#archived-hdrp

1 messages · Page 14 of 1

warped light
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Makes sense, path tracing significantly reduces performance so i decided to use ssr, probes dont give the result i want

glacial fossil
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SSR + Box Projection Reflection Probes (for interior scenes) as a fallback usually works so well regular player doesn't notice anything wrong with the reflections

fluid merlin
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Anyone got a bead on a nice shader that does a good quality fade? I need to fade some materials for a camera/occlusion use case.

warped light
glacial fossil
light sundial
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I got a issue with the posterization shader I made idk if I've made it wrong since I'm new to shader graphs but for some reason it gets applied to everything unless I turn off the raw image does anyone know how I can fix that or will I have to just turn in off as I work on the map?

scarlet hull
light sundial
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im pretty sure fullscreen if thats what your asking im not the best with shadergraphs

scarlet hull
light sundial
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using unlit or canvas stops the whole shader working im just trying to posterize

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unlit does this the raw image works but the camera is just white

scarlet hull
scarlet hull
light sundial
scarlet hull
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And what is the texture 2D in that case ? A regular texture asset ?

light sundial
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i think its a regular texture asset all i know is that if i get rid of anything here it breaks it completely like i said im not the best with shader graphs so i might be setting somethings up wrong

scarlet hull
light sundial
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i havent assigned anything to it

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but without it i think it takes the screen position

scarlet hull
# light sundial i havent assigned anything to it

So it is expected that if outputs white, as the default texture is white ...
If you want the material to use the texture assigned in the RawImage component, you need the texture property reference to be "_MainTex"

#

I'm starting to get lost here, what do you want to achieve ? A canvas image that is posterized, or a fullscreen posterization effect of the whole view ?

light sundial
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full screen posterization

dry turtle
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anyone?

scarlet hull
# dry turtle anyone?

This is exped in HDRP if you are in an outdoor scene. HDRP mimics real life lighting, where the sun light is extremely bright.

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Having a light source with a visible effect in plain sunlight in reality also required a ridiculously high intensity.

dry turtle
scarlet hull
dry turtle
scarlet hull
# dry turtle without sun light

Even with sun disabled, you still need to have this high intensity ? Isn't it just auto-exposure that adapts to the overall lighting ?

#

Here's a simple setup to do fullscreen posterization :

  1. Create a fullscreen shadergraph like this.
  2. Create a new GameObject, add a "Custom Pass Volume", set to "Before Post Process", and add a "FullScreenCustomPass"
  3. Assign the default material that is generated with the shadergraph to the custom pass

You can of course exposed parameters in the shadergraph blackboard and use a dedicated material (without locked properties) or a material variant.

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(oups, missing screenshots)

scarlet hull
scarlet hull
# dry turtle without sun light

So, like mentioned, if you reduce the intensity of the point light "in the darkness", if it looks like it didn't change, it probably means that auto exposure is adapting, which is the expected default behaviour of a HDRP scene.

inland ferry
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Not sure which channel is best to ask this in, but I was wondering if there is a way to change which render pipeline asset is used on a per-camera or per-scene basis in the editor?

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For context, I am generating previews/thumbnails, and need the color buffer format to be R16G16B16A16 so I can get transparent backgrounds. But don't want to force users to use that if they don't want to.

light sundial
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i made a bedroom for the start of my game and now the posterization is flickering like crazy but only when i look in certain areas any ideas how i could fix this?

shrewd moon
light sundial
shrewd moon
light sundial
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oh i got it i just used post processing and added exposure then changed the mode to Automatic Histogram and it stopped the flickering

cosmic pier
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how do i stop my weapon from clipping through objects?

shrewd moon
minor sedge
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Thanks for the tip! I got it working now. :)

Speaking of shader graph, could I bother you to take one minute to look at this question? I tried to get an answer on Discussions, but no one responded for a week and now the thread is buried.

https://discussions.unity.com/t/is-there-any-way-to-get-a-depth-prepass-with-low-resolution-transparency/1512866

I just need to know if there is some way to modify the Lit shader to do a transparent depth prepass for the low resolution rendering pass, I can't figure out how to change something like that in shader graph.

scarlet hull
# minor sedge Thanks for the tip! I got it working now. :) Speaking of shader graph, could I ...

Hum, maybe you could do a feature request for this, but is seems like some niche use case :/

A workaround would be to use a custom pass to "force write" the mesh to depth, before transparents rendering.
If you look at the diagram here, you could draw the mesh during the "BeforeTransparent" injection point only into the depth buffer. That way your low-res transparent object would depth test against itself. But it also means that any other transparent object will depth test against this.
You don't have to make a specific shader for this, use the default HDRP/Lit set to opaque, and use the depth pass in the dropdown list of the custom pass.

minor sedge
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Hum, maybe you could do a feature

umbral bolt
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maybe i sound stupid but how can you fix this error "No more space in Reflection Probe Atlas. To solve this issue, increase the size of the Reflection Probe Atlas in the HDRP settings."

shrewd moon
umbral bolt
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actualy it did lol

lucid gate
rain hazel
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When making an open forest scene of perhaps 500x500 meter for a mid-day sunny setting, and while using APV, how many reflection probes would you need? As I understand it, if you don't have reflection probes, the skybox or ambient lighting gives all my asset a shine (often blue-ish, as the environment light often has that fog color). Is this correct? When I add reflection probes, I don't get this shine. The question is then:** Are there rough guidelines for the density of reflection probes?** Like every 50x50 meter? My game is more stylized than hyper-realistic, and reflections in puddles and water isn't too important.

shrewd moon
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The "guideline" is that if the environment and reflection probe's cubemap are jarringly different, you may need a new one

mortal forge
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As an update in case anyone stumbles onto this... Unity accepted this as a bug, looked at it, then resolved it by saying "Do not use HDSceneColor nodes when using CustomPostProcessEffects, use HDSampleBuffer" which IMO is a complete cop-out.

Unless I'm missing something, HDSampleBuffer doesn't support grabbing the scene mip pyramid :/

rain hazel
shrewd moon
minor sedge
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Does anyone know how to fix this issue with water deformers? Honestly makes waves unusable in Unity 6, this did not happen in 2023.1.

These errors only appear in the build, not in the scene view and and not in play mode. Where they appear is completely random each time you launch the build, sometimes you will even get lucky and everything will look fine, other times they are everywhere. You can get rid of some of them by playing whack a mole and manually toggling the active state of each and every water deformer and foam generator gameobject in the exact right order, but since that order is randomized every time you launch the build it's impossible to write a script that does that reliably.

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Here is another that shows up regularly, this shows it a bit more clearly

smoky sapphire
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Is there a way to change baked lighting lightmap during gameplay?

scarlet hull
scarlet hull
smoky sapphire
past geode
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hi, is there any way to make my transparent material work on real time GI too, im using HDRP screen space GI, and it work good with opaque surface types but not with transparent

near sphinx
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Guys I have an urgent question. If you look at the center of the video the lightings are abnormal. They show some square cracks and there are lots of them when I go further from the lightings. Is there something I should not do when placing HDRP lightings?

minor sedge
mortal forge
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Anyone using Unity 6 and HDRP running into an issue where trying to bake a reflection probe spams "Assertion failed, value = null" and basically hard crashes your scene, forcing an editor restart?

digital spire
near sphinx
digital spire
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Hdrp asset, light section

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I think there is an absolute limits to this though. At some amount, you'll need to write a system to 'cull' the light yourself. (disable/enable it)

minor sedge
# near sphinx Guys I have an urgent question. If you look at the center of the video the light...

You might want to consider using baked lights, you don't have to worry about overlap with those and will get much more convincing lighting than using just realtime lights that don't cast shadows.

That will also scale much better as you add more lights, I don't know what hardware you are targeting but even with deferred rendering you still pay a significant price for each realtime light. You will lose the specular highlights with baked lights, but if you really want those there are ways to get them back by baking them into reflection probes instead. You can also use mixed lights for important lights that don't have as much overlap as the ones the bridge.

near sphinx
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Thanks guys! I will look into it

white glacier
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Fellas, I have a bunch of Models that use emission lighting from blender, and i have recently converted my project to HDRP and it has disabled all the emission lights coming from some of my objects faces, is there any fix for this.

scarlet hull
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The other option is to add lights to fake it.

white glacier
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thanks for your answer. i knew emission lighting in blender was too good to be true

warped light
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reflection probe only works when i get too close, why? i checked almost every setting still doesnt work (made it brighter to make it easier to see in the video)

scarlet hull
warped light
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It is probe reflection on the scene

shrewd moon
warped light
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Ssr is turned off in the video

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Grainy reflection becomes noticeable after i increase probes multiplier somehow

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So its not ssr

shrewd moon
warped light
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Wdym

shrewd moon
# warped light Wdym

You have a light component there as well
If it's realtime or mixed type, it adds its own specular reflections as well

warped light
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So is it the reason of probes range?

shrewd moon
shrewd moon
# warped light pitch black

Right, I suppose because it was a realtime reflection probe
All three types of specular reflections you could be potentially seeing are realtime so it doesn't help narrow it down any after all

warped light
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after i make it every frame, its pitch black, its normally 'on enable'

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ill upload a video with reflections only

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idk why it appears only when i get close

warped light
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fixed it, ambient occlusion somehow causes that sht

opal mica
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Hello! Does anyone know why my local volumetric fog is being culled at a very short distance? The component's cull distance is at 10000 as per default, and I've googled and scoured Unity for some kind of setting to increase the distance, but I can't find it. Any ideas? Thanks in advance!

scarlet hull
opal mica
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This fog isn't part of a volume, it's a standalone component, if that's what you mean?

scarlet hull
opal mica
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Right, I understand, but this volumetric fog isn't part of a volume, it's a different component from the override in a volume. You can see in the screenshots which component I'm referring to.

scarlet hull
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Notice the "volumetric fog distance" here. It is the maximum distance at which the volumetric fog will be rendered, further aways it falls back to regular exponential fog.
The distance fade in the "local volumetric fog" object are to set the distances at which the local fog has effect on the volumetric fog rendering.

opal mica
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Just to be safe I increased the Volumetric Fog Distance in my global volume, but it didn't affect the Local Volumetric Fog component.

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Is this component maybe not a standard Unity component? I suppose there's a chance I've gotten it as part of a third party asset and just forgot about it

scarlet hull
opal mica
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Yeah, turns out there was! I just didn't know that it would affect the local fog, thanks! It says however that the quality of the fog will decrease as you increase the culling range. Is there any way around this?

scarlet hull
opal mica
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I see, thank you! But is there a chance that I'm misreading the last part of the tooltip: "The lower the distance is, the higher the fog quality is"? I thought it meant that increasing the Volumetric Fog Distance would decrease the fog quality overall and it will look worse up close, but maybe it simply means that as the camera moves away from the fog it will decrease in quality, but the quality of the fog at e.g. 30 m is going to be the same regardless of what the Volumetric Fog Distance value is?

scarlet hull
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It means, the lower the distance, the higher "screen resolution" the fog is. Increasing the distance might lead to a blocky looking fog.

opal mica
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And just to be clear, with "distance", you mean the actual Volumetric Fog Distance value, not the current distance between fog and camera?

scarlet hull
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Yes, the "Volumetric Fog Distance" visible in the fog settings.

opal mica
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All right, thanks a bunch for the help, it's super appreciated!

olive scarab
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Hi everyone, just curious is CustomPassUtils.RenderFromCamera work with HDR for custom pass? I've been trying to render an offscreen object with bloom effect, but it only managed to render the object with emission on screen without the bloom effect.

scarlet hull
olive scarab
scarlet hull
dawn sorrel
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What is with all this shine, there is no lightsource, im using HDRI sky with no cubemap

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Makes sense because the skybox is grey

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Just wonder if its possible to get rid of it without making the skybox completely black

signal ridge
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Hi guys, may I ask a question regard to importing Unity, HRDI Sky, with realtime GI etc. Why I have mesh bottom really bright?

scarlet hull
scarlet hull
signal ridge
scarlet hull
signal ridge
scarlet hull
eternal laurel
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Anybody have experience with STP in Unity 6 ? Our game uses the fps custom pass from here https://github.com/alelievr/HDRP-Custom-Passes but as soon as we enable STP the gun gets smeared across the screen by ghosting. As far as I can tell it has valid motion vectors so I have no idea what might be wrong.

GitHub

A bunch of custom passes made for HDRP. Contribute to alelievr/HDRP-Custom-Passes development by creating an account on GitHub.

eternal laurel
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Spatial temporal post-process, the new upscaler in Unity 6

mortal forge
dawn sorrel
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Is there no way to make certain layers be ignored by certain lights in HDRP? (Light layers or whatever it called)

Im looking at google and the light layers thing is completely missing for me

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More specifically, I need to make a light ignore all layers

dawn sorrel
dawn sorrel
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This also has nothing

shrewd moon
dawn sorrel
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2022.3.36

shrewd moon
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At a glance I don't see if there's a significant difference, but it could be important

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The step

  1. Enable additional properties in the General section to expose the Light Layer property.
    Could be easy to miss that prevents the relevant properties from showing up
dawn sorrel
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So much shit to do its crazy

dawn sorrel
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Or if thats a good approach at all

shrewd moon
dawn sorrel
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Alright, thanks

shrewd moon
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If the light is low importance enough to not even need real lighting, maybe using a light shaft sprite/billboard is good enough

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That certainly would be cheaper

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But also, watch out for premature optimizations

scarlet hull
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@dawn sorrel Without using light layers, you can set lights to only affect the volumetric fog : Set the "intensity multipler" to 0, and play with the "volumetrics / multiplier"

minor depot
eternal laurel
minor depot
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I know, was just wondering if it might have been out of order or something with respect to the STP pass

minor depot
vagrant perch
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Hi I'm brand new to Unity, I'm used to Unreal. I've spawnded in a cube and just wondering what these yellow lines are?

dawn sorrel
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(off topic) Also I just found out that point lights have a shape radius value, so the middle of the point light isnt as bright as the sun, this is insanely useful

mortal forge
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Does anyone know if HDRP has UDIM texture support? Hard to find a clear answer online
Edit: NM, just made a shader for it in Shader Graph and it works fine

open tree
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I have a problem with transparent depth prepass and DoF, I have large glass walls in my scene, which is using SSR forcing transparent depth prepass to be on. But then DoF is being affected by that as well. If I go close to glass near DoF is blurring everything behind the glass. Which shouldnt be the case. Any ideas?

twilit swift
twilit swift
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Hi, does someone know how to optimize Lens Flare? They seem to be expensive in performance for some reason.

fluid merlin
# twilit swift Hi, how can I fix lights flickering? This seems to be an issue with shadows. I a...

Could be a lot of different things, most common with hdrp is too many lights with shadows or too many high resolution shadows. Try opening light explorer and set all the shadows to a very low resolution as a test to see if it goes away. If not, try setting all the shadow fade distances to something small, like 20. If that doesn't stop the issue, try setting the fade distance on the light component itself to something small like 20 and see if it stops. One of those should give you an indication of what's causing the flickering if it's being caused by light components.

fluid merlin
twilit swift
# fluid merlin Could be a lot of different things, most common with hdrp is too many lights wit...

I see... I also get low FPS count when I add more floors to my map. So I have this skyscraper, with 1 floor the game runs well at 60 fps, but after adding a second and going on it stays under 30fps, even if there's no lights nor anything else than just walls. Oclussion Culling is not an option since I'm using realtime reflections and Oclussion Culling messes up the reflections, though, maybe it could be that there's reflections being rendered in the other floors at the same time?

twilit swift
fluid merlin
# twilit swift I see... I also get low FPS count when I add more floors to my map. So I have th...

When I first started with Unity, I had very similar issues, but a little worse. You might want to look at what's causing the fps to be so low with the profiler and see what's eating up all the frames. Likely if you have too many things in Update in a lot of scripts like raycasting everyframe, this can eat up a lot of cycles. With geometry, pay attention to your batches and Tris and see if they're very very high like 10k batches and 50M tris, you could have too much geometry in your scene weighing down the CPU/GPU.

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Also if youre doing raytracing on lower end hardware... that will do it too.
Also, more than a few "realtime" reflection probes will hamper performance

grizzled jacinth
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does anyone know the best settings for a global volume

twilit swift
# fluid merlin When I first started with Unity, I had very similar issues, but a little worse. ...

Okay, I'll try to tomorrow, I do have a whole background from google earth's photogrametry, but deactivating it doesn't really make a difference. I tried enabling and disabling a lot of stuff but still couldn't find, I'll keep trying tomorrow, thanks for the advice. Also, quick question. I really like how realtime raytraced reflections look, but they eat around 30-40 fps. Is there any way to optimize this?

fluid merlin
# grizzled jacinth does anyone know the best settings for a global volume

that's kind like asking which flavor of ice cream is the best. There's really no "best", my advice is to look at the Unity sample scenes, also the sample https://assetstore.unity.com/packages/3d/environments/unity-terrain-hdrp-demo-scene-213198 for outdoor is good too.

Elevate your workflow with the Unity Terrain - HDRP Demo Scene asset from Unity Technologies. Find this & other Environments options on the Unity Asset Store.

fluid merlin
# twilit swift Okay, I'll try to tomorrow, I do have a whole background from google earth's pho...

Yeah, unless you have like a real spanking top end RTX card, performance on raytracing is going to take a good chunk out of things. As a game dev, you have to weigh what's important for your vision and compromise based on playability, especially with Unity. Keep in mind, the Adam project from a few years ago only ran at 30fps in realtime. Unity is trying to improve the performance of raytracing, but you might have to ease off on somethings if they're not critical. SSR is pretty decent, but has some artifacts... the later version of Unity, usually the better performance but you're also dealing with bleeding edge as well.

twilit swift
grizzled jacinth
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Can someone help me because im keep on getting this error and my screen went black

formal crow
shrewd moon
pastel musk
#

Is there way to disable space on HDRP?

dry turtle
pastel musk
#

in HDRP.

dry turtle
pastel musk
#

Thank you!

dry turtle
#

I'm trying to set LUT in HDRP, but it says this. What's wrong?

scarlet hull
opal mica
#

Hi! My colleague is having this strange issue where their scene view looks like this. It's grey and no skybox/physically based sky. Both me and another colleague have the same project and git repository, and we don't have this problem. They've tried reinstalling the editor, deleting the library folder, restarting, reinstalling HDRP, but nothing's working. Does anybody know anything about this? Thanks!

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If he changes the scene, it looks like this in scene view, so better, but still without the sky.

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Game view looks like this, which seems to be fine

scarlet hull
opal mica
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It would be very funny if it was, i’ll check with him

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Yeah that was the problem

#

Remy to the rescue with advanced unity tips

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Thanks a bunch haha

digital spire
scarlet hull
#

I'm not there, but an other Remi is 🙂

digital spire
#

Ooooh

fluid merlin
scarlet hull
#

Yep, the Remi currently at Unite is in my team, also tech artist.
And there as an other Remi, who is an programmer. Before COVID we where all sitting nearby in the Paris office, was quitte funny 🤣

minor sedge
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@scarlet hull Could you do me huge favor and tell me where the rock scans and sand textures used in the 2023.1 water samples are from? The GitHub page only mentions that the trees are SpeedTree assets.

I would really like to use the rocks and sand in a commercial project, but I can't find them on any store that I know of. I was sure the rocks were from Quixel Megascans, but it doesn't look like that is the case.

scarlet hull
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I doubt that they come from mega scan. I'll ask around on Monday

fast shard
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I thought tech artists were programmers too

shrewd moon
pulsar skiff
#

yo guys, whenever my editor is trying to display the inspector, for any component related to reflections (like reflection probe and planar reflection probe) my fps goes to hell!
it just tanks my fps, and sometimes even crashes the editor and ive never seen anyone mention this issue!
if i close the inspector my fps goes back to normal, but ya know, i cant edit its property fields if i cant see their inspector....
are there any fixes for htis?

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im using unity 2022.3.12f1 HDRP

pulsar skiff
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seting the inspector to debug mode also gets rid of the fps problem

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but then i cant click the buttons that turn on the handles for modifying the affected area

smoky sapphire
#

Hey,
Im trying to make a volume effect that gets the shadows that are visible, and masks film grain over them.

So i wanna create a Luma Mask and put film grain over it.
It's definitely possible since the "shadows" and the "shadows, midtones, highlights" volumes exist.

shrewd moon
shrewd moon
smoky sapphire
#

so arbitrary brightness ranges

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thx

shrewd moon
smoky sapphire
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Alright thanks

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it works

dry turtle
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Is it possible to give an object static reflection in a material? For example, I have a cubemap and I want it to be reflected only in a specific material

minor sedge
shrewd moon
odd bolt
#

hey! im working in hdrp with a transparent material and struggeling

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how do i remove this weird overlap thing

minor sedge
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have you tried enabling transparent depth prepass in the material settings?

glacial fossil
odd bolt
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transparent depth prepass fixed it :D thank you

scarlet hull
hollow tangle
#

Is the HDRP 17 documentation available in offline format like the core Unity docs? I tried searching around a bit, but couldn't find anything.

south girder
#

Is anyone using DLSS and got a performance boost out of it?
I added it and it actually adds around 0.5ms to the render time instead of reducing it 🤔

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Worth noting that I didn't try in a built game yet, only in editor

fluid merlin
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I tried using DLSS in 2021 and it would change the camera FoV so I gave up on it. It might have been a bug with it.

south girder
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Ah yeah I think that happened to me too, but only on certain settings

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Definitely a bug

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I did get it working though, I notice how the image changes. Just doesnt help with performance

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The "antialiasing" that it gives is sort of pleasant though

harsh sleet
#

im using the gpu resident drawer and occolusion and it doesnt work, im inside a building looking at a wall an it is rendering everything on the outside as seen by the high poly count, any suggestions

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i dont know much about this i just ported to unity 6 preview beacuse i wanted the performance beneftis from the gpu resident drawer

fluid merlin
#

It's probably still that way in Unity. I can't find the video I watched that walked through it.
Rendering Debugger / GPU Resident Drawer. Check “Display Culling Stats” look under “Occlusion Culling Events” you’ll see Culled Instances there. You can also see them in the frame debugger as well.

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I would expect Unity to fix this at some point, hopefully it's an update for Unity 6 before it goes out next month. Otherwise it's going to confuse a lot of people who rely on the stats window to gauge performance.

eternal laurel
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Stats window has not been a reliable source of info sine srp’s got introduced.

dry turtle
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why when I bake Reflection Probe it's black?

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all my geometry is marked as static

shrewd moon
shrewd moon
#

Your lights need to be reflection probe static as well

dry turtle
shrewd moon
#

Then I'm out of wild guesses I suppose

dry turtle
pulsar skiff
#

hey guys. im trying to modify things like the post processing quality, shadow quality, lod bias, ssr and etc in runtime from my settings menu.
is this how i should be doing it?

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here is an example of one of the functions, that modifies the settings

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should i be changing the frame settings instead?

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ive never done this before so idk what im doing

pulsar skiff
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this dosnt seem to work

#

can anyone how to get this working?
ive seen games like rust have options for things like shadow filtering, but i cant modify the hdrp render pipeline asset settings

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and if i did, the shader variants for the changes i made probably wont be preasent in my builds notlikethis
how do i get this to work?!?!

scarlet hull
#

I think that indeed you have to play with the frame settings

minor sedge
pastel musk
#

I need some help with this texture.
I used Unity's Demo Scene HDRP assets for Trees and Grass. However, I found issue with colors or something.
Is there way to fix it expect Rotating Sun?

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(HDRP 14 | Unity 2022.3)

south girder
pastel musk
south girder
#

You didn't explain your issue very well

pastel musk
#

However, more than 5 is being like this.

south girder
#

Does the color change with the sun color?

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I'm not familiar with this demo, how is the grass being rendered?

pastel musk
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Doesn't help.

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Do I need change Surface Tint and Flare Tint?

south girder
#

Like is it using Terrain details, meshrenderers, instanced drawing, VFXGraph or what?

pastel musk
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Demo using Terrain details

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not trees

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and grass is not VFXGraph

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It is Details

scarlet hull
pastel musk
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I will try use demo's surface profile

reef wyvern
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does anyone know why my Add Grass Texture could be grayed out?

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Im new to HDRP and i didnt have this issue on URP or Build-in

south girder
pastel musk
#

you need 3D grass

sly atlas
#

I've ported the project I'm working on to unity 6 preview to test GPU culling. However, when the shadow update mode is set to On Demand and GPU resident drawer is enabled, unity stops rendering light. Has anyone else experienced a similar problem?

dry turtle
#

Why doesn't ray tracing work in Unity 6? It works in demo project, but not in my project?

open tree
#

I have a shader graph material, I am changing the properties(say color) using animation system. But the changes are not appearing in ray traced reflections. If I changed the value using script it works, but I want to animate it using animation clips. Any idea?

mortal forge
#

Hey all, is there any easy way to view the lightmap in scene view or game view? Ideally one that doesn't involve using the Rendering Debugger+"Is Lightmap" common material because that hard crashes my graphics driver and Unity 😄

eternal laurel
#

Anyone know how to increase the render distance of the foam generator for the water system ?

sinful ether
#

Hi can someone maybe help me out? I keep getting these weird shadow lines. It helps a little when I play around with the shadows settings but i cant get it realstic and right...

dry turtle
sinful ether
#

When I increase the shadow resolution it keeps showing a small light line. I checked the Normals and so on. What do you mean with another box? 🙂

dry turtle
sinful ether
#

Okay got it. thanks for reply!

shrewd moon
#

Shadow bias settings are related to it, if you in some circumstances cannot use shadow caster meshes

fickle smelt
#

does anyone know how we can set a higher resolution that the users display?

Use case: 2560 x 1440 in a 1080p display with DLSS looks much better and performs better than native 1080p

We can do this easily in the Game view with a resolution override but I have no idea how to do it for a game build

zinc jay
#

Is using HDRP in dedicated server builds currently supported? We're seeing errors when doing so with Dedicated Server Optimizations enabled and it's kinda obvious that the Shader.Find here won't work with Server buiilds but I'm not sure if Unity would be open to fixing that.

quaint steppe
#

Hello everyone if anyone could help me render on object on top everything for weapons in a fps game pls! And thank u so much

dry turtle
fickle smelt
dry turtle
shrewd moon
#

I would expect the engine to support render scale / supersampling

fickle smelt
#

No, I want the game engine to offer common options most games have like render scale

dry turtle
shrewd moon
#

URP has render scale up to 200%, HDRP has up to 100%
I guess there must be some awkward technical reason that they haven't implemented supersampling long ago

#

It might allow effective resolutions over 100% with DLSS, but I'm not sure

mortal forge
#

I had render scale back on my Unity 4 game, I'm sure there'd probably be a way to hack it in HDRP (might even be able to get away with the old hack of 'set the camera to render to a RT that's the size you want, then blit that RT to screen') but now everything that relates to resolution on the graphics side seems to be incredibly obtuse and difficult to work with.

fickle smelt
#

The RT trick works but there's a performance impact for no good reason

silver sandal
#

anyone else getting "Attempting to draw with missing bindings" on HDRP 6000.21f when using Dx12?

#

dx11 works fine

sage shard
#

cla

eternal laurel
eternal laurel
dreamy belfry
#

Hello, I'm using HDRP and I want a smooth transition of the skybox from cloudy skybox to space skybox. But I couldn't find a way to do this. URP has this feature called skybox blender but how do I do this in HDRP? Thank you!!

upper owl
#

Prebaked dynamic GI is deprecated? Any plans of implementing a valid replacement??

rose vault
#

camera culling is is vertex based, not mesh/object based, yeah?

mortal forge
rose vault
#

If I set the camera far clip plane to 10 meters

#

And I have mesh terrain chunks

#

They seem to be mostly culled based on vertices, at least visually

mortal forge
#

Terrain is handled differently to GameObjects when it comes to culling yes

rose vault
#

It's regular meshes

#

Used as terrain

upper owl
# mortal forge Adaptive probe volumes?

They are not real-time. The probes will not spread GI from dynamically created light sources. SSGI looks like $#it and is very slow. Raytracing is out of question. The feature was deleted without a replacement. Yes by prebaked I meant precomputed light spreading data.

fluid merlin
#

Looking forward to the new lighting system that Unity is working on for NextGen. It's supposed to end all the nonsense with probes and overly complex lighting setups... Enlighten is deprecated in Unity 6 as a first step for RTGI.

verbal jetty
#

Hi all, I am having an issue I can't figure out how to get around. Using HDRP and Unity's own water system, I have a terrain, a cabin with transparent material glass windows and a VFX Graph campfire outside. Player can enter/leave the cabin.

When the camera is outside and the lake is behind the fire/smoke, they become invisible. When the camera is inside the cabin looking out the window, the water is invisible (and hence the fire/smoke become visible even with the water behind them).

I can make the VFX graph visible above the water by making it's rendering pass Default but this makes it disappear when looked through the glass. Making them Before Refraction makes them visible through the glass BUT if water is behind them they disappear.

Making the glassBefore Refraction makes the window disappear as the lake is behind it in the view.

My priority is finding a way of making the water visible through the window without making the glass disappear. Tried a bunch of things like sorting priority and changing the Rendering Pass but nothing seems to help. Am I missing something obvious here?

Any help is appreciated!

#

I asked on reddit but got completely ignored 🙁

ebon kiln
#

Is there seriously no sharpening effect?

#

postprocessing doesn't have sharpening, DLSS sharpening does absolutely nothing.

#

Why did they remove a basic image effect? None of the free packages work with HDRP and I'm not paying $30 for a sharpening effect that should be included in Unity.

mortal forge
ebon kiln
#

have you considered that I am not a technical artist, which is why I'm looking for the sharpening effect in the postprocessing stack instead of writing it myself

mortal forge
#

I have my own free sharpening asset on the Asset Store you are more than welcome to steal the hlsl code from as a base (won't link it due to server rules etc but there's not many). I use the exact same method for my own HDRP sharpen.

short cairn
inland flax
#

converted my brp to hdrp and it looks like thise, help please! It seems only prefabs are visible

scarlet hull
inland flax
#

Not only that, all objects in my non terrain scene that are not in prefabs are invisible

#

The materials they use work fine on visible objects

#

But for some reason everything outside a prefab is invisiblr

verbal jetty
#

Do they become visible if you assign a freshly created HDRP/Lit material to them?

inland flax
#

let me check

#

not it doesnt

#

another example

verbal jetty
#

Weird indeed. I'm not sure why it would be but just to throw out some troubleshooting ideas, try assigning a fresh mesh renderer component to them, as the material and the mesh renderer are the only variables i can think of here

#

You could also try making a fresh hdrp project and importing the same assets there, but presumably that would just work fine.

inland flax
#

Yes I finally fixed it!

#

I added a new mesh filter

#

thank you so much

#

This was very important as this is a school project

scarlet hull
#

@inland flax I guess that what happened is that first the objects were imported with BiRP, so it generated the materials for the models using the Standard shader. When converted to HDRP, the models are not reimported, and keep their default material. Ans because models are read only files, the materials don't get converted. I'm unsure, but maybe doing a force reimport on the models will regenerate the material with the HDRP/Lit shader.

inland flax
#

:)

verbal jetty
#

Glad I could help!

verbal jetty
inland flax
#

im not sure

verbal jetty
#

GameObject layers don't really effect rendering, this is all about sorting/rendering priorities and im not sure if there even is a solution

#

This ss makes it visually apparent what the issue is

#

I shouldn't be seeing the bottom of the lake when looked through windows

inland flax
#

its probally using raytracing and the water isnt set to use it

verbal jetty
#

All RT is turned off in this project for now

shrewd moon
verbal jetty
#

Window is a transparent material but it also has refraction that is very useful as this is very old glass and has impurities

#

Here is an exaggerated example of why refraction is very useful to me

#

Making refracttion model "none" does fix it btw

scarlet hull
# verbal jetty Still hoping to have someone point me in the right direction with my issue 🙁

Transparent sorting and rendering order can be very tedious.
Water is rendered before other transparents, but after pre refraction. See passes order here.
Regular transparent objects, with refraction, should be able to see the water surface.
Now, with that said, a lot of fixed for water appeared between 2022.3 and 6.1, so you might want to try to upgrade to unity 6.

In the case where you want your VFX to be seen between the water and glass, it is quite tricky, as you want them to be before refraction (to be visible through the glass window), but not refracted by the water itself.

Maybe the best solution is to disable refraction on the glass window and the VFX, so they just stack as simple transparent objects.

verbal jetty
#

Yea it works, but I lose the lovely medieval glass effect :/

scarlet hull
#

What unity version are you using ?

verbal jetty
#

2022.3.36f1

scarlet hull
#

Like I said, if possible, try Unity 6, a lot of fix and tweaks landed for the water system since 2022.3

verbal jetty
#

I'll actually do a test with unity 6 and see, game is set to release next summer so I have time

#

Sound idea, thanks!

shrewd moon
scarlet hull
verbal jetty
#

Nah im going to make a fresh project and recreate the same scene, its 15 mins of work

verbal jetty
#

I'd just need to not scroll the noise and should be good

shrewd moon
#

I assumed that kind of distortion would share the same scene color texture as refraction does, thus have the same limitations

scarlet hull
scarlet hull
#

Well, except for the "post pass" transparents 😵‍💫

verbal jetty
#

Yea I don't think I have enough space in my head to register all of this with how much I need to get done as a solo dev 😫

#

But I'll throw something together with shader graph and see how that works out

#

if nothing else I'll leave the transparent refraction mode on none, being able to see the water is much more important than the medieval glass effect

#

@shrewd moon 100% correct, the "HD scene color" method of distorting the transparent material doesn't work either as I think it grabs the scene color after opaques and before water is rendered (which means water disappears again)

#

@scarlet hull If only there was some documentation regarding the distortion in shader graph :/

#

Found where it is but can't get it do work (other than being able to blur)

scarlet hull
verbal jetty
#

I feel like im watching DARK haha

scarlet hull
verbal jetty
#

@scarlet hull So presumably I should be able to connect a noise texture to get smooth distortion, but I see no effect

shrewd moon
verbal jetty
#

Oh

#

Got it working by multiplying it by 200, but being in pixel space the distortion moves around when camera gets closer/further from the window (also big edge problems but I can fix that I think). At least it gives me something to look into, thanks!

opaque elbow
#

Anyone know where i would find that add render feature in HDRP? watching this tutorial and i can't find it anywhere (hes in URP but foolishly assumed it would be a similar process)

shrewd moon
shrewd moon
opaque elbow
#

in this he just puts the objects on a layer then uses that render feature

opaque elbow
# shrewd moon Which renderer feature?

In this video, we will show how to create a holographic shader graph for cards.
Download project files (Patrons only): https://www.patreon.com/BinaryLunar

The tutorial will cover everything from creating the card model in Blender to creating the shader graph in addition to setting up URP for stencil shader to render a scene inside the card wind...

▶ Play video
shrewd moon
#

Stencil shaders may be useful as well

opaque elbow
#

since i do advanced effects for stuff i tend to use SG

#

and im not familiar with HLSL or whatever it is

#

hmmm, i -think- i need the ObjectIDCustomPass....

shrewd moon
glacial fossil
#

No worries guys, lets just wait for couple more decades and Block Shaders will come and save us all 😁 (it should be kinda dope when released though)

verbal jetty
#
  • water and vfx visible
  • large undistorted areas and hard edges around them
  • even got some blur in there (as smoothnes doesn't effect blurriness for some reason as opposed to my transparent HDRPLit shader)
scarlet hull
#

Edit : remove lerp node

#

Note that in your graph you will always end up with "diagonal" distortion, as the X and Y are synced and opposed.
If you want some more real 2D noise, you need to run the noise twice.
One of the subtract/mulitiply groups is unseless imho, and could be removed as it biases the distortion in one direction.

verbal jetty
#

as im using a single noise where pozitive values go to vertical and negative go to setting horizontal

#

Their values (abs) peak at exact opposite loations obviously

#

I'll try your last one and see which one looks better

sour herald
#

Anyone use the Water System in Unity 6 preview?

#

The docs talk about water deformers and deformers types but there's no Type menu on the inspector

outer valley
#

Any idea what might cause metallic objects to flatten out in certain lighting conditions?

These helmets have correct mask maps, there are reflections baked and yet they look incredibly flat and incorrect.

#

There is no baked lighting/ambient lighting.

#

... Found it, light was set with a huge radius

thorny lynx
#

Is it alright if your project started from build in render pipeline switch to HDRP?

#

in middle of project i mean

verbal jetty
#

Someone was having similar pains yesterday, turns out their mesh renderers needed to be re placed

#

things like that always pop up, and if you use any non-standard shaders they might simply not work without hsls modification

thorny lynx
#

Damn, so it is very recommended before starting a project, you gotta choose one fixed render pipeline and will not change til the project finish?

verbal jetty
#

Really depends on the project and how deep you went into the graphics of it in general, sometimes you can convert very easily again depending on the current state of the project

#

Give it a try and see I'd say, you might not have any problems with the conversion in your case

#

After making a full backup obviously 🙂

verbal jetty
thorny lynx
#

I see i see

#

I hate pink material jeez

verbal jetty
#

There are some conversion tools that are built into unity, that usually sorts the pink stuff out

#

unless they are non-standard mats

#

They kept changing where the tools are so google is your best bet depending on your unity version

#

Called Render Pipeline Converter

thorny lynx
#

Thank you, I'll be trying

hollow tangle
#

HDRP: Edit > Rendering > Materials > Convert All Built-in Materials to HDRP

fluid merlin
opaque elbow
edgy herald
#

How do I do vertex painting (or multiple material painting on a subdivided cube) in hdrp?
I've tried the polybrush but it doesnt work with hdrp, complaining "Material doesn't support vertex colors"
I've also tried LayerLit material which doesnt work either

scarlet hull
edgy herald
scarlet hull
#

Layered lit should work, if you enable the use of vertex colors for layering

edgy herald
#

I set vertex color mode to Multiply and AddSubtract, neither works
It still says "It doesnt seem like any materials support vertex colors"

#

@scarlet hull ^^

scarlet hull
#

Hum, it works on my side 🤔

edgy herald
# scarlet hull Hum, it works on my side 🤔

Well it work but since the model isn't subdivided, it wasnt painting
I've tried subdividing through polybuilder, but it doesnt work in conjunction with polybrush
Then after subdividing, I exported the mesh and selected in the mesh filter, and tried the polybrush, the subdivision is removed

scarlet hull
edgy herald
edgy herald
#

Its working but theres no displacement
Pixel displacement isnt working on any of the materials when I use the LayeredLit

scarlet hull
edgy herald
#

Sure gimme a second

#

LayerLit (without displacement) on the left
Normal Lit Material (with displacement) on the right

#

Here are the full settings, the visible materials is the "main layer"
@scarlet hull

scarlet hull
edgy herald
#

Amplitude set to 10 vs set to 1000

scarlet hull
#

And, it's on the same mesh ?

#

@edgy herald

edgy herald
#

Yes

#

If i use the non layered lit material, (the standard one) displacement does work

scarlet hull
#

I'm out of ideas now, it should just work, and it works on my side :/

edgy herald
#

Perhaps you used different settings on the layered lit material?

scarlet hull
#

Juste enabled the pixel displacement, and added a heightmap to my layer 🤷‍♂️

edgy herald
#

I set the materials to UV0 instead of Triplanar projection, and now height works
The other standard material uses triplanar projection too, height works with that
Why does layeredlit not work with that?

scarlet hull
#

That's an interesting finding, let me investigate

scarlet hull
edgy herald
scarlet hull
#

You showed a /Lit shader with depth offset, and a /LayeredLit without, I guess that if enabled, it is the same ?

edgy herald
#

I really need the depth offset to work too
Without it, the pixel displacement is useless since everything seems to float in air

scarlet hull
#

Oh wow

edgy herald
#

I suppose thats a bug? Anything I can do?

scarlet hull
#

Report the bug ?

#

Best is to report using the bug reporting tool within unity, with your scene (mesh, settings, material, lights), and list the issues (no displacement with triplanar, no micro shadows with planar + depth offset) so we can hopefully reproduce the issue and land a fix

edgy herald
#

Any workaround for now? Displacement is useless without depth offset

opaque elbow
valid jacinth
#

does anyone know why my baked lighting is doing this every time in HDRP? i've never baked in HDRP, only URP so i'm not entirely sure if there's a different process

#

i made sure everything's static and lightmap UVs are being generated

#

(what it looks like with just realtime lights)

hollow tangle
#

What happens if you use the debug dropdown in scene view? Check contributors/receivers

minor depot
valid jacinth
minor depot
valid jacinth
#

normal light baking just is not working for this lol i have no clue why

lavish fable
#

Hi, we're using quantum and since physics with FP doesn't support well small numbers we're forced to scale everything at least by *20, here's the problem, we're using HDRP and shadows don't work well with high distance, here's how it look before and after setting the max shadow distance *20

minor depot
lavish fable
#

It was already on medium, i tried to play with shadow cascade and setting very low values on them make things a little bit better but that's bad tbh

hollow umbra
#

i see HDRP Water Tutorial
and him have this sample

#

but i can't find that

#

anybody give me help!

scarlet hull
scarlet hull
hollow umbra
#

Omg thx

lavish fable
void walrus
#

Hello,

I've got a bit of an issue here :
I have a scene running at a random count of FPS when I load it

Most of the time, 'graphy' states that I have <20FPS, but if I exit the scene/reenter it, then it can go to <40FPS or =60FPS
Same can happen upon calling SetQualityLevel(int, true);, but not always

(two scenes are being connected with a single door, upon using the door, I create an empty scene,
unload the unused assets and then load the wanted scene)

When building in Development mode, I can see in the Rendering Debugger that "Shadow maps" takes a lot of time when the FPS are low.
But when I disable it, at runtime with the debugger, it doesn't change a thing on the FPS count. (and the movement of my character is still laggy)
The bottleneck is on GPU. I can also see, with MSI Afterburner, that my GPU isn't fully used when the FPS are low

I use Unity 2022.3.11f1; vSync is setted to 1; targetFramerate to 60 (yeah, it's supposed to be ignored since vSync is setted)

Do you have an intuition as to what might cause this issue ?
Thanks 🙂

sour herald
#

Anyone know how to get foam on the water system to show up past a certain far plane? The camera far plane doesn't help and the foam cuts off past a certain amount of meters?

void walrus
#

Hello,

topaz lily
#

Is it just me or ray traced reflections are broken?

cerulean dew
#

Does anybody know how I might be able to sample the color of a pixel of the HDRP physically based sky ?

shrewd moon
cerulean dew
#

I'm making an ocean currently and along with a layer of ambient light + diffuse + specular + etc etc, I'm trying to add environmental reflections

#

because at the moment, as the sky box changes, the color of the ocean doesn't

#

and itd be easier to sample the skybox if I was working with anything but hdrp but hdrp doesn't use a cube map for the skybox so im kinda lost

shrewd moon
cerulean dew
cerulean dew
loud leaf
cerulean dew
#

closest thing I could think of is a render texture, but thats not really what I need

shrewd moon
#

For PBR specular you don't any information about the sun itself since the reflection probe includes it
You can just use that for specular reflection calculations directly

loud leaf
#

You asked how to sample a pixel, why do you need a cubemap? If you want to write things like diffuse/specular for the environment map, you're just going to use the ray directions and sample the pixel colors

shrewd moon
#

The goal is a bit unclear
I assume they want plain old specular reflections
for that you only need a realtime probe that produces a cubemap texture

cerulean dew
#

"for that you only need a realtime probe that produces a cubemap texture"

How exactly would I achieve this?

#

"I assume they want plain old specular reflections "

I need it for a plethora of things: that and mainly a subsurface scattering approximation I found

cerulean dew
#

or am I mistaken?

loud leaf
#

Have you actually tried:

  • The stuff that's already available in HDRP (Water/SSR)
  • Plugging my code in your approximation
  • Creating a reflection probe and checking if it produces a cubemap

😄 because if not, this is not gonna go anywhere

cerulean dew
#

"The stuff that's already available in HDRP (Water/SSR)"

Yes, it doesn't suit what I want, so I'm making my own

cerulean dew
#

"Creating a reflection probe and checking if it produces a cubemap"

This is what I want to do and I'm confused on how to do

#

Sorry if this is going slower than it should, I'm pretty new to HDRP and writing shaders if that wasn't obvious

loud leaf
long scarab
topaz lily
limpid thicket
#

(Don't judge me for not knowing this, i'm a beginner) how do i get rid of the blackness in the sky? i want it to be a more natural color, right now it seems really unnatural

sharp scroll
#

Hey! Anyone tested Time Ghost character demo yet on Unity 6?

#

It seems like for me Unity is waiting on a nothingburger here

#

I turned off graphics jobs to make sure if I can debug it

#

there is no reason for it to run this slow

#

I also turned off VSync

#

(well, not this frame, but it looked the same with vsync off)

#

It looks like Unity's rendering is just completely broken atm in Unity 6

#

I tested the Fantasy Kingdom demo for URP, worked fine in the editor, on mobile it was looking similar to this however, huge waiting time for nothing to happen

sly quest
#

Does Ray Tracing/Path Tracing work for you in Unity 6? It doesn't work for me. But RTX works in Unity 2022.

sharp scroll
#

I'm 100% sure they were in the middle of something when they released lol

dry turtle
long scarab
outer geyser
ruby haven
#

not super familiar with APVs yet, but I feel like there are too many points in my scene, should I override the probe spacing and decrease it or is this a good distance?

edit: i ended up using the spacing override which helped with bake times and performance, i recommend doing the same if your scene this many probes in it.

hollow tangle
#

Nope, this is normal and expected.

edgy herald
#

I've been trying to bake reflection probes, but I keep getting this warning "Baked reflection probe normalization is invalid. Please ensure that probe positions are valid (not inside static geometry) then bake lightning to generate data"
Its not inside any geometry, I've baked the lightning, it doesnt fix. Setting it to realtime does fix the problem, but I want some objects to be excluded, which realtime cannot do afaik.

The problem is that one side (sometimes a smaller portion) of the reflection is overly exposed, while all other sides are extremely underexposed. Changing the exposure to minimum in inspector, shows the overly exposed side

Using Unity 2023.2.20f1

deep radish
#

how do I fix this: Library\PackageCache\com.unity.render-pipelines.high-definition\Runtime\Lighting\LightLoop\LightLoop.cs(300,69): error CS0117: 'ShaderConfig' does not contain a definition for 'LightClusterMaxCellElementCount'

ruby haven
#

why does this error appear and how can i hide it? I am using the hdrp/unlit shader and it is the only way i can seem to get unlit materials without making a shader graph. how do i stop this error from appearing because my scene is 3d

Material ‘PopPop’ has _TexelSize / _ST texture properties which are not supported by 2D SRP Batcher. SRP batching will be disabled for 2D Renderers using this Material.”

shrewd moon
ruby haven
#

There's no distinction between "3D

cobalt gull
#

im new to hdrp and when i went to Project settings, quality, hdrp, to try and add a water element, my hdrp list is empty, how do i populate it?

#

nevermind, had to go to hdrp wizard

hollow tangle
#

Does the HDRP 3D Sample template still work for others under the Unity 6 LTS release? I tried starting a brand new project from the HDRP 3D sample template and received multiple errors like so:

System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.
at Mono.Cecil.PE.ImageReader.ReadImage()
at Mono.Cecil.PE.ImageReader.ReadImage(Disposable1 stream, String file_name)
at Mono.Cecil.ModuleDefinition.ReadModule(String fileName, ReaderParameters parameters)
at Mono.Cecil.AssemblyDefinition.ReadAssembly(String fileName, ReaderParameters parameters)
at ApiUpdater.MovedFromOptimizer.Program.CollectMovedFromTypeNamesFromAssembly(String assemblyPath, StreamWriter outputFile, IAPIUpdaterListener logger)
at ApiUpdater.MovedFromOptimizer.Program.RealMain(String[] args)
at ApiUpdater.MovedFromOptimizer.Program.Main(String[] args)

I tried taking the exact same steps. starting a new project with the same template using the 2022.3 LTS. No problem, project loads fine. If I close that project out and try to upgrade it to the Unity 6 LTS editor, I get the exact same errors again. Any suggestions on how to fix this?

feral briar
hollow tangle
feral briar
hollow tangle
feral briar
#

This my current version:

feral briar
weary cedar
#

Hello everyone, does someone know how to fix this error in Unlit Shader on UI Overlay Canvas in HDRP?

pliant cedar
#

I was looking at trying out adaptive probe volumes, but am stuck on this issue with the component. Does anyone know what I might be missing?

shrewd moon
#

Relatedly what is your editor version

pliant cedar
shrewd moon
#

Scratch that, it does conflict with it

#

If this box is checked, APV component will be replaced by that warning

pliant cedar
#

Oh, that could be it.

#

The project is closed at the moment, I'll take a look at it shortly. Thanks!

#

:O:O That was it. @shrewd moon

#

Thanks!

feral briar
#

What is the equivalent to that in Unity 6 ?
Im using HDRP 3D Sample project

shrewd moon
feral briar
shrewd moon
#

HDRP doesn't have Render Objects, instead it uses the Custom Pass framework

feral briar
#

Im using a Custom Pass Volume, but i cant find a similare options to exclude a layer from the render by default

runic mesa
#

using unity 6 lts any idea what's going on here ?

fluid merlin
runic mesa
#

i usually work with Urp i'm not familliar with Hdrp that much

fluid merlin
#

Are the materials using the HDRP\Lit shader or a custom shader?

runic mesa
fluid merlin
#

okay so far so good... it sort of looks like a baked lighting artifact. Is this from an asset like scansfactory?

runic mesa
#

i'm using the Unfinished building scans

#

ok so i found the problem lol

#

i didn't put nromal maps as normals

#

they were on default

fluid merlin
#

ah, yeah that will do it

runic mesa
#

usually unity warns you if they're not on normals but here it didn't not sure why

#

switched back to tangent space

fluid merlin
#

I havent moved to fab yet, does it use Bridge still? Bridge used to autoconvert everything for you

runic mesa
#

thanks for taking the time to help much appreciated

fluid merlin
#

np

runic mesa
fluid merlin
#

Maybe they got rid of Bridge.

runic mesa
#

they already do with UE

#

although if you download the Hugh quality zip you only get the Lod1

#

no lod2 or 3

#

which means you need to download medium quality and low quality

#

or bite the bullet and download the raw zip which is crazy in terms of size

fluid merlin
#

That's a bummer... bridge would auto lod for you

runic mesa
deep radish
#

I've upgraded to unity 6 five times now and I've always had the same problem. Im using HDRP and when I've upgraded the hdrp gets removed and not able to be downloaded so im just using the srp. How do I fix this. I've tried everything I could thionk of

shrewd moon
runic mesa
#

I can't find BatchRendererGroup in Graphics settings in HDRP

dry turtle
#

Does anyone know how to modify SSR shader and use it in Post Process? I want the edge of the reflection to stretch to avoid this issue

long scarab
dry turtle
long scarab
dry turtle
long scarab
dry turtle
#

and also this is a compute shader

long scarab
#

doable, though, I guess

scarlet hull
fervent robin
heady sand
#

Can I make a standart shader work in HDRP ? is turn out pink' I watched some tutorials but they are old and most of the stuff changed I guess.

#

or how can I convert the whole project to URP ?

safe kelp
#

Hello:)

I have a really shiny terrain, but only in the build. Would anyone kno why that is?

#

in the editor

#

and i got this with all my levels where i use terrain ofc

shrewd moon
stoic sand
scarlet hull
#

Copy the HDRP package folder from /Library/PackageCache to /Packages

scarlet hull
#

Cut might be better, but it shouldn't make a difference.

dry turtle
scarlet hull
#

Errr, looks like it is having doubles.
Close the project, be sure that HDRP is not more in the package cache, and also go edit the /Packages/manifest.json file to remove the HDRP package line

scarlet hull
#

Oh ...

dry turtle
#

I forgot about HDRP Config package

scarlet hull
#

You've put it in the /Assets folder.
I said /Packages

dry turtle
#

oh.. mb

hollow tangle
#

In the HDRP water system, the Orientation (aka direction of the current, under Simulation > Agitation) appears to be 90 degrees off of the water surface's transform.forward. Is this by design or a bug? i've written some code to have objects floating on the water and then following the current, so I have to correct for this. If it is a bug, happy to open an issue

wispy root
#

performance with unity 6 got more worse then with 2022 on my M1 😅 do you have the same issues?

proven tartan
#

How do i make emission material emit light?

#

In hdrp

scarlet hull
# proven tartan In hdrp

Like for Built-In or URP, for emissive material to actually light up other object, you need global illumantion, either baked through lightmaps / lightprobes / probe volumes, or realtime with SSGI

proven tartan
#

How do i enable it?

proven tartan
#

Devs should learn from blender. It is packed with so many features and yet it loads instantly.

timber swan
#

hey, im trying add this ocean but it says settings not available due to active render pipeline. now i guess that means im not using hdrp, right?

#

cause i cant tell, im just playing around with terrains.

timber swan
#

i guess im using the inbuilt render pipeline, cause i have no idea

timber swan
#

im on hdrp now, but now i dont see water surface in options at all.

scarlet hull
timber swan
hollow tangle
#

Specifically, the Pool scene shows a pool and a hot tub. Includes a buoyancy script so you can have things float on the water. They've done most of the work for us here. Just need to adapt to your needs.

#

They even made it so that that when you drag a beach ball under the water and let go, it jumps out of the pool, causes ripples and generates foam when it lands. Someone really paid attention to the details. 🙂

timber swan
#

ive got some compilation issues, i imported it but things are just pink. i guess thats why.

#

well, compilation issues even without these samples.

#

but ive got nothing on the project which is weird so im not sure why

hollow tangle
#

Sounds like you need to start a new project from the HDRP template because it sounds like you're starting from a different beginning

timber swan
#

took me reinstalling unity for it to start working. i mean hdrp... Yeah this looks nice. I was on URP for a couple of hrs and it was hard to find any free assets for water like these in built ones

timber swan
#

Okay so

#

ive taken look at the samples, but now I do ocean, and it seems to cover everything, i guess the name says it but is there a way to just apply it to terrain.. Or since it says lake?

#

It looks uncanny if the whole world's an ocean though, not sure why

timber swan
#

So ive added sky and fog global volume

#

But now everything's black

#

any idea why

dry turtle
#

does anyone know how to reduce noise when using APVs?

hollow tangle
# timber swan So ive added sky and fog global volume

You're probably going to have to do some basic introductory reading and videos on HDRP and the volume system. HDRP is extremely customizable, but that comes with the cost of doing a lot of learning. For example, adding volumetric fog. Changing the Quality Tier from Medium to High can make your FPS go from say 100 FPS to 30 FPS.

#

Everything matters, so you'll either need to get comfortable with that idea or perhaps work in URP which may be less demanding from a settings/impact perspective.

hollow tangle
dry turtle
hollow tangle
# dry turtle

Oh for sure - sorry I missed that when i first looked. So light leaking.

#

They show exactly how to fix this. Let me find the recent video.

#

This will take you right to where they show how to deal with APVs and light leaking

#

lots of options

dry turtle
#

thanks, I'll look into it

ebon kiln
#

why is there no sharpening image effect for HDRP

#

none of the asset store packages support HDRP

#

the DLSS sharpening does nothing at all, and isn't what I'm looking for

hollow tangle
#

Lots of asset store packages support HDRP.

#

You may need to better explain what you’re looking for

frank gull
#

ray traced reflections in unity6 LTS seems to be bugged as enabling it turns off reflections. i have tried toubleshooting to no avail

#
  • ray marching
#
  • ray tracing
#

is not a shader problem

long scarab
red junco
#

So i am playing around with the HDRP to see how it compares to unreal.
Q: In unreal there are some post effect settings related to tonemapping in which you can tune up/down overall lighting contrast. So that for example, the exposure increases when you are inside to see better, but there is still a limit that keeps it from entirely blowing out the window looking outdoors. In unity it seems like there is basically just single exposure value for the whole screen, and im not seeing "contrast" controls.

#

I just went through the hdrp tutorials for white point and exposure.

#

The min/max range you specify for exposure there, is for the actual exposure value that applies to the entire screen. I did not see a way to control the actual on-screen-pixel-brightness range.

#

Ok. I found it.

#

What I was looking for was the "tonemapping settings".

hollow tangle
# red junco What I was looking for was the "tonemapping settings".

Highly recommend watching this whole video from Unity, but this part covers in detail the options available for all things exposure. https://youtu.be/yqCHiZrgKzs?t=1026&si=RXusyhDiH5UoYnFt

In this video, you'll learn how to create AAA-quality visuals for current and next-gen games. We’ll also show you HDRP’s key rendering features and how to tune settings for anti-aliasing, lights, shadows, exposure, and more.

Speaker:
Pierre Yves Donzallaz (Senior Rendering & Lighting Artist)

Did you find this video useful? Room for improvement...

▶ Play video
runic marsh
jagged raven
#

anyone know how to use an HDRI sky in unity6 and HDRP.. cant seem to figure it out in this version

#

oh it works just noit in scene view

lyric plover
#

is ~140 okay for this kind of scene? i think it's bad but it's hdrp so i don't predict much fps

#

without post processing and directional light i have 170

#

on mid end pc

tawny estuary
#

So how would I go about making sure a decal doesn't cast on certain objects? I saw something about decal layers in the decal projector, but I have no idea how to make it work or even if it's what I'm looking to manipulate.

eternal laurel
#

Decal layers is exactly what you need.

#

Just enable them on the hdrp asset, set the the right layer on the decal and mesh renderers and you are done. Note it’s gonna be under rendering layers not the actual gameObject layer

jagged raven
#

hmm hard to find really good hdri skyboxes

scarlet hull
jagged raven
#

thanks dude

#

what do u guys think of this,

#

🙂

glacial fossil
glacial fossil
jagged raven
#

Yep

#

Just trying to see how good hdrp gets

#

I only have 2080 prob wont run fast haha

#

On unity6

#

Really nice graphics imho

glacial fossil
jagged raven
#

We will see 🙂

meager holly
#

Adaptive probes are fun and all

#

BUT WHY

#

Can't figure out why I have such splotchy results

dry turtle
shrewd moon
dry turtle
hollow tangle
# meager holly Can't figure out why I have such splotchy results

Have you tried some of these APV troubleshooting examples here? https://youtu.be/IpVuIZYFRg4?si=Vo40_hDuwDeNLdMl&t=1082

Adaptive Probe Volumes (APV) provide a new way for you to build global illumination lighting. Watch this video to learn how to achieve high-quality results using the APV features in Unity 6. We’ll share best practices for setting up and previewing your lighting choices and how to identify and fix common problems like light leaking. Finally, we’l...

▶ Play video
meager holly
#

Yeah I followed along with this presentation

#

To make sure I wasn't doing anything wrong

hollow tangle
#

But at 22:06

#

The APV volume settings to Quality mode?

#

when you click on those pixels in the blotchy part, what probes are they sampling? might be good to see a picture of that to confirm they're not sampling from above the ceiling or other side of wall

shrewd moon
#

The probes themselves have "random" brightness values

hollow tangle
#

I'm confused. I was replying to Zigga's issue. What is this a picture of?

shrewd moon
#

The dangers of crossposting

hollow tangle
#

Got it. You've tried changing the leak reduction mode to Quality?

#

Oh, I guess they're valid anyway so it doesn't matter.

autumn anchor
#

New to HDRP. Unsure how to properly map this material, as there are less surface inputs vs URP

south girder
autumn anchor
#

Appreciate it! I figured i was doing something wrong 😭 having a mask map makes wayyy more sense

lime hearth
forest oar
timber swan
#

Is this the right channel to talk about performance?

glacial fossil
lime hearth
iron siren
#

Hello, I'm trying to understand how to profiler work because I get a huge FPs drop as soon as I add a simple low poly gameobjects to the scene.

#

Here is the profiler result :

#

Half left of the graph is the scene without 3d models and I'm basically at ~250FPS. As soon as I enable my low poly models, I get the right side of the profiler and drops to ~42FPS. How is it possible to have such a huge drop in FPS with a simple low poly model?

#

Here is the details of the rendering panel

#

It's only 502 vertices to render, I've also tried to change the materials on the model to see if it was a custom shader issue on my model but the FPS is the same with the default HDRP lit material

#

There's only a single directional light for the scene and a single room model

#

Yet That's about 208 drop in FPS?

#

Is this normal behavior?

#

What else should I look into to explain this huge drop ?

#

I've tried with a simple cube

#

No drop here, so I assume it's an issue with the model ?

#

But it's a low poly model, about 200 vertices only

#

What could explain this difference? There are no textures on these, same materials.

#

Ok I've tested a bit more with this room model. It has 3 materials. If I reduce the size of materials to 2, FPS increases

#

It still drops from 250 to ~80 FPS with 2 materials on the model

#

1 material left is about the same.

#

0 material if back to 250 lol

#

Default HDRP material. I've tried adding dozens of cylinders to see if I get any drop but none. It only drops with my model and hugely when the 3rd material is enabled, which happens to be the material for the walls

#

This model is made in blender and has square faces. It's imported from the streaming assets folder using Trilib in a FBX format. I'm wondering if this might be the issue?

#

It's a basic model with cubic UV map generated by blender and scaled. Could that cause an issue?

iron siren
#

After more testing, I'm guessing Unity doesn't like how I organized the faces. For example, all doors are the same height but on walls withotu doors, I didn't cut the face at the same height. Maybe that's something Unity doesn't like and all faces should be cut exactly at the same height and sides? I'll give it a shot to see

hollow tangle
shrewd moon
iron siren
#

OK thanks, I'll keep looking into it.

past geode
#

hey guys, hope you having a great day, i wanted to know if is it possible to make the Bloom effect of HDRP maskable, like i want some emissive materials on objects wont get effected by bloom, just want them to be normal !?? thanks

haughty sentinel
#

I have a HDRP scene with a local volumetric fog, but i would like it to be closer to a white color, im already ay the brightest white in the single scattering albedo but it still looks very grey, it probably has to do with shadows, how can i correct this ?

#

it's even darker when looking from above where the sun shines on it :

ember ravine
#

Can anyone help me? I am making a game in a diner and this doesn't feel right

#

I'm going for more of a night time feel, but whatever I do doesn't feel authentic

rocky latch
shrewd moon
lucid gate
#

Get the Shots VFX - HDRP package from Vefects and speed up your game development process. Find this & other VFX options on the Unity Asset Store.

#

did something change relating:

ember ravine
#

But I can never seem to get the lights set up for this horror vibe

outer geyser
#

You need ambient light. A place with windows is never completely dark.

rocky latch
#

Not necessarily. Horror films do play with absolute dark. For instance

outer geyser
#

Nah, if you do that the players will just raise the brightness and play your game with washed out visuals.

rocky latch
zinc jay
#

what does the ShaderLab::GrabPasses::ApplyGrabPassMainThread can't be called from a job thread! This usually happens when GrabPass is used with SRP so make sure you're using Built-in Render Pipeline when using GrabPass. LogError mean? we're getting it after updating to Unity 6000
Don't have a stacktrace cause it's on another thread but I see 0 instances to ApplyGrabPassMainThreadin all the .cs files in our project

jagged raven
#

anyone know why i cant set the render queue higher than 2225 on hdrp/unlit, i want somethign to render in front of everything but im having issues

jagged raven
#

damn, seems more difficult than imagined

#

how lame

outer geyser
jagged raven
#

hdrp stuff just changes randomlythats 4th time today its just reset all my stuff and made the scene look bad

#

no idea wtf is going on

jagged raven
#

barly worth messing with it if its going to break 4x a day

shrewd moon
#

That is not normally known to happen

jagged raven
#

also how do u save values in the volume?seem to reset

shrewd moon
jagged raven
#

runtime, tho it is confusing how theres volumes in scene and same in settings

jagged raven
shrewd moon
#

U6 has had a lot of bugs still

jagged raven
#

damn right

#

i feel like the drp workflow is totally awful design personally

#

hdrp

#

modifying the asset has no affect at runtime tho does it

#

so thats usless

#

and copying the volume component settings doesnt seem to work

#

and modifying in settings is weird, its a different one and if i make mine default it adds all the others, whole thing is confusing

#

modifying at runtime should work, just needs a little save button

#

also no where near enough fx

#

copying runtime and pasting back after play doesnt work either

#

lol

shrewd moon
# jagged raven damn right

Oh and more importantly upgrading from 2022 or earlier to 6 or 2023 can break stuff in ways that only a fresh project can fix
I've had some very bizarre problems before moving assets to a new one

jagged raven
#

yeh

#

ive seen all the hell unity can offer

#

wasted yrs of my life on it

shrewd moon
jagged raven
#

i want to tweak how things look at runtime, then save them

#

like u can with materials

#

im sure it did work today

#

but not for last few hrs

#

i think u need to copy only one setting on the voume

#

not the whole volume,

#

which sucks

#

i`ll figure it out, just tired

#

and angry at all the hours lost today

#

and got stuck for lik 10 hrs trying to make things render on top lol

#

andi cant really write a shader

#

need to learn shadergraph 🙂

scarlet hull
lucid gate
#

it explicitly mentions the decalLayerMask in the error which is weird?

#

nvm, sry, i see you are typing

#

i did redownload it, it was really the cache

scarlet hull
#

So, if I understand correctly, the difference between your two repros is that Lush is using the empty HDRP project, and you were using the HDRP template (with the 3 rooms) ?
It is possible that they are not using the same HDRP settings, maybe the support for decal layers is missing ?

scarlet hull
lucid gate
scarlet hull
#

Hum, strange. If they did push an update without bumping the package version, that could happen, but it shouldn't be allowed 🤷‍♂️
Anyway, if you've managed to fix the issue, that's nice 🙂

lucid gate
scarlet hull
lucid gate
scarlet hull
lucid gate
scarlet hull
#

Nope, it's disabled.

lucid gate
#

lol yeah true

oh damn, i didn't check because it was enabled all 2 years i'm using unity 🤦🏽‍♂️

scarlet hull
#

So, I did a quick test, and on my side I see the error popping if I enable decal layers.

lucid gate
#

ähm a question you don't like but lets make this fast
enabling it here is enough right?

scarlet hull
#

Haha, that's what you'd think, right ?
There is also a frame setting for this 😅

lucid gate
#

haha yeah tbh but i had a doubt 😄

scarlet hull
#

So, I'm very uncertain about what is happening here, I can now enable / disable the decal layers, and have no error

lucid gate
lucid gate
scarlet hull
scarlet hull
#

@lucid gate
I tried to look at one of the shaders, "SH_Vefects_HDRP_VFX_Opaque_Particle_01", and it is generated from Amplify.
I did grab Amplify Shader Editor, and did this :

  • Disable "Recieve Decals"
  • Save and reimport the shader
  • Enable "Recieve Decals"
  • Save and reimport the shader.

I don't have the error anymore, and indeed some code changed in the generated shader.

So, I'm not 100% sure, but I think the shaders that shipped with that version of the pack were not generated / upgraded to the latest version of Amplify, and might be missing some changes in HDRP.

lucid gate
#

I don't have the error anymore, and indeed some code changed in the generated shader.
this indicates you also had that error and it wasn't just my stupidity with the decal layer setting.
edit: yep missed that "So, I did a quick test, and on my side I see the error popping if I enable decal layers."

fair summit
#

Hey, anyone have tips for shadows in hdrp? The left image is urp and right is hdrp, and i'd like for the hdrp shadows to look more like the ones I get in urp.

fair summit
lucid gate
fair summit
shell fern
#

Heya, i tried installing both HDRP and URP but i always get errors which are package related, here's a screenshot of the errors:

#

i already tried installing it again, restarting, but nothing works

polar epoch
shell fern
#

oh no, what i meant is that i installed one at a time

#

first i tried HDRP

#

didn't work

#

then i tried URP and it also didn't work

polar epoch
#

are you launching it from the preset in Unity Hub, or are you using the Package manager to install them?

shell fern
#

package manager

polar epoch
shell fern
#

yes

#

that one and HDRP

polar epoch
#

from built-in?

shell fern
#

unity registry

polar epoch
#

no like, you launched Unity as build-in render pipeline

#

it has to be I guess, it's the only one left :P

shell fern
#

i only installed them after i made the project

#

it wasn't pre-installed

polar epoch
#

Try navigating with your explorer (assuming Windows) and deleting all the files in "Packages". The next time you launch the project it should re-import all the packages for you.

shell fern
#

i assume i should delete both of these right?

polar epoch
#

don't think you need to.

#

but yeah, sure.

shell fern
#

it didn't fix my problem

#

still persists

polar epoch
#

check package manager for what packages you have installed. I'm assuming you didn't install any additional packages when installing URP?

shell fern
#

no

#

i only installed URP alone

coral spire
#

hiii

coral spire
coral spire
#

also, thanks @lucid gate for the heads up and letting us know

coral spire
#

disabled "Recieve Decals" on all assets

#

they don't need to whatsoever

#

package builds fine too

#

so hopefully this will finally solve it :)

#

update should be live during today

#

usually small changes like that get approved by Unity pretty quickly

lone ruin
#

Hey guys! 👋

I'm trying to move the volumetric clouds using some tweening. I'm getting "_volumeProfile.TryGet<VolumetricClouds>( out volumetricClouds );" and directly tweening on "volumetricClouds.bottomAltitude.value = value;" but this cause the FPS to go from 100 to around 25, I wanted to know if there is a better way to achieve the desired effect. Thanks!

scarlet hull
lone ruin
#

seems to be about the same drop in fps going from 110 to 30 using two volumes and tweening weight

scarlet hull
#

Yep, I suspected that :/

rocky latch
#

Interesting. I blend between different weathers with no issue but I also don't touch that specific value

#

I intend to try a tick-tock strategy where one frame updates sky and the other updates shadows but updating both every frame is doable at 60FPS

scarlet hull
#

Yeah, it's a bit tedius, not all settings end up causing this big calculation.
I think I was wrong and it is more related to some 3D atmospheric texture that is precalculated for the clouds depending on some of the settings, for lighting evaluation.

lone ruin
#

so no way to pre render this change in loading time before the scene ?

scarlet hull
#

I don't think so :/

lone ruin
#

that's too bad ahah!
I guess I can just tween all my map upward instead of lowering the clouds.. might cause other issues tho

#

is that in the Volumetric clouds ? i can only find earth curvature

scarlet hull
#

(forget about what I said, had some old setting that isn't there anymore in mind)

lone ruin
#

oh.. okay ahah

scarlet hull
#

Ah no, found it

scarlet hull
#

So, theorically, this offsets the rendering, without actually changing the sky settings, and not triggering the while scattering lookup computation.

lone ruin
#

Thanks going to try this out!

#

I might be missing something

scarlet hull
#

Oh ... not same version I guess ? I was on 6.0.23 for that screenshot

lone ruin
#

I'm on 2022.3.16f1

#

going to try opening the project on unity 6 and see if everything breaks ahah

scarlet hull
#

Yep, so it appears that the plat settings in environment is 6.0+. It moved from the PBSky to environment, to be shared with the clouds.

lone ruin
#

I just tried in Unity 6, using the Volumetric Clouds in performance mode, and using a coroutine instead of tweening to not render the new weight of the volume every frame, and I'm always above 100 fps, this is crazy ahah

glossy copper
#

i have a question, theres a sky outside, and this is an enclosed room, so i put a reflection probe that covers the whole room. everything else is static besides the A posing armature and the cube. Why are they glowing? Are they not picking up the reflections from the reflection probe? Thank you in advance

shrewd moon
glossy copper
brazen trench
#

Does anyone know when Unity combines URP/HDRP in the future, which one will be most similar or easiest to convert to the combined end result? HDRP or URP?

hollow tangle
#

I doubt even Unity knows yet

formal crow
#

I love how easy it is to customize unity's water system

#

here is the shader for anyone interested

dawn sorrel
#

Does anyone else have this nonsense in HDRP (Unity 6000.0.26 or 0.25)

This is happening in all Unity 6 HDRP projects I create, nothing is working to fix it, I even updated 0.25 to 0.26

dawn sorrel
#

Removing this line of code removes the error, but changing Unity code probably isnt the best..

lucid gate
formal crow
lucid gate
dawn sorrel
#

Custom pass is so useful its crazy

errant quail
#

does anyone know why i get this weird kind of shadow when i move across in my scene?

#

not sure how to explain it

rocky crest
#

quick question, this is my first time using HDRP and I have no clue why my particles won't render during runtime. Any solutions?

hollow tangle
hollow tangle
errant quail
# hollow tangle I just see low res tree shadows. What’s the issue?

I think it's to do with shadow distance, but the thing that's annoying me was that really strongly defined shadow line that is highlighted, where the further and closer I go it appears and disappears. Just wasn't sure what I was. Don't worry if your not sure though as I released the map now anyway.

hollow tangle
#

Check your directional light and look at the settings under shadow there. You can look into the quality settings to see if that helps. There’s a lot that can be configured there, as well as in your volume. Make sure you set explicit shadow overrides on your volume or it will fall back to defaults

rocky crest