;
    bytes = tex.EncodeToPNG();        
    string path = "t"+count.ToString()+".png";
    System.IO.File.WriteAllBytes(path, bytes);

}



void OnDisable(){
    RenderPipelineManager.endCameraRendering -= OnEndCameraRendering;
}
//enable rendering when sim starts
void OnEnable(){
    RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
}
//triggered when a image was rendered we call then for reading the data back from GPU

}

And manually trigger the camera render

#

I disabled all hdrp volumetric effects to better identify the culprintp

onyx lark
#

and they're all slightly different?

#

by "volumetric effects" are you talking about post-processing as a whole?

still sandal
#

how are you verifying that they are indeed different?

onyx lark
#

i am also wondering what that entails!

#

looks like they're writing to a file and then comparing them

#

Some HDRP post-processing effects are random (and can be smoothed out with TAA), so that can be a factor

tame dock
#

They are off by about 1 to two pixels

#

I verify by comparing the PNG images

#

So I store the PNG images and run pixel wise comparison

#

Today I just used the same system with two different graphics card for comparison

#

Here is an example

#

Of the differences between the two pngs

scarlet hull
# tame dock

This could be due to temporal anti aliasing.
When changing the active RT, iirc the history buffer is force refreshed.
You can try to disable TAA, or wait some frames (something like 8 or 16) before reading the pixels.

tame dock
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i found out then when i use the same os and the same graphics card such effects do not happen

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@scarlet hull Post Anti-aliasing was set to no anit-aliasing on the camera

scarlet hull
# tame dock i found out then when i use the same os and the same graphics card such effects ...

Maybe some dither pattern that varies from platform or graphics card. Do you have "dithering" enabled on the camera ?
Some other effects like volumetric ligthing relies on frame accumulation, did you try to wait some frames like I suggested ?

One thing that could be worth to try, is to compare a capture using the same GPU, from linux using vulkan, and windows using vulkan. Beeing the same API is should give the same result.

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Is there a reason why you are trying to achieve pixel perfect same images on different platforms/apis ?

tame dock
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@scarlet hull here is the difference between an image on windows and linux with the same gpu

tame dock
tame dock
scarlet hull
tame dock
scarlet hull
# tame dock sorry my answer above was missleading only images on the same pc recorded after ...

I'm starting to think there is no way to solve your issue.
Different hardwares can handle calculations a bit differently, this also apploies to the APIs and driver versions with the same hardware, and this ends up to floating point precisions differences.

Internally, we encountered the exact same issue in our automated graphic tests, and the only way to handle it was to allow some margin of error in the tests.

tame dock
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this is the difference image with dithering off on camera and in the hdrp rendering settings pcs with two different graphcis cards both windows 11

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@scarlet hull so unfortunately turning dithering off does not solve the issue

tame dock
still sandal
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chalk it up to cosmic ray interference

peak bear
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Hi everyone,

So i have that problem where my reflections looks weird and not at all like the ones in substance, what would you think does that? The normal is on normal and I'm using PNG 16bits in 2048p and using maskmap. I'm not using crunch compression and i use the normal quality for compression. Seems to be the normal but I have no clue why...

left prawn
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I'm making a underwater horror game using HDR,P I have a i7 CPU, 16GB of RAM, and a RTX 4050, but can only get a stable 13 FPS any tips on how i can optimize my Game?

rotund ridge
rotund ridge
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How is this 4.5 M tris ???

left prawn
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um idk could be the random spawner script

rotund ridge
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What is it spawning ? Does it have LODS ?

left prawn
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no.

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this is the stats without the spawners

left prawn
rotund ridge
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Then find where thoses tris are coming from

left prawn
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raytracing is off

rotund ridge
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whith almost nothing but the vehicle on screen you should not have that many

left prawn
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the terrain is the only thing else

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i turned off the entrie map

rotund ridge
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how many poly does the terrain have ? Is it a whole mesh for everithing ?

left prawn
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its also the bulit in terrain

rotund ridge
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Ok, what are the other thing being displayed on screen ?

left prawn
left prawn
rotund ridge
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Ok so the sub is way to high poly

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Does it have a low poly ver ?

left prawn
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no

south girder
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It could be at least split into multiple meshes, that could help

rotund ridge
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Thats weird cus on the asset store it says Poly count: Polys/28.794 - Verts/30.340 - Tris/54.740

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Which is very far from 4millions

left prawn
rotund ridge
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Can you check the mesh on blender ? Poly count, wireframe etc

left prawn
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that does not make any sense

rotund ridge
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Ok thats weird

left prawn
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because this is what i get when i remove the sub in unity

rotund ridge
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there is something else in the prefab in unity ?

left prawn
rotund ridge
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I would try to put it in a new blank scene to see the polycount maybe

left prawn
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i set only the meshs for the sub to false and it fixes it so it is the sub?

rotund ridge
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Oh so there is a problem with the prefab mesh

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Can you try to disable every part of the mesh one by one so you see which one is so big ?

left prawn
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just the model prefab that the asset comes in

rotund ridge
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300k is still much more than anounced in the asset store lmao

left prawn
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i just placed my prefab back into the scene

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9,4mill lol

south girder
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I think the triangle/vert count might be affected by lights that cast shadows

left prawn
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just by turning off one mesh the body

south girder
left prawn
rotund ridge
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You could bake light on the sub cockpit maybe ?

left prawn
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how can i make it so only the sub mesh gets the light baked on it? (Ive never baked lights before)

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After turning off all the cast shadows on every mesh