#archived-hdrp
1 messages · Page 15 of 1
it's PCSS
Change Angular Diameter in the Sun light
or set the directional shadows filtering quality on medium
Thanks
you should also check shadow cascades in your volume override.
Hey, all. I’ve been having an incredibly annoying issue where whenever I turn around in my scene there’s an immense lag spike.
In the Unity profiler, I found that Gfx.WaitForPresentOnGfxThread would have a very high runtime whenever this’d happen, indicating that my program is GPU bound.
However, when I tried to profile this again with Nsight to see what could specifically be causing the lag, it showed results indicating that the lag is being caused by what looks like seemingly nothing. Nsight Systems was also giving weird results and saying that the lag comes from the CPU rather than the GPU for some unknown reason.
Have any of you encountered anything like this before? Attached are some screenshots from my profiling data
Another thing of note is that, on the render thread, the “self” time on the render loop itself is incredibly high. Would be lifesaving if any of you guys know why this could happen
I'm a performance optimization nerd, but still new to Unity/Game Dev as of July this year. That being said, your 2 best friends here are the Rendering Debugger and the Frame Debugger.
Rendering Debugger, I would try disabling settings on the Main Camera one-by-one and see what the impact is.
When you turn around, is it turning to any specific part of your scene or just turning anywhere?
What does the gpu profiler in Unity say?
Do you have VSync enabled?
I mean it shouldn't cause 140ms spikes.. but just checking
Hey all, thanks for the prompt responses. Will give an update shortly
Fiddling around with my VSync settings hasn’t resulted in anything, unfortunately.
I tried to toggle many of the options here but it hasn’t seemed to have done anything. What’s weird is that disabling all of the object types from the debugger does nothing but disabling the GameObjects does make a difference. I imagine this’d normally suggest that I’m CPU-bound, but what’s weird is that Unity keeps pointing to the GPU
I have a pretty dense spot on the map I go to in order to recreate this issue and just look in any direction. Relative to other areas that don’t currently lag like this, the triangle count is quite low (approx. 10m) but there are a lot of unique meshes with relatively high vertex counts and a lot of textures used. Not sure if these would be contributing factors, especially since these should all be batched
Here are the GPU results. They’re weird, I see no reason why these methods would lag any more than they normally would when I turn around (based on what I currently know about how Unity works)
Hmm QuadTree is the terrain rendering
If you turn off the terrain does the lag spike disappear?
That’s true, but I do still get the issue even when I disable the terrain
What spikes then ?
In the editor it just says that it’s the editor loop itself that’s causing the spike, but I’d have to check what it is during a build. Will get back to you about that in a minute
Oh I get random spikes in editor all the time I only profile builds at this point. Unless the perf problem is consistent.
That depth prepass is also very interesting I wonder what it’s rendering
What’s also weird is that all of this profiling information doesn’t line up with Nsight, which claimed that all of the processing time during the spikes was spent doing nothing and that the GPU ran all of the rendering code as normal as soon as the spikes were finished
Profile a build
Or turn off the scene view
Editor needs to render both
Might be that
Profiled the build and got this, would either be the depth prepass or the GBuffer taking up the most time during the spikes
Hmmm and it happens just by turning? Not turning towards a specific area ?
It happens when turning in almost any direction in a specific part of the map. The only characteristic thing about the location is that it has a lot of unique, high vertex count meshes. But, the total triangle count isn’t very high.
My naive approach would be to experiment with disabling a small number of items in this area to see if it’s related to a specific game object or set of game objects.
Is there a separate volume in this area with different overrides?
Tried to disable certain sets of objects already, but none in particular seemed to be causing all of the lag. There are no volumes active either besides a global one, and turning all of the overrides also didn’t help
So is it just when you're turning in this area? What if you are facing the area and not moving?
this footage is from #1180330435151147028 all credits to him it looks really good
how can i get my volumetric lights to be this strong
you could taste those light rays
best ive managed is this
you can see them but theyre pretty subtle
Local Fog Volume
@eternal laurel @hollow tangle @south girder Thanks for the help, all 🙏 Turns out it was an issue with having a lot of vertex buffer uploads in one go. If you guys know any way that could be reduced aside from reducing vertex counts, that'd be amazing.
hey, is it possible to add emission to volumetric fog custom shaders used on a Local Volumetric Fog component in HDRP? Their fragment only has Base Color and Alpha but we want to add some subtle illumination to the fog so its always visible, even when you are outside of its bounds and there is no directional light.
No, as the fog buffer only contains a color and density (alpha) value.
The "emissiveness" of the fog is made by a light, so if you want to you can add a simple point light with no shadows in your fog volume.
You could also fake the emissive fog with a purely custom shader (on a regular mesh).
Thanks for your reply 🙏
I suppose we can't use light layers for local volumetric fog right? We'd only want the point light to affect it and nothing else.
Using a purely custom shader on a regular mesh is a nice idea but we do have a directional light that moves on a day cycle and adds rays to the fog that we'd want to keep. Also, we use a custom material to add noise and wind to the fog.
Yes it should work, with the light in a layer that has no object.
I don't see a setting on a Local Volumetric Fog component for rendering layer. I also realised this will probably cause the same issue we were trying to avoid in the first place - having only the fog above ground "emissive" and not underground.
Yes, it doesn't have a rendering layer setting as it writes to the camera fog buffer, like I said, it is not directly affected by lights.
But if you set a light to a layer where no other objects are affected, the lights should only light the fog.
Nice! thanks for sharing 😄 But actually that is the demo scene from my package in the Unity asset store named: Mossy Cedrus Forest.
I also have a video in my Youtube channel where you can see all the process: https://www.youtube.com/watch?v=eYHExphd-Wk
Here a resume of process creating this demo scene, more than I expected, here the cinematic and third person videos:
Cinematic: https://www.youtube.com/watch?v=2lhY83QP0mw
Third Person: https://www.youtube.com/watch?v=wpKTD_t7Ci4
Artstation Project: https://www.artstation.com/artwork/EvDQxN
Artstation Marketplace: https://www.artstation.com/a/3...
do you make your own vegetation or do you buy/ user other peoples
i want to try make some trees that dont look shit so i can have my volumetric lighting looking absolutely delectable
As a publisher in the Unity asset Store I need to create everything from scratch, Textures, models, etc.
here is a project in Artstation with the objects that I scanned for the package: https://www.artstation.com/artwork/8bdxNm
it took me around 9 months to finish this 
Few images and videos of the vegetation that I've been working on the previous months. Ground objects and woody debris were also scanned for this project: https://www.artstation.com/artwork/EvDQxN
All textures and models were made from scratch, and are available here in the Artstation Marketplace :D
https://www.artstation.com/a/31751458
The wi...
i dont want to be that guy but i dont have the budget to buy assets
do you know any good places i can learn to do this?
I need to create everything from scratch because I must have all rights to sell the assets
Artstation just made the Learning site free for all : https://www.artstation.com/learning
Here you can find some nice tutorials about Speedtree. That could be a good start.
thanks man i really apreciate it
when Artstation was acquired by Epic Games they decided to make all of this information available for free, but also you can be found tutorials about Zbrush, substance and many more.
For sure!
I have realized that adding an extra camera shown on a rendertexture is a big performance penalty, and I am now wondering what else I should do. I know that you can disable some custom render passes, but from what I've seen, it still heavily impacts performance to simply have another camera w/ rendertexture to the scene.
I'm using it for some world space UI stuff. Perhaps I should change it all to use World Space Canvas's instead? But I don't see how I'd be able to have effects on those, like flickering scanlines or static noise. (Trying to mimic a static-y CRT screen, for example), since you can only add shaders per UI element. Maybe a transparent UI element layered on top of everything, that adds the shader stuff?
How do games do this in HDRP? I couldn't find any solutions or recommended approaches on google, so i'm pretty frustrated
An example might help get an idea what you're doing
Mostly just UI Canvas's that are viewed with a camera, where the camera is then applied to a rendertexture in order to apply shaders to the whole thing (the rendertexture shaders)
When I bake lighting I only get baked shadows, but no realtime shadows. I'm using Shadowmask mode and mixed directional light. What could it be?
Hey so i got my HDRP Lit material set up, but the detail map is not showing up no matter what. I tried it with a couple of textures and nothing works.
Do you happen to also have a Mask map applied to the material?
could always render that camera at a lower FPS
is that camera literall only rendering Canvases? You are certain its not rendering fog or other geometry by accident?
Yeah
Does it work without the mask?
I think there might be a bug in hdrp where usign a mask cancels out the detail
Tried lowering the framerate, but its not exactly ideal if it can be replaced with a WorldSpace Canvas (they don't even seem to be impacting FPS at all so far, not sure how they work under the hood though)
And yeah my cameras are only rendering UI layers
@shrewd moon sorry, but I think you know what to do
I check the lighting channel first ^^
You would need the Distance Shadowmask rather than Shadowmask
I use Distance Shadowmask
Then the most likely explanation seems that your shadow distance is too low
The shadows under the character's shoes look like screenspace/contact shadows to me
Not actual shadowcasting visible in the scene at all
it's around 300 meters. And yeah, these shadows are contact
but I need shadowmap
Well, for whatever reason there are no shadows
any ideas?
In theory Distance Shadowmask* uses realtime shadows up to shadow distance, and falls back to baked shadows beyond it
Technically I think that setting shouldn't interfere with shadows in this way at all
And what I'm seeing here looks like shadowmasked shadows, not distance shadowmasked shadows
But if you're happy with it that's what counts
yep, I want baked shadows to blend with real-time shadows
Is it true that hdrp can blend between shadow cascades?
What exactly do you mean by blend? It does IIRC perform a basic interpolation between them, but it doesn't guarantee a perfectly smooth transition
im targeting pc only and my shadows on urp are awful im wondering if porting to hdrp would help
Do you have a screenshot? Shadows on URP shouldn't be awful by default
Shadows cost me either 200fps or flicker like mad and have low resolution.
Good looking fully realtime shadows will always be expensive. The only 'real' benefit HDRP offers which from memory URP doesn't (but it may do now, worth checking) is to use cached shadow maps, which gives the ability to mark objects as static shadow casters, which makes them render their shadowmap into a cache once, and not every frame.
If you don't already, look into creating shadow-only LODs - they help performance for high poly model shadows by quite a lot.
Yes
Customizable border fade for each cascade that's smoothed temporally
HDRP is unlikely to help with your performance problems though
Shadow only LODS will cost additional drawcalls. Is there any way i can debug if this is going to help me or not
I don't think it'd be another draw call
The meshes used for shadow casting are only rendered in the shadow pass, whether they use the same renderers or not
URP and HDRP shrug off draw calls anyway thanks to SRP batching
But it doesn't affect shadow rendering one way or another
Okay it does help me. I gained lot of FPS after replacing lod shadows with cubes (100+). thanks for pointing me in the right direction @mortal forge, @shrewd moon
Now i have to somehow make shadow lod meshes
Thats called shadow proxies
how do i fix this, the lighting is ass in some places, even after i baked the lighting it's still black
are those supposed to be geometry? looks like they either arent marked static or somehow the UV's got flipped around
Or they might lack normals
Hard to guess
the bed is one object only and doesn't have any normals flipped, the ceilling is just probuilder cube
tried to replicate the atmosphere of do androids dream of electric sheep
found out on the bed it was the normal map problem but idk why, it's happened before where the light wouldn't be visible on normals maps that were 1, and as i'm writing this i realised that none of my normal maps texture types are set to normal map..... it kind of works now but the ceilling is still black
Incredible for 30 minutes
really ?
To be honest, I'm new to this and I'm glad to hear this. 🙂
I've imported the Unity Manufacturing Plant into Unity 6.0
It looks great except for the workers and robot arms. They glow! I think it's related to the reflection probe.
Is there a recommended solution to fix this, without breaking the rest of the scene's rendering?
Find the Global Volume. Turn off HDRI Sky.
That did it! Thank you.
I load a remote Mp4 video from a remote URL. This works in 2022 Unity Built-in renderer.
In Unity 6 HDRP, an encoding error is thrown:
Color primaries 0 is unknown or unsupported by WindowsMediaFoundation. Falling back to default may result in color shift.
With a remote video source, is there a way to correct this at runtime in Unity 6.0 HDRP?
Windows 11, Standalone, Unity 6 same result with DX11 and DX12.
Used this ffmpeg command to add a profile to my remote video, but no effect. Audio is heard but no video:
ffmpeg -i input.mp4 -color_primaries bt709 -color_trc bt709 -colorspace bt709 -color_range pc -vcodec libx264 -profile:v baseline output.mp4
Hi guys sorry to be a pain, but i have a question. I have a scene, as shown, with 16 lights 8 baked, and 8 realtime, ive had to do this as when i use the player in the game, it doesnt get lit by my baked lighting so i use real time aswell as the baked as baked looks a lot nicer, however this drastically reduces my frame rate, is there any way around this? I would ideally want to keep the baked lighting aswell.
Hi, are you using light probes? It should be possible to use all baked lights with probes 'painting' your player with light. The non-moving objects should be set to 'static'.
Here's an example of how much light probes can do the work instead of realtime lights. I use light probes throughout, except on the stage lights.
https://youtu.be/JyYSM4XRfHo?si=bsjvQRUsxngvG1ZZ
hundo delivers! #CareerCon22 is a success.
Thank you everone at hundo for letting us customize your own hundo x Ruby Room!
Ahh ok I will have a look into them
Makes sense
Thank you
does anyone know how to get the ceilling to receive the light from the area light and not from the outside directional light?
No kind of light illuminates surfaces that are facing away from it, at least not without some variety of bounce/indirect lighting
Why would you place the light above the ceiling anyway?
Your simplest solution is to use a point light instead, and move the light into the room
wouldn't a point light create a bad looking white points on the ceilling?
Potentially, but you have to use each type of light in a way that makes sense for that type anyhow
i mean it looks kind of weird now, somewhat like a low budget game made with built in renderer
I don't know what kind of lighting you are expecting exactly
It may be better to try to emulate a specific kind of lamp, than to throw stuff at the wall to see what sticks
hmm imma try some things out, thanks
The lights have a lot of settings to tweak, and HDRP has many different varieties of lighting
But using them with specific intentions and goals is important to get a good result
👍
Welcome to the wonderful world of interior lighting. https://docs.unity3d.com/2019.3/Documentation/uploads/ExpertGuides/Create_High-Quality_Light_Fixtures_in_Unity.pdf
thanks
So...when do they plan to fix this preview bug? It has been in Unity almost a year...When you have static lighting sky enabled it makes the preview windows unusable...all is white...when you turn it off all is ok. I already reported the bug, they responded that they know about it and after a half a year its still there. This is just embarrassing...
true
I haven't seen this myself. How exactly do you reproduce it?
For example creating a new hdrp project on recent versions of unity does this... Or enabling hdrp and enabling static lighting sky and changing it to physically based sky in lighting tab... (which is done by default if you create new hdrp project)
What preview are you looking at? I don't think I see that in any of my projects and some have physically based sky.
Any preview of any asset... The preview that shows up when you click on one of your prefabs for example
Are you using recently released unity?
2022 or version 6?
why are some of us affected with this bug
I even tried uninstalling everything, just basic new version of unity, create new project, selected hdrp preset = preview bug...
Currently there are 2 versions of unity 2022 being offered as recommended for some reason, the newer one has this bug and the older doesn't... It seems like they know they broke something so they offer these 2 versions, but that's just my conspiracy theory lol
So are you saying it only affects 2022 or you see this in 6 as well?
Both are affected
Ok. Can't say I've seen it so far
Did you enable static lighting sky in lighting tab?
You can see this bug even on the default unity material...it happens on every model/material that can show up in the preview window...Its frustrating, because you need to turn off static lighting sky for it to work properly, but there is a chance you will forget to turn it back on when generating lighting and the generated lighting will be incorrect and it will waste your time...Also it only happens when the directional light intensity is set higher. If the directional light intensity is very low, the preview displays objects correctly.
That would be super annoying. Glad I haven’t encountered this yet.
I thought that everyone would have this bug, because I saw some people having it as well, but it seemed really weird to me that almost no one was talking about it...But now it looks like this bug happens only on some hardware...i have RTX3080
Trying out HDRP for the first time in Unity 6 and the empty example is just crashing to the desktop
whats the requirements to run it? I've ensured my GPU is up to date
A bit fussy but : https://unity.com/how-to/getting-started-with-hdrp
HRDP is currently compatible with the following target platforms:
Windows and Windows Store, with DirectX 11 or DirectX 12 and Shader Model 5.0 Modern consoles (minimum Sony PlayStation 4 or Microsoft Xbox One) MacOS (minimum version 10.13) using Metal graphics Linux and Windows platforms with Vulkan
What are your specs ?
AMD Ryzen 5 3600 6-Core Processor 3.60 GHz
16.0 GB RAM
RTX4060
Windows 10 22H2
Shoud def work.
Maybe check the logs if there is valuable infos ?
Or, randomly, delete the library folder of the project 🤷♂️
Dont know whats changed but its no longer crashing out
i've lowered the graphics settings to performat and now it seems more stable
i think it might be my CPU
There are some known issues with DX12 and Unity 6 HDRP and some unknown factor. I experience it on my laptop, but not my dev workstation. Support was unable to specify the root cause, but the solution I found was to disable DX12 as soon as I start a project. Otherwise the editor crashes in the first few minutes. Check your editor log.
were would i find that setting? Found it
I'm getting expected performance from empty scenes but it crashed again when changing my quality level in the project settings.
re-opening the project and running the scene doesnt result in a crash
it's very odd
i made sure that Unity isnt being limited in the NVIDA control panel
crashed again when just changing the settings
Could you share the crash log, and maybe also the editor log files ?
Isn't there a xxx.log file ? this json is not easy to read 😅
Project Settings > Player > Graphics APIs for Windows. This may not be your specific issue. Definitely check the editor log first. "C:\Users<yourname>\AppData\Local\Unity\Editor\Editor.log" after a crash.
sorry i dont have a file that has .log
\AppData\Local\Temp\Unity\Editor\Crashes
Would anything frm here be useful?
Hi! I'm working on UI and I have a problem with colors. I create every sprites as a white and apply a color in Unity. But the color in GameMode looks different. To compare that, I was create a image in color #161311 (on the left) and this looks good but when I put the same color on white sprite, looks bad.
Anyone have idea what is wrong?
I'm working in HDRP in version 2022.3.21f1
This is the things what I'm tried:
- change RenderMode in Canvas
- change Space Color to Gamma (default I have Linear)
- turn off every PostProcess and Volumes
- unchecked sRGB (Color Texture) in Import Settings
- change Unity version to 2023
I also upload screenshots of what it looks like
I have an idea. Two of them. Depending on the mood, I suggest:
A. A window off-screen that is an area light the size of the window, with window frames in front to cast shadows. Ensure Baked Global Illumination is on and Indirect is selected. The walls and furniture should be set to static.
- Add table lights and maybe colourful 'intelligent' lights around the space, and do a baked GI. Lights should have an offscreen source or onscreen sources to look complete.
hey in unity 6 i have a problem that when i bake the lighting the blue like fog appears? i dont really know here's the screenshot with baked lighting and without
i dont want that because it makes every texture blue (look at the floor)
this is the sky reflection
place the reflection probe in the box and bake it
i have a reflection probe in the box
yeah gimme a sec
Hi, im unity beginenr and i have an issue with my details (like grass and flower) in unity hdrp in game it look like this and idk what it is can you help pls!
Just an FYI encase anyone else asks about the same issue.
I pushed all the crash logs and dumps into GPT and asked it to give me trouble shooting steps. Most of it was garbage but it did point out
this ->> HDWizard.Window.cs Attempt to access invalid address
I made a FRESH install of my GPU drivers and the engine nows seems to be pretty stable
i've even stress tested with 4k and tones of lighting
edit - @scarlet hull thanks for the help also
Shouldnt this show me my scene?
nvm fixed it
!warn 1004878391083806751 You've been told multiple times to use #1180170818983051344 to post devlogs.
b0gd5nch1k has been warned.
Hey, I'm struggling a bit to figure out how to properly sort two-sided grass meshes for the terrain in HDRP. This is the same mesh with two different materials on seen from two different sides. A is how I expected it to look, while B is the issue. I assume this has something to do with lighting. I included the material settings
Hi, I was wondering if there's a way to overlay a reference image onto a camera like in this video?
https://www.youtube.com/watch?v=u1kdFzJRzmo
Essentially all I want to do is to have it so the camera in the scene has an image overlayed over the top with transparency so I can match up perspectives when blocking out things to the concept art I have. If you want an example from Unreal Engine, I can pull up one of my projects from it and show.
In this video I'll show you how to import a reference image, attach it to your camera in Unreal Engine and change the opacity.
This could also be used as a very simple HUD (heads up display).
You can use this for many things, in this example I use a composition guide for IMAX, but you could also use it to try and match the perspective of a p...
It's definitely possible to write a simple custom pass to do that, but unfortunately it's not a built in feature.
What render pipeline are you using?
You can use the storyboard feature of cinemachine for this. Or you know just slap a image on a screen space canvas.
Yeh I just chucked a image on a screen space canvas lol. It was the easiest way to do it. Honestly didn't even consider Ui being a way to do it due to UE5 being a postprocess thing for it
All good, I got it working. Thanks for the reply though
You can't use transparency for objects like that and get proper depth testing, set the surface type to Opaque.
Ah, that makes sense! Thanks a ton 🙏
How does everyone manage changing HDRP settings at runtime? Seems less-than-straightforward
For some things you need to change the quality level.
For other, you can do it by enabling/disabling things in the frame settings of the camera.
Thanks, guess that's the route I'll go down. Was hoping to keep everything static and not require any (or, barely any) GO or component refs but not the end of the world
So I have a custom raytracing renderer that uses mainly compute shaders for the rendering, and it works great in play mode, but in scene view it’s just… weird
The view is constantly skewed and I don’t know why
My best guess was something to do with the cameras projection matrix(since I use that to generate rays), but I still couldn’t figure out a fix
Does anyone know what’s happening and/or how I can fix it?
Image is an example, tbe white shape you see is the plane rendered, and the outline is where it should be
If I make the scene view window tall enough though, it becomes correct which is extra weird
Where do you get the camera matrices? That definitely seems wrong. I have a similar compute based raytracer that works fine in scene view.
dlss ultra performance looks better than native high taa lol
Wild guess, something to do with HDRP's camera-relative world transform
I tried Camera.current, I tried ctx.hdCamera.camera, same thing for both
yeah....
do you test it in the editor
@frail tendon are you passing the camera matrix from a script? I had a problem with doing camera based things in compute cause no matter what I tried the camera position updated very slowly in the editor. Almost like Unity tried to conserve power and cached the command buffers instead of invoking the update callbacks on the render pipeline and editor scripts every frame.
Ahhh yeah
Can someone please explain to me where I input my bump map, displacement map and roughness map in the HDRP/Lit material? Im losing my mind. The diffuse/normal works, but I just cant get the other maps to work properly. I’ve baked all the textures in blender. Im very new to unity, but very comfortable in blender
HDRP Lit uses a channel packed texture called a Mask Map. https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/Mask-Map-and-Detail-Map.html?q=Mask map
You need to set a Displacement Mode to expose the settings to use a displacement map
Thank you! But what does a detail mask and smoothness translate to in normal 3D terms? Is that bump and roughness?
Smoothness is inverse roughness
So the roughness map needs to inverted?
Never used detail map/mask before
Yeah. I use Simple Bake in blender. They have an HDRP preset for their PBR bakes. This does the channel packing
Gotcha, I use simplebake as well, ill try that
How do I get the simplebake HDRP preset?
Huh. I dont have that
Did you download the preset from somewhere?
Nope, it came with it. Are you on teh latest?
Wierd. Yeah im using 1.7.8
Check: C:\Users**<your user name>**\AppData\Roaming\Blender Foundation\Blender\data\SimpleBake
I know he had some recent issues with conflicting add-ons. He may have blown up the presets as I can see the rest of mine are missing. Regardless, here's what you need to set I believe.
Thank you!
If I make a map inside of blender with all kinds of assets and then import the map as an fbx into unity. Do I really have to re-bake all the assets texture maps to work with chanel packing? And then afterwards re-connect all the textures to all the different objects? (Im using HDRP/Lit). This seems insane
@lime hearth Use #1180170818983051344 to showcase your work.
Thought it was allowed to do this here, I had already did once. Sorry
Any gotchas that might be causing culling in the HDRP render loop to be completely tanking CPU-side performance? 15ms profiling a proper standalone build, and have seen this quite consistently despite trying a bunch of settings tweaks.
Try setting your terrain's position to [0,0,0]. Does the blur go away?
I had this problem in an older version of Unity. Motion blur was completely wrong if the terrain was moved away from the origin
I don't believe it happens anymore for me
Do you have a huge number of objects in the scene? It's spending all of its time on culling.
Markedly less objects than I have had in other scenes I built using BIRP and Unity 5 back in the day with very high performance, so my answer to that would be no.
I'm curious about what's going on in OnWillRender
That's a Unity message that gets sent right before an object gets rendered
It's looping through every tree and setting a wind shader value from the looks of it
It's only a fraction of the total time, but overhead could be making up the rest of the time
I thought that you just used a single global property to do tree wind, huh
So did I 😅 but that's what the callstack says
Yeah all of that is 100% Unity-side terrain code so where I am leaning towards is the usual "I'll have to rewrite the terrain system a bit to manually handle trees and grass"
Nope - very standard
yeah it does thank you so much !!!!
With night light
Moon light
But it is not working
Is there any link about night scene in hdrp
Tutorial?
https://github.com/Unity-Technologies/FontainebleauDemo it’s a older code but it checks out.
In HDRP, is there a way for me to automate switching the current render path to deferred from a script?
I expect the same way you'd do it in URP, since you already have a method for that
The "base" way is to change the quality level (and so, the current render pipeline asset)
What you can do however, is to set you render pipeline asset to lit shader mode to "both", and in you camera, use a custom frame setting where you can choose forward or deferred.
Yep! That's how I did it at one point
(I was letting a friend test if Forward vs. Deferred had any performance impacts on their machine (it didn't))
this also massively inflated my build size
Why is my vegetation unlit on a part of the map like this, same tree , when placed on left looks normal, but looks odd and unlit on the right side.
*There is no special area volumes in scene
Hi. I'm having a bit of a problem with lights and the underwater effect. I have to pretty much put the intensity to float max limit to make it work.
Which is bad as it makes objects closer to the light blinding bright
Is there a way to increase the range to make it work like the first picture without increase the intensity by a lot?
Tried setting up tonemapping to ACES and Neutral, still didn't work.
Not being affected by the volumetric fog also does nothing
That's just how light works. If in addition to that spot light you have the sun (directional) light affecting the scene, you indeed need a very high intensity on the spot to make it outshine the sun.
And the lights follow a square attenuation rule : every time the distance doubles, the intensity is divided by 4. That's why when the light seems "ok" at distance, it is very bright when close to the object.
Usually, automatic exposure can take care of this, lowering the overall brightness, so try to tweak auto exposure.
If it is still not enough, you could alway implement a script that casts a ray in front of the light, and changes the intensity based on distance.
When messing with automatic exposure, it also dims the spot light?
It dims the whole screen.
Yeah, so it doesn't help much. I think I'll try the script.
Taking out the direction light does improve a bit
Don't need to use the float max limit
But it is still so annoying that there isn't simply an option to increase range without dimming the light
You can use the "lux at distance" unit.
ty for the suggestions
But it will still do the same thing : to has the same illumination at double the distance, it needs to quadruple the emitting intensity.
It is better
What's the problem with my custom render pass setup?
No it's not the render mode. I changed my HDRP rendering path to forward and the warnings disappeared but it looks the same.
So my player, which is what the custom render passes are for, is too bright and shiny, like he is not illuminated in the same scene. Also, he is somewhat transparent, so you can see some objects behind him.
I copied these settings from an article giving advice on how to solve clipping in HDRP but it doesn't work fully for me. Hopefully it's just a setting change.
Thanks.
Found the perfect IES profile
For the error, could it be that the current active render pipeline is not set to forward ?
For the brightnesst, I'm unsure, could you post a screenshot ?
And for the transparency .... is it that you are seen the AO through the objects ?
well I changed it to forward and there doesn't seem to be a difference
here is a short clip
But "which one" ? You might have multiple render pipeline assets in your project, as it is possible to assign one to each quality level, that overrides the default one.
high quality, as it's the only one I use for now
here is a short clip
you can see:
a) my hand is too bright, it's supposed to be black
b) you can see shadows moving while the hand is rotating
if it was AO, I would assume it wouldn't happen if I change injection to after post process
it happens at all injection points
the first one that triggers the bright model is before pre refraction
before that, it seems like the color is rendered properly
No, as AO is not a post process in HDRP.
You can try to disable SSAO to compare.
You could try to :
Split the custom pass in two :
- injection "after depth and normal", would be your current first custom pass that always overwrites depth
- injection "after opaque and sky", would be your second pass that actually draws the object.
The first one would overwrite the depth buffer before AO calculation, so should properly get rid of the AO ghosting.
Thank you, I will attempt that
Do I need both custom passes for both volumes
For always and less equal?
I do have ssao so it could be that
No, 1st pass in 1st volume, 2nd pass in 2nd volume
Oh, 1rst pass could also probably use the "depth only" shader pass
Eh, I give up. It is either too bright or not enough.
Remy, you mentioned the ray approach, but is it even possible?
Because what about when this happens?
I.e the light hits one object close and another far away
or multiple objects in the light's cone
I think I found a good solution. For a tps, the flashlight can't be too narrow. Make it wide enough and it looks way better.
I am also working on an underwater game with a flashlight and it looks fine on my end
I can check the settings when I get home
Though mine is at nighttime and it's completely dark, maybe that's why I have bo issues
But I can still check
Yeah, I got some things working, but still would love to see your setup.
You can maybe cast multiple rays in a cone shape and do some average ?
Perhaps you need to adjust your tonemapping
If your light is looking too bright in some contexts and too dark in others, you may need to change what "bright" and "dark" are (:
but yes -- as Remy said, that's just how light works!
I've actually had the opposite problem in a built-in RP context -- my flashlight looks way too bright at a distance compared to how it looks up-close
Well that got rid of the shadows, but clipping is back, the thing I am doing this to avoid
seems like it's not rendering after the terrain with these settings
wait that shouldn't be the case. ''After opaque and sky'' for drawing IS the right injection point
maybe it's one of my settings
First one is after opaque depth and normal
someone knows why on unity 6 when material has type Subsurface Scattering its just black?
hands
upgrading from unity 2021
Does the material have a "diffusion profile" property and is it assigned?
yea it is assigned
Ok, but why is no fog giving me a better fog effect than with, well, fog?
This is with fog off:
This is with fog on
Unless I'm going crazy and seeing stuff
Are you sure theres no other volume with fog enabled?
Or if its enabled in the default settings (I think thats a thing)
I ended up using fog
Just used a higher value for the volumetric effect in the spot light
But it's weird nonetheless
I am using two boxes, but the underwater box has a higher priority
If you just disable the fog in the higher priority volume then it will use the fog of the lower priority volume
If it has one
I wish all volume effects had this "Enable" toggle so you can keep the override active but the effect disabled... So that lower prio volumes don't turn it on
Is there a way to brighten just one object/material?
Got some good ambient going on, but as you can see, the "model" (I know I don't have one yet, but hear me out) gets obscured too
So you can only see the sillouete
(nvm the quality of the screenshot, film grain is causing it)
I could try to brighten up the whole scene
but would like to know if there are options
Nvm, found it by randomly trying different overrides: "indirect light controller"
Also forgot I could use light layers... huh, HDRP is really powerful.
What is the equivalent of setting the environment lighting source to color in HDRP?
use a Gradient Sky where all of the gradient colors are the same
e.g.
I dunno if there's a simpler way than that
Hey all, any Idea on how to fix this?
Are you trying to switch a project to using the HDRP?
It looks like you've installed the package, but haven't configured anything in the project settings yet
Yeah that's exactly what I did
I didn't realize you had to switch the entire project over. Is this actually the case?
I'm just trying to enable alpha clipping and the video I'm following uses the HDRP node setup to do it
If there's a simpler way then I'm all ears
You...probably aren't intending to completely switch render pipelines, in that case
Did you originally have this material set to use the "Standard" shader?
If you want alpha clipping, just switch to Cutout
i presume you found a video about how to get an alpha-tested shader while using the HDRP
Switching to hdrp to enable alpha clip is exactly like shooting a fly with a 120mm anti-tank howitzer
I did that earlier and it did nothing I'm afraid
well, you also need to use a texture that has areas of low alpha
Cutout will skip any pixels with a low enough alpha value
I'm trying to cutout the black
and I've set the threshold to min and max and nothing changes
If the texture has an alpha of 1 in every pixel, then nothing will happen
Show me the importer settings for this texture
You can also make sure there's an alpha channel by looking at the preview window with the texture selected
click on the "A" to view the alpha channel
what did you change?
ah, that'll do it
Thanks so much again mate
You also might want to turn on "Alpha Is Transparency". This will make Unity fill in the transparent areas with the nearest color
Otherwise, you can get weird artifacts when it samples the texture at a low resolution
the fully-transparent pixels can still have color data in them, and that color data might look weird when it gets blended in
It also makes the preview look correct :p
checked on the left, unchecked on the right
Thank you
Also while I have you here, if you dont mind me asking, is the process the same for making a semi-transparent glass texture see through?
No, you don't want to use Cutout there.
Cutout means that every pixel either:
- Renders 100% opaquely
- Gets skipped
You will want the Transparent rendering mode.
I created a transparent material but now its a bit too transparent
Here's the intended grime and murkiness I'm going for
Thank you for the breakdown btw
extremely helpful for future reference
That just needs a higher alpha value.
Is that in this menu?
you could increase the alpha on the base color -- it's only about half right now
Beyond that, you'd need to increase the alpha on the texture itself
Also, you probably don't want a smoothness of 1 -- this will make the surface perfectly reflective everywhere
Ideally, you would have the grimy spots have a lower smoothness
no prob (:
if you have other questions, ask them over in...
hm, where would you put general rendering questions for the built-in RP
It doesn't work the same :/
how so?
Having an issue where shadow maps will sometimes randomly take 18ms on the GPU. Any ideas?
It’s back to normal the next frame
Is there any way to make Unity wait for all path tracing samples to complete without affecting deltatime
I don't want to show progress of rendering samples to a player
Path Tracing is awesome in CGI environments. I used image sequences in editor (not in runtime) to capture animations of camera and rigged characters frame by frame. Tedious work but end results are awesome.
What DoF are you using there?
DoF?
Oh you mean Depth Of Field. The depth of field was just an effect in filmora.
It’s called diamond blur
anyone know whats up with my ssr?
Ok I'm stumped. The exposure is set to a fixed 4.5. The lights is at 10k lumens. Yet it is super dark. Anyone got any ideas ?
No other volumes?
Nope the active volume according to the render debug is the correct one
no blending going on either
Shadow issue ?
Does it do the same if set to punctual, without shadows ?
Shadows have nothing to do with it I would say. This particular light is set to render shadows on Demand and the shadow atlast was cleared. I just wanted to get the emission right first.
you are suggesting everything is in a giant shadow somehow ?
There are numerous lights in the scene all ranging from 10k to 30k lumens
I had in mind that the light was somehow blocked, so if it has shadows enabled it isn't actually lighting the scene.
First one is the scene with -1 exposure second one is with 4.5. I would expect that the lights with the values I mentioned would be enough for 4.5 but they are not. I'm either having a setting messing with me or I do not understand exposure at all.
Can you show the exposure settings ?
But it's not only the spotlight, right, the other ones also are not "powerfull" enough ?
To be sure, also override the compensation with 0.
I already tried that comp was 0 in the volume value in the rendering debugger. None of the light are "powerfull" enugh
this is with the exposure at 4.5 and the intensity to 3000000 lumen
Now correct me if I am wrong but this is about 23 times more powerfull than the Earts sun
Well, the sun isn't mesured in lumen I think 😄
lumen lux tomato potato 😄
(Or, it could technically, but I don't want to do the maths)
But yes, it is a very high value 🤔
The reflection probe for example looks okey to me
Do you think you could share the scene (in pm), because I don't know where to start to look at here, having it on hands would help.
sure I can
That probe has an exposure of 0 displayed here, maybe you should try that ?
try what setting the fixed exposure to 0 ?
yes
well that obviously brightens things up
if I set it to -1 it starts looking like how I want
the question is why does it have to be that low
I'm confused thats just for the preview on the probe is does not affect baking or anything
It's the probe preview, yes, but that value is the exposure compensation of the preview.
If you look at an outdoor probe with pbr sky lighting in day it would display full white with that value.
I still do not understand why my scene requires a 3 million lumen light to shine on it with a exposure of 4.5, a value that would typically be used for indoors/interiors
Mi neither, that's why I asked if you could send it 😅
Ah you want me to send the scene over. I thought you wanted me to share the screen or somethign hah. Hmm separating the scene from the whole project would be rather difficult.
Does this behavior persist in a new scene?
It feels like you have a post-processing effect that's doing an exposure adjustment. But you said you don't see any other profiles in the...rendering debugger?
I'd be looking at the Light Explorer
The rendering debugger does let you see the computed values for every volume component, but I don't think it lists all of the active volumes
It actually does. Volume > Camera > Component shows the configuration of an override by default, srp asset and volumes with the result
Ah, it does show you every profile that's affecting the volume component
I named mine very boring things like "Scene Style Profile" and "Exposure Volume Profile" and mistook them for something built-in, haha
i have no clue if this is the right channel to ask, or even what im asking is the correct name
i want to port this texture painted terrain i did in blender, i used an rgb mask and a shader to display into unity, i cant find anything about doing this on a custom mesh other than using a tool called "polybrush", it feels awfully clunky and would prefer to work in blender and just port it over anyway
if rgb mask is the incorrect term im referring to the same effect unitys terrain texture paint uses
im hoping there is a similar option in unity like what i did in blender by using a mask with rgb values representing different textures and materials
Polybrush is a tool to paint the mesh vertices color, while the paint tool in blender paints textures.
And in general, the texture has a higher definition than the vertices.
You could just export the mesh from blender, with the "terrain mask" map, and recreate the same node setup in unity with shadergraph to have similar mapping.
If you want to use Unity's terrain tool tough, you still can. You need to export a .raw heightmap, the mask, and load it on a terrain object.
i will try recreating the shader node, and id like to use unitys terrain but theres a few reasons i cant for my purpose
does hdrp not support metallic image maps?
it still does but the format is different
in unity standard the format (BIRP) is
RGB = Metallic
A = Smoothness
in HDRP it still supports it but its mapped in the texture differently
and the name is different to reflect that, mask map
if your trying to map only the metallic sure
It’s not color grading. The metallic is packed into the red channel of the mask texture.
anyone have any tips on making the ray traced reflections match the shading of the object? these brighter areas should be darker
im extremely new to unity and im trying to learn everything by myself but i dont know how to slow down the time node. how do i do it?
Should post in the Shaders channel. My guess would be plug it in to a multiply node and multiply by something like 0.2
my bad. also thanks
Hey. How do I modify the camera frame settings through the code? I tried this, but nothing happens
public void SetBloom(int bloomBarValue)
{
_frameSettings.SetEnabled(FrameSettingsField.Bloom, false);
data.bloomQuality = bloomBarValue;
Save();
}
The function itself works
Got this error when I opened a HDRP project, reinstalled the packages and got the same errors. Is there any way to fix this error? Or will it not affect anything?
I'd assume RTGI is broken but other than that shouldn't cause any issues
i everyone i got a question, i have a car with a particle system on the wheels that emits smoke when the car is drifting but when the smoke hits the camera, the worlds brightness is going down but if i move the camara away from the smoke, it goes back to normal.
Another thing i noticed is, in scene view, when i look down, the world is much brighter but when i start to look up everything is getting darker
How can i fix this
Sounds like you have the Exposure post processing effect with mode set to Automatic
This is "eye adaptation", it changes the exposure based on the image brightness
So either tweak that or use fixed exposure
For the smoke you could use a shader that fades the alpha out when closer to the camera. This way it's not as distracting
Thanks i will try it out
Does anyone have any idea on my issue described here ? https://discussions.unity.com/t/confusion-about-how-to-use-hdcachedshadowmanager/1568872
Horror is a feeling, not something that can be quantized and measured. Horror is what I think lies behind the door, not how it sounds or opens.
oh thx
Hi I am using HDRP. My anti aliases option is not showing. My pixels are not correct any other option to make them correct. Or show my anti aliases button
MSAA option is in the pipeline asset while the other AA’s like temporal are on the camera
okay I will try this
I think you didn't take the best approach here.
Instead of forcing the lights in and out, I would :
- For ach light in the list
- Check if it registered in the cached shadow atlas (so, trust the auto atlasing that prioritizes lights by distance)
- If it is, request shadowmap rendering.
So you will only refresh cached shadows on lights that are affecting the view, and the request rendering should automatically also refresh it in the atlas.
"Check if it registered in the cached shadow atlas (so, trust the auto atlasing that prioritizes lights by distance)" Wait thats what I am manually doing in my code...
What I see is that you are force removing all the lights, and fore adding them again.
Well that is more for editor tooling so artista can refresh their shadows based on where in the scene they are
This is the actual runtime logic of my light manager
{
Transform t = lightTransforms[i];
HDAdditionalLightData d = lightData[i];
float distance = Vector3.Distance(t.position, cam.position);
float dot = Vector3.Dot((t.position - cam.position), cam.forward);
if(distance > d.shadowFadeDistance && dot < 0) // Light becomes a eviction candidate
{
// Debug.Log($"Distance to light:{t.name} is:{distance}");
if (!_evictionCandidates.Contains(d))
{
_evictionCandidates.Push(d);
}
}
else if(distance <= d.shadowFadeDistance && dot >= 0) // We want to potentially render this light if it is off.
{
if (!_activeLights.Contains(d)) // Light is not in atlast or rendered at least once
{
if (!shadowManager.WouldFitInAtlas(d)) // We do not have spare room so we evict one light
{
if (_evictionCandidates.Count > 0)
{
HDAdditionalLightData de = _evictionCandidates.Pop();
_activeLights.Remove(de);
Debug.Log($"Evicting:{de.gameObject.name}",de.gameObject);
shadowManager.ForceEvictLight(de);
shadowManager.ForceRegisterLight(d);
Debug.Log($"Requesting shadows for:{d.gameObject.name}", d.gameObject);
d.RequestShadowMapRendering();
_activeLights.Add(d);
}
}
}
}
}```
I had the LightHasBeenPlacedInAtlas(HDAdditionalLightData) in mind.
But if I just call RequestShadowMapRendering() on all lights that would re-render the static shadow maps as well right ?
I want to potentially only render static shadows once, not every frame the light is close
I'm pretty sure you shouldn't have to wory about forcing the CachedShadowManager yourself, just managing the call to the lights shadow request should be enough 🤔
does the CachedShadowManager remove far lights by itself ?
IIRC, yes. Like the normal shadow manager and atlas, it's just a "secondary" atlas.
let me try that real quick
(Hopping I'm not wrong 😅 )
you mean as simple as this for (int i = 0; i < lightTransforms.Length; i++) { HDAdditionalLightData d = lightData[i]; if (shadowManager.LightHasBeenPlacedInAtlas(d)) { Debug.Log($"Requesting shadows for:{d.gameObject.name}", d.gameObject); d.RequestShadowMapRendering(); } right ? Just making sure we are on the same page
Yes
So this does not change the lights that get requested as move trough the level
it just re-renders the first 16 lights that fit into the atlas every frame
RenderShadows also increased so I guess it re-renders the static shadows when you do RequestShadowMapRendering() but that is expected
I do know from my previous debugging that LightHasBeenPlacedInAtlas returns true even if I force evict the light
At this point Im thinking it would be easier to just enable disable the lights and have their shadows set to OnEnable
With perserveShadowAtlasSpot or what ever it was set to false
I think the system was designed more for that
But the question on how to manage the shadows for the artists remains
Changing the type at runtime feels wrong
Ah you actually need to disable the light data object not just the light 🤣
But this works like I intended in the first place
I’m getting a lot of flickering on my trees in hdrp and also weird tearing if I move the camera to fast and I don’t know what’s causing it
I don’t usually have this type of issue with trees or screen tearing in urp
has anyone faced an issue similar to this before? these are assets in HDRP that are downloaded from an addressable bundle. they keep flickering and flashing.
Not related to asset bundles but : are you using an orthographic camera here ? It is not supported by HDRP.
well it still happens with Orthographic and Perspective. and the visual bug doesn't happen when the asset is imported directly , only when its downloaded as an asset bundle
anyway the issue is solved now, i was using Unity 2022.3.13 , i upgraded to Unity 2022.3.54 and it fixed the issue.
hey im pretty new to unity and i cant seem to get reflections to work does anyone know a fix?
Would anyone know why the shadow rendering is broken up like this ? What causes the draw procedural to run ? Or is this just per light and there is nothing to be done ?
hello, im a beginner. can anyone help me to import hdrp asset to my hdrp project? im struggling to implement procedural fire 😃
So I have this custom pass https://pastebin.com/C7UkfvmJ Problem is that it seems to break the use of CullingGroup that we use to cull our environment vfx. I've narrowed down the culprit to setting the culling params here protected override void AggregateCullingParameters(ref ScriptableCullingParameters cullingParameters, HDCamera hdCamera) => cullingParameters.cullingMask |= (uint)foregroundMask.value; It seems that because of this the static geometry is no longer considered by the culling group.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
So I managed to fix it by doing
ctx.hdCamera.camera.TryGetCullingParameters(out var cullingParams);
cullingParams.cullingMask |= (uint)foregroundMask.value;
ctx.cullingResults = ctx.renderContext.Cull(ref cullingParams);
in the pass execute but now I'm not sure if I'm not re-rendering the whole scene. Looking at the frame debugger seems to say no. but this adds like 1ms to the custom pass in order to do the culling
Yeah I did not fix it
Why is your firstperson camera doing any culling at all? Can you not just disable culling completely/shouldn't it only be rendering the first person layer or first person renderers?
It's not doing any culling
how ever the custom pass performs culling because it targets the main game camera, and when the custom pass renders the culling params of the main camera get fudged
resulting in the CullingGroupSendEvents sending a event that says the objects are visible
I'm a bit out of the loop when it comes to HDRP camera stacking APIs/methods but for instance, why do you need this:
ctx.cullingResults = ctx.renderContext.Cull(ref cullingParams);
if we dont pass in the cull results nothing gets renderer because the culling mask is essentialy empty
ok so I 'm just fucking around and guessing at this point but doing ``` protected override void AggregateCullingParameters(ref ScriptableCullingParameters cullingParameters, HDCamera hdCamera)
{
hdCamera.camera.TryGetCullingParameters(out cullingParameters);
cullingParameters.cullingMask |= (uint)foregroundMask.value;
}
``` seems to have fixed the CullingGroup issue while not increasing the cost of the custom pass
why do I need to essentially copy over the main cams params when the method was called AggregateCullingParameters is beyong me
Should I avoid 'overlapping UV's' and how should i do this if I should - blender
Are you seeing this warning on a mesh renderer? That's a lightmapping problem.
You can have unity automatically generate valid lightmaps for you, given a minimum scale and a minimum lightmap resolution
Thanks, I've tried to let unity generate lightmaps for me but it just loads infinitely, and then crashed so I wasn't sure, but this will help
I must of done something wrong
Note that this isn't lightmap generation
This is a problem with the UV map that's going to be used for lightmapping
The problem happens when there's not enough padding between different parts of the lightmap, causing two different UV islands to use the same pixel
Ah ok
I let Unity generate most of my lightmaps; in that case, you just need to configure this stuff properly
Ok il give this a go thanks
Hi, I have a question about using HDRP in a scenario like the one in the picture, where I'm trying to "light" planets in a solar system. The idea is that there is a sun that acts as an omnidirectional light source. However, with a point light it just won't work even at moderate distances (like within 100 units), even with range attenuation turned off.
For now, I am using unlit shaders and calculating lighting on my own, and it works fine. The problem is that if you zoom close enough, the game is supposed to bring you in a "planet mode" where a HDRP lit shader "takes over" (so a directional light is activated and far away planets are turned invisible). However, there are some discrepancies between my custom unlit lighting and HDRP's lighting model which are noticeable when the materials are switched through LODs (without considering different volume and exposure profiles).
I was thinking about faking a omni-directional light by having several directional lights each one following one of the planets currently visible. I think that even if one zooms very far out, there would never be more than a dozen planets on screen (moons would only be visible when fully zoomed on a planet).
Alternatively, I would need some way to "cross-dissolve" the two materials in some way. However, the LOD's crossfade is unsuitable for this because the transition happens when one is very close and the dithering is too much noticeable.
Has anyone looked at a situation like this?
The point light approach should work, but you'd need "stupidly" high intensity values if you are doing stuff at a big scale. Note that it might be easier to use the "lux at distance" unit to tweak it.
Or like you said you could use multiple spot lights in box mode (basically, constrained directionals).
Finally, for the transition, maybe doing a custom approach would be enough, like setting the far-away planet material to transparent and lowering the opacity.
Hello, does anyone know why I am having trouble with transparent SSR?
I enabled all transparent ssr settings to no avail.
I am testing with a lit shader.
Ray tracing and ssr work on opaque surfaces but after i enabled all the settings for transparent ssr, I still do not receive reflections on transparent surfaces
does anyone know how to fix this, before I change stuff and ruin my project
you need to enable it inthe project settings. search reflection and the checkbox should pop up
#archived-hdrp message I figured it out
Was there a competing setting for SSR Transparency somewhere odd?
Basically
I feel like im in the cockpit in a presidential airforce one airline when tweaking settings in unity
theres a bunch of switches just to get the transparent reflections to work. what a mess, took hours to figure out
is there a way to see the rt reflections from reflections on reflections?
Increase the bounce count
i set samples and bounce count to max
and that did not change anything other than lower fps
might i suggest adding more light? Often times horror is about making hte player feel safe at certain points and then taking it away.
Look at the Game Alien:Isolation. It has lots of bounce lighting and soft gradients. Rarely is the game pitch black but its still damn terrifying
There’s a demo that Unity’s former lead lighting tech artist did that showed this if I recall.
Edit: found it. https://youtu.be/ad9f_nKU0ZA?t=1020&si=dCow1d2HONuK5rmn
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 ...
If you haven’t seen it you’re in for a treat
Oh ur really smart
I'll try that thx!
One question
Can I create an scene in a project 2D using the package "Render HD" and export the scene in a project HDRP?
How about creating HDRP project and make 2D in HDRP
Anyway u can
Just change Render pipeline
In other words, I have an project HDRP and I want create an game in 2D, but i don't know if is better create an project 2D using the package Render HD or create the game since the project HDRP
The documention says there is a lens flare volume overide. But after following the instructions. To no suprise, its not there....
I am just trying to change the flare from bloom... Anyone got any tips?
That's really strong lol
Learn to create a lens Flare in Unity. This method works on all Render Pipelines in Unity.
You can read it in blog post format at
https://vionixstudio.com/2022/04/03/how-to-create-a-lens-flare-in-unity/
#unity3d #unity3dtutorial #unitytutorial
How about whatch this vid?
I'll give it a shot but I am looking to change the flare from bloom, not the directional light
Is it enabled? Project Settings > HDRP > Post-Processing > Lens Flares > Screen Space Lens Flare.
i dont have all those option
This is my ray tracing profile. Came out of the box like this in a new project.
Mind you, this is using the 6000.0.31f1 with the sample template
i may have to update. does 6 still have problems with ray tracing?
I'm about to find out. Because of your screenshots and a couple videos I saw yesterday I decided I'm gonna start playing with RT starting this morning.
its nice. very performant on a 3080, too
Strongly suggest you use the latest Unity 6 with the HDRP Sample template. It includes an interactive tutorial mode
In case there's anything you need more details on. Not specific to RT
i see
I been learning as i go
Exteremley impressed with the capabilities of HDRP lately
Hi everyone. I've been trying to figure out why I can't get the data from a RenderTexture with high precision. It worked well with URP but ever since I've updated the project to HDRP, I'm unable to extract data into a texture with the precision I need. Both the Texture2D and RenderTexture are set to RFloat, but I can't get it to work. Anyone has a clue of what may be happening?
How are you trying to get the data?
like so:
` RenderTexture renderTexture = new RenderTexture(textureSize, textureSize, 0, RenderTextureFormat.RFloat)
{
enableRandomWrite = false,
filterMode = FilterMode.Point,
wrapMode = TextureWrapMode.Clamp
};
RenderTexture.active = renderTexture;
renderTexture.Create();
// Force the camera to render with current settings.
cameraRegion.allowHDR = false;
cameraRegion.allowMSAA = false;
cameraRegion.targetTexture = renderTexture;
cameraRegion.Render();
// Read the RenderTexture into a Texture2D.
textureMain = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RFloat, false);
textureMain.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
textureMain.Apply();
// Collect raw data.
textureLocalData = textureMain.GetRawTextureData<float>();`
I've looked into the shader graph schematics itself, and HDRP's settings but I can't find anything relevant. I honestly don't know where to look at this point.
I wouldnt be surprised if it has to do with a conflicting setting. Like my issue earlier I had to toggle a bunch of settings just to get one feature to work
Is there anything I can do to improve the ighting on raytraced reflections? I want them to look more natural in terms of color. Playing with the native settings does not help.... Any ideas?
Some of these bright areas only occur at glancing angles
im using hdrp but im sure it applies to other pipelines
done that
where can you find Common.hlsl?
maybe your Water Rendering post process effect is disabled
find it and set the state to Enabled
nevermind
Doing a fully 2D game in HDRP seems like a massive waste of resources and convenience
I couldn't get ray tracing to work when I first updated so I went back to unity 2022. I'm sure it's not issues only for you though.
Realtime hdrp in 2022 can't complain. I've fixed all my artifacts. Don't see a reason to update now
Yeah you should probably wait for an LTS patch
Oh I didn't know they already made it
Well hopefully they fix it all. I don't want to deal with issues I didn't create
Honestly, a lot of things can be fixed with the right combination of settings
It's how I overcame most of my issues with lighting, materials, and post processing.
Well, as far as artifacts go, I fixed them
Of course, but there are internal bugs that you cant do much about, and thats my biggest problem with that version currently
My only issue now is with TAA where there is motion ghosting
I'd get too annoyed to deal with their own mess, it's their job to fix
Yeah, I mean its free after all so I cant complain too much
Yeah free is free. For something that has the easiest workflow out of all other engines it's still the best for new comers
In content creation
It definitely has the best, most optimised workflow
new comer or not, its still a major flex for an engine to have very good workflows
Scene practice made in Unity 6 😄
Why when I import a sprite (Background), I have this result in my scene?
What "result" is that exactly?
how long did this take to build 😵💫 i assume those textures are massive
Its probably exposure, you can change exposure to be fixed so that it stays consistent
How?
Ok
I have no clue what that means
Te volumen?
It'd be easier if you used clear language to explain what you expect
Looks like you should swap to fixed exposure as 0974 showed
You'll probably face more issues if you're trying to use HDRP for sprite graphics though, it's not really designed or intended for it
Thanks very much
this scene, like 2 days. Creating all the assets (Textures, models, scans) like 1 year
Automatic exposure means that the camera adjusts to the light level of the scene
If you have things in your scene that don't react to light at all (e.g. a SpriteRenderer), this produces very weird behavior
The brightness doesn't change as the exposure is increased
so it keeps going higher and higher
Thanks
@bronze hatch I couldn't find any concrete info or numbers in the documentation, but the way it usually works is that you can have a lot of lights and only when too many ranges are bundled up on screen they start getting culled by tile like this
That's almost 500 lights affecting the floor of the room at once
how can i fix this bug
using System;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovementSc : MonoBehaviour
{
public float MoveSpeed;
private float X;
private float Y;
private Vector2 Inputvec;
private Vector3 MoveVec;
public float mouseSpeed = 1;
Rigidbody rigid;
private void Awake()
{
rigid = GetComponent<Rigidbody>();
Application.targetFrameRate = 60;
}
private void FixedUpdate()
{
rigid.linearVelocity = MoveVec * MoveSpeed * Time.fixedDeltaTime;
}
private void Update()
{
Vector2 mouseVec = Mouse.current.delta.ReadValue() * Time.deltaTime * mouseSpeed * 50;
X = Mathf.Clamp(X - mouseVec.y,-80,80);
Y += mouseVec.x;
transform.GetChild(0).transform.localRotation = Quaternion.Euler(X,0,0);
transform.localRotation = Quaternion.Euler(0,Y,0);
MoveVec = transform.right * Inputvec.x + transform.forward * Inputvec.y;
}
private void OnMove(InputValue value)
{
Inputvec = value.Get<Vector2>();
}
}
my code
and collision
Not sure what this has to do with HDRP
But it looks like you're not applying any gravity?
Don't scale mouse input by Time.deltaTime. Learn why...
HDRP project XD
thx!
HDRP is only related to graphics rendering features, so questions about code or physics are better suited for their respective channels
oh sry
That great to know, thank you for the showcase!
Hay, does anyone have any clue how to implement MSAA using the RenderPass/SubPass system in a custom SRP?
switching a project to HDRP with the instructions on the Unity website but the HDRP Wizard remains greyed out even if I restart Unity and PC with HDRP assets created and applied in the project, any way around this?
would prefer not to set up a whole new project
How do I set HDRP's volumetric fog to not use reprojection by script?
hello, I tried adding subsurface scattering to candles yesterday to my project, today when I opened it the candles were pink for some reason (there's nothing remotely pink in any of their textures). A unrelated light somewhere in the scene also started flickering both in and out of play mode, and got this warning in the console, the number on the right shows no sign of stopping, but almost all of my lights in the scene are baked. could someone help me out or explain whats happening? 🥲
The wrong color likely means they're lacking a diffusion profile required for SSS
The warning seems to say you've got too many shadows and should increase the limit if you want more
Realtime/mixed light shadows are rendered as realtime even if lighting is baked, and count up towards the shadow rendering limits
Subsurface scattering cannot really be baked to my knowledge, because it's an effect that changes by camera perspective
If you want to bake them you'd rather give your candles an emission map that approximates the subsurface scattering, disable their shadow casting and instead add light cookies to the lights that emulate the shadow of the candle itself as well as light passing through it
https://pydonzallaz.wordpress.com/wp-content/uploads/2019/02/create-high-quality-light-fixtures-in-unity.pdf
The technique works just as well for realtime, baked and mixed type lights
Seems to be .denoisingMode on the Fog volume component
ohh thats a good tip! thank you so much
How the flip do i convert something like this into hdrp material shaders? https://assetstore.unity.com/packages/3d/environments/urban/ountry-house-125731 When i switch to hdrp/lit all the materials lose their textures and i have to manually assign them again which takes forever.
I’d write a conversion script depending on what kind of textures are available and how many materials there are.
thanks ill give it a try
there is a conversion tool built into HDRP already; just mark the materials and do "Edit/Rendering/Materials/Convert Selected MAterials ...."
assuming it's built-in in the original material
i tried that but it didnt work, just made chatgpt write a conversion script l ol
Hi - I didn't know where to ask about this, so as I'm using HDRP I'll ask here.
I've been on a journey creating a mesh deformer to look like thick mud. (using compute shaders and shader-graph).
The issue I'm facing seems to be due to mesh triangulation. then a character moves top left to bottom right (or vis versa) you can see the mesh grid. However, in every other direction it is great.
I've been hunting for a answer to this and it seems move complicated then i first thought. It seems i need to have a script that modifies the mesh at runtime (https://docs.unity3d.com/ScriptReference/Mesh.html).
I'm just hoping there is a better option that I'm not aware of.
Other things I've tried:
increase mesh resolution - drops frame rate.
turning on tessellation on in shader-graph - seems to do nothing.
Happy new year
Hi,
I wanted to render a camera on top of another camera (I wanted to have 1st person weapons to have different fov and not go through objects)
the thing is, doing so with having 2 cameras and the 1st person camera background to none only works for the color and vector buffer and depth buffer does not get masked out.
So my question is how can I mask it out?
Here it is with it using the half bottom of the screen with color and alpha of 0
and here is the same scene with bg type none, as you can see the depth and vector does not goes through so I need a way to mask it out.
Hey, sorry. But I have a problem with my unity project.
for some reason it keeps giving me this error and I'm not sure how to solve it. I would be very glad about every help <3
My issue is the following console error:
error CS2015: 'D:\Users\User\Desktop\VRC Creator\Projects\Backups\Locus\Library/PackageCache/com.unity.render-pipelines.high-definition@14.0.10/Runtime/Material/TerrainLit/TerrainLitAPI.cs' is a binary file instead of a text file error CS2015: 'D:\Users\User\Desktop\VRC Creator\Projects\Backups\Locus\Library/PackageCache/com.unity.render-pipelines.high-definition@14.0.10/Runtime/Material/Unlit/Unlit.cs' is a binary file instead of a text file
I already tried deleteing the Libary folder and restarting Unity. I also tried reinstalling all packages. Nothing seemed to work
What do those files actually look like?
Does anyone know what this job actually is? Been consistently seeing it
Looks like CPU-based culling. Do you have a lot of objects in your scene?
Nope. On build it goes away, but I still want to solve it because it makes play mode in editor basically useless at 8fps.
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Hey there, i am not sure what is wrong with my cars wheels. When the cars wheels are spinning fast, there seems to be some flickering happening, i am not sure how to fix this
"Flickering" ?
My wild guess is that it is related to motion blur, and is a common issue with fast spinning objects.
The flickering could also be referring to the lack of motion blur which would just make the different wheel rotations quickly flash on the screen. Regardless some sort of motion blur shader might help on that. The default motion blur doesn't work well for fast spinning objects so custom shader like these might be useful https://discussions.unity.com/t/spinning-ball-motion-blur/784611/2 https://discussions.unity.com/t/hdrp-wheel-motion-vector/812408
Error in Graph at Assets/Samples/Core RP Library/Common/Materials/Shaders/SamplesCrossLit.shadergraph on line 1: Parse error: syntax error, unexpected $end, expecting TOK_SHADER (in console after restart)
I don't know a thing about shaders. This is the default shader for my HDRP project. If I delete it, everything goes pink, regardles of what material is applied to it. But probably ten times a day I have to force kill and restart unity because it gets stuck on this asset. I left it overnight once and it was still stuck, it never completes. Is there something I can do about it or is it just some weird bug with the latest editor versions?
Ya this is what I meant, I’ll check it out thanks for the help!
That error means that the file is completely empty.
it only shows up sometimes after it fails. if I go open the shader graph now there's lots of stuff in it.
this would be the actual generated shader
i believe it generates shader code, then compiles that
Hey yall having some issues with the unity normals. I have managed to fix a lot but there are still small artifacts like this behind/ above the ear, is this an issue with the normal maps. Or with my lighting settings. It should not be anything with flipped values because the rest of the face looks alright
hello!
not sure if my project is using urp or hdrp
but my team member added an hdri to the sky (as cubemap) but the buildings in it look huge
any scaling attempts or searches have only led to lowering its resolution, not actually scaling it down.
anyone knows how to scale it?
scaling won't be possible, as it fills the full view; means, scaling would in that case lead to only parts of the view being filled by the HDRI. So you need to find a better fitting HDRI.
there are some settings in the importer that have effect on normals; so you can choose to not import normals, but let Unity recalculate normals, and you can in that case give a threshold for smoothness of normals
hello, i'm having some trouble setting up a swimming and diving system in hdrp water
i've tried a few different solutions but haven't found the right one yet
what's the best way to approach this?
i want the player to move with the waves and dive when looking below the water surface
Made With Unity 6
I'm a beginner and this may be a dumb question but I used Volume component to make a procedural sky with Sun disk but I'm unable to see any change in the background of the Scene unlike the tutorial I'm following
I'm using Unity 6
Also another thing is I have that warning but Fog > Vlumetrics is enable
you have the environment disabled
Thank you very much 
Hello, I'm throwing this bottle into the sea in the hope that someone can help me.
I have a little problem in my scene.
I'm trying to make an environment in HDRP for my exam and I don't know why but my foliage doesn't want to appear in my game view. I tried to change the LOD, disable it, changing it in the project settings but nothing work so I hope someone could help resolve this problem. I also search on the internet if someone had the same problem but I didn't food anything that was working :/
And also, if you have any advice on how I could improve, I will be glad to take it :)
(Hope you have a nice day)
How is the foliage being rendered? Is it part of a terrain?
Does it appear when you get closer?
No, I paint it using a prefab painter tool
And yes but only in my scene view. My game view don't move because I need to render only one image
Okay, so what does this prefab look like?
(And it'd still be useful to know if the grass does appear when you get close, even if you aren't planning to move)
I would like to but I don't even know how to move my game view :/ (I'm new on this software)
Look for the main camera object in the scene view and move it
It's the same for all my foliage
the LOD Group component is enabled here, and it's going to turn off the renderer entirely when the foliage is too far away
One quick solution would be to change the LOD bias
It's appear in my game view when it's close to the camera
LOD works based on how big something is on the screen
The LOD bias is like a multiplier for that size-on-screen
Look at the frame settings on your camera. You can override the "LOD Bias Mode" to "Fixed", then set a bias factor
The names might be different for you -- I see this on my camera
I'm not sure whether a large bias means stuff disappears sooner or later, so try both 10 and 0.1 :p
I can find this in the project settings?
No. Look at the inspector for your camera.
I don't have this settings in my camera
My overdrive are "Projection, Rendering, Environnement, Output"
hm..what version of unity is this?
that looks like 6
but you have a very different looking inspector
Unity 6 (6000.0.7.f1)
ooh, I get it
tick "Custom Frame Settings"
that'll reveal the massive pile of options
You have to change the LOD Bias Mode
"From Quality Settings" means that it'll just use whatever's in your project settings
we want to override it for this camera
Try matching what I have here
I changed it like you but it only worked for my trees
You might need an even larger value to make the grass appear
a huge number like a million should make everything show up
Okay I thinks it show up but my image is so pixelized that we don't see anything x)
But thanks you for the tips :)
Anyone run into massive culling calls on Unity 6 related to point lights?
Yep a few moving point lights caused massive culling spikes for us.
But it was related to shadow culling not this specific profiler marker
Yeah looks like it was shadow culling. Annoying
Just opened up the HDRP sample template and performance is horrendous, can barely move the camera. My hardware shouldnt be an issue, ryzen 7 3700x, 6750xt, 16gb ram, also seems like unity isnt taking up much resources in task manager. any idea whats going wrong?
huh closed unity hub and that helped a lot
Hello! The Highlight effect in the HDRP Fullscreen Samples causes both my scene view and game view to randomly flicker to complete blackness every other second or so. The only way I can fix it (without disabling the custom pass) is to put the injection point to After post-processing, although I need it to be before. Does anyone know what that's about?
In all honesty the range on the point lights was pretty big since our environment is generally oversized. So reducing that helped eliminate the spikes
anyone used high quality line rendering? cant see what it does
@lone verge i have to keep rebooting for unity6 to run smooth
it's typically used to render hair, as thin strands of hair are producing lots of aliasing artifacts.
It's a bit complicated to set up, has heavy performance impact, and some bugs. But it can look very good.
you need to set it up in HDRP asset, on camera settings, in your volume, and in the used shader graph
great thanks! i dont need it then 🙂
damn unity is running fast finally, this is awesome
reflections seem nice in hdrp witout a reflection probe,
hows that ?
Probably Screen Space Reflection by default.
yeh! its cool
anyone notice a very obvious "jerk" when you change skybox or add new objects to a scene when using HDRP? i presume it is all the reflections etc setting up but its pretty noticable.
Changing the skybox triggers the skay reflection and ambiant probe recalculation.
And adding object might trigger shader compilations if the new object shader (variant) hasn't been compiled and stored in cache already.
yeh its a shame.. if i turn on the sky once during init, and then off, i guess it doesnt cache anything still?
all my shaders are just hdrp lit etc
No, the sky reflection/ambiant probes are cached and static, unless the sky changes.
yeh, i love swapping the sky haha, i think its less obvious in a build
Why its so brightness?
you need to use an exposure component in a local or global volume and set it correctly
Only shadow casting can occlude a light component from reflecting beyond walls
Hey all. I hope some one has had this same issue and found a work around. Currently the MOVING volumetric clouds are only reflected in the material when the clouds are visible in the scene (or camera) view. [As seen in the attached video]
I am making a game with a top down camera and aim to have the reflected clouds appear on the surface.
I've tried:
- playing with lighting settings (switching to realtime/baking/turn on everything on then off)
- playing with camera settings (clipping/culling/occlusion.
- adding probes/disabling probes
- searching forums/ reading the unity docs
So far no luck! Any ideas?
Edit: OK, I found the realtime reflectons were actually managed by SSR (screen space reflections).
Next question is what is the best way to make the volumetric clods reflect on the ground material?
You'll want a planar reflection probe if the surface is fully flat
Realtime reflection probe if it's not
Unfortunately I can't seem to render the clouds in this, everything else reflects perfectly.
I haven't tried those two together but it sounds unintuitive that it would not be able to do so
It could be a missed setting, or a bug
from the docs: " By default, volumetric clouds are disabled on Planar Reflection Probes and realtime Reflection Probes because of the performance cost."
I'll find out how to reenable it and test its performance cost. THANKYOU!
For anyone trying to find this in the future - on the probe -> right click the 3 dots -> advanced settings -> Custom Frame Settings -> Lighting -> Volumetric clouds.
I really wonder how those concealed "advanced" settings came to be
and not every component has them so its really hard to predict where these 'hidden' setting are...
Don't spose anyone else has ever run into this bug where GPU mesh skinning in HDRP (I think it's the GPU mesh skinning doing it) just completely borks out? 😄
I believe you can turn them all on from the project settings
it's very weird -- pretty much every instance is just one or two extra options
anyone know when dlss kicks in, is it when thigns go to slow or something?
looks cool, how did u move clouds?
oh dlss is always on if u turn it on, doesnt seem to do much but it zooms in
In the local volume add volumetric clouds, then add wind speed. If this doesn't work, change the wind speed to custom and it should start working.
is it possible to make dynamic ripples on a HDRP ocean surface ? Like having a ball jumps in the water and make a ripple like effect ? I ve seen some third party ocean asset that could do it but I would like to keep the hdrp built in ocean as I like the look better
The water samples have exactly that
!code
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Does anyone know why my fps weapon custom pass would double up the Color Buffer ? This is the codehttps://paste.mod.gg/tnocifkpqlhu/0 I do not see where and how it creates a dup color buffer
A tool for sharing your source code with the world!
thank you I'll dig into it 🙂
For a custom render pass, how can I tell if the Execute method is being called the last time for the frame? For example if there are several cameras, how can I tell if execute is called for the last camera?
Got a speedtree shader that was made for unity HDRP 12.1+ but doesn't work in Unity 6, is there a speed tree shader download? Can't seem to find anything
Does anyone know how to fix this? The lines are above the road, but they disappear when the camera moves away. The same happens in both Scene and Play mode.
I've never been able to get any kind of answer or help on DLSS. I've tried turning it on/off, changing the resolution to 4k in the editor... nothing. I'll tell you what though, prior to Unity 6, turning it on would zoom the camera at an off aspect ratio for no reason. Somewhere in the forums someone said it was bug. Good luck though, if you find any answers let me know because I've been curious about it myself since it's supposed to be a performance boost for 4k allowing you run at a lower resolution. But yeah, I find it really hard to find any troubleshooting or subject matter expert on it for help. ref: https://discussions.unity.com/t/fixed-2021-2-12f1-viewport-not-scaling-with-dynamic-resolution-12-1-3-2021-2-8f1/868415
You enable DLSS in your HDRP asset and then on your main camera. As long as you’re not CPU bound you can see close to 4x fps boost with almost no loss of visual quality. I have an indoor scene with thousands of game objects, 10s of millions of tris between 100-200 FPS at 4K.
Depends which DLSS profile you pick.
Yup, I've followed the documentation to set it up, no dice. Even using the unity hdrp demo scene. I've tried all the quality settings, etc. It just doesn't seem to do anything.
Will it only work in build or is it supposed to work in the editor?
just made my first HDRP project after using mostly URP for a good while. are there any major problems/differences i should know about before getting started?
Editor. What RTX card do you have
It's a 3080
It's working fine in Editor (Play mode only). Needs to be enabled on Asset, and on Camera, and on camera you also need to set the quality level for DLSS.
How do I change the render queue of a HDRP material ? I swear it was a thing in the material itself but I'm not seeing it in Unity 6
It’s not letting me change it even in debug view
well kinda dumb that I had to write a editor script to set this, but that got my gbuffer batches down from 28 to 5
I can't see that and I'm on 2021.3
On Lit materials or custom shader graph materials
regular lit materials
god dammit unity reverts the change when I save the project
well what do I do now ?!
I need to set the render queue to ensure proper batching
I get so frustraded when Unity does not let me do things even when I know what I am doing
I don't know much about render order related stuff but is it related to this Rendering Pass setting?
It is
But I want to custom order a few opaque materials
Since two have emission maps and 1 does not
By default all of them are on 2225
And this breaks srp batching
Putting them in order of 2023 2024 2025 results in like 3 batches
As it should be
But unity won’t let me
Thanks, yeah, I do that, but there’s no change in performance on or off even if using Unity demo scenes on a new install. Unity 2021.3 would do this odd zoom on the camera if it was enabled. Unity 6 doesn’t do that, but whatever it’s supposed to be doing never seems to provide any performance boost for any scene I run.
I sort of gave up on it because Unity doesn’t seem to have anything to troubleshoot it, but now and again I’ll see someone mention it here or on the forums so I’ll ask about it again.
maybe you have "force screen percentage" checked on your HDRP asset?
I was going by this post on % setup:
https://discussions.unity.com/t/dlss-seems-to-be-nonfunctional/847270/10
I’ll check it out again, I’ll admit it’s a little confusing on what the right values should be
hmm I'm having trouble with STP right now as well
enabling dynamic resolution on the hdrp asset seems to not render motion vectors any mroe
with force screen percentage it works
but not when dynamically adjusting the res
anyone know how to stop that black colour when things are too bright
can see it here on the white light on the building
Are you using a custom fullscreen shader? If yes, show that
Could be related to not clamping a value or using the wrong precision
so I switched render pipelines...
turns out none of my shader graphs are compatible because of the custom lighting node I use
luckily I still have the original and this is just a copy
is there another custom lighting node I could use for hdrp or just like a line I could change to get the hlsl code to work with a custom function in hdrp?
what is this "Custom lighting node"?
that's very vague
It just grabs the main light direction, color and shadow mask stuff (different account)
As fr as I can tell the new gpu occlusion does not work on skinned meshes even though they seem to render through the gpu driven path. Or am I doing something wrong ?
Can someone explain to me why am I getting a 11.42ms wait on swap chain when my gpu time is 8ms and vsync is turned off in the settings anyway
Ok so this is getting wierd. Running a dev build does not have vsync on until I alt-tab then it starts to use vsync
The release build seems to have vsync on by default
Hi friends, let me ask you a question, when I navigate the ready-made scene in unity time ghost, the grass is rendered in the whole terrain, but in my own projects, the grass is not rendered in my scene, is there a setting for the grass to be rendered in all of the large plots, just like in Time Ghost?
or a shader
Welp time ghost does grass in a very specific very optimised way. So if you want dense good looking grass I suggest you look into how time ghost does it
I also asked the AI but he said he didn't know how to do it in time ghost.
I don't know why a language model would know
Take an in-depth look at how Unity’s Demo Team approached the environment work in the latest Unity Originals production, Time Ghost [Watch here: https://www.youtube.com/watch?v=o1JIK5W3DRU&t=0s ]. We break down the workflows and tools that made this possible.
Time Ghost is a real-time cinematic created with the Unity 6 engine. This latest versi...
After porting my project to HDRP my point lights dont work anymore, any ideas?
Your screen doesn't tell much, maybe check in the inspector if a light data got added
After making a build, the arm is pink and the fov of the fake camera is gone. I use a custom pass that fakes the equipment camera.
Now in the past i learned to add custom shaders to the always load shader list which i did. Otherwise this is a first timer. Any explanation or suggestion?
https://cdn.discordapp.com/attachments/1305919079600881744/1333105960725774396/image.png?ex=6797af2c&is=67965dac&hm=cb8e251f7ce3a5985636c3e4ce4735d4ef01590094d3ddbb789b0658c6190093&
https://cdn.discordapp.com/attachments/1305919079600881744/1333106230750875739/image.png?ex=6797af6d&is=67965ded&hm=5bdafd1274c0d11a18b5e9d4f353152d3ffe9fee41cdc8acf20636bcb5c8a7a3&
This is what the light looks like ingame
i have no idea whats wrong, no lights work at all
its just like a floating ghost orb or some shit
I haven't looked at the TG demo in the editor yet, but in general terrain, there's a Detail Distance setting on the terrain on the last panel of the terrain (gear/mountain icon). I think default is like 80 or something, you have to ratchet up that number to whatever your culling distance is on the camera (ie 5000). However, be preparred for your fps to drop significantly. You can improve the performance quite a bit by using an asset to do GPU indirect instancing to draw the grass. You can tweak it for more performance by doing other things like removing shadows from LOD2+ on the grass, etc.
What do you mean by port?
HDRP uses physical light units with by default realistic light intensities for sun and punctual lights, and the sky.
But because the sun and sky (in day light) is so much more bright than any artificial light sources, they are hard to see in plain day. So if you want them to shine, you need to either lower the sun influence (fake reduce the sun intensity, or add clouds), or greatly increase the point light intensity.
Changing the render pipeline to HDRP and converting all the materials
Also even after removing the directional light completely the lights still dont work
Lighting in HDRP is dependent on exposure, in volume profile override / default settings
Lighting from the environment is not just from the directional light, but ambient light as well
I tried everything, setting the point light intensity all the way up does nothing
No matter what i change it does not work
The maximum value allowed by the range might not be enough in plain sunlight, you can enter a value that overshoots it in the intensity field.
Does each light have the HD Additional Light Data script on it
If HDRP is running and rendering, it's practically impossible for the lights to not have the additional data component.
Ok. I wasn’t sure as he mentioned he changed the render pipeline to HDRP on an existing project
I’ve never done that before myself
Any suggestion for my problem?
“After making a build” excludes pretty much everything obvious,
Custom pass, injects the second camera into main render, standard hdrp lit shader.
I used custom pass before, and also made small post processing shaders and tested those in builds.
I would check that you're finding a shader at all (rather than getting null)
You might already be getting errors. I'd make a development build so that it's easy to see them
Debugging is one of the things I neglect a lot (never really done since using Unity), I will try that. There were no errors after build compiling. That was my last safety net so far lol.
Thanks for the answer.
HDRP 14 here, how to get rid of the obvious dark point generated by the probe volume bake:
any magic setting to look for?
Increasing the probe sample multiplier mainly
And making sure Sampling Noise is at 1
Thank you for the quick reply, I will try these recommendations
Hey guys I have a bit of a silly question and I'm sure there's a simple solution/answer/workaround to what I have.
Scene details:
- HDRP (with RTX features)
- HDRP Water (Ocean)
- Volume Profile (with Path Tracing)
When I go to enable Path Tracing, the HDRP water disappears completely. I'd understand if the shading was borked or it ignored the shading over the water, but it just vanishes. I've read this is due to MSAA but I can't find anywhere it's enabled. I've attached a .gif of what happens.
Unity version: Unity 6.1 Beta (6000.1.0b3)* <DX12>
As for what content is in the scene, I've literally created the outdoor HDRP scene and deleted the 'Geometry' folder from the scene, then added the HDRP Water asset and changed the volume profile to my own.
I'd appreciate some direction or ideas. I'd love to use this HDRP water asset for really nice visuals but I'm not sure why it vanishes when enabling Path Tracing.
Does anything change if you swap to a different rendering path?
Lit shader mode
In HDRP asset
Path Tracing doesn't support quite a few things https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Ray-Tracing-Path-Tracing.html#limitations
It doesn't explicitly mention water, though
But it does smell like it wouldn't support water
no per-pixel displacement, derivative functions, or scene color nodes
I did ask internally and it is a missing point in the doc, neither raytracing nor pathtracing supports water surfaces.
Anyone else seen this APV editor view error before? TargetParameterCountException: Number of parameters specified does not match the expected number.
U6.1b2
does the baked gi node work in shader graph for hdrp
I tried it and the texture was just black
It only works for Lit, not for Unlit.
Hello. Has anyone ever had this happen before with cutout shaders and HDRP?
Basically I have two flat planes here rendering sprites that both have a positional Y-axis value of 0, and I am getting visual z-fighting with the area that is supposed to be getting cut out
Kind of smells like the blend mode is wrong
or that it's not actually discarding pixels
one of the objects is showing colors from the other object's transparent pixels
ok, so maybe a texture problem?
is this a custom shader?
the ones in my GIFs are, but I also tested it with the default HDRP Lit shader and it behaves the same way
Tested in a new HDRP project with default HDRP/Lit shader and it is also behaving this way
in URP it is not and is behaving as I'd expect
HDRP/Unlit seems fine
It's just the Lit shader that is doing it
why does my lightmap look so bright when its at 0 and it looks like how it is in the scene only when I set it all the way to -7
and how do I fix this exposure issue
That means that there's a lot of light in your scene!
Think about how much brighter it is outside on a sunny day than it is indoors with artificial lighting
There is nothing inherently wrong with this. You adjust the exposure on your camera to match the amount of light around you
when I go into regular shaded view the light looks normal
Right, because your camera is adjusting for that light level
like how your eyes adapt when you go outside
oh okay, I just had a shader that needed lower light levels for it to add baked lighting on top
