#archived-hdrp

1 messages · Page 13 of 1

rotund ridge
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Damn way better

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Baking works on mesh marked as static

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(I'm not a pro in baking so I wont talk too much about it I may be wrong)

left prawn
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but if you set a mesh to static it wont be able to move right?

rotund ridge
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I dont think this is related

left prawn
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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?

rotund ridge
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I dont think so

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Making it static just means you can bake the lights on it

left prawn
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yeah i figured it out

left prawn
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Thanks guys!

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I now get 40 to 60 FPS in the sub

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however 15 outside the sub

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its still an improvement

shrewd moon
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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

left prawn
shrewd moon
left prawn
dim arch
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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

left prawn
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the volume is local and attached to the camera and it is my interior volume

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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

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sorry if this didn't help.

dim arch
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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)

dim arch
left prawn
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no the local collider is just covering the camera and is a child of it.

dim arch
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ah, so your camera doesn't move when you are in the sub

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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

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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

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if anyone knows how to do this, please let me know

dim arch
left prawn
dim arch
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Fair enough lol, if anyone knows please ping me

onyx lark
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Screen Space - Overlay draws directly onto the screen, and it happens after post-processing

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Screen Space - Camera and World both render the canvas with your game camera

dim arch
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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.

onyx lark
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I have not figured out a way to post-process an Overlay canvas yet. It'd be handy

onyx lark
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i.e. it's actually on a physical model

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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)

dim arch
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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)

onyx lark
dim arch
onyx lark
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I'm pretty sure this will involve a RenderTexture

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you'd be rendering the canvas, then running it through a shader

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I haven't done this before though

dim arch
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Problem with render textures is that they dont accept input natively

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and in that case, whats the point of using UGUI instead of UIToolkit anyways

onyx lark
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Now, if you just need scan-lines, you can probably just slap an image on top of everything

dim arch
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Surely theres a way to add effects to a world-space canvas without overlaying pngs/gifs

onyx lark
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you could write a shader to produce the scan lines

dim arch
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maybe people do it with custom pixel shaders?

onyx lark
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it'd just be an overlay, not a post-processing effect

dim arch
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I also want to add glow to the UI, and so on

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warp the screen too, which would have to be done with postprocessing/shader

dim arch
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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..

white lagoon
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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)

dim arch
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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

dawn sorrel
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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

dawn sorrel
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unfortunate

scarlet hull
mint urchin
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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

compact fulcrum
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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

dawn sorrel
# scarlet hull You could use a second directional light to act as the moon to emit light. And/O...

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

scarlet hull
scarlet hull
compact fulcrum
pulsar skiff
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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?

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here is what happens when i put on the light cookie texture in full resolution

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all other realtime lights dissapear

scarlet hull
scarlet hull
# pulsar skiff all other realtime lights dissapear

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

compact fulcrum
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this is b4 and afther i hit that button i circled in blue

twin field
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hey simple question but cant seem to figure it out why is my sky grey on all scenes?

shrewd moon
pastel drum
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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

tardy wind
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Using unity 6, what am I meant to do about these?

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Also, why do the materials in the inspector look like this when using the autodesk interactive shader?

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Should I swap back to an earlier version for HDRP?

mint urchin
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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?

still sandal
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might be hard to make it look right

dawn sorrel
scarlet hull
dawn sorrel
indigo lily
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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

calm zodiac
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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.

shrewd moon
south girder
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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

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I did find this in the preferences but there's still no option to completely disable it

shrewd moon
south girder
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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

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Actually it's probably because the HDRP package got updated

shrewd moon
south girder
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Alright, was hoping to hear that at least it's back in future versions. Good to know

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Let's see if I'll update to 2022. Just moving to this 2021 LTS introduced more bugs/missing stuff than new features

shrewd moon
south girder
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Script compilation takes a few seconds before it kicks in, shader graph basically freezes for 2+ minutes when undoing on a complex graph

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There's more, I haven't written it all down

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Also this orientation gizmo thing is now hidden away in a dropdown which is meh

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Unless there's a way to keep it always visible

shrewd moon
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Also some way to hide or collapse them I think

south girder
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Ah yeah found it. Had to right click and uncheck Panel

shrewd moon
indigo lily
minor depot
shrewd moon
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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

minor depot
shrewd moon
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That's a valid reason, as long as you're upfront about it

minor depot
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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

shrewd moon
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That'd be nice too
TAA denoising has a bit of a unique look to it

onyx lark
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just noticed something mildly interesting: having FidelityFX Super Resolution dynamic resolution scaling enabled causes significant color banding, even at a render scale of 100%

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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

minor depot
onyx lark
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cries

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well I should still probably turn it off when it's not actually needed

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(i'm on 2023.2.20f1 and need to bump to 6 Preview soon)

dim arch
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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.

tame dock
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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?

quick sorrel
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anyone know how to fix this in hadrp? my grass is not rendering the billboards correctly.

compact fulcrum
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hejo

compact fulcrum
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trying to put an video on an object

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is there a way to fit the video to the ocjects size?

shrewd moon
# compact fulcrum 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

lusty sequoia
tardy wind
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Why do my raytraced shadows look so blury and noisy????

shrewd moon
tardy wind
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Is there anyway to add that in the scene view?

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The TAA

shrewd moon
tardy wind
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It's weird, I've done all the steps to add raytracing tho

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However I can't find the section to find HDRP asset Resources

shrewd moon
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I recommend using the HDRP template's ray tracing example as a base

tardy wind
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Where would that be.

Unity hub?

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Should be this one?

shrewd moon
shrewd moon
tardy wind
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Aight, I'll try it out.

Thanks for all your help so far

shrewd moon
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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 ...

▶ Play video
mortal forge
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Anyone know how to grab the HDRP colour pyramid in hlsl?

grand kettle
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water

candid tundra
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How do i add foam to the shoreline of the water? Example on the picture :b

scarlet hull
mortal forge
scarlet hull
mortal forge
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Yeah will do, this should be enough for me to eventually make something work, appreciate it

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Was really as easy as that 🥳

scarlet hull
mortal forge
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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.

quick sorrel
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@rotund ridge the issue is the billboards. But I am using anothor grass now for HDRP and it dosnt have that issue

vapid bronze
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what can cause reflection probe to be black on water?

candid tundra
forest oar
onyx lark
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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

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This doesn't work -- it's always producing false

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so how can I check if I'm currently doing shadowcasting?

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Got it! The define is different in HDRP

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it's SHADERPASS_SHADOWS

analog scroll
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Is HDRP inherently more expensive than URP or only when you use the features it provides?

onyx lark
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It's inherently slower -- an empty HDRP scene runs much slower than an empty URP scene for me

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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

analog scroll
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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

onyx lark
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I would absolutely want to do VR in URP, since you need to push so many pixels and also need such short frametimes

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I haven't tried HDRP VR though

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just URP

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URP can start looking a lot nicer if you get good materials

analog scroll
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I know there's no grass but grass would kill my game

onyx lark
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You need some foliage. It’s very flat right now

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Not necessarily grass

analog scroll
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Trees and bushes yeah, I'll add them

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It feels like even at this point it should look okay though

onyx lark
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Your lighting is also off. The left side of the building shouldn’t be pitch black

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The skybox might not be bright enough

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One advantage of the HDRP is that it uses physically-accurate light values

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rather than the more abstract intensities used by the other render pipelines

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that does make it easier to punch in realistic light values

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(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)

analog scroll
pastel drum
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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.

scarlet hull
onyx lark
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I would not use a water system in that case

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The lighting will also be pretty basic -- you aren't going to get lots of complex caustics from an ice surface

pastel drum
scarlet hull
pastel drum
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Okay, cool. I’ll look into that. Thanks again!

calm zodiac
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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

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the top colour is what it needs to be, the whiter underneath is the material

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never mind just saw my emissive map was white 😅

onyx lark
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also, even after removing the emissive color, you'll still have tonemapping and other post-processing going on

onyx lark
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I'm still very confused about how to make a good looking moon + night scene in the HDRP

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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

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This is how it looks with the Scene Exposure set to 12.5

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unsurprisingly it is absolutely blown out if you set the scene exposure down to something appropriate for night-time

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Am I supposed to turn down the sun light's intensity from normal daylight values?

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this also just doesn't look anything like a night sky

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(i switched to Emission mode on the moon light and turned the surface color way down)

south girder
onyx lark
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An HDRI sky with a star field looks okay

mortal forge
onyx lark
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I'm looking for a very dark scene

mortal forge
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Little bit of Shadows boosting with postpro though

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Any darker than that (for me) and you run into just getting a black screen

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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

calm zodiac
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are these numbers normal?

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does anyone have any tips to improve performance from default hdrp settings?

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the render pipeline taking 80% of my cpu time is abysmal

south girder
onyx lark
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I also stuck a starmap on and gave the moon a blue color temperature

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which I think is inaccurate but whatever

calm zodiac
south girder
onyx lark
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either you do or you don't!

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unless you're talking about cinemachine virtual cameras, which are not real cameras

calm zodiac
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unless removing them doesn't actually remove them

onyx lark
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Disabling a Camera component stops it from rendering

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Multiple cameras would definitely cause a slowdown.

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if you export a camera into an FBX, unity will create a camera component

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that's caused problems for me before

calm zodiac
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so you're suggesting my meshes contain cameras within them?

onyx lark
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perhaps

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search your hierarchy for t:camera

calm zodiac
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nope, I only have those 3

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with three cams it's about 75%

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and with one...

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okay this time there is a decrease, must've missed something before

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50% is still way too much though

onyx lark
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that's 50% of the total frametime

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6ms rendering means your game would run at 166FPS if you didn't have anything else happening

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HDRP is significantly more expensive than URP and the built-in render pipeline

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There's a higher "floor" for the frametime

calm zodiac
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but that still seems like too much no?

onyx lark
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why?

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i don't know what your scene contains or what kind of hardware you have

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it's hard for me to say much of anything

calm zodiac
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well I'm only saying this cause I have fairly good hardware and I'm running at less that 80fps in build

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3060ti range

onyx lark
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i presume the built game is running in full screen

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rather than at a fixed resolution in the editor

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On my M1 macbook, I get horrible performance in a full screen game at 100% render scale

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it's a 3600x2400 monitor or something

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I run HDRP games at a lower render scale, at a lower resolution, or in windowed mode (and thus at a lower resolution)

calm zodiac
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it's running in fullscreen window

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and yeah I guess I have 1440p

onyx lark
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2560x1440?

calm zodiac
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yes

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but regardless of resolution, I can directly compare it to other games

onyx lark
# calm zodiac

do remember that you just got rid of half of your rendering time :p

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maybe check again in a build

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You were rendering the scene twice and throwing out one of the two images

calm zodiac
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I need those cameras though 😭

onyx lark
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Why?

calm zodiac
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I'm using them to render into a render texture

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to render UI onto a mesh essentially

onyx lark
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Perhaps your second camera is set to render the entire scene (instead of strictly just some UI elements)

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I am not very familiar with multi-camera setups though

calm zodiac
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seems to me like I can't optimise them more, I rarely work with them too tho so not sure

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also my build is only running at like 10fps more

pine night
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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?

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First image is with before transparent and second before pre refraction

scarlet hull
pine night
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Any work around to this? Aside from maybe rendering the opaque objects into render texture.

scarlet hull
# pine night Any work around to this? Aside from maybe rendering the opaque objects into rend...

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 ?

pine night
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It is for an atmosphere. Essentially just models rayleigh scattering.

scarlet hull
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Couldn't you use the PBR sky for this ?

pine night
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its not a regular flat world. Im working with actual spherical planets.

scarlet hull
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You can use it to represent a spherical planet. Only a single one though.

tame dock
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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.

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I stopped the simulation time and set the unity seed to a fixed value but that didn't solve the issue

scarlet hull
tame dock
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I am using the post processing film grain effect and take snapshots of the rendering resutls

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With simulation I mean whenever I press the play button in the editor

scarlet hull
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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.

timid mirage
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Anyone knows why all previews are broken in HDRP 17.0.3 - Unity 6000.0.5f1?

timid mirage
onyx lark
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Does it behave if you switch from wireframe mode?

timid mirage
onyx lark
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If you don't have a prefab isolation scene assigned, then there won't be a skybox in the prefab viewer

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this throws off automatic exposure

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try checking Override Exposure and adjusting the slider until the character looks normal

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I don't know why the wireframe would be all screwed up though

timid mirage
onyx lark
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You're on the unlit view mode

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Put it into the Shaded Draw Mode

pine night
timid mirage
onyx lark
timid mirage
onyx lark
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Oh, I don't know about that

ember field
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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?

south girder
ember field
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Thanks for answering. I will look for that, I am a beginner.

south girder
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It is in one of the dropdown menus above your scene view

minor sedge
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is anyone else getting these horrible blocky shadows in the unity 6 preview? only happens on the high quality preset.

smoky tide
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i put the light on 4k and its still coming through

shrewd moon
# smoky tide

Shadows are required to occlude light reflections
It looks like your walls are casting none

minor depot
simple dew
#

Any fix for render texture and black screen?

minor sedge
shrewd moon
# smoky tide 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

safe cargo
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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....)

wise pawn
#

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.

mortal forge
safe cargo
mortal forge
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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? 🤔

wise pawn
smoky orchid
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Does anyone know how i could get a less eye hurting looking grass ?

twilit swift
#

Hi, could someone help me to optimize an HDRP project? I get high profiler spikes, and I also use RTX for SSR and GI.

minor depot
dull wind
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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

wise pawn
minor depot
dull wind
sharp flicker
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this is a brand new hdrp template project, anyone know why im getting this?

twilit swift
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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.

shrewd moon
twilit swift
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I found out that what stopped working is the Ray Tracing, because if I change it to default it just works as Screen Space.

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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.

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Also nothing to do with this but for some reason when I create a new local volumetric fog, it doesn't work either.

fluid merlin
twilit swift
fluid merlin
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I take that back it's still listed as not compatible

twilit swift
hollow frigate
river comet
#

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?

river comet
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too decals

solid light
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Are there any sources to learn how these work?

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And what all these settings do?

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There are just so many new settings in these render pipelines that its kinda overwhelming

shrewd moon
twilit swift
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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.

scarlet hull
#

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

shrewd moon
#

Might also need static GI as fallback
Essential with SSR since there are always a lot of spots where it requires fallback reflections

lucid gate
#

https://cdn.discordapp.com/attachments/886316442256027668/1255587001042997308/image.png?ex=667dac04&is=667c5a84&hm=5b83fe97e908a9671a1916cb32d0a693013006c39e6af4427df12c1bfb54d7f8&

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?

calm zodiac
#

I'm getting saved by batching 0, despite my entire scene either being static or their materials having GPU instancing on. Any ideas?

inland saffron
#

leaves are transperent but the shadow isnt please could i use some help to fix this

#

nvm fixed it

still sandal
#

soo.. how exactly do you write a raytracing shader in HDRP?

#

not like, implementing it yourself with compute shaders

#

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

scarlet hull
scarlet hull
#

Not clear to me how it can be done, maybe through the payloadstruct

still sandal
#

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

still sandal
scarlet hull
#

I really have no idea. Maybe if you dig into the HDRP raytracing code you might find some clues

still sandal
#

just surveying methods

pulsar skiff
#

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.

scarlet hull
rose vault
#

wait, does physically based sky have stars built in?

twilit swift
#

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?

eternal laurel
#

Last time I checked Lumen barely ran 30 fps on a decent trx card

smoky tide
#

My walls are 0 thickness is it actually important?

scarlet hull
neon kindle
#

does anyone know why i get no contact shadows even though they are enabled everywhere?

fluid merlin
fluid merlin
#

There's like a handful of independent devs working on GI replacements for Unity... Truetrace, Erebus, etc

twilit swift
#

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?

twilit swift
#

Will check those out, thanks.

fluid merlin
# twilit swift I want to have the same look as Lumen from UE, and the only way I could find was...

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? pog
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...

▶ Play video
twilit swift
#

Thanks for the info, I will do more in deep research about this.

fluid merlin
twilit swift
wicked needle
#

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?

twilit swift
#

Just add a shadow override to your global volume.

south girder
woeful raptor
#

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

south lynx
#

How would I get this specific metallic look? It seems that reflectiveness works in a specific way I cant understand.

south lynx
#

Hmmmmmmmmmmmmmm, seems to be lack of reflection probes

onyx lark
#

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?

neon kindle
south girder
onyx lark
strong elbow
#

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

sinful sleet
#

Small quick scene inspired by sons of the forest

toxic plume
#

hellow i was in the middle of converting from urp to hdrp, and i cant drag the asset into the slot

rose vault
#

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

pulsar skiff
#

Hey guys.
Is there a way for me to change the shadow quality of ny game n runtime from my custom settings menu?

echo pine
#

And I also do always

azure agate
#

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.

scarlet hull
#

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

azure agate
# 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!

echo pine
#

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?

onyx lark
#

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.

jagged prairie
jagged prairie
#

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

echo pine
#

I did so much like updating or reinstalling other packages

#

This is during external build, a release not in editor, building in editor works

somber hull
#

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.

eternal laurel
echo pine
# echo pine

I think it may be related to bug that has been recently fixed, will update unity later

jagged prairie
#

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)

echo pine
#

oops. why does Unity compile shaders on CPU not on GPU

#

weird

echo pine
#

I have no idea what is wrong

#

Play mode works, building not

merry socket
#

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

merry socket
#

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

shrewd moon
still sandal
#

there’s a render objects custom pass that lets you override materials/shaders

jagged prairie
merry socket
scarlet hull
shrewd moon
merry socket
outer anchor
#

why do textures look like this on a hdrp template?

shrewd moon
outer anchor
#

ah

#

thanks

#

didnt notice

#

what should i exactly look for here?

shrewd moon
outer anchor
#

seems to be looking the same

#

but now the black things actually look like terrain

shrewd moon
#

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

outer anchor
#

only thing i did was add a terrain

#

deleted the second scene

#

still looks the same

shrewd moon
#

Does the hdrp template sample scene work
And did it appear to work at any earlier point

outer anchor
#

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

shrewd moon
#

You will need to have a functioning Exposure volume override to have them make sense

hollow frigate
#

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

mortal forge
#

Looks a bit like AO noise if I had to guess

pulsar skiff
mortal forge
#

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.

honest mortar
#

for some reason when i enable volumetric clouds i get white artifacts does anyone know why this could be?

shrewd moon
hollow frigate
neon kindle
#

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

shrewd moon
neon kindle
neon kindle
#

ahhhh

neon kindle
# shrewd moon

but that doesnt seem to affect LoD Groups etc at all? im confused

#

what i need is one more of these

shrewd moon
neon kindle
#

ahhhh, ok thx

shrewd moon
#

But I don't know what precisely low, medium and high inside a specific quality level refer to

cloud pollen
#

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

shrewd moon
cloud pollen
#

soo should i bake lighting?

shrewd moon
#

I'd consider it, either lightmaps or APVs

#

You also need a reflection probe since the reflected sheen is from the outside sky

cloud pollen
shrewd moon
# cloud pollen 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 &...

▶ Play video
#

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

shrewd moon
smoky sapphire
#

Hey does anyone know how i could do a color bleed volume effect? (the old crt color bleed to the right)

echo pine
#

In game window

shrewd moon
echo pine
#

It's a bit better but I do want full shadow with alpha without the dithering effect, I guess it's not possible

shrewd moon
#

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

echo pine
#

okay

#

This is what I meant

#

Thanks

tiny sierra
#

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.

rough tide
#

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.

fluid merlin
#

I wish the Unity UI canvas could bend.

warm nebula
#

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

scarlet hull
alpine geyser
#

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?

fluid merlin
# alpine geyser hello everyone I have an issue my editor every second puts an error msg -> 'Inva...

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

whole crag
#

trying to do some stuff with fog volumes

#

I want to overlay noise on top of my 3d texture

#

anyone done this before?

scarlet hull
whole crag
#

I know, but trying to do any kind of maths seems to just make the whole volume flicker

scarlet hull
#

Can you show the graph, and possibly the "flicker" ?

weak lantern
#

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

weak lantern
# weak lantern

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 notlikethis

scarlet hull
weak lantern
pulsar skiff
#

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?????
GitHub

Portals in Unity. Contribute to SebLague/Portals development by creating an account on GitHub.

scarlet hull
alpine geyser
#

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.

fluid merlin
alpine geyser
#

ok but there is absoolutly no way?

fluid merlin
alpine geyser
#

ok thx

alpine geyser
fluid merlin
# alpine geyser ok but there is absoolutly no way?

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 😉

alpine geyser
#

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!

fluid merlin
weak lantern
scarlet hull
arctic lake
#

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

rocky latch
shrewd moon
alpine geyser
#

Hey does anyone know how to script a cartridge (bullet shell) removal system and a mag removal system?

pulsar skiff
scarlet hull
lucid gate
#

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&

tiny sierra
#

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?

outer carbon
#

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

tiny sierra
pulsar skiff
#

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.

pulsar skiff
rose vault
#

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??

shrewd moon
rose vault
#

So if I use a large texture set to share materials for multiple rocks, will I benefit at all from that?

shrewd moon
rose vault
#

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?

shrewd moon
long wagon
#

@lucid gate Please don't ping people into your questions. If someone familiar with the problem they would respond.

mortal forge
lucid gate
lucid gate
shrewd moon
#

If you do, you'd need some kind of mask buffer to go with it

shrewd moon
lucid gate
mortal forge
shrewd moon
scarlet hull
#

"Surface" shader won't do edge detection in any way.

scarlet hull
lucid gate
#

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

mortal forge
#

(two diff methods in that example I just whipped up - the cubes use the shaders, the rest of the scene objects don't)

scarlet hull
polar gorge
#

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...

polar gorge
#

When I try to export as fbx it doesn't save all the textures either...

neon kindle
#

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?

mortal forge
# neon kindle i am desperately looking for a simple outline solution that does not mess with m...

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.

outer geyser
neon kindle
#

thx

neon kindle
#

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?

lucid gate
neon kindle
lucid gate
neon kindle
#

Yes

lucid gate
neon kindle
lucid gate
#

set target and depth buffer to custom

neon kindle
#

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

uneven harness
#

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

scarlet hull
pulsar gate
#

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
uneven harness
lime hearth
jagged prairie
night coyote
#

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?

lime hearth
#

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

jagged prairie
#

you can probablyachieve very similar results wit ray tracing or the new things in Unity 6 with SSGI

lime hearth
#

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

mortal forge
#

Anyone know how to change the BRDF that HDRP uses? I see there's plenty of different ones that come with the package

lusty sequoia
#

Anyone had any luck running RenderMeshInstanced in HDRP?

shrewd moon
vale walrus
#

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

compact elbow
#

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?

scarlet hull
compact elbow
#

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.

scarlet hull
#

No, the UI is kind of living in it's own world after HDRP rendering, when in overlay mode

compact elbow
#

is there no way to grab the whole screen color buffer?

scarlet hull
#

But a single ui object shouldn't kill the draw calls cound, just, worst case, add 1

compact elbow
#

you mean add a black UI image and change the alpha?

scarlet hull
#

Yep

compact elbow
#

rofl. I can't believe that is the best way 😂

scarlet hull
#

It's probably the easiest and cheapest one, what would you do better ?

compact elbow
#

grab the color buffer in shader. But if the UI is outside that then yeah, I guess nothing.

scarlet hull
compact elbow
#

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)

minor depot
shrewd moon
#

@compact elbow If all your shaders had a fade to black operation, maybe you'd save that one draw call that way 😏

weak moon
#

Hey, I have foams enabled everywhere but they don't seem to work

compact elbow
# shrewd moon <@756396709713674260> If all your shaders had a fade to black operation, maybe y...

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).

shrewd moon
#

If you have post processing effects the effect could be included in one of those

compact elbow
#

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.

compact elbow
#

it's unlit

shrewd moon
compact elbow
#

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, ...

▶ Play video
#

actually that's more about DoF. But you get my point.

shrewd moon
compact elbow
#

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?

compact elbow
#

haha, it still makes me lol every time.

#

Is Unreal the same?

shrewd moon
shrewd moon
# compact elbow Is Unreal the same?

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

compact elbow
#

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.

compact elbow
#

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.

wraith blaze
#

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

orchid roost
wraith blaze
orchid roost
# wraith blaze 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.

wraith blaze
orchid roost
#

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)

orchid roost
orchid roost
wraith blaze
orchid roost
#

how many fps are you currently at?

wraith blaze
#

on max possible i get around 90 fps in build on a gtx 1070

#

and thats if i really push it

orchid roost
weak moon
#

why do i got no foam?

wraith blaze
orchid roost
# weak moon why do i got no foam?

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.

weak moon
#

no idea what depth texture you mean

scarlet hull
weak moon
scarlet hull
#

Weird ... did you try the water samples to check if foam works there at least ?

versed dagger
#

why is this happening??

orchid roost
orchid roost
orchid roost
# versed dagger why is this happening??

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.

scarlet hull
scarlet hull
simple dew
#

Volume - Fog - Maximum Height - its possible to control this from script?

weak moon
scarlet hull
scarlet hull
weak moon
scarlet hull
weak moon
#

yo, for others they just enable the foam and it works, just a 1-click of effort, for me that's not the case

scarlet hull
#

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.

weak moon
#

i get you but what exactly are water samples?

scarlet hull
weak moon
#

thanks, i just copy pasted the ocean from one of its scenes and i got foam working now

#

but the foams looks kinda unnatural

minor depot
# weak moon 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.

weak moon
#

sounds good then!

orchid roost
simple dew
fickle bough
#

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

orchid roost
scarlet hull
# orchid roost where is the water sample please?

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.

orchid roost
clear zinc
#

Ooops

orchid roost
weak moon
#

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

orchid roost
weak moon
#

I think I remember that the foam was neither appearing in the game view that ran with the main camera

drifting meadow
#

i have no option to addd a grass twexture

clear zinc
#

Unity provide on the asset store some cool grass detailed mesh

still sandal
#

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

#

Maybe hand-rolling a compute-based tracer is the way to go.

#

where the hell are the docs for this?

#

this is supere useful

dark flame
#

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

pulsar skiff
#

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?

topaz ravine
frail tendon
#

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

still sandal
#

new CustomPassVolume 🙂

#

something like that

#

cpv = new CustomPassVolume();
cpv.Add(new CustomPass);
...

still sandal
frail tendon
#

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!!

still sandal
#

np!

compact fulcrum
#

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

frail tendon
#

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

mild wing
mild wing
#

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

vital locust
#

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

topaz ravine
topaz ravine
topaz ravine
frail tendon
#

Ah ok thanks!!

lone harbor
#

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

scarlet hull
#

General rule of thumb : cut out features to save perfs :/

mortal forge
#

Any easy way to get TexelSize in HDRP when using a fullscreen shadergraph? Doesn't seem to be any node for it

scarlet hull
#

Ah no, URP only apparently, sorry

mortal forge
# scarlet hull "Screen" node ?

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

scarlet hull
#

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

mortal forge
#

Ok, thanks anyway

small whale
#

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

crude vortex
#

how can i increase the shadow intensity so there is more contrast between light and shadow?

crude vortex
shrewd moon
mortal forge
#

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

small whale
#

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

small whale
#

i had motion blur on... ffs lol

weak moon
#

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

scarlet hull
weak moon
#

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

minor sedge
#

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?

scarlet hull
fluid merlin
minor sedge
# fluid merlin Yup... I've had that issue on 2021.3 and 2022.3. APV's are really buggy in the ...

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.

weak moon
minor sedge
#

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.

long scarab
minor sedge
long scarab
minor sedge
# long scarab You can choose between DX11 and DX12 in player settings. NEVER use DX12 for XR u...

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.

https://youtu.be/GzVelIQKURg?si=NiV4BAt05VGdxBLx&t=10

minor sedge
#

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.

long scarab
minor sedge
versed dagger
#

Is there a way to implement hdrp without this stupid consequence

glacial fossil
# versed dagger 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

versed dagger
glacial fossil
versed dagger
glacial fossil
#

But what are you asking?

versed dagger
#

maybe im the problem

#

sorry for wasting your time

still sandal
#

wait, why do you even want to use HDRP?

glacial fossil
# versed dagger visual effects and stuff

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

visual thunder
opal mica
#

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.

...

▶ Play video
lucid gate
opal mica
#

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?

whole fossil
weary rock
#

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 >.>

mortal forge
#

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.

frank gull
#

Can someone give me an idea as to why the lighting is effected when changing the color of the material on the car?

loud leaf
#

Automatic exposure

glad elbow
#

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

scarlet hull
# glad elbow how do i make the shader use a texture only if the material has that texture? li...

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 :/

topaz ravine
glad elbow
scarlet hull
mortal forge
minor sedge
#

@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.

scarlet hull
scarlet hull
honest basalt
#

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 ?

shrewd moon
honest basalt
shrewd moon
#

Graphics quality settings are in your HDRP asset

honest basalt
honest basalt
shrewd moon
#

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

honest basalt
shrewd moon
honest basalt
#

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

half surge
#

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.

scarlet hull
half surge
#

Not recommended for use! That’s news to me. Thanks for the hypothesis.

scarlet hull
shrewd moon
frank gull
#

ok ill post it there

golden niche
#

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)

long wagon
#

@golden niche Don't cross-post, please. Try one channel first.

golden niche
mortal forge
golden niche
#

yup that was the issue ^^ but thanks

honest cypress
#

Unity 6 hdrp

mortal forge
honest cypress
ruby haven
#

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

south girder
#

If you are still confused, just ask. No one is gonna flame you

silver sandal
#

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...

silver sandal
mortal forge
silver sandal
#

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

ruby haven
#

That is probably the wrong Volume class

mortal forge
silver sandal
mortal forge
humble lance
#

Dude how do you get

#

tripple AAA graphics

#

in unity

shrewd moon
humble lance
#

what

shrewd moon
# humble lance 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

eternal laurel
# humble lance Dude how do you get

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.

topaz ravine
# silver sandal yeah but

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 😉

bright sail
#

is hdrp better for starter than urp?

topaz ravine
#

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

bright sail
#

so urp it is 😄

humble lance
#

so uh

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i added hdrp into my project Then removed it

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and now the textures

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are messed up

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how to fix?

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nvm fixed it

lavish rivet
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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?

scarlet hull
lavish rivet
terse basalt
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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

scarlet hull
verbal jetty
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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?

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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!

mortal forge
verbal jetty
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100 of the heaviest tree i have (single material with instancing turned on, also all static and batching turned on);

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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.

mortal forge
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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

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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)

verbal jetty
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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

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unless we're happy with 30fps without a single logic or other objects in the scene

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And I've not even turned on the features that drew me to HDRP over URP here and the performance is already dying

mortal forge
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Profiling a blank/nearly blank scene in HDRP is an easy way to think it's bad, it scales very well from my experience.

verbal jetty
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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

mortal forge
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Up to you, IMO HDRP is in a good spot, you can still build a game in it and do optimisation later

shrewd moon
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Those optimizations are designed to work with particular foliage shaders which could have an impact

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Also, there's not really point doing draw call optimization unless you know draw calls are limiting your performance

minor sedge
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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.

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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.

fluid merlin
# verbal jetty 100 of the heaviest tree i have (single material with instancing turned on, also...

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.

verbal jetty
# fluid merlin It's a lot to optimize vegetation HDRP, so a few things... First, any kind of ve...

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.

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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.

mortal forge
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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

outer geyser
outer geyser
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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

mortal forge
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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

outer geyser
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You aren't showing your rt allocation code.

mortal forge
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        depthTarget = RTHandles.Alloc(
            rtSize, rtSize,
            TextureXR.slices,
            dimension: TextureXR.dimension,
            useDynamicScale: true,
            name: "CustomPassDepthBuffer",
            depthBufferBits: DepthBits.Depth32
        );

scarlet hull
dry turtle
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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?

outer geyser
dry turtle
outer geyser
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Did you set your exposure between 10 and 12?

dry turtle
warped light
glacial fossil