#archived-hdrp
1 messages · Page 13 of 1
Baking works on mesh marked as static
(I'm not a pro in baking so I wont talk too much about it I may be wrong)
but if you set a mesh to static it wont be able to move right?
I dont think this is related
My sub needs to be able to move so the player can drive it if i set it to static doesent that mean it won't move anymore?
yeah i figured it out
Thanks guys!
I now get 40 to 60 FPS in the sub
however 15 outside the sub
its still an improvement
There are many types of staticness
Some allow moving but for most it doesn't make sense for them to let move if they are some type of static
Batching static for example merges the mesh so moving becomes impossible
But if you have reflection probe static or contribute GI static and then bake lighting with those, the lighting us unlikely to be correct if they move from there
Right the scene is deep underwater so it is mostly pitch black so i baked the lights in the interior and set the exterior lights to mixed so i might be able to get away with it, if not what do you suggest?
Technically that works but it's easy to run into issues when moving lightmapped objects after baking
right, Thank you for the heads up!
How do you make your UI in this screenshot? I have a world space canvas currently and I'm trying to add a post processing layer to only the canvas, but i can't figure out how. Do I need to use a separate camera for the UI, and cull everything except the UI, then stack em? It seems like a wrong approach to have more than 1 camera here
No I don't, I simply have a world space canvas in my mesh and moved it where i wanted and since i had a post proccessing volume it automatically added all the effects
the volume is local and attached to the camera and it is my interior volume
and i have a exterior volume that has its weight set to 0 so when you leave the sub it gets set to 1 otherwise it interferes with my interior
sorry if this didn't help.
do i understand it correctly - you have a Volume component with Mode: Local on your camera, and then you have a 3d collider which encompasses the canvas in world space, instructing the GPU to only apply the post processing to whats inside the collider (aka the canvas)
but wait, since the mesh is on the volume, and the volume on the camera, won't the mesh move when you rotate/change camera position?
ah, so your camera doesn't move when you are in the sub
but wait, if its covering the entire camera, isn't it applying post processing to everything - not just the UI? I'm getting confused now
Nevermind, it looks like I misunderstood how the local volume thing works. You are applying post processing to everything the camera sees, when the camera is inside the collider. It's unrelated to rendering post processing effects only ON a canvas
if anyone knows how to do this, please let me know
yes
yes sorry.
How do you make your UI glow then? is it just a shader applied to the UI canvas?'
Nope, I don’t know if this isn’t normal but as soon as I just added post processing and bloom it just started glowing, that’s it.
Fair enough lol, if anyone knows please ping me
This will happen if the Canvas is set to "Screen Space - Camera" mode
Screen Space - Overlay draws directly onto the screen, and it happens after post-processing
Screen Space - Camera and World both render the canvas with your game camera
Maybe if I tell you my usecase, my problem will make more sense. I'm just trying to make an ingame CRT screen, and I want to apply effects on it in order to make the text glow, to make the screen warp a bit, and make it look dirty.
I have not figured out a way to post-process an Overlay canvas yet. It'd be handy
is this an in-world interface?
i.e. it's actually on a physical model
You'll probably still need to do something clever to post-process just the UI (without post-processing the rest of the world as well)
No, it's just a world space canvas that I currently plan on putting inside a CRT monitor 3d object (unless theres a better way of doing it)
that's what I was describing :p
I'm pretty sure this will involve a RenderTexture
you'd be rendering the canvas, then running it through a shader
I haven't done this before though
Problem with render textures is that they dont accept input natively
and in that case, whats the point of using UGUI instead of UIToolkit anyways
Now, if you just need scan-lines, you can probably just slap an image on top of everything
Surely theres a way to add effects to a world-space canvas without overlaying pngs/gifs
you could write a shader to produce the scan lines
maybe people do it with custom pixel shaders?
it'd just be an overlay, not a post-processing effect
I also want to add glow to the UI, and so on
warp the screen too, which would have to be done with postprocessing/shader
This is actually driving me insane, it looks like you have to make custom shaders to do it, but then - every single UGUI component has its own shader.. so..
I have a HDRP project, and I want to build it to VR.
But when I change the build to android everything is black.
Can I build to android (VR)?
(I can't switch to URP)
looks like you if you want something like making the text glow would need you to change every single text ui element to a custom shader, but then if you want some dirt on top of the CRT monitor, or some other dynamic effect.. then idk
but it supports VR
Well, its still Android VR
How can I make it so theres atleast a little bit of light visible when the sun if fully set (its not fully set in the image so you can see a little)
There is no ambient light in HDRP which is annoying. Im using physically based sky so I cant use HDRI Sky for its own exposure
unfortunate
You could use a second directional light to act as the moon to emit light.
And/Or check the exposure settings to allow it the get lower (iirc, the default auto exposure doesn't go bellow 2Ev), so the start will start to get visible and maibe light a bit the environment.
someone who knows why this red glow gets added to my tree leafs? I think it's the color of my fog but idk why it shows here like this
hi complete noob trying to make some simple objects in unity for a game called carx it needs to run in this specific version 2020.3.25f1 and a hrdp project.
And i keep running in to my matterials becomming pink or white or weird if i change the shader. ive tried some stuff but i keep running into the same problems
I came up with this:
2 Volume, a day and night volume
The night volume uses HDRI sky so that I can actually make exposure so its not pitch black
And the day volume has physically based sky etc
They just get switched before the sun goes up/down. Now I just need to figure out how to make it switch when the sun has a specific X rotation, something so simple yet I dont really know how to do it lol
Pink probably means that the shader you've changed to isn't supported in HDRP.
White could be because of lighting : HDRP uses very high light intensities by default to mimic real life lights, if the exposure isn't set accordingly, objects look over exposed
"Weird" : This is not a viable description to help 😅
It's a valid approach. Note that they sky change might make a visible "pop", as skys don't blend between each other.
For the sun orientation, you'll have to make some script that binds the sun X rotation to the volumes
Hejo Thanks for replying that amazing thanks i did not think i would get some help.
Exuces me for using the word weird.
The correct word is defenatly overexposed any way that i can fix that?
Thanks alot again!
why does my light cookie disable all other real time lights, but when i set the resolution of my light cookie texture to 256 in its import settings, it all gets fixed?
here is what happens when i put on the light cookie texture in full resolution
all other realtime lights dissapear
Like I said, for overexposed, check the exposure in the scene
Are the other lights also using cookies ? Maybe it's just that the big resolution cookie is filling the cookie texture atlas, and preventing the other ones to work properly.
If it's the case, there should be an error in the console. You can set the cooke atlas texture resolution in the HDRP quality settings
i cant figure it out there is many vids on it
this is b4 and afther i hit that button i circled in blue
Thanks again!! hero
Looks like there's no sky to see
Can you point to where that scene should have its sky override?
Anyone know how I can make massive swells using the new HDRP water system? I've messed with the water settings, but I can't seem to make anything really crazy. I'd love to make some massive waves
Using unity 6, what am I meant to do about these?
Also, why do the materials in the inspector look like this when using the autodesk interactive shader?
Should I swap back to an earlier version for HDRP?
hey i had a question, i use this vertex painting with polybrush but this makes the materials that use vertex painting purple when using the rendering debugger (for albedo map, normal, smoothness etc.). Someone got an idea how to fix this?
u might have to do that manually, with their displacement system
might be hard to make it look right
Yeah, it does feel like a lightswitch (the "pop" you're talking about) but I can mask it by turning off the day volume before I turn on the night, the night weight will lerp to 1 to be smooth (the day sky wont interfere cuz its off)
I just did #💻┃code-beginner message for the cycle
You could also use a custom shader in the PBR sky, and use your hdri with an intensity multiplier as "background" , which would be visible at night
Yeah, well thats too complicated for me, thank you for all the suggestions
First time doing HDRP
How do I keep the sun existing and remove the ugly shadows?
First picture the sun exists, the second picture the ugly shadows are gone but so is the sun
Is there a way to remove the fog rendering past a certain distance whilst also maintaining the close up integrity? Fog attenuation distance kind of does the job, however, it essentially removes the close up fog.
The shadows are only ugly because you don't have TAA enabled for denoising them
By default Scene window doesn't use it because it, but the Camera and Game window do
I updated my project to 2021 LTS and the gizmos for the Volume component is no longer toggleable.
Is there really no way to hide it anymore? It's cluttering up the gizmos pretty bad
I did find this in the preferences but there's still no option to completely disable it
Hiding the icon or the volume itself?
The volume itself. It draws a green gizmo that shows the shape
Used to be able to just disable it like any other gizmos, I upgraded from 2021.1.6f1 -> 2021.3.39f1 and it's no longer an option
Actually it's probably because the HDRP package got updated
The checkbox is missing from URP too
But it's back in 2022.3.
Strange
Alright, was hoping to hear that at least it's back in future versions. Good to know
Let's see if I'll update to 2022. Just moving to this 2021 LTS introduced more bugs/missing stuff than new features
What's the issue with 2021? I felt that way going from 2021 to 2022
Script compilation takes a few seconds before it kicks in, shader graph basically freezes for 2+ minutes when undoing on a complex graph
There's more, I haven't written it all down
Also this orientation gizmo thing is now hidden away in a dropdown which is meh
Unless there's a way to keep it always visible
There is, the dropdowns can be dragged into the scene viewport to become pinned to various parts of it
Also some way to hide or collapse them I think

It looked the same in the camera view, but somehow I made it very very thin and the sun still exists now, so I managed to figure it out
Consider using medium shadow filtering if you want harder shadows
This is an often recommended solution but not really a correct one
High quality shadow filtering allows you to define shadow hardness per light source using the size/radius/diamater properties
Medium filtering removes that ability entirely which is why it "works"
People often confuse the lack of denoising in the Scene window for a problem, even though with default settings it looks perfectly fine in Game and in build
Entirely true, I often prefer the look of plain PCF filtered shadows and hence recommended it.
That's a valid reason, as long as you're upfront about it
Unrelatedly, I do feel like Unity could work a bit on their PCSS implementation, I've seen variants with good performance that don't rely on temporal accumulation to hide noise
That'd be nice too
TAA denoising has a bit of a unique look to it
just noticed something mildly interesting: having FidelityFX Super Resolution dynamic resolution scaling enabled causes significant color banding, even at a render scale of 100%
I wasn't turning off dynamic resolution on the camera when the user had render scaling disabled. I think I'm going to do that now :p
I think they just fixed that in the latest unity 6 though I can't say for sure if I remember
cries
well I should still probably turn it off when it's not actually needed
(i'm on 2023.2.20f1 and need to bump to 6 Preview soon)
Does anyone know how to create a material to represent a real life screen? like a LED or CRT monitor. The material is using a rendertexture of a UGUI ingame canvas map.
I guess it's made out of glases IRL, so some glass properties? but i'm pretty lost.
when I restart my hdrp project and record images i get different results. after a few more restarts I get the original values again.This happens when I put the manual rendering call in the fixedupdate method. are there effects in hdrp that cause such an issue? I found out that my issue is not the fixedupdate but the field of view. Setting it to any value other than 60 degrees results in inconsistent data on restart of unity. Did anyone here had a similar issue with the field of view?
anyone know how to fix this in hadrp? my grass is not rendering the billboards correctly.
hejo
trying to put an video on an object
is there a way to fit the video to the ocjects size?
Depends how exactly
You could make a script that takes the scale of the object transform (which is a multiplier) and scales the video player by the same amount, or calculates the actual size of the object using its Bounds and scales the video player to that
Alternatively video player can be used as a material override which maps to a mesh's UV coordinates, so that it fits any object with appropriate UVs
Explain what is the issue
Hi! I just made an issue into issuetracker related to using texture2d arrays inside a custom node in HDRP, could I get some votes? https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-73838
Why do my raytraced shadows look so blury and noisy????
Probably because soft shadows use TAA for temporal denoising, which is disabled by default in Scene view for performance reasons
But it should work out of the box in Game view and in build
Not even the raytracing settings work on the global volume tho
Is there anyway to add that in the scene view?
The TAA
I'm not that familiar with ray tracing, but this looks like ordinary raster renderer high quality shadow filtering
It's weird, I've done all the steps to add raytracing tho
However I can't find the section to find HDRP asset Resources
I recommend using the HDRP template's ray tracing example as a base
Always Refresh and Post Processing must be enabled, and then TAA must be set as the Camera AA mode
It's not necessary for filtering to work in game though
Gotcha gotcha
I believe this one's it
Aight, I'll try it out.
Thanks for all your help so far
Now I don't remember exactly if the template had a ray tracing quality level there out of the box, but it at least has all the resources necessary for it
https://youtu.be/ad9f_nKU0ZA
Using these instructions it was super easy to implement
In this webinar, you’ll learn how to use Unity’s High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity project—with just a couple of clicks. We’ll showcase in detail the following ray-traced effects: ambient occlusion, reflection, global illumination, shadows, recursive rendering, and path tracing. We’ll also explain ...
Anyone know how to grab the HDRP colour pyramid in hlsl?
water
How do i add foam to the shoreline of the water? Example on the picture :b
Looking at the HDSceneColor node, it seems to be this function :
SampleCameraColor(uv, lod)
Thanks! Will give the hlsl in there a crack
You will probably need some includes for the function to work though, but searching for the function in the code should guide you to it 😅
Yeah will do, this should be enough for me to eventually make something work, appreciate it
Was really as easy as that 🥳
In the HDRP water samples you can find a shadergraph for the water surface to does this. It simply takes the depth difference between the water surface and the scene to generate foam.
On the (very) off chance, anyone ever dealt with this when sampling the HDRP camera mip pyramid before? It's a single pixel that somehow has become infected in the pyramid with a value of infinite. Doing a SafeHDR(half3 c) { return min(c, HALF_MAX); } doesn't fix it either.
@rotund ridge the issue is the billboards. But I am using anothor grass now for HDRP and it dosnt have that issue
what can cause reflection probe to be black on water?
Yoo thanks, kinda made an alternative but will try It later tho. (:
This was probably because you need to modify angular diameter value
I'm clipping parts of a model to prevent it from getting in the way in a first person view. I want to disable this when doing shadow casting, since this winds up creating a weird hole in the shadow
This doesn't work -- it's always producing false
so how can I check if I'm currently doing shadowcasting?
Got it! The define is different in HDRP
it's SHADERPASS_SHADOWS
Is HDRP inherently more expensive than URP or only when you use the features it provides?
It's inherently slower -- an empty HDRP scene runs much slower than an empty URP scene for me
my macbook can get a very high framerate in a URP game at native resolution (3400x2600 ish), but it struggles with any HDRP game at that scale
So, not viable for VR? Obviously not mobile. I'm kind of sick and tired of URP and having to do everything, and I look over at HDRP and everything looks beautiful by default
I would absolutely want to do VR in URP, since you need to push so many pixels and also need such short frametimes
I haven't tried HDRP VR though
just URP
URP can start looking a lot nicer if you get good materials
Look at this, why does it look so mid even with good postfx and materials?
I know there's no grass but grass would kill my game
Trees and bushes yeah, I'll add them
It feels like even at this point it should look okay though
Your lighting is also off. The left side of the building shouldn’t be pitch black
The skybox might not be bright enough
One advantage of the HDRP is that it uses physically-accurate light values
rather than the more abstract intensities used by the other render pipelines
that does make it easier to punch in realistic light values
(although you can still have problems making it look right: i'm still struggling to create a good looking moonlit scene without "cheating" and making the moon disc way darker than it should be)
Yeah, if only there were presets for URP
If I'm making a game involving a submarine, and the game takes place in an ocean completely covered in ice, does it make sense to use a water system like Crest or Unity's HDRP water system, if I don't need waves? I just need a shader for the underwater visuals and I need to be able to incorporate physics like buoyancy.
Do you think you will see the waves in your game ? If yes, you could use a water system. If no, just fake the underwater effect using some fog, and buyancy would basically be an upward force proportional to the object volume.
I would not use a water system in that case
The lighting will also be pretty basic -- you aren't going to get lots of complex caustics from an ice surface
Thanks!
Well it’s not necessarily the lighting from the surface, but the lighting from flashlights under the water. Trying to give an eery atmosphere
Volumetric fog will help you here.
Okay, cool. I’ll look into that. Thanks again!
any idea as to why my material's colour isn't accurate with the colour provided? I've tried lit and unlit shaders but both look different from the actual colour value provided
the top colour is what it needs to be, the whiter underneath is the material
never mind just saw my emissive map was white 😅
also, even after removing the emissive color, you'll still have tonemapping and other post-processing going on
I'm still very confused about how to make a good looking moon + night scene in the HDRP
I created a directional light and directional moon light. I have the moon light pointing down and the sun light pointing up, and I'm using a Physically Based Sky
This is how it looks with the Scene Exposure set to 12.5
unsurprisingly it is absolutely blown out if you set the scene exposure down to something appropriate for night-time
Am I supposed to turn down the sun light's intensity from normal daylight values?
this also just doesn't look anything like a night sky
(i switched to Emission mode on the moon light and turned the surface color way down)
I struggled to get anything decent looking with the built-in skies, maybe you too want to make a custom one
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/Creating-a-Custom-Sky.html
An HDRI sky with a star field looks okay
This is with a moon in the scene at 0.1 Lux, no exposure postpro. It's intentionally dark but you could easily exposure up the scene a bit/still WIP.
I'm looking for a very dark scene
Little bit of Shadows boosting with postpro though
Any darker than that (for me) and you run into just getting a black screen
Noting that a good % of the people playing your game might be on really really bad low contrast monitors which will start to look unplayable if you make it too dark
are these numbers normal?
does anyone have any tips to improve performance from default hdrp settings?
the render pipeline taking 80% of my cpu time is abysmal
How many active cameras do you have?
I realized that my minimum exposure was set to -1. Limiting it to 1 instead makes this look a lot more plausible
I also stuck a starmap on and gave the moon a blue color temperature
which I think is inaccurate but whatever
technically 3 but even after I removed the others and kept only 1, the peformance stays pretty much exactly the same
Yeah looks good
Just realized my main reason to make a custom sky renderer was so I can blend between cubemaps since I need a dynamic day/night cycle
you don't "technically" have 3 cameras
either you do or you don't!
unless you're talking about cinemachine virtual cameras, which are not real cameras
I removed them, so I didn't, then added them back and had them. Performance was the same
unless removing them doesn't actually remove them
Disabling a Camera component stops it from rendering
Multiple cameras would definitely cause a slowdown.
if you export a camera into an FBX, unity will create a camera component
that's caused problems for me before
so you're suggesting my meshes contain cameras within them?
nope, I only have those 3
with three cams it's about 75%
and with one...
okay this time there is a decrease, must've missed something before
50% is still way too much though
that's 50% of the total frametime
6ms rendering means your game would run at 166FPS if you didn't have anything else happening
HDRP is significantly more expensive than URP and the built-in render pipeline
There's a higher "floor" for the frametime
but that still seems like too much no?
why?
i don't know what your scene contains or what kind of hardware you have
it's hard for me to say much of anything
well I'm only saying this cause I have fairly good hardware and I'm running at less that 80fps in build
3060ti range
i presume the built game is running in full screen
rather than at a fixed resolution in the editor
On my M1 macbook, I get horrible performance in a full screen game at 100% render scale
it's a 3600x2400 monitor or something
I run HDRP games at a lower render scale, at a lower resolution, or in windowed mode (and thus at a lower resolution)
2560x1440?
do remember that you just got rid of half of your rendering time :p
maybe check again in a build
You were rendering the scene twice and throwing out one of the two images
I need those cameras though 😭
Why?
Perhaps your second camera is set to render the entire scene (instead of strictly just some UI elements)
I am not very familiar with multi-camera setups though
seems to me like I can't optimise them more, I rarely work with them too tho so not sure
also my build is only running at like 10fps more
I have been working on a custom fullscreen pass shader and now am trying to make it work with refractive materials. I believe I need to set the injection point as "before pre refraction" but if i do so the color the shader is getting is just black. With "before transparency" it works as expected, color of opaque objects is passed to the shader and show up correctly. Any ideas what I can do to make it work?
First image is with before transparent and second before pre refraction
See the position of the injection points here : https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/images/HDRP-frame-graph-diagram.png
I suspect that when you inject at before refraction, because the color pyramid has not been made yet, you are reading black from the color buffer
Any work around to this? Aside from maybe rendering the opaque objects into render texture.
The only think that I can think of if what I said is indeed the issue, would be to do yourself a color pyramid before your pass.
But this would require more work than using the fullscreen custom pass, by writing you own custom pass code.
You could use the frame debugger (or renderdoc) doc inspect what is happening currently with you pass, and check what is in the color buffer.
Also, whas is your pass doing ?
It is for an atmosphere. Essentially just models rayleigh scattering.
Couldn't you use the PBR sky for this ?
its not a regular flat world. Im working with actual spherical planets.
You can use it to represent a spherical planet. Only a single one though.
Hey everyone 🙂 is there a way to set a seed for the film grain effect? Every time I start the simulation I get different values.
I stopped the simulation time and set the unity seed to a fixed value but that didn't solve the issue
What do you mean by "simulation" ? Are you trying to record a video of the rendering ? If yes, do you use the recorder package ?
I am using the post processing film grain effect and take snapshots of the rendering resutls
With simulation I mean whenever I press the play button in the editor
It's possible that the film grain effect is not deterministic. I'd says that if you use the recorder package it should always lead to the same result, but when doing it from regular play mode, I'm not so sure.
Anyone knows why all previews are broken in HDRP 17.0.3 - Unity 6000.0.5f1?
Does it behave if you switch from wireframe mode?
yes, it is bugged in all modes
If you don't have a prefab isolation scene assigned, then there won't be a skybox in the prefab viewer
this throws off automatic exposure
try checking Override Exposure and adjusting the slider until the character looks normal
I don't know why the wireframe would be all screwed up though
Yea I've tried that, still nothing 😭
So turned out I could just make the alpha channel lower to reveal the color of for a pixel. I think its weird I can't sample the camera color but it still exists underneath.
thanks! changed the prefab environment and it works 🙂 Wireframe is still messed up but good enough for now. Are there also some settings for the preview scene somewhere?
Assuing you assigned a scene to be used for prefab isolation, you just edit the scene
sorry, I meant for the preview where you can play animations etc.
Oh, I don't know about that
I'm not sure if this question is eligible here, but I finally got water to show in my scene, but the water ONLY moves whenever I have right click (camera movement) active, or whenever I move my mouse. How would I fix this?
In the scene view? Try enabling Always Refresh
Thanks for answering. I will look for that, I am a beginner.
It is in one of the dropdown menus above your scene view
is anyone else getting these horrible blocky shadows in the unity 6 preview? only happens on the high quality preset.
Shadows are required to occlude light reflections
It looks like your walls are casting none
Is this by any chance a project upgraded from earlier versions? If not try messing with the directional light's radius
Any fix for render texture and black screen?
no, this is happnening in a completely unmodified hdrp sample scene.
How do i fix that
Either your shadows aren't enabled on the light or the walls or something's messing them up in settings or pipeline assets somewhere
Hello I need to create a blur effect for my UI (it will blur everything behind in real-time - like not only static image).
Is there finally some native approach in HDRP, or I still need to use fullpass shader for that?
Any ideas for this effect even with good performance? (and on top of that I am using UI Toolkit....)
Why are the objects in the preview window displaying mostly completely white (brightness is overblown), when I set the static lighting sky to HDRISky or Physically Based Sky? Is this not a bug? I think that I started noticing this problem almost half a year ago.
Steps to reproduce problem - current Unity 2022/6 version - Create New High Definition 3D project - The Static Lighting Sky will be already set to Physically Based Sky - Click on any prefab - See over brightened prefab in the preview window.
Does UI toolkit even support custom shaders?
Would suggest the fastest route using normal UI shaders would be using the mip pyramid, you don't even need to do a blur then.
Yeas I know that UI toolkit does not support shaders....
I will look at this mip pyramid - I am not aware on how to use it. Thanks for idea 🙂
Anyone have any clues as to why my scene colour render texture in HDRP randomly gets pixels added to its height?
Render res is set to 1920x1080, the actual RT size is: 1920, 1372
And it's messing up postpro.
Weird thing is, when the render res is set to 4K, it never happens. Frame analyzer says it's all throughout the pipeline? 🤔
Oh looks like I am not alone with this problem. Weird that almost no one is talking about this and it has been not fixed for several months
Changing Light Probe system in HDRP settings to Light Probe Groups "fixes" the problem.
Does anyone know how i could get a less eye hurting looking grass ?
Hi, could someone help me to optimize an HDRP project? I get high profiler spikes, and I also use RTX for SSR and GI.
Definitely report a bug through QA if you have the time
im using hdrp to make my horror game more spooky but for some reason on one of my textures the spotlight can only be seen in one direction
I can only see the light really near when looking at the floor while if i shine onto an object i can see it at normal range
Did i make my material wrong or something
yep, I did yesterday
What does the inspector for the material in question look like?
ive changed the material all togheter now so im nolonger having the issue
this is a brand new hdrp template project, anyone know why im getting this?
Help! GI and SSR stopped working all of a sudden and I have no idea why. If I disable and enable a GameObject, GI and SSR will work only for that object until I save the scene.
What type of GI? Are you really sure it's SSR?
SSR is a screen space effect that's re-rendered every frame, so it shouldn't be able to be affected by scene lighting data changes
I'm using Ray Traced GI and SSR.
I found out that what stopped working is the Ray Tracing, because if I change it to default it just works as Screen Space.
I'm trying out Ray Tracing for the first time, I already knew how to setup stuff, but no idea how to troubleshoot this, it just stopped working.
Also nothing to do with this but for some reason when I create a new local volumetric fog, it doesn't work either.
I think fog is only supported on unity version 6 for RT
Normal fog works fine, it's just local fog.
I take that back it's still listed as not compatible
Btw fixed this. I have no idea how tbh. But I reimported all assets and some time later when I entered play mode it started working again.
Can someone help me understand how to adapt this example to HDRP? I have a decent understanding of how it works, just not sure how to implement in HDRP
https://docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstancedIndirect.html
hello, I have a custom pass to render this briefcase on top of everything, does anyone have an idea on how to make ambient occlusion not appear on top of the briefcase?
too decals
Are there any sources to learn how these work?
And what all these settings do?
There are just so many new settings in these render pipelines that its kinda overwhelming
HDRP documentation is a good place to start
How do I optimize GI?
Going from 80-90fps to around 20 when GI is active.
And I'm on a small scene.
Also, how do you optimize reflections? It's taking away another 40fps when on RayTraced and if I use SSR instead they just look shiny even in the darkness. Mixed seem to make it look like it should in the darkness but also takes 40fps.
Realtime raytracing is costly, even more if you start to mix the different techniques (most of games use 1 or 2 of them).
When possible, use baked data like reflection probes and lightmaps / probe volumes.
For the SSR being shiny, you can switch to the "PBR Accumulation" algorithm, but to work properly it needs to accumulate over multiple frames, will look noisy on moving objects.
Finally, in most cases you want to use some sort of dynamic resolution (dlss, frs, stp) when raytracing is enabled, to compensate the fps drop
Might also need static GI as fallback
Essential with SSR since there are always a lot of spots where it requires fallback reflections
I always get the error after setting up all the reflection probes for the first level.
I've already increased the cubemap size, if that's even the issue?
Right now I'm only doing it on demand (i update them all at once), so I'm confused as to what determines how many reflection probes my game can handle at once?
I only come away with 3.
The screen shows my whole setup, i think.
Any suggestions?
I'm getting saved by batching 0, despite my entire scene either being static or their materials having GPU instancing on. Any ideas?
leaves are transperent but the shadow isnt please could i use some help to fix this
nvm fixed it
soo.. how exactly do you write a raytracing shader in HDRP?
not like, implementing it yourself with compute shaders
is "InlineRayTracing" the way to go? i.e https://github.com/INedelcu/InlineRayTracingShadows
how does this compare to the "New Shader -> Raytracing shader" way? I can't really find much information on this
All i need is to trace rays from a camera and retrieve basic info like hit position and normals
minimal examples, references, tutorials are appreciated
You could just sample the depth/normal buffers from the camera to get this information.
There is no easy solution to write you own raytracing shader :/ I never played with it myself though
But looking at the example code here, you should be able to output the position/normal of a hit : https://docs.unity3d.com/ScriptReference/Experimental.Rendering.RayTracingShader.Dispatch.html
need multiple bounces though
Not clear to me how it can be done, maybe through the payloadstruct
i did get a single-hit raytracer working with the inline raytracing feature
but idk if thats how you do raytracing in unity
or if there is a canonical way
i could expand on this, or try a different method
I really have no idea. Maybe if you dig into the HDRP raytracing code you might find some clues
just surveying methods
hello guys!
why si there random light shining through the walls of this building i made with pro builder?
i dont have realtime gi, or ssr enabled, but it does also happen with those enabled.
Random guess : it's light leaking through the 0 thickness wall of your scene, cause by shadow bias.
Model some wall with normals pointing outside and add thickness to block the light.
yes that was it 🙏
wait, does physically based sky have stars built in?
How can I optimize HDRP GI? Losing around 60fps on RayTraced GI and RTX. How can I keep this GI effect Lumen like without affect so much to performance?
Last time I checked Lumen barely ran 30 fps on a decent trx card
Is this real?
My walls are 0 thickness is it actually important?
Giving thickness greatly helps with light leaking. If you look at how the hdrp sample scene is made, you will also see a light blocking "outer wall"
does anyone know why i get no contact shadows even though they are enabled everywhere?
Probably just have to throw more hardware at it, it's pretty dependent on RT cores. Or the magic performance boost for everything is to turn off shadows on everything. 
Damn.
There's like a handful of independent devs working on GI replacements for Unity... Truetrace, Erebus, etc
I want to have the same look as Lumen from UE, and the only way I could find was using ray tracing, is there any other way to have GI without fully relying on RTX?
Ah, I see.
Will check those out, thanks.
Lumen is really different from RTGI, one of the reasons why the lighting in it looks so good in Lumen is that it traces off the depth buffer and then does a distance field ray, so you end up getting this buttery rich lighting with correct bounces. Unity RT is more like traditional ray tracing, kind of the old school way that Autodesk has been doing it for the past 20 years or so.
The really odd thing though is that if you look at like what unity was doing with Raytracing five years ago (!), it looks 10x better than what you get today in Unity. They even had transparent working, reflections from refractions, but now it's like you get the impression they're rebuilding it from scratch or something with all the "it won't do x,y,z, etc" in the documentation... look for yourself, it looks better than Lumen. Where did this go? 
https://www.youtube.com/watch?v=IY8FJxS4Lbs
Highlighting what's achievable with real-time ray tracing, Unity has collaborated with NVIDIA and the BMW Group to showcase the 2019 BMW 8 Series Coupe. Once thought impossible to achieve, performant real-time ray tracing delivers photorealistic image quality and lighting for any task where visual fidelity is essential, such as for design, engin...
I didn't really know the technical part about either Lumen or RTX.
Yeah, Unity's been doing weird stuff lately, I hope It gets better soon. I don't wanna switch engines after I considered to specialize in Unity with a paid course 😔.
Thanks for the info, I will do more in deep research about this.
Yeah, I got into Unity development full time in 2017, so I feel you there. I've just sort of learned to try to accept it's shortcomings and work around them as best as I can. They have been doing weird stuff hahaha good way to put it. Keep on trucking fellow dev 👍
Yeah haha, I hope this gets better with the coming years, I'm still young and I wanted to be a game dev so I still have a long journey lol. Hope they fix URP and HDRP by that time 😭. Good luck to you too fellow dev comrade 🫡.
Hey im making my first game with HDRP and im noticing that my lights are bleeding through walls, but this only happens when I am far enough away from the light source, if I get closer the light leak stops and everything looks as intended. the change is extremely sudden like the moment I step X distance away from the light source the light leaking starts. Does anyway know whats causing this and how to fix it?
I think that's shadows.
Just add a shadow override to your global volume.
anyone?
The Length is set to 0, maybe that's the issue?
Hello, does anyone know how to make VFX graph decals show over the normal game object Decals?I've been strugling with it for weeks, but render que on Decal don't do anything, even if game object Decals are at -50 que, they still render above VFX graph decals. I am using HDRP 2023
How would I get this specific metallic look? It seems that reflectiveness works in a specific way I cant understand.
Hmmmmmmmmmmmmmm, seems to be lack of reflection probes
I'm looking to add some more graphics settings to my game.
Is setting QualitySettings.globalTextureMipmapLimit the appropriate way to allow users to contorl texture quality?
with length 0 it does disappear, but it behaves differently from what id expect from contact shadows. one pic is at length 0 and the other at length 1
Not sure what I'm looking at, but at least it's clearly working now
Try playing around with the settings (maybe Bias and Thickness) and examine the doc page:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@13.1/manual/Override-Contact-Shadows.html
I see the estimated graphics memory usage going up and down, so this is probably working!
Does anybody know why I get this weird artifact on the borders of my screen that are taken up by a glass material?
It's like the glass is 100% transparent at the border
And I can't find anything online that talks about this
Never mind
I added the Screen Space Refraction override to my volume and turned screen weight distance all the way down
Small quick scene inspired by sons of the forest
hellow i was in the middle of converting from urp to hdrp, and i cant drag the asset into the slot
How do I make underwater look good with the hdrp water system? If I make the visibility low, it just tints the volume, and my volumetric flashlight just makes it harder to see due to the density of the volume, it just sends a colored ray
if I make it clear, it doesn't look much like underwater. If I add scarce fog everywhere for dust/silt and some particles flying around, would that look better?
maybe my flashlight beam would look gentler
Hey guys.
Is there a way for me to change the shadow quality of ny game n runtime from my custom settings menu?
Yeah, The Forest uses that value I'm sure
And I also do always
I just updated my project to a later LTS patch, anyone know how to fix this?
AFAIK there's no other version of HDRP higher than 12.1.15 that I can upgrade to in that Unity version 2021.3.40f1
I've tried deleting the Library folder, that didn't work.
All my packages are on the latest patch version, no preview versions except the Performance testing API and Jobs, neither being a dependency of/for HDRP
Library\PackageCache\com.unity.render-pipelines.high-definition@12.1.15\Runtime\RenderPipeline\HDRenderPipeline.LightLoop.cs(601,102): error CS0103: The name 'InternalLightCullingDefs' does not exist in the current context
Library\PackageCache\com.unity.render-pipelines.high-definition@12.1.15\Runtime\RenderPipeline\HDRenderPipeline.LightLoop.cs(620,75): error CS0103: The name 'InternalLightCullingDefs' does not exist in the current context
The dependencies it has only differ in patch versions, not major or minor, so an API change such as deleting InternalLightCullingDefs wouldn't happen.
But if I Ctrl+Shift+F in Rider for InternalLightCullingDefs there is indeed no definition of it anywhere, only usages.
The InternalLightCullingDefs class is declare in the hdrp config package, you have a local copy of it, so I think it is outdated ?
@azure agate
Ah thanks, I didn't realize we had a modified version of that in the project!
I updated it to 12.1.15
Odd that in the dependencies here it shows it as if the correct version is installed though.
Yup, that works!
Hey, I have a issue when building my project, none of my troubleshooting methods work and does someone know what's wrong with it and could help me get this resolved?
I'm trying to track down this spiky frametime. The left image shows the game running at 70% render scale and the right image shows it running at 75% render scale
All I've got for the rendering spikes are the Gfx.WaitForPresentOnGfxThread marker. This is on macOS, so it's using Metal.
I guess I need to build this and go analyze it on my PC with RenderDoc.
reinstall HDRP and the HDRP core package. Also make sure they both use the same version
is this after you reinstalled everything? and only during the build or?
maybe you might want to delete the library folder and the shader cache (in you project folders)? i had the same issue some time ago and reinstalling worked fine
I did reinstall RP, cleared cache
I did so much like updating or reinstalling other packages
This is during external build, a release not in editor, building in editor works
Anyone on here familiar with custom pass volumes?
Specifically I have a bunch of objects on an interactable layer that I have a selection shader for, and I only want it to render on that one specific object when the mouse hovers over it.
I just cant figure out how to mask out all the other objects to only render the shader on that specific one when the cursor is over it.
What does the gpu profiler say ?
I think it may be related to bug that has been recently fixed, will update unity later
Based on your shader/pass you can use layers for that, at least thats how i solved it.
You‘d need another layer which receives the effect, and only the object youre hovering on gets that layer assigned (while you hover on it)
So far I think it works????
oops. why does Unity compile shaders on CPU not on GPU
nope
weird
does hdrp have an equivalent to urp's render objects feature where you can replace a material based on a layer? hdrp is so complex and yet not similar to urp for this stuff so i cant figure out how to do it in hdrp
"Custom pass" I think
isnt that based on volumes though
oh wait it has a global option
i shall give it a try, thanks!
god knows why they cant use the same terminology betwen the two pipelines
The foundations for the two features were laid long ago, I believe earlier when urp and hdrp teams were working rather separately in different directions
there’s a render objects custom pass that lets you override materials/shaders
Thats probably why compiling all the variants takes ages
i thought they merged the teams some years back? maybe one day they can merge it all together into one ecosystem 🤞
afaik, no compiler runs on gpu
Only a couple of years ago so relatively recently
i'll have retired by the time they finish it all then
why do textures look like this on a hdrp template?
this symbol indicates you have some debug view mode enabled
Shaded
Then I would be interested to know what other settings you ticked that it started to look like that in the first place
A problem you might have is that the two different scenes you've loaded both have a directional light
Does the hdrp template sample scene work
And did it appear to work at any earlier point
it had this issue since i started it
isnt something that happened just now
oh god damn it
the sun was 13000 intensity
by default
it shows the textures perfectly now
thanks
That's normal and expected
HDRP uses physical light units
You will need to have a functioning Exposure volume override to have them make sense
Does anyone know why I might be getting this flickering problem with instanced meshes? It doesn't happen when I use a transparent shader instead of a cutout shader, or when I switch the visual environment to static
Looks a bit like AO noise if I had to guess
Anyone know why I'm getting this weird behaviour - looks like a LODGroup fade, but there's no LODGroup on the object in question and it rendered perfectly before I starting using adaptive probe volumes (Unity 6). In the frame debugger the full mesh shows up as expected.
for some reason when i enable volumetric clouds i get white artifacts does anyone know why this could be?
My best guess would be lack of TAA due to no motion vectors
You think the flickering is just caused by a lack of anti-aliasing?
Could be
on standart settings in hdrp, you have 3 levels of detail, is there a way to add a 4th? 3 are not enough for my project
Quality tab lets you add as many as you like
thx
maybe im missing something here, but this is the only LoD Related thing i could find in the quality tab
ahhhh
but that doesnt seem to affect LoD Groups etc at all? im confused
what i need is one more of these
You can right click a lod group in the colorful bar and "insert before"
ahhhh, ok thx
If I change the currently active quality level's lod bias, it does affect the component
But I don't know what precisely low, medium and high inside a specific quality level refer to
i just modelled this room in blender and imported it to unity and it looks extremely blank, there is no depth at all and it looks like a roblox game, any help and suggestions would be appreciated
one thing in particular is the walls.. i have a concrete texture but it just doesnt show up this far, there is absolutely no shading to the wall and i already have AO set at intenstiy 1.0
this is how it looks in blender cycles, and i kinda wanna get a result atleast 80% similar to this, bounce lighting doesn't really matter too much
Lack of bounce lighting probably makes up a difference of that 80%
soo should i bake lighting?
I'd consider it, either lightmaps or APVs
You also need a reflection probe since the reflected sheen is from the outside sky
any tutorials you would recommend?
First I'd recommend this for making sure you know the options and have the basics covered
https://youtu.be/DlxuvvYZO4Q
Step into the famous Sponza Atrium to see how to beautifully light an environment from scratch using a mix of baked and real-time techniques. Pierre Yves will showcase the GPU Lightmapper, the new Probe Volume system, ray tracing, and path tracing.
00:06 Introduction
01:18 Speaker
01:40 Volume system
02:47 HDRI sky setup
04:16 Direct lighting &...
After that you'd make the choice to use one of lightmaps, APVs, ray tracing or path tracing, or none of them if you feel like you want to get by without bounce lighting
Does anyone know how to disable that dithering effect for shadows?https://cdn.discordapp.com/attachments/553274910601117697/1261643761855762452/image.png?ex=6693b4d1&is=66926351&hm=2e20d4749efd83b8fe7183d2ce50dac5e9d4766774d6fbe1d734d1c2e0cab08e&
There's usually no need to disable it since it only appears with TAA disabled
Scene window by default has it disabled, but as long as your camera component has it enabled, it should look fine in the Game window
Hey does anyone know how i could do a color bleed volume effect? (the old crt color bleed to the right)
It's still the same if TAA is enabled
In game window
You should confirm that it's working right, if you disable TAA on the camera the dithering should get significantly worse
It's a bit better but I do want full shadow with alpha without the dithering effect, I guess it's not possible
The amount of half-shadow to dither depends on the size/diameter/angle of your light source
By decreasing it you decrease the need for dithering, to basically none with a small enough size (not "range")
Another option is to disable high quality filtering entirely by switching to medium from quality settings
Medium quality filtering will always smooth the shadows a fixed amount
Before turning off features it's smart to first figure out if you're using them right
Hi guys, i have a problem with my point lights generated by a Particle System in my HDRP Scene. Every time Particle System has more then 5 point lights, i get the error message "Assertion failed on expression: 'splitCount < 32'"
I narrowed it down to the shadow maps. When i deactivate them in the light that gets instantiated, the error disappears. I tried to raise "Maximum Shadows" in the HDRP Asset, but it didnt help.
I would like to keep the shadows. This arrangement is very simplified for bug hunting purposes. In the real scene, every light is the muzzle fire of one of 32 cannons firing from a warship in a rolling broadside.
I need this bending effect to affect the UI even if it's set to overlay. Currently the effect is being applied as a custom post process, but I need a way to make the ShaderGraph sample the screen after UI and post processing.
I wish the Unity UI canvas could bend.
I need some help with the water system. 2023.3.0b4
whenever I try to use the foam generator or deformer objects, they only work in a 250x250 area around the origin of the water surface
There is a setting in the water surface component to define the resolution / size /offset of the deformations (iirc, it also acts for the foam generators)
hello everyone I have an issue my editor every second puts an error msg -> 'Invalid AABB inAABB' does anyone know how to solve this? Also, does anyone know how to download ZivaVFX now?
If you're using 2023 it's a reflection probe, just disable them until Unity fixes it in Unity 6 later, it's a known issue. As for Ziva, if you did the pay-per-use modeler, you can still get the Ziva Unity link, but you need to open a support ticket. However, after May this year, you can only get access to the Maya export. Unity sold off everything to DNEG and it's in a messy transition state right now. If you're looking to add characters into Unity with mocap, animation, etc, best bet is Character Creator 4 + iClone. I outline some of the costs and workflow here: https://forum.unity.com/threads/why-cant-unity-hdrp-correctly-render-aaa-looking-character-models.1168103/page-11#post-9788679
trying to do some stuff with fog volumes
I want to overlay noise on top of my 3d texture
anyone done this before?
You can do this with a fog volume shadergraph
I know, but trying to do any kind of maths seems to just make the whole volume flicker
Can you show the graph, and possibly the "flicker" ?
Hi, I think I found a bug in water system HDRP. in Underwater Section
someone in Unity fourm told me that I can use the Probuilder to make the Custom Shape for my Water Lake, So I did it as they told me, and everything was fine until I found out the Underwater is not working very well. so the plane I edit is like this 👇
as you may know the Underwater sections only support the BoxCollider so I made one but this appears 👇
The problem is underwater is detecting some faces that I delete from the plane in probuilder, as I only can use one boxCollider so there is no way to go around this. so I thought maybe I should Export the mesh. I did it but then underwater even it's not working anymore. I make the custom mesh in blender but it is same. Unity 6000.10f1
the only thing is in under water working is I can see the water in above but not the water area.
So I wait couple of days to Unity discussion comes out of Read-only and ask it there. but if anyone knows something would be appricate! thanks!
I make another plane in Probuilder and just delete this two faces, but when I move the camera and touch the faces the underwater start rendering.
if just water system could support multi colliders 
The underwater systems only uses collider and bounding boxed for the effect, it doesn't take into account the surface mesh of the water.
so how can I make something like this? isn't seperating decrease performance? this all area is connected I can just use one water surface
hey guys.
im trying to make seemless porta,s simmiliar to this one made by SebLague, but i ran into an issue.
https://github.com/SebLague/Portals/blob/master/Assets/Scripts/Core/Portal.cs
i cannot use camera.Render in hdrp, giving me this error :
UnityEngine.StackTraceUtility:ExtractStackTrace ()
DELTAV.Portals.Portal:UpdateCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera) (at Assets/Scripts/DeltaVBase/Portals/Portal.cs:75)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,UnityEngine.Object,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)```
and using `HDRenderPipeline.SubmitRenderRequest()`, gave me the same error.
how can i fix this?????
So, you have playable areas that are bellow water level, but inside the underwater box collider, right ?
thank you. I just need a way to get metahuman-like characters in unity. (I know it takes a lot of speed, memory, RAM, etc), without installing unreal.
also is there a way I can use scripts to enable some global volume features like I only want to have viglantee at some point in the game.
Yeah the character workflow pipeline into Unity is especially weak since there's no "Metahuman" type pipeline for Unity. Don't let anyone steer you down the "Digital Human" path, it's a dead end, it took a team of 20+ at Unity to make it work for the Heretic/Enemies demos.
ok but there is absoolutly no way?
Yes... You can write a script to do it. You need to include UnityEngine.Rendering.HighDefinition and then you can do this:
Vignette vignette
YourVolume.profile.TryGet<Vignette>(out vignette);
vignette.active = true;
etc...
ok thx
what about this?
You can export the model, but it ends up looking like the worst indie character model you can imagine. you lose all the detail and everything that makes a metahuman look like a AAA character. If you really want to use a metahuman, do your cutscenes in UE with Metahuman and then just record it to video and playback that video in Unity and use a lower-res model in Unity that represents your character like they used to do in the 90s and early 2000s with games 😉
see the thing is my game requires that characters normally and maybe i will try to use Character Creator 4 but still i want to do something about that. I will try to do some research.
BTW, Thx!
Yup, good luck. I was faced with the same challenge. CC4+iClone w/ Soupday's HDRP shaders is the way to go...
https://i.imgur.com/OFWL2kU.mp4
It's about as "close" to metahuman you can get, but it's pricey with all the tools.
https://i.imgur.com/KiOCiiX.jpeg
yes, I made separate Quads with having each one their own boxCollider and this fixed my issue, but now I have 5~6 Water System, afraid of performance issue, wish they add Arrays of Boxcollider
A hacky solution could be to use a single water surface with a single box volume for underwater, but use a secondary script that does a vertical raycast on the mesh, and it enables or disables the underwater effect based on the raycast hit.
is anybody else having trouble with normal map reacting with HDRP 17 realtime lights ? I have a shader that applies a normal map in my sprite renderer but it looks wrong after the update
Anecdotally I have not noticed any issues with normal maps in HDRP 17.
Sprite renderers don't produce mesh tangents required for normal mapping to work
It's always been that way
Thanks will check out!
Hey does anyone know how to script a cartridge (bullet shell) removal system and a mag removal system?
yooo guys.
any way that i can actually implement this and manually tell a camera to render?
This is out of subject for this topic, try #💻┃code-beginner
Hey guys, HDRP has this edge detection graph example,
it would be perfect for what i'm trying todo, just i would need to be able to set it to layers instead full-fullscreen/affect anything
I'm almost certain therefore i would need to write an custom pass script. I'm basically new to shaders, i only wrote small old shadermodel hlsl stuff
a) is it even possible?
b) wouldn't mind a nudge in the right direction
https://cdn.discordapp.com/attachments/886316442256027668/1263467262698983454/image.png?ex=669a5715&is=66990595&hm=0b27578a5bc350e2767c4ed7d67f5323aaa78dcdd6d21b241cc487cacb68d343&
https://cdn.discordapp.com/attachments/886316442256027668/1263467263013421068/image.png?ex=669a5715&is=66990595&hm=fca5a7729d780e892bf4d1fb64de7d11b1fb157f95a880ba656b821e8b276494&
that's an example of an other shadergraph with an custom pass script: https://cdn.discordapp.com/attachments/886316442256027668/1263468498076565504/image.png?ex=669a583c&is=669906bc&hm=77c2bd80ab3ee3320320c09323e63d2bd1ad1c7ec18ef977b157bbf20a3eee3a&
Heeelp
Question: I'm using HDRP 14, because Unity 2022 is still the latest LTS. I have a ship swimming in the ocean, but Foam Generators and the Shadergraphs for coast foam for generating foam around the ship's hull are seemingly not a yet a thing in there. Copying the Shader from 2023 or Unity 6 breaks the Shadergraph.
Is there any way to get a nice foam around and trailing my ship when im still in HDRP 14?
You cannot back port things that are not available on your version of Unity, no
You can always version control, backup your project, and upgrade to see what happens
Yeah, looks like it. I hoped maybe the syntax didn't change. I managed to port a script for buoyancy from 2023 to 2022 by adjusting a few keywords, but this one seems to be more complex.
So, i'm basically looking for a way to achieve the foam functionality (or something similar) available in 2023 for my 2022 LTS.
hey guys. is there a reason for these dark squares appearing in the camera views, of my two portals?
its a small scene with the simple world geometry being one pro builder mesh, and a total of 10 active lights(6 are in mixed mode and baked, the other 4 are realtime)
here is my active HDRP asset light limits.
maximum shadows on screen are also set to 128.
there are two cameras, other then the main camera, rendering to a render texture.
those are the ones with the artifact.
guys, I've been told amount of materials is irrelevant for HDRP as it doesn't do batching per material; instead shader amount is relevant
this true??
That's a decent rule of thumb about how the SRP batcher works, though the technical details are more complicated than that
You can read more about it https://docs.unity3d.com/Manual/SRPBatcher.html
So if I use a large texture set to share materials for multiple rocks, will I benefit at all from that?
Not notably in rendering performance
It would reduce texture loads which can be beneficial in other ways though
But how much exactly on your target hardware should be profiled
damn
so I made a rock pack of 7 rocks share 1 4k texture
it's a bit low res
I was going to up it to 8k or reduce the number of rocks
what would you do
would you simply make one for each rock or what?
Either way works
An atlased texture for them all still benefits those who want to use the asset outside of a scriptable render pipeline
But individual textures are more practical if you don't need all the rocks
@shrewd moon maybe? 🫣🐧
@lucid gate Please don't ping people into your questions. If someone familiar with the problem they would respond.
If you only need it to affect certain objects then you shouldn't use a fullscreen pass to do it, you should use a surface shader
Sadly that's not how discord works, their input was always gold, so i took my chances lol
Thanks, i basically want it on any material except on vfx, or decals. This shader graph would work 1:1 as surface sg?
I did see it but I don't know enough about HDRP custom passes
Logically I think if you want to override material on some objects, you wouldn't do a full screen pass
If you do, you'd need some kind of mask buffer to go with it
HDRP doesn't support surface shaders, you may be thinking of something different
thanks for the answer, and please forgive the ping 😊
well i'll die trying then, currently i have no idea what exactly needs to be fed by the custom pass script. To advanced lol
I am referring to 'surface' shaders as the broad concept, not the unity-specific non HDRP definition
If you mean overriding object shaders rather than overlaying the screen, then we might be thinking the same thing
"Surface" shader won't do edge detection in any way.
What you could do is use a simple "draw objects" custom pass with a dumb unlit shader to write a mask in the custom color buffer. Then use that buffer in the edge detect shader to filter where you want the edges.
that actually works, just need to figure how todo the layers. Or buffer or whatever lol
When i check the custom pass examples: https://github.com/alelievr/HDRP-Custom-Passes?tab=readme-ov-file
I would claim that they are all fullscreen sgs?!
Oh Remy is typing 😮
Thanks @scarlet hull. I have to familiarize myself with the subject before i ask the really stupid questions lol
Where there's a will there's a way! Obviously not as 'good' as depth based detection but there's ways you can fake it
(two diff methods in that example I just whipped up - the cubes use the shaders, the rest of the scene objects don't)
Yeah, you can always do some fakery, sure. At the end it also highly depends on the art style you are looking for.
Trying to upgrade my project from URP to HDRP, tried HDRP wizard, and edit -> rendering -> materials -> convert all built-in materials to HDRP, etc... none of these have URP to HDRP?? Or is there a way to go back to built-in and then built in to hdrp?
Anyways I've tried this but scene still pink. When I go to manually change a material to hdrp, it loses all the textures...
When I try to export as fbx it doesn't save all the textures either...
i am desperately looking for a simple outline solution that does not mess with materials in hdrp. i just need to highlight selectable objects. everything i found either doesnt work properly or messes with materials. does someone know something like that?
Materials is the easiest way. The 'correct' way to do it otherwise (or at least, one of) would probably be a custom render pass that you pass any highlighted objects into and draw them with an outline shader after everything else. If you want a quasi-highlight, you could cheat and do a fullscreen shader that just highlights around a point in 3D space, but that method wouldn't fully wrap an object.
This should be the most up to date resource on custom effects in HDRP: https://github.com/alelievr/HDRP-Custom-Passes
thx
i tried to copy the custom pass outline setup from the above shared git project. however, it looks very weird and i dont quite understand why. does someone know whats happening here?
select filters and choose the layer(s) it should affect. If it stays white, check the shader material settings.
Layer is selected and ive played around with every Material property but dont See any changes
to get sure, you have the two shader files?
Yes
Try it with those settings:
bit different, still weird
ayy, yes, that works
thx
and if i understand correctly i just need to put every object i want to have an outline into that layer
do any of the built in HDRP standard material modes support tinting baked shadows (ie, stained glass?)
in the Unity documentation for shader meta passes, Unity describes approaching color tinting for your own materials. Do subsurface scattering or translucent material modes take advantage of this?
specifically not realtime. I'm aware of the ray traced support for directional lights having tinted shadows
No HDRP shaders does this, but you should be able to make a shadergraph with an exposed texture property _TransparencyLM to handle it.
I am using the volumetric clouds in hdrp and my trees seem to have an odd shimmer effect with them enabled. Even when the global light is off they still display this. It becomes more pronounced when the view is moving and is only shimmering when the part of the tree is in the foreground of the clouds. Anyone know why this is happening? 🫠 thanks
- I've tried disabling different portions of the cloud volume and the only one that fixes this is setting it to the disabled state
I saw this in the docs but was having trouble getting it working. Glad to know it was this simple, works wonderfully now. Thank you so much
rendered with unity hdrp
does this use pathtracing or is it realtime? if only the real game could look and work like this 
Dont know if this is the place to put it but ive been trying to make flooded grounds trees work with my hdrp project and have been having issues. i know these trees are made in treecreator so it probably isnt supposed to work with the hdrp speedtree shaders and without lighting enabled it looks pretty normal but with lighting on is completely messed up. could anyone give me some help please?
Path tracing. But only 16 samples, which is also good
But in fact, this can be done in real time, but only with baked lighting
Waiting for ReSTIR GI in Unity 6 with the whole family
whenever I hear the word "baking" I get nightmares
you can probablyachieve very similar results wit ray tracing or the new things in Unity 6 with SSGI
Unfortunately, no( I have been working with graphics for several years (mainly on realtime unity), and I can say that ray tracing and ssgi are too weak technologies
That’s why I love baking light; anyway, destructibility or very high interaction with the world is not particularly needed in games (this is an advantage only for special projects, like teardown or minecraft). Look at what I did half a year ago based on full rasterization
Anyone know how to change the BRDF that HDRP uses? I see there's plenty of different ones that come with the package
Anyone had any luck running RenderMeshInstanced in HDRP?
Also, please, if anyone can give a vote to this issue of HDRP it would be wonders https://issuetracker.unity3d.com/issues/directx11-errors-are-thrown-and-shader-becomes-broken-when-connecting-the-subgraph-containing-the-sample-texture2darray-node-to-basecolor
How to reproduce: 1. Open the user-attached project “Terrain-HDRP” 2. Open the “New_Shader_Graph” ShaderGraph Asset 3. Make sure the...
Looks good but showcases should go to #1180170818983051344
is it possible in Unity 2022 to set the start time of the water like you can in Unity 6? as im making a multiplayer game and want to make the water be all synced up
Hiya. It's 1am in the morning here and I don't want to fall down a rabbit hole so I thought I would ask: Is there a way to have a custom pass volume in HDRP that affects the whole screen including the UI? I want a simple fade to black, but it's not catching any UI elements.
Or is there a better way to do a FTB than a custom pass?
Fullscreen animated transparent UI element ? 😄
death by draw calls 😄
Yeah that's what I default to, but it would be great to know if there is an injection point for the UI layer in a custom pass.
No, the UI is kind of living in it's own world after HDRP rendering, when in overlay mode
is there no way to grab the whole screen color buffer?
But a single ui object shouldn't kill the draw calls cound, just, worst case, add 1
you mean add a black UI image and change the alpha?
Yep
rofl. I can't believe that is the best way 😂
It's probably the easiest and cheapest one, what would you do better ?
grab the color buffer in shader. But if the UI is outside that then yeah, I guess nothing.
This would still add a draw call at least to blit the buffer, and display it
yeah fair point. I wanted a shader that could blur, FTB and do other transition stuff all in the one place. Not a huge deal though.
(it doesn't lod UI either)
The material type setting should be near the top of the material inspector iirc
@compact elbow If all your shaders had a fade to black operation, maybe you'd save that one draw call that way 😏
Hey, I have foams enabled everywhere but they don't seem to work
essentially that's what a full-screen fragment shader does. It's just interesting that there is no injection point before the frame hits the monitor. Emulators for example can upscale old PS1 games by injecting DX functions before it hits the monitor (there is no point upscaling a render pass to 4k and leaving the UI at the native PS1 resolution, which is what like 640 x 300 or something).
If you have post processing effects the effect could be included in one of those
But it's more that having an animator on the UI layer over a fully rendered HDR scene causes everything in the UI to be re-drawn which I've been told is a terrible thing that should be avoided. Even if you go through code, you can't get a blur transition without a shader, and a FTB +Blur is starting to stack draw calls in ways you don't want.
UI is exempt from post processing
it's unlit
Ah
Screen space - overlay UI will be, anyway
The other types would not
yeah I thought about using that, but having world-space canvases pop into the game just to get the effects I want seems kind crazy. Hence the question here about how to capture the UI layer in a full-screen pass.
This is pretty much why I think having a full-screen transparency in the UI layer whilst changing the alpha channel value every frame is a bad idea:
https://youtu.be/Z_-am00EXIc?si=ig8MaRBqfHrdvW0f
The first 500 people to use my link will get a 1 month free trial of Skillshare: https://skl.sh/acerola01241 ! #ad
Lethal Company has some very compelling visuals, but how much of it did the developer make themselves? And how does it all come together?
Topics covered: Frame capturing, fixed resolution rendering, edge detection, posterization, ...
actually that's more about DoF. But you get my point.
The whole video or some part of it?
last part of it. I thought it mentioned transparency but it was talking about depth of field.
But tbh I'm still confused. If you wanted to do an old Mario World type of vignette fade to black from the edges of the screen to the center, am I right in my understanding that there is no way to do it that will also affect the UI?
I would do it in the UI
Intuitively I don't expect any noticeable cost considering you're on HDRP, and if you're worried you can profile it
No clue, I don't expect it to be much different under the hood
I was curious about it but the docs don't seem to be able to find the relevant methods
Yeah all in all I'm just surprised it's not handled by a shader. If you load up the sample HDR scene and profile the canvas UI overlay, the frame time goes through the roof (at least on my PC). I can't believe that a UI overlay would be more efficient than an HLSL shader that talks basically directly to the GPU.
Which I can almost certainly say it isn't. I definitely get why the UI isn't a part of the rendering pipeline, but having absolutely no control over how it renders (outside of manipulating in the inspector) just seems weird to me.
From around 16ms to 33ms.
Anyway thanks for the help. Unless there is a way to do it outside of the UI then I guess that's that.
Anyone here have some great hdrp optimization tips and tricks to share here?.The framerate/frametime is alright as of now but it gets nuked with screen space global illumination
Same.
I'm doing an open world with hdrp, and I'm stuck at 40 fps.
what is your pc specs?
AMD Ryzen 7 5800H. NVidia 3060 16GB RAM.
When I test my fps, I launch the game and leave the character and the camera still. I stay at 40 fps, but when I go to other places, the fps can go up to 50 fps. There are also certain places where it goes down a little but nevertheless the places where the fps are less than 40, there is not much that is displayed by the camera. So I can't understand. Even by reducing textures, mesh colliders, shadow display distance, the fps does not increase.
What post proccessing you have on the game?
those that are disabled are not used in gameplay, except for certain moments or in cutscenes. Otherwise I hadn't noticed but there are "diffusion profile" twice. Maybe the game would be smoother if I put them together and put just one.
I had already tried to delete it but as far as I remember in editor there was no difference (I didn't try in build)
Have you ever searched the internet for tutorials? (I've already done it but I've already used all the advice)
Yes
What kind of game do you create?
An arcade f zero inspired racing game
how many fps are you currently at?
depends on quality setting
on max possible i get around 90 fps in build on a gtx 1070
and thats if i really push it
if your game is almost complete and you don't plan to add many things, 90 fps is already good
why do i got no foam?
im still in prototyping phase though but i have alot of post proccessing
on the internet they say that you have to activate the depth texture (URP).
But I don't have any more information.
I don't have either for myself.
no idea what depth texture you mean
Do you have foam enabled in the HDRP quality settings ? (on the currently active HDRP asset)
Yes, I updated to Unity 6 but didn't check it but I certainly did have it enabled on the older version but neither did the foams worked there
Weird ... did you try the water samples to check if foam works there at least ?
why is this happening??
I found the solution. There were too many triggers, I had to reduce them (physics)
Unfortunately I don't know how to activate the "depth texture". This is the only solution I found
You converted an already existing project to HDRP I suppose? EDIT:
Create a new project with HDRP, and simply copy the parameters in question from the HDRP project to your project and tell me if it works.
HDRP doesn't have this setting, as the depth texture is always here
Do you maybe have compilation errors in the project that prevent HDRP to compile and work properly ?
Volume - Fog - Maximum Height - its possible to control this from script?
i have no idea where that is in HDRP
Because there isn't. The "depth texture" is always there in HDRP.
Yes, you can modify the volume profile value through script. Have a volume in the scene, access it with GetComponent, access the .profile , get the Fog override, modify the value.
well then, i still can't figure out what's wrong with the foams
If you want "shore foam" that relied on water/surface depth difference, it doesn't come out of the box, and need to be done with a custom water shader. The water samples have one.
yo, for others they just enable the foam and it works, just a 1-click of effort, for me that's not the case
Water samples do have scene with foam, procedural/emitter/shader. Does it show up there ?
The sample also have a helper UI that points you to missing settings if any, that might help.
i get you but what exactly are water samples?
In package manager, look into HDRP package. There is a "samples" tab, with different sample asset to show how different features work. And there is a "water samples" one.
thanks, i just copy pasted the ocean from one of its scenes and i got foam working now
but the foams looks kinda unnatural
It's a solid line of foam next to the shore, you should be able to customize it with a bit of scrolling noise and or dithering. I know water can accept custom shadergraph materials, so I'd start there.
sounds good then!
where is the water sample please?
thank you, its working good 🙂
the dark blue textures should look like the wall but they dont, i palces the texture on the wall and it worked fine, even tho its UV mapped for the stall walls and not the main map walls and i dont understand why it works on the walls it not meant to be on
it only seem to be happening on all the falls facing in a certain direction
fixed it
it was displacement settings
finally I found it. I had to update to Unity 6 version
Sorry, I didn't think of it upfront, the water samples are only available since Unity 6.0.x (HDRP 17)
You can still try to import them in a new project with this version, and merge them back in an older version, but some features might not be available.
I updated my version. After many tries, I managed to make the foam appear in the scene view but in game, it disappears.
Ooops
did you use the foam generator?
As I said I didn't do nothing but copy paste the ocean from a scene
I'm not sure about what it was using
I found the solution. The foam was not displayed because it only appears on cameras that contain the tag: "Main camera".
I think I remember that the foam was neither appearing in the game view that ran with the main camera
i have no option to addd a grass twexture
Unity provide on the asset store some cool grass detailed mesh
Does anyone have a summary of the state of raytracing in Unity? As in Unity providing ways for you to easily do raytracing calculations in custom shaders?
like, if you google "unity raytracing", its almost impossible to figure out what the right way to go about this is
this looks somewhat promising https://coty.tips/raytracing-in-unity/
Maybe hand-rolling a compute-based tracer is the way to go.
hm, found this as well https://www.youtube.com/watch?v=DoKOCgNel7E
In this video, learn how to use the experimental ray tracing features introduced in the 19.3 Unity beta without getting bogged down in algorithms!
Learn more about Ray Tracing here: https://on.unity.com/2zuhQ6t
Speaker: Tianliang Ning, DXR Graphics Dev (Unity Technologies)
where the hell are the docs for this?
this is supere useful
So since I changed the project from 2d to 3d HDRP, I've been getting this error. Never caused any issues, until now preventing me from applying model changes
It appears whenever I select anything in the editor, and every frame during play
I know that in hdrp you can have tesselation on standard materials and shaders, but can you have tesselation on terrain, with vertex displacement based on the terrain texture height map?
Yes it’s doable but the tradeoff is you will loose the instanced terrain, cause they both use instanced ID for vertex definition, for short
hey so how would I create this sort of gameobject completely from script? I cant find the api for custom pass volumes to create one automatically from a script
new CustomPassVolume 🙂
something like that
cpv = new CustomPassVolume();
cpv.Add(new CustomPass);
...
example from one of my projects:
customPassVolume = gameObject.AddComponent<CustomPassVolume>();
customPassVolume.injectionPoint = CustomPassInjectionPoint.AfterPostProcess;
customPassVolume.targetCamera = cam;
depthBakePass.bakingCamera = cam;
depthBakePass.depthTexture = depthRenderTexture;
customPassVolume.customPasses.Add(depthBakePass);
Thank you so much! This seems like it will work perfectly!
Though, one more thing, how do load the depthBakePass? Just doing ".Add(HDRPCompatability)" gives me the error that HDRPCompatability is a type
nvm
holy heck yeah this works perfectly now! Thank you so much!!
np!
hiyo
ive got a problem with a video player im using a render texture on an object and the render texture is set to the vids resolution but it doesnt strech nicely ove the object
so is multi-camera setups REALLY glitchy/buggy in HDRP?
I am having a case where a DISABLED orthographic camera is modifying the resolution of the main camera, but only the Y component when it gets "RenderWithShader" called
unity 2023
it doesnt do this in BIRP at all
oh... renderwithshader doesnt seem to work at ALL in HDRP
Raytracing works... okay. Performance is fine (don't expect realtime brute force GI): Here's a minimalistic setup to a raytracer https://github.com/INedelcu/RayTracingShader_VertexAttributeInterpolation/tree/autodesk-interactive-with-ray-tracing
that’s useful, thanks.
I tested it out and while it worked, I returned to my custom software implementation for 2D raycasting as DXR doesn't seem efficient enough for real time
At least without temporal accumulation which means ghosting
im having an issue with reflection probes. every time i press bake they get brighter and brighter
never had this issue before until i changed some textures
You need to use some custom pass rather than stack cameras
Same here, custom pass can draw with replacement shaders
Destroy them before trigger a bake all probes
Ah ok thanks!!
Hey, i decided it would be a great idea (it was not) to try and test the hdrp with the vr gorilla tag rig, and, for some reason, my display shows 60 fps, while my headset is getting 3 and having a seizure
I have really no clue wtf i did wrong
I couldnt really find a tutorial for hdrp for vr
if anyone could help that would be great
Not a tutorial, but there is an old VR sample project here : https://github.com/Unity-Technologies/VRAlchemyLab
General rule of thumb : cut out features to save perfs :/
Any easy way to get TexelSize in HDRP when using a fullscreen shadergraph? Doesn't seem to be any node for it
"Screen" node ?
Ah no, URP only apparently, sorry
Screen width/height is in there, what I have atm which maybe (?) works, but was just wondering if there's some nicer way to do it. Bit worried that this might not always be the actual texelsize with all the various upscaling/variable resolution stuff that goes on
According to the node doc, it takes into account the dynamic resolution scaling. But like I said, it says it's only supported in URP
Ok, thanks anyway
thanks!
the dark blue circle thing in the background is local volumetric fog
does anyone know what might be causing it to be circling like that?
i want it to be just a rectangle
how can i increase the shadow intensity so there is more contrast between light and shadow?
oh, just figured it out! had to change the hdrp sky in the project settings
Shadows can't really have above 100% intensity, since a shadow is an area that any specific light source isn't reaching
Their brightness/darkness is however much light they are receiving from the environment or other nearby light sources
Why does HDRP need to make the colour pyramid right before rendering transparents, and then again after? Making two whole mip pyramids from scratch feels like overkill
What might be causing this (motion blur?) lag effect? It happens in recording mode and game mode, but not in editor mode
I'm using HDRP and the scene is performance heavy
cinemachine dolly track btw
i had motion blur on... ffs lol
i'm on 2022.3.41f1 and is that the reason there isn't the "Water Samples" package? it's important for me so any help is appreciated
Yes, the water samples arrived with Unity 6 / hdrp 17
Ah damn... I wanted to copy the ocean from one of those scenes that includes foam and stuff cuz I can't get foam in my own scene
Has anyone had success getting adaptive probe volumes baked in 2022.3? They don't work at all for me, the light baking process gets stuck indefinitely after the lightmaps are finished, it never gets to the probes.
I know there is a trick in 2023.1 where you have to disable virtual offset the prevent the graphics driver from getting crashed and then the probe volumes work pretty well, does anyone know of a similar thing that works for 2022.3?
You can still try to backport them to an older version, not sure if all the features showed in the samples will work.
Yup... I've had that issue on 2021.3 and 2022.3. APV's are really buggy in the baking process, it's unfortunate because when it works, it's amazing, when it doesn't it's bummersville. Here's hoping when Unity 6 LTS drops it will be solid.
I did manage to get them working, however only on the draft lighting settings from the hdrp sample scene thus far. I'm not sure if it's related to the light probe sample multiplier value, that seems obvious but that might only affect the legacy probes, could also have to the with the regular sampling settings.
You also have to to a lot of trial and error with the shape and size of the probe volume itself, small probe volumes will frequently fail to bake any probes.
No chance of reflection probe normalization though, it will always reports the probe data is invalid no matter what, even if you make sure there are zero invalid probes.
I wish I could also switch to Unity 6 when it comes out, but as an XR developer that's not an option. The performance is just so much worse even with all of the new features like the resident drawer, GPU culling and STP enabled. The average frametimes are at minimum double of what they are on 2021 LTS for all of my projects, with much harsher spikes on top of that.
Tried it last night, it didn't work.
Has anyone managed to get OpenXR working in 2022.3 / HDRP 14? It works fine in the editor, but in the build performance will be absolutely annihilated. GPU frametimes go up by a factor of 10 compared to play mode, even in an completely empty scene with nothing to render other than the skybox. There are no error messages in the console either.
working with 2023.2.x, OpenXR / HDRP combo works fine, no bigger general performance issues. Had 2022 running before, was also fine. Sometimes we experience issues with DLSS, which leads to performance drops.
Thanks for the input, have you tried the 2022.3 LTS though? 2023.2 still uses DX 11 by default, while 2022.3 uses DX 12. You can not get more than a 1-5 FPS even in a completely empty scene with that.
You can choose between DX11 and DX12 in player settings. NEVER use DX12 for XR until Unity starts fixing the very, very big performance issues.
That's what I thought to, just tried exactly that. That used to fix it, but now something in the HDRP itself is broken. You can get better performance in play mode, but the build will be completely unusable.
@scarlet hull Could you take a quick look at this? Something is seriously wrong here, you get gpu frametimes in the 30 to 40 ms range even in an empty scene with the default HDRP sample scene project settings, both on DX12 and DX11.
Nevermind, sorry for the ping Remy. Looks like Valve shit the bed, I just downgraded the SteamVR runtime to 2.5 and the issue is gone. XR development is kind of a nightmare because in addition to not knowing if the os, graphics driver or engine is to blame, you also have the xr runtime to worry about.
I was pretty sure this had to with something in the build process going wrong since play mode is unaffected even when running SteamVR 2.7, and that has definitely been the cause of issues like this in the past.
Nevermind again! It's not actually SteamVR 2.7 itself the causes the issue, but rather something going wrong in the update process from 2.6 to 2.7. I just switched back from to 2.7.4 to create a profiler log to send to Valve, but performance is fine now. The rollback has not changed any of my user settings, so something not exposed in even the developer settings seems to have been the cause.
If you are using OpenXR and a Quest headset, you should not use SteamVR at all, as it's a performance hog
Thanks for the heads up, not an option for me though. I'm developing for the Index, I do have a Quest 3 but unfortunately the wireless implementation got destroyed by Meta in v64 and has not been fixed since, would love to use it otherwise.
Is there a way to implement hdrp without this stupid consequence
I have seen many stylized games made with HDRP as well so don't really know where that reasoning comes from. Only problem with HDRP is that it is slower than the other pipelines in most cases. Luckily URP supports a lot of the same features that HDRP does with the exception of some features that tends to be quite heavy anyway so if performance is a concern, URP should be the better fit
but what about the features hdrp comes with?
What you mean by that?
visual effects and stuff
But what are you asking?
wait, why do you even want to use HDRP?
You can do visual effects and decals in URP if that’s what you were asking. Some festures like tessalation aren’t supported yet but you only need that in some very specific cases so it might not be an issue to begin with
Hello, does any one know how to use this example of denoising?
https://docs.unity3d.com/Packages/com.unity.rendering.denoising@1.0/manual/index.html#synchronous-api-using-command-buffers
From where do I get renderContext and cmd?
I need to denoise camera image captured to render texture.
Hello! The Shader Graph package is supposed to have a sample pack called Production Ready Shaders available for download via the Package Manager on Unity 2022 LTS and later, but I'm using 2022 LTS and the sample pack isn't there. More people seem to have this issue judging by the comments on this video: https://www.youtube.com/watch?v=iV79HBv6co4
Does anybody know how I can access these samples? If anyone can send them to me it would be greatly appreciated! Thanks!
We created a new sample set – Production Ready Shaders – that contains over 25 Shader Graph shaders that are ready to use in your project. The sample also contains a step-by-step tutorial on creating a forest stream environment using the assets from the sample.
Follow this video to see how to import and use the new samples in Shader Graph.
...
you should be able to find it in the package manager -> shader graph -> samples, it's the last entry
As I said, it isn’t there. I can only see Procedural Patterns and Node Reference. Is there any way to update the Package Manager?
it was included in 2022.3.37 or 2022.3.38 afaik
Heyo! I am super lost here! I am trying to enable the GPU Resident Drawer for my project, however, the setting is completely missing. It is supposed to be below "Maximum LOD Level", but it is not there.
Any clues? I can't find anything on the subject. I also made sure my only Graphics API is DX12.
Only other thing to note is that I converted this project from URP to HDRP, but I did it very early and removed URP, so it should be good. But I don't know.
Oh I see, it's only available in 17.0.3, and that's maybe only the newer versions of Unity?
And I guess Unity 6 is still only in preview >.>
Anyone have any idea why my Shader Graph (fullscreen postpro) isn't correctly reading the HD Scene Color (mip pyramid) here?
Exact same shadergraph works in another project :/
Frame debugger shows that the mip pyramid texture being passed in there is 'correct' but output is always (0,0,0) for some unknown reason. Even when trying to multiply with exposure/inverse exposure/etc, still always a 0.
Can someone give me an idea as to why the lighting is effected when changing the color of the material on the car?
Automatic exposure
how do i make the shader use a texture only if the material has that texture?
like, detect if there is a texture and use it, and if that specific texture is None, use some other value instead
A texture property always has a value, even if it is the default one. Unity has 5 different default textures of 4x4 (or 8x8) pixels, white, black, bump, grey and linear grey.
Option 1 :
Use a keyword or boolean on the shader to enable/disable the texture sample. You can use a custom material inspector to change the keyword/toggle value depending if a texture is assigned.
Option 2: check the texel size of the texture, and branch if X & Y are under or equal to 8 pixels. Of course, it doesn't work if you assign a texture yourself that is that small :/
what is the injection point you are using for your fullscreen pass?
option 1 requires manual stuff, but i think i can create some editor script for automating it
and for option 2, would this affect performance in a bad way?
Since the branching will be constant, it shouldn't have a huge impact
BeforePostProcessing, AfterPostProcessing, both have the issue
@scarlet hull You worked on the shader for the HDRP water system, right?
I'm trying to get the water working in XR, it actually looks great at a distance. You can't get close to it though, the refraction is completely out of sync between the left and right eye. That causes an extremely unpleasant double image effect and gives you a headache immediately.
Do you know if there is any way to get the refraction working as intended? This happens both in single and multi pass.
@fervent robin should be able to help here, he did work on the water a lot.
From what he told me :
It should just work 🤷♂️
Best you can do is report a bug with the built-in bug reporter tool adding as many relevant informations as possible, and ou XR graphics devs will have a look.
Alright, thank you for asking! :)
Greetings. Currently working in the hdrp pipeline. The Camera of the Scene-View, somehow throws a Shadow. (See Image). When I scroll further out. the Shadow Dissapears. Someone got a Idea how to fix this ?
Shadow distance setting cuts off directional light shadow after a certain distance
Is it in the Preference Settings?
No, preferences are for editor preferences only
Graphics quality settings are in your HDRP asset
👍 On it
You mean this asset right? Searched through it, but could not find the option.
Your project's quality settings may define multiple of those assets, including the default, one of which will be in use by the editor
Shadow distance is probably somewhere under one of the two lighting categories
But when in doubt you can search for the specific setting in the documentation
Found it. Project Settings -> Graphics -> HDRP Global Settings -> Shadows -> Max Distance. It's a direct Setting. Fixed the Issue. Thanks
Often you'll want to define different settings like the Max Distance per each quality level, since they affect performance
Just something to consider later
Yeah. For now I just wanted to fix the Issue in the Scene View. In the Game View everything is fine. Was hard to do terrain with that annoying Shadow, that looked wrong
Anybody use recursive rendering? I'd like to confirm a curious limitation I appear to have discovered: the use of renderer.SetPropertyBlock with float overrides doesn't appear to take effect on materials with the recursive rendering toggle (editor only?). Modifying the original material, such as with sharedMaterial[n].SetFloat, does result in an update.
Maybe an oversight. As using property block breaks the SRP batcher, and is not a recommanded use, it is possible that the raytracing shaders implementation ignored support for them.
Not recommended for use! That’s news to me. Thanks for the hypothesis.
Well, nothing prevents you to use them, but since dynamic batching isn't supported in HDRP, that relies on the SRP batcher, and using property block does break the batching, it kills your performances 😅
Showcases are for #1180170818983051344
ok ill post it there
Hey guys, I need to do a project for class (in unity hdrp) and i'm having some issues with the lights... they are flickering... now i dont know anything about the lights and the baking and the realtime things.... im lost with any tutorials or can't find a one working with hdrp... do you know why ? (if im close to the lights they dont flicker... but the further away i go from them, the more they do flicker)
@golden niche Don't cross-post, please. Try one channel first.
I wanted to put all the chances on my side, I asumed, some people only check certain channels. but ok
Probably an optimisation setting somewhere like max lights
yup that was the issue ^^ but thanks
Nice! Is that HDRP's default water?
Yup
anyone know how do fix this error or am i just being dumb?
Unity 2022.3 LTS and HDRP 14.0.9
this is the code im working with (inside of a class ofc):
public VolumeProfile[] volumeProfiles;
private Volume volume;
void Start()
{
volume = FindObjectOfType<Volume>();
if (volume == null)
{
Debug.LogError("Volume component not found in the scene.");
return;
}
}
public void SetQuality(int qualityIndex)
{
QualitySettings.SetQualityLevel(qualityIndex);
if (qualityIndex >= 0 && qualityIndex < volumeProfiles.Length)
{
volume.sharedProfile = volumeProfiles[qualityIndex];
}
else
{
Debug.LogWarning("Invalid quality index");
}
}
looking at the documentation and the example code clearly shows that sharedProfile does exist. the screenshot was from when i was just using profile, but im still getting the error using sharedProfile nonetheless
i know i might get flamed for asking such a seemingly dumb question but this is my first hdrp project and it seems like a unity bug, not my doing, maybe im just dumb
That is probably the wrong Volume class then. You need the correct using directive
If you are still confused, just ask. No one is gonna flame you
Is there any asset out there that can help me with foot steps in the sand in HDRP on terrain that uses displacement/tesselation? I tried using micro splat "Trax" but its only good for leaving trails if you're using a regular human, because they dont naturally lift their feet up high enough in animations and it causes drag.
I tried rendering the trax only when a footstep is detected but it looked awful regardless so im looking for another way...
Do simple decals not work?
Im forced to go that route it seems
I use them and they work pretty well IMO. Good to know there's interest in a turnkey system for HDRP though
yeah but
that ground is completely flat
im dealing with this
so i wasnt sure how that would behave
ill have to test it out
That is probably the wrong Volume class
The decals work perfectly on tessellated materials, the only thing that you may need to tweak is the CPU-side (ie. making colliders a bit higher up)
ah nice, thanks for letting me know, what do you use atm to get your prints down?
Pretty simple, just instantiate them on the foot position when the character steps
Just install the Triple-A Graphics™️ asset and you're done
Sales will start pouring in immediately
what
There isn't really such a thing as "triple-A graphics"
It's not a style, a technique nor a technology
It refers to just any cutting edge graphics that the modern highest end studios produce
Which means you need as much resources and expertise as they have to perform at their level
HDRP technically gives you all you need out of the box to do what they do (sans the external programs they use to make assets)
But you're still missing the know-how that you would have to acquire by study and practice
Have like 15 years of experience in the following fields : Lighting, 3D modelling, texturing, level design and shader creation. Then just install the hdrp package and you are good to go.
Actually this is a whole HDRP terrain topic, the TerrainLit shader of HDRP is a good base to modify if you have the time and knowledge , so you can modify it to have some vertex displacement or even parallax occlusion effect projected on it, but it involve huge shader modifications, on another hand there is few assets that handle projection and can be more easily to modify regarding terrain shading and effect, I have done such an effect using The Vegetation Engine( now named the Visual Engine) last year, here is a result, the terrain shader of this asset being made with Amplify Shader, it’s more easy to modify the terrain shader and take advantage of the projection buffers/system of the visual engine to obtain such an effect.
I am actually publishing a new asset that handle that also but using HDRP natif stuff and few more features but it need more refinement before being published so it’s not yet ready 😉
is hdrp better for starter than urp?
For starter I would say URP is better, it's a multi-platform rendering approach, with a leaner set of rendering feature compared to HDRP and with a great maniability, so HDRP is far more complex, but HDRP is good to learn AAA feature set and make your mind about it
so urp it is 😄
so uh
i added hdrp into my project Then removed it
and now the textures
are messed up
how to fix?
nvm fixed it
TL;DR: HDRP distortion shaders only work in Editor, but not in builds (Unity 6000.0.16f1).
Hi everyone! I’m migrating an existing project to Unity 6 Preview. Everything went fine except for distortion in Shader Graph shaders – they only work in the Editor, but not in builds. Shaders that use distortion in addition to normal transparency are rendered with zero distortion, and distortion-only shaders are rendered as solid pink.
I’ve double-checked all settings I could find, and distortion is enabled everywhere:
Shader Graph > Graph Settings > Distortion = On.
Project Settings > Frame Settings (Default Values) > Camera > Rendering > Distortion = On.
Project Settings > Quality > HDRP > Material > Distortion = On (for all quality levels).
I’ve checked my camera’s frame settings, and Distortion is set to On there as well. The shader is added to ‘Always Include’ in Project Settings > Graphics, to make sure it doesn’t get stripped from the build. HDRP is updated to 17.0.3 (August 06, 2024). I also tried to override the frame settings in the camera and forced Distortion to On (despite the fact that it was already on by default), but it didn’t help. Clean builds didn’t help as well.
I thought that there was some problem with my existing project and created a bare-bones 3D HDRP project from scratch. Same deal – distortion still works only in Editor, and doesn’t work in builds. All the steps and checks above didn’t help. Overall, it looks like Unity 6 doesn’t include Distortion pass in builds.
Does anyone have any idea how to make distortion work in builds? Should I submit a bug?
It does look like a bug indeed, if you can submit a bug report that'd be great 🙂
I did submit a bug report earlier today. I wonder if anyone else is also having problems with HDRP distortion in Unity 6000.
Hi. Does anyone know how can I create a camera that only renders the UI please? Because when I try to do it the camera adds some kind of "fog" I don't know why
You can enable "custom frame settings" for that camera, and disable fog in there.
Hi all, I posted about this on the forums too but after a full day of testing I'm tearing my hair out. Are the various draw call optimisations actually working in HDRP?
Doing a lot of A-B testing and for the life of me I cannot get any sort of Draw Call optimisations to work in HDRP for my example of 1000 trees. I was placing them through the terrain but realised even with GPU Instancing turned on on the materials the batches and draw calls were super high. So I tested everything for the past 6 hours and nothing I've tried even came close to providing any optimisation. Gone through 10+ forum posts, 4+ documentations etc and nothing. I dont want to use things like Graphics.RenderMeshInstanced etc but is that the only viable option? I'd love to hear some opinions/experience on this as this is breaking my brain at this point!
How many draw calls are you seeing?
As a random terrain example with low-ish vert count trees
100 of the heaviest tree i have (single material with instancing turned on, also all static and batching turned on);
Issue is when I take every step to turn every single draw call optimisation option *off * and the performance remains exactly the same rather than getting worse. And frame debugger tells me nothing changed after all the changes I make to the setup.
Tbh that is just HDRP. It's almost always GPU bound so the only instances where draw call optimization helps visible performance is if you've somehow got yourself into a CPU bound position.
Not that I'm a total guru but from my experience with modern HDRP in U6, it feels very bandwidth bound at a lot of points. So optimisations that translate into FPS are more likely to come from finding ways to decrease traffic in memory
And on my 6700XT for instance, it can do 20-30 mil tri scenes and make almost no difference vs. a 1 mil tri scene. It handles lots of triangles relatively well (as do modern GPUs)
I'm not well versed in optimisation either but it seems to me like unities terrain system is not even usable in HDRP with its intended purpose of big landscape with many trees/details
unless we're happy with 30fps without a single logic or other objects in the scene
And I've not even turned on the features that drew me to HDRP over URP here and the performance is already dying
Profiling a blank/nearly blank scene in HDRP is an easy way to think it's bad, it scales very well from my experience.
idk I have a feeling that I should move to URP and give up some of the default things that come with HDRP like sss, ssr, water/ocean, volumetric fog etc as there are paid assets that already do these in URP
Up to you, IMO HDRP is in a good spot, you can still build a game in it and do optimisation later
This is probably because Terrain does its own optimizations internally that override these for better or worse
Those optimizations are designed to work with particular foliage shaders which could have an impact
Also, there's not really point doing draw call optimization unless you know draw calls are limiting your performance
Is there really no way to change the UV channel for the thickness map on refractive materials? I can't find anything like that, and changing the base UV channel will also change the channel that the thickness is read from.
Not being able to set the channel forces you to have zero overlap on UV0 which is incredibly inefficient for large objects with tiling textures and also makes your models look way worse because of all the seams you need to add when essentially doing a lightmap unwrap.
Just take a look at an organic model like this. There is no way to create overlap free UVs for this without adding a ton of obvious seams everywhere, it's all more or less a single surface looping back on itself.
That means I can not use a thickness map for it, even though the pillars would really benefit from that. But there is no way I can separate those out of the island without overlapping the floor and ceiling that they are supposed to be seamlessly connected to.
This wouldn't be problem if I could just have a separate UV map for the thickness with just the pillars unwrapped, and would also save a ton of space since the rest of the model has uniform thickness and could be scaled down to zero and put at the base of the pillar in the UV map.
It's a lot to optimize vegetation HDRP, so a few things... First, any kind of vegetation needs to be done via Indirect Instancing, you can roll your own, or use an asset to do it. Plus, you need LODs on your models, and adjust shadows... HDRP is a heavy punisher for shadows, especially for things like distant vegetation. I see in your heavy example, there's > 6M tris... while not terrible, if your game is low poly stylized, you'll have to reduce that by a massive amount for vegetation. Last, you'll need hi-z occlusion, Unity 6 can do it with the new experimental GPU occluder, but otherwise you'll need something like Foliage Renderer or GPU Instancer from the store. This is so things like grass and trees blocked by other objects won't render, saving additional GPU workload. Non-vegetation, you can combine meshes to reduce draw calls.
I have hand made LODS for every single tree I use, the ones in the examples are actually LOD1's as LOD0's have wind animated vertex displacement which I didn't need for my optimisation tests. That particular tree is way too heavy anyway and I made a newer version with less verts. You can see some of my other newer trees in my other screenshot, many many more of them in the scene and only 1.7M verts.
I'll look into the 2 store assets and Unity 6 for sure. Game will be low-ish poli style and top down, which kind of throws the idea of occlusion out the window sadly, and all I can really use is frustum culling at that perspective.
I’m kind of hesitant to get into indirect instances as it will take valuable dev time away from mechanics. Solo dev life you know.
Currently making a custom pass that takes a mesh, renders it to a 256x256 texture, but I can't seem to make depth testing work on the rendered model, if anyone might have any idea. I can get it to render either without depth working and correct colour info, or render pure depth but not the colour
Relevant code here: https://pastebin.com/S6aQ8Lj7
Fairly sure it's on the C# side and not the shader side as the shader works in a standard MeshRenderer
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I wouldn't trust a single feature developed by Unity tbh, way safer to use URP and rely on assets for anything aside from PBR rendering the pipeline provides. And never upgrade the project version of course.
You can't allocate an RTHandle that has both color data and depth. You need to allocate a separate color handle and a separate depth handle and bind them both.
In the RTHandle's creation code it does a check if you specified depth bits. And if you specified any, then you get a render texture allocated with color format set to GraphicsFormat.None and the depth format set to a corresponding depth format
Up to that now but I'm still seeing the issue
https://pastebin.com/5Yrpk4ip
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
So just wondering if I need to do some totally custom depth handling or if there's still a way for it to all just 'work' within one DrawMesh
You aren't showing your rt allocation code.
depthTarget = RTHandles.Alloc(
rtSize, rtSize,
TextureXR.slices,
dimension: TextureXR.dimension,
useDynamicScale: true,
name: "CustomPassDepthBuffer",
depthBufferBits: DepthBits.Depth32
);
You can do this with shadergraph (have a dedicated UV channel for thickness)
Hey. Light sources require exorbitant values to make it appear that they are actually emitting light. In the screenshot, I set the intensity of the source to “10000000” lumens, but it barely shines at all. If you set it to the maximum value that unity offers on its slider, there is almost no light at all. Same situation with the emission intensity. You have to set it to a huge value to see the glow. What to do about it?
Try using fixed exposure instead of automatic.
same result
Did you set your exposure between 10 and 12?
13, Sunlit (preset)
as i turn towards the surface, ssr starts to disappear which makes it look weird, is there any way to fix it
SSR can only work on data it sees on screen so it's not really possible to reflect things that are not visible on the screen. Only ray tracing can produce perfect reflections but usually games combine SSR with reflection probes to work as a back up solution when SSR doesn't work.
