#archived-hdrp

1 messages · Page 15 of 1

rocky crest
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I did switch back to URP because I thought it was a pipeline issue but it was my fault

dry turtle
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it's PCSS

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Change Angular Diameter in the Sun light

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or set the directional shadows filtering quality on medium

errant quail
long scarab
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you should also check shadow cascades in your volume override.

earnest herald
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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

earnest herald
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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

hollow tangle
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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.

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Rendering Debugger, I would try disabling settings on the Main Camera one-by-one and see what the impact is.

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When you turn around, is it turning to any specific part of your scene or just turning anywhere?

eternal laurel
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What does the gpu profiler in Unity say?

south girder
earnest herald
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Hey all, thanks for the prompt responses. Will give an update shortly

earnest herald
earnest herald
earnest herald
# hollow tangle When you turn around, is it turning to any specific part of your scene or just t...

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

earnest herald
eternal laurel
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Hmm QuadTree is the terrain rendering

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If you turn off the terrain does the lag spike disappear?

earnest herald
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That’s true, but I do still get the issue even when I disable the terrain

eternal laurel
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What spikes then ?

earnest herald
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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

eternal laurel
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Oh I get random spikes in editor all the time I only profile builds at this point. Unless the perf problem is consistent.

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That depth prepass is also very interesting I wonder what it’s rendering

earnest herald
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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

eternal laurel
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Profile a build

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Or turn off the scene view

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Editor needs to render both

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Might be that

earnest herald
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Profiled the build and got this, would either be the depth prepass or the GBuffer taking up the most time during the spikes

eternal laurel
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Hmmm and it happens just by turning? Not turning towards a specific area ?

earnest herald
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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.

hollow tangle
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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.

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Is there a separate volume in this area with different overrides?

earnest herald
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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

hollow tangle
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So is it just when you're turning in this area? What if you are facing the area and not moving?

tacit fox
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how can i get my volumetric lights to be this strong

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you could taste those light rays

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best ive managed is this

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you can see them but theyre pretty subtle

earnest herald
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@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.

marble surge
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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.

scarlet hull
marble surge
scarlet hull
marble surge
scarlet hull
forest oar
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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...

▶ Play video
tacit fox
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i want to try make some trees that dont look shit so i can have my volumetric lighting looking absolutely delectable

forest oar
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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 blobsweat

ArtStation

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...

tacit fox
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i dont want to be that guy but i dont have the budget to buy assets

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do you know any good places i can learn to do this?

forest oar
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I need to create everything from scratch because I must have all rights to sell the assets

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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.

ArtStation

Get unlimited access to an ever growing educational library for artists. Learn from leading artists and take your art to the next level.

tacit fox
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thanks man i really apreciate it

forest oar
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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.

forest oar
dim arch
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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

shrewd moon
dim arch
dry turtle
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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?

smoky sapphire
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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.

stoic sand
stoic sand
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is that camera literall only rendering Canvases? You are certain its not rendering fog or other geometry by accident?

stoic sand
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Does it work without the mask?

I think there might be a bug in hdrp where usign a mask cancels out the detail

dim arch
dry turtle
shrewd moon
shrewd moon
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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

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Not actual shadowcasting visible in the scene at all

dry turtle
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but I need shadowmap

shrewd moon
dry turtle
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any ideas?

shrewd moon
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In theory Distance Shadowmask* uses realtime shadows up to shadow distance, and falls back to baked shadows beyond it

dry turtle
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it was this option

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now it works

shrewd moon
# dry turtle it was this option

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

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But if you're happy with it that's what counts

dry turtle
dawn sorrel
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Is it true that hdrp can blend between shadow cascades?

mortal forge
dawn sorrel
mortal forge
dawn sorrel
mortal forge
# dawn sorrel 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.

shrewd moon
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HDRP is unlikely to help with your performance problems though

dawn sorrel
shrewd moon
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URP and HDRP shrug off draw calls anyway thanks to SRP batching

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But it doesn't affect shadow rendering one way or another

dawn sorrel
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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

eternal laurel
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Thats called shadow proxies

lyric plover
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how do i fix this, the lighting is ass in some places, even after i baked the lighting it's still black

stoic sand
shrewd moon
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Or they might lack normals
Hard to guess

lyric plover
lime hearth
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tried to replicate the atmosphere of do androids dream of electric sheep

lyric plover
nova apex
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good or bad ?

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I spend only 30 minute for this

lime hearth
nova apex
nova apex
pale sigil
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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?

hollow tangle
pale sigil
silk flicker
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anyone know why some areas are so dark in my hdrp scene

pale sigil
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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

errant quail
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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.

pale sigil
# errant quail Hi guys sorry to be a pain, but i have a question. I have a scene, as shown, wit...

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!

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errant quail
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Makes sense

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Thank you

lyric plover
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does anyone know how to get the ceilling to receive the light from the area light and not from the outside directional light?

shrewd moon
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Your simplest solution is to use a point light instead, and move the light into the room

lyric plover
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wouldn't a point light create a bad looking white points on the ceilling?

shrewd moon
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Potentially, but you have to use each type of light in a way that makes sense for that type anyhow

lyric plover
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i mean it looks kind of weird now, somewhat like a low budget game made with built in renderer

shrewd moon
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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

lyric plover
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hmm imma try some things out, thanks

shrewd moon
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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

lyric plover
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👍

lyric plover
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thanks

wise pawn
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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...

hollow tangle
wise pawn
hollow tangle
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What preview are you looking at? I don't think I see that in any of my projects and some have physically based sky.

wise pawn
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Any preview of any asset... The preview that shows up when you click on one of your prefabs for example

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Are you using recently released unity?

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2022 or version 6?

hollow tangle
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Yes, .26

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6000.0.26f1

wise pawn
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notlikethis why are some of us affected with this bug

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I even tried uninstalling everything, just basic new version of unity, create new project, selected hdrp preset = preview bug...

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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

hollow tangle
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So are you saying it only affects 2022 or you see this in 6 as well?

wise pawn
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Both are affected

hollow tangle
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Ok. Can't say I've seen it so far

wise pawn
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Did you enable static lighting sky in lighting tab?

hollow tangle
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Yes

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So what specific preview doesn't work? I click where exactly

wise pawn
# hollow tangle So what specific preview doesn't work? I click where exactly

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.

hollow tangle
wise pawn
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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

primal stratus
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Trying out HDRP for the first time in Unity 6 and the empty example is just crashing to the desktop

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whats the requirements to run it? I've ensured my GPU is up to date

scarlet hull
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What are your specs ?

primal stratus
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AMD Ryzen 5 3600 6-Core Processor 3.60 GHz
16.0 GB RAM
RTX4060
Windows 10 22H2

scarlet hull
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Shoud def work.
Maybe check the logs if there is valuable infos ?

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Or, randomly, delete the library folder of the project 🤷‍♂️

primal stratus
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Dont know whats changed but its no longer crashing out

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i've lowered the graphics settings to performat and now it seems more stable

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i think it might be my CPU

hollow tangle
# primal stratus Dont know whats changed but its no longer crashing out

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.

primal stratus
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i made sure that Unity isnt being limited in the NVIDA control panel

primal stratus
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crashed again when just changing the settings

scarlet hull
primal stratus
scarlet hull
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Isn't there a xxx.log file ? this json is not easy to read 😅

hollow tangle
primal stratus
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sorry i dont have a file that has .log

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\AppData\Local\Temp\Unity\Editor\Crashes

Would anything frm here be useful?

jaunty saddle
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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

pale sigil
# lyric plover i mean it looks kind of weird now, somewhat like a low budget game made with bui...

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.

  1. 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.
junior grotto
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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

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i dont want that because it makes every texture blue (look at the floor)

dry turtle
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place the reflection probe in the box and bake it

junior grotto
dry turtle
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are you sure it's baked

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can you show the cubemap preview

junior grotto
junior grotto
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in the cubemap it looks fine

gentle moat
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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!

primal stratus
# hollow tangle Project Settings > Player > Graphics APIs for Windows. This may not be your spec...

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

smoky sapphire
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Shouldnt this show me my scene?

smoky sapphire
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nvm fixed it

long wagon
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!warn 1004878391083806751 You've been told multiple times to use #1180170818983051344 to post devlogs.

hoary starBOT
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dynoSuccess b0gd5nch1k has been warned.

jaunty dune
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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

terse flicker
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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...

▶ Play video
minor depot
eternal laurel
terse flicker
terse flicker
outer geyser
jaunty dune
mortal forge
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How does everyone manage changing HDRP settings at runtime? Seems less-than-straightforward

scarlet hull
mortal forge
frail tendon
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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

minor depot
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Where do you get the camera matrices? That definitely seems wrong. I have a similar compute based raytracer that works fine in scene view.

lime hearth
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dlss ultra performance looks better than native high taa lol

mortal forge
frail tendon
dry turtle
outer geyser
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@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.

tight stump
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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

hollow tangle
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You need to set a Displacement Mode to expose the settings to use a displacement map

tight stump
hollow tangle
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Smoothness is inverse roughness

tight stump
hollow tangle
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Never used detail map/mask before

hollow tangle
tight stump
tight stump
tight stump
tight stump
hollow tangle
tight stump
hollow tangle
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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.

tight stump
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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

outer carbon
lime hearth
mortal forge
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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.

onyx lark
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I had this problem in an older version of Unity. Motion blur was completely wrong if the terrain was moved away from the origin

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I don't believe it happens anymore for me

onyx lark
mortal forge
onyx lark
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I'm curious about what's going on in OnWillRender

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That's a Unity message that gets sent right before an object gets rendered

mortal forge
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It's looping through every tree and setting a wind shader value from the looks of it

onyx lark
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It's only a fraction of the total time, but overhead could be making up the rest of the time

onyx lark
mortal forge
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So did I 😅 but that's what the callstack says

onyx lark
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If you do it per-tree, that'll add up really fast

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Are you using a custom tree system?

mortal forge
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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"

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Nope - very standard

gilded warren
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Hi I have some issues with skybox in HDRP

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I want to use night skybox

gentle moat
gilded warren
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With night light

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Moon light

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But it is not working

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Is there any link about night scene in hdrp

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Tutorial?

eternal laurel
frail tendon
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In HDRP, is there a way for me to automate switching the current render path to deferred from a script?

shrewd moon
scarlet hull
onyx lark
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Yep! That's how I did it at one point

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(I was letting a friend test if Forward vs. Deferred had any performance impacts on their machine (it didn't))

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this also massively inflated my build size

unreal heron
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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.

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*There is no special area volumes in scene

crisp spear
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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.

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Which is bad as it makes objects closer to the light blinding bright

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Is there a way to increase the range to make it work like the first picture without increase the intensity by a lot?

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Tried setting up tonemapping to ACES and Neutral, still didn't work.

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Not being affected by the volumetric fog also does nothing

scarlet hull
# crisp spear Hi. I'm having a bit of a problem with lights and the underwater effect. I have ...

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.

crisp spear
scarlet hull
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It dims the whole screen.

crisp spear
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Yeah, so it doesn't help much. I think I'll try the script.

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Taking out the direction light does improve a bit

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Don't need to use the float max limit

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But it is still so annoying that there isn't simply an option to increase range without dimming the light

scarlet hull
crisp spear
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ty for the suggestions

scarlet hull
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But it will still do the same thing : to has the same illumination at double the distance, it needs to quadruple the emitting intensity.

crisp spear
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It is better

rose vault
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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.

scarlet hull
rose vault
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here is a short clip

scarlet hull
rose vault
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high quality, as it's the only one I use for now

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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

rose vault
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it happens at all injection points

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the first one that triggers the bright model is before pre refraction

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before that, it seems like the color is rendered properly

scarlet hull
#

You can try to disable SSAO to compare.

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You could try to :
Split the custom pass in two :

  1. injection "after depth and normal", would be your current first custom pass that always overwrites depth
  2. 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.

rose vault
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Do I need both custom passes for both volumes

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For always and less equal?

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I do have ssao so it could be that

scarlet hull
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Oh, 1rst pass could also probably use the "depth only" shader pass

rose vault
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Thank you

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I will try

crisp spear
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Eh, I give up. It is either too bright or not enough.

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Remy, you mentioned the ray approach, but is it even possible?

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Because what about when this happens?

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I.e the light hits one object close and another far away

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or multiple objects in the light's cone

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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.

rose vault
#

I can check the settings when I get home

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Though mine is at nighttime and it's completely dark, maybe that's why I have bo issues

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But I can still check

crisp spear
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Yeah, I got some things working, but still would love to see your setup.

scarlet hull
onyx lark
#

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 (:

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but yes -- as Remy said, that's just how light works!

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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

rose vault
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seems like it's not rendering after the terrain with these settings

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wait that shouldn't be the case. ''After opaque and sky'' for drawing IS the right injection point

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maybe it's one of my settings

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First one is after opaque depth and normal

sacred veldt
#

someone knows why on unity 6 when material has type Subsurface Scattering its just black?

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hands

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upgrading from unity 2021

south girder
sacred veldt
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yea it is assigned

crisp spear
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Ok, but why is no fog giving me a better fog effect than with, well, fog?

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This is with fog off:

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This is with fog on

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Unless I'm going crazy and seeing stuff

south girder
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Or if its enabled in the default settings (I think thats a thing)

crisp spear
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I ended up using fog

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Just used a higher value for the volumetric effect in the spot light

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But it's weird nonetheless

crisp spear
south girder
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If you just disable the fog in the higher priority volume then it will use the fog of the lower priority volume

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If it has one

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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

crisp spear
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Interesting

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Thank you

crisp spear
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Is there a way to brighten just one object/material?

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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

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So you can only see the sillouete

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(nvm the quality of the screenshot, film grain is causing it)

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I could try to brighten up the whole scene

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but would like to know if there are options

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Nvm, found it by randomly trying different overrides: "indirect light controller"

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Also forgot I could use light layers... huh, HDRP is really powerful.

crisp spear
#

What is the equivalent of setting the environment lighting source to color in HDRP?

onyx lark
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I dunno if there's a simpler way than that

pale sonnet
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Hey all, any Idea on how to fix this?

onyx lark
#

Are you trying to switch a project to using the HDRP?

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It looks like you've installed the package, but haven't configured anything in the project settings yet

pale sonnet
pale sonnet
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I'm just trying to enable alpha clipping and the video I'm following uses the HDRP node setup to do it

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If there's a simpler way then I'm all ears

onyx lark
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You...probably aren't intending to completely switch render pipelines, in that case

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Did you originally have this material set to use the "Standard" shader?

pale sonnet
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Yes

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I clicked the little dropdown to swap it to HDRP/Lit

onyx lark
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If you want alpha clipping, just switch to Cutout

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i presume you found a video about how to get an alpha-tested shader while using the HDRP

eternal laurel
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Switching to hdrp to enable alpha clip is exactly like shooting a fly with a 120mm anti-tank howitzer

onyx lark
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we got the fly

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Each render pipeline has its own shaders

pale sonnet
onyx lark
#

well, you also need to use a texture that has areas of low alpha

pale sonnet
onyx lark
#

Cutout will skip any pixels with a low enough alpha value

pale sonnet
#

I'm trying to cutout the black

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and I've set the threshold to min and max and nothing changes

onyx lark
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If the texture has an alpha of 1 in every pixel, then nothing will happen

pale sonnet
#

Yes all the black areas have alphas of 0

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atleast I believe this to be the case

onyx lark
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Show me the importer settings for this texture

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You can also make sure there's an alpha channel by looking at the preview window with the texture selected

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click on the "A" to view the alpha channel

pale sonnet
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I'm braindead

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I just found the solution

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thank you so much

onyx lark
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what did you change?

pale sonnet
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I didnt have this set to input texture alpha

onyx lark
#

ah, that'll do it

pale sonnet
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Thanks so much again mate

onyx lark
#

You also might want to turn on "Alpha Is Transparency". This will make Unity fill in the transparent areas with the nearest color

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Otherwise, you can get weird artifacts when it samples the texture at a low resolution

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the fully-transparent pixels can still have color data in them, and that color data might look weird when it gets blended in

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It also makes the preview look correct :p

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checked on the left, unchecked on the right

pale sonnet
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Thank you

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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?

onyx lark
#

No, you don't want to use Cutout there.

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Cutout means that every pixel either:

  • Renders 100% opaquely
  • Gets skipped
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You will want the Transparent rendering mode.

pale sonnet
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I created a transparent material but now its a bit too transparent

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Here's the intended grime and murkiness I'm going for

pale sonnet
#

extremely helpful for future reference

onyx lark
pale sonnet
onyx lark
#

you could increase the alpha on the base color -- it's only about half right now

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Beyond that, you'd need to increase the alpha on the texture itself

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Also, you probably don't want a smoothness of 1 -- this will make the surface perfectly reflective everywhere

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Ideally, you would have the grimy spots have a lower smoothness

pale sonnet
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Ah thank you so much!

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It looks great now

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Really appreciate the help mate

onyx lark
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no prob (:

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if you have other questions, ask them over in...

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hm, where would you put general rendering questions for the built-in RP

pale sonnet
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no clue dawg

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maybe shaders for general questions?

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but whatever

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thanks again!!

crisp spear
onyx lark
#

how so?

rocky latch
#

Having an issue where shadow maps will sometimes randomly take 18ms on the GPU. Any ideas?

It’s back to normal the next frame

echo pine
#

Is there any way to make Unity wait for all path tracing samples to complete without affecting deltatime

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I don't want to show progress of rendering samples to a player

primal wren
#

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.

mortal forge
primal wren
primal wren
#

It’s called diamond blur

vital locust
#

anyone know whats up with my ssr?

eternal laurel
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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 ?

eternal laurel
#

Nope the active volume according to the render debug is the correct one

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no blending going on either

scarlet hull
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Does it do the same if set to punctual, without shadows ?

eternal laurel
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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 ?

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There are numerous lights in the scene all ranging from 10k to 30k lumens

scarlet hull
eternal laurel
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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.

scarlet hull
eternal laurel
scarlet hull
#

But it's not only the spotlight, right, the other ones also are not "powerfull" enough ?

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To be sure, also override the compensation with 0.

eternal laurel
#

I already tried that comp was 0 in the volume value in the rendering debugger. None of the light are "powerfull" enugh

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this is with the exposure at 4.5 and the intensity to 3000000 lumen

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Now correct me if I am wrong but this is about 23 times more powerfull than the Earts sun

scarlet hull
eternal laurel
#

lumen lux tomato potato 😄

scarlet hull
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(Or, it could technically, but I don't want to do the maths)

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But yes, it is a very high value 🤔

eternal laurel
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The reflection probe for example looks okey to me

scarlet hull
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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.

eternal laurel
#

sure I can

scarlet hull
eternal laurel
#

try what setting the fixed exposure to 0 ?

scarlet hull
eternal laurel
#

well that obviously brightens things up

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if I set it to -1 it starts looking like how I want

scarlet hull
eternal laurel
#

the question is why does it have to be that low

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I'm confused thats just for the preview on the probe is does not affect baking or anything

scarlet hull
eternal laurel
#

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

scarlet hull
eternal laurel
#

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.

onyx lark
onyx lark
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I'd be looking at the Light Explorer

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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

hollow tangle
onyx lark
#

Ah, it does show you every profile that's affecting the volume component

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I named mine very boring things like "Scene Style Profile" and "Exposure Volume Profile" and mistook them for something built-in, haha

river coral
#

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

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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

scarlet hull
# river coral i have no clue if this is the right channel to ask, or even what im asking is th...

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.

river coral
#

i will try recreating the shader node, and id like to use unitys terrain but theres a few reasons i cant for my purpose

river coral
#

does hdrp not support metallic image maps?

peak finch
#

in unity standard the format (BIRP) is
RGB = Metallic
A = Smoothness

#

in HDRP it still supports it but its mapped in the texture differently

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and the name is different to reflect that, mask map

river coral
#

aaaaaa darn

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can i just color grade this image into red? would that work

peak finch
#

if your trying to map only the metallic sure

river coral
#

yea i only need metallic

#

thank u thank u

eternal laurel
frank gull
#

anyone have any tips on making the ray traced reflections match the shading of the object? these brighter areas should be darker

dawn sorrel
#

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?

hollow tangle
dry turtle
#

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

meager hinge
#

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?

rocky latch
grand ledge
#

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

south girder
#

This is "eye adaptation", it changes the exposure based on the image brightness

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So either tweak that or use fixed exposure

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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

grand ledge
#

Thanks i will try it out

hollow umbra
#

How can make more horrorrrrrr

eternal laurel
eternal laurel
hollow umbra
#

oh thx

gilded warren
#

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

eternal laurel
scarlet hull
# eternal laurel Does anyone have any idea on my issue described here ? https://discussions.unity...

I think you didn't take the best approach here.
Instead of forcing the lights in and out, I would :

  1. For ach light in the list
  2. Check if it registered in the cached shadow atlas (so, trust the auto atlasing that prioritizes lights by distance)
  3. 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.

eternal laurel
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"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...

scarlet hull
#

What I see is that you are force removing all the lights, and fore adding them again.

eternal laurel
#

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);

                        }
                    }
                }
            }
        }```
scarlet hull
#

I had the LightHasBeenPlacedInAtlas(HDAdditionalLightData) in mind.

eternal laurel
#

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

scarlet hull
#

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 🤔

eternal laurel
#

does the CachedShadowManager remove far lights by itself ?

scarlet hull
eternal laurel
#

let me try that real quick

scarlet hull
#

(Hopping I'm not wrong 😅 )

eternal laurel
#

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

scarlet hull
#

Yes

eternal laurel
#

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

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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

eternal laurel
#

Ah you actually need to disable the light data object not just the light 🤣

#

But this works like I intended in the first place

unborn forge
#

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

quasi bay
#

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.

scarlet hull
quasi bay
wet bloom
#

hey im pretty new to unity and i cant seem to get reflections to work does anyone know a fix?

eternal laurel
#

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 ?

keen tulip
#

hello, im a beginner. can anyone help me to import hdrp asset to my hdrp project? im struggling to implement procedural fire 😃

eternal laurel
#

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.

eternal laurel
#

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

eternal laurel
#

Yeah I did not fix it

mortal forge
eternal laurel
#

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

mortal forge
eternal laurel
#

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

errant quail
#

Should I avoid 'overlapping UV's' and how should i do this if I should - blender

onyx lark
#

You can have unity automatically generate valid lightmaps for you, given a minimum scale and a minimum lightmap resolution

errant quail
#

I must of done something wrong

onyx lark
#

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

errant quail
#

Ah ok

onyx lark
errant quail
torn locust
#

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?

scarlet hull
# torn locust Hi, I have a question about using HDRP in a scenario like the one in the picture...

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.

frank gull
#

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

worn vault
#

does anyone know how to fix this, before I change stuff and ruin my project

frank gull
frank gull
hollow tangle
frank gull
#

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

frank gull
#

is there a way to see the rt reflections from reflections on reflections?

dry turtle
frank gull
#

i set samples and bounce count to max

#

and that did not change anything other than lower fps

stoic sand
# hollow umbra Can anybody give me some advice?

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

hollow tangle
# frank gull is there a way to see the rt reflections from reflections on reflections?

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 ...

▶ Play video
#

If you haven’t seen it you’re in for a treat

hollow umbra
#

I'll try that thx!

mortal furnace
#

One question
Can I create an scene in a project 2D using the package "Render HD" and export the scene in a project HDRP?

hollow umbra
#

Anyway u can

#

Just change Render pipeline

mortal furnace
#

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

hollow umbra
#

Do create hdrp project

#

Actually both good

frank gull
#

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?

hollow umbra
#

That's really strong lol

#

How about whatch this vid?

frank gull
#

I'll give it a shot but I am looking to change the flare from bloom, not the directional light

hollow tangle
# frank gull

Is it enabled? Project Settings > HDRP > Post-Processing > Lens Flares > Screen Space Lens Flare.

hollow tangle
frank gull
#

i dont have all those option

hollow tangle
#

This is my ray tracing profile. Came out of the box like this in a new project.

frank gull
#

not for me 😦

#

2022.3

hollow tangle
#

Mind you, this is using the 6000.0.31f1 with the sample template

frank gull
#

i may have to update. does 6 still have problems with ray tracing?

hollow tangle
frank gull
#

its nice. very performant on a 3080, too

hollow tangle
#

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

frank gull
#

i see

#

I been learning as i go

#

Exteremley impressed with the capabilities of HDRP lately

timid ibex
#

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?

mortal forge
timid ibex
# mortal forge 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.

frank gull
#

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

narrow cloud
#

my water is not showing up why?

frank gull
#

im using hdrp but im sure it applies to other pipelines

narrow cloud
stuck dust
#

where can you find Common.hlsl?

dry turtle
#

find it and set the state to Enabled

narrow cloud
#

nevermind

dawn sorrel
frank gull
#

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

dawn sorrel
frank gull
#

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

dawn sorrel
#

Yeah, I mean its free after all so I cant complain too much

frank gull
#

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

dawn sorrel
#

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

forest oar
mortal furnace
#

Why when I import a sprite (Background), I have this result in my scene?

shrewd moon
mortal furnace
#

The light

#

It's rare

torpid elm
dawn sorrel
mortal furnace
#

How?

dawn sorrel
mortal furnace
#

Ok

shrewd moon
mortal furnace
#

Te volumen?

shrewd moon
# mortal furnace I don't understand

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

forest oar
onyx lark
#

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

mortal furnace
#

Thanks

shrewd moon
#

@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

hollow umbra
#

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

true zealot
#

Not sure what this has to do with HDRP

#

But it looks like you're not applying any gravity?

hollow umbra
shrewd moon
# hollow umbra HDRP project XD

HDRP is only related to graphics rendering features, so questions about code or physics are better suited for their respective channels

hollow umbra
#

oh sry

bronze hatch
slim totem
#

Hay, does anyone have any clue how to implement MSAA using the RenderPass/SubPass system in a custom SRP?

quartz turret
#

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

mortal forge
#

How do I set HDRP's volumetric fog to not use reprojection by script?

peak sluice
#

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? 🥲

shrewd moon
#

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

#

The technique works just as well for realtime, baked and mixed type lights

south girder
peak sluice
naive dawn
hollow tangle
long scarab
#

assuming it's built-in in the original material

naive dawn
#

i tried that but it didnt work, just made chatgpt write a conversion script l ol

indigo pivot
#

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.

open tree
minor tusk
#

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.

neon hound
#

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

onyx lark
#

What do those files actually look like?

mortal forge
#

Does anyone know what this job actually is? Been consistently seeing it

hollow tangle
mortal forge
hoary starBOT
grand ledge
#

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

scarlet hull
glacial fossil
quartz turret
#

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?

grand ledge
onyx lark
quartz turret
#

it only shows up sometimes after it fails. if I go open the shader graph now there's lots of stuff in it.

onyx lark
#

this would be the actual generated shader

#

i believe it generates shader code, then compiles that

feral wraith
#

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

wet gate
#

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?

long scarab
long scarab
keen canyon
#

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

cold matrix
#

Made With Unity 6

lament plaza
#

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

true zealot
lament plaza
#

Thank you very much prayge

pure forge
#

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)

onyx lark
#

How is the foliage being rendered? Is it part of a terrain?

#

Does it appear when you get closer?

pure forge
onyx lark
#

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)

pure forge
onyx lark
#

Look for the main camera object in the scene view and move it

pure forge
#

It's the same for all my foliage

onyx lark
# pure forge

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

pure forge
onyx lark
#

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

pure forge
onyx lark
#

No. Look at the inspector for your camera.

pure forge
#

I don't have this settings in my camera
My overdrive are "Projection, Rendering, Environnement, Output"

onyx lark
#

Screenshot the entire inspector

#

Ah, actually

#

Unfold the "Rendering" section

pure forge
onyx lark
#

hm..what version of unity is this?

#

that looks like 6

#

but you have a very different looking inspector

pure forge
#

Unity 6 (6000.0.7.f1)

onyx lark
#

ooh, I get it

#

tick "Custom Frame Settings"

#

that'll reveal the massive pile of options

pure forge
#

Yes

#

But I can't change the LOD Bias like you

onyx lark
#

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

onyx lark
pure forge
#

I changed it like you but it only worked for my trees

onyx lark
#

You might need an even larger value to make the grass appear

#

a huge number like a million should make everything show up

pure forge
#

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 :)

fluid merlin
#

Is it just me, or did the emissive visuals change somewhat in Unity 6?

mortal forge
#

Anyone run into massive culling calls on Unity 6 related to point lights?

eternal laurel
#

But it was related to shadow culling not this specific profiler marker

mortal forge
#

Yeah looks like it was shadow culling. Annoying

lone verge
#

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

opal mica
#

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?

eternal laurel
jagged raven
#

anyone used high quality line rendering? cant see what it does

#

@lone verge i have to keep rebooting for unity6 to run smooth

long scarab
#

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

jagged raven
#

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 ?

scarlet hull
jagged raven
#

yeh! its cool

jagged raven
#

is tere a setting to render when u go under the water?

#

oh yeh there is!

jagged raven
#

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.

scarlet hull
jagged raven
#

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

scarlet hull
jagged raven
#

yeh, i love swapping the sky haha, i think its less obvious in a build

low thorn
#

Why its so brightness?

long scarab
heavy nacelle
#

Light is on the other side of this wall, why i am seeing it from here?

shrewd moon
indigo pivot
#

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?

shrewd moon
indigo pivot
shrewd moon
indigo pivot
indigo pivot
shrewd moon
#

I really wonder how those concealed "advanced" settings came to be

indigo pivot
#

and not every component has them so its really hard to predict where these 'hidden' setting are...

mortal forge
#

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? 😄

onyx lark
onyx lark
jagged raven
#

anyone know when dlss kicks in, is it when thigns go to slow or something?

jagged raven
#

oh dlss is always on if u turn it on, doesnt seem to do much but it zooms in

indigo pivot
idle compass
#

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

still sandal
#

i think they have a sample of just that

#

with the pool

eternal laurel
eternal laurel
#

!code

hoary starBOT
eternal laurel
#

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

idle compass
lean cypress
#

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?

fluid merlin
#

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

proven bridge
#

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.

fluid merlin
# jagged raven anyone know when dlss kicks in, is it when thigns go to slow or something?

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

hollow tangle
#

Depends which DLSS profile you pick.

fluid merlin
gaunt stag
#

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?

hollow tangle
fluid merlin
long scarab
eternal laurel
#

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

south girder
#

I can't see that and I'm on 2021.3

#

On Lit materials or custom shader graph materials

eternal laurel
#

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

south girder
eternal laurel
#

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

fluid merlin
# long scarab It's working fine in Editor (Play mode only). Needs to be enabled on Asset, and ...

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.

long scarab
fluid merlin
eternal laurel
#

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

eternal laurel
#

ahh frame timing stats on dx12 seem to be way off

#

great

jagged raven
#

anyone know how to stop that black colour when things are too bright

#

can see it here on the white light on the building

south girder
#

Could be related to not clamping a value or using the wrong precision

jagged raven
#

ah yes

#

thanks

steel current
#

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?

onyx lark
#

what is this "Custom lighting node"?

unborn forge
#

It just grabs the main light direction, color and shadow mask stuff (different account)

eternal laurel
#

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 ?

eternal laurel
#

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

eternal laurel
#

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

cold matrix
#

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

eternal laurel
#

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

cold matrix
#

I also asked the AI but he said he didn't know how to do it in time ghost.

true zealot
#

I don't know why a language model would know

leaden oar
#

After porting my project to HDRP my point lights dont work anymore, any ideas?

lucid gate
#

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&

leaden oar
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i have no idea whats wrong, no lights work at all

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its just like a floating ghost orb or some shit

fluid merlin
# cold matrix Hi friends, let me ask you a question, when I navigate the ready-made scene in u...

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.

hollow tangle
scarlet hull
# leaden oar This is what the light looks like ingame

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.

leaden oar
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Also even after removing the directional light completely the lights still dont work

shrewd moon
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Lighting from the environment is not just from the directional light, but ambient light as well

leaden oar
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No matter what i change it does not work

scarlet hull
hollow tangle
scarlet hull
hollow tangle
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I’ve never done that before myself

lucid gate
onyx lark
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I would check that you're finding a shader at all (rather than getting null)

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You might already be getting errors. I'd make a development build so that it's easy to see them

lucid gate
lone fox
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HDRP 14 here, how to get rid of the obvious dark point generated by the probe volume bake:

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any magic setting to look for?

shrewd moon
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And making sure Sampling Noise is at 1

lone fox
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Thank you for the quick reply, I will try these recommendations

mossy yacht
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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>

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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.

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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.

south girder
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Lit shader mode

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In HDRP asset

onyx lark
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It doesn't explicitly mention water, though

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But it does smell like it wouldn't support water

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no per-pixel displacement, derivative functions, or scene color nodes

scarlet hull
mortal forge
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Anyone else seen this APV editor view error before? TargetParameterCountException: Number of parameters specified does not match the expected number.
U6.1b2

steel current
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does the baked gi node work in shader graph for hdrp

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I tried it and the texture was just black

fluid merlin
prisma sleet
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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

onyx lark
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Kind of smells like the blend mode is wrong

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or that it's not actually discarding pixels

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one of the objects is showing colors from the other object's transparent pixels

prisma sleet
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ok, so maybe a texture problem?

onyx lark
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is this a custom shader?

prisma sleet
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the ones in my GIFs are, but I also tested it with the default HDRP Lit shader and it behaves the same way

prisma sleet
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Tested in a new HDRP project with default HDRP/Lit shader and it is also behaving this way

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in URP it is not and is behaving as I'd expect

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HDRP/Unlit seems fine

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It's just the Lit shader that is doing it

steel current
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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

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and how do I fix this exposure issue

onyx lark
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That means that there's a lot of light in your scene!

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Think about how much brighter it is outside on a sunny day than it is indoors with artificial lighting

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There is nothing inherently wrong with this. You adjust the exposure on your camera to match the amount of light around you

steel current
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when I go into regular shaded view the light looks normal

onyx lark
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Right, because your camera is adjusting for that light level

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like how your eyes adapt when you go outside

steel current
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oh okay, I just had a shader that needed lower light levels for it to add baked lighting on top

onyx lark
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Now, if this is meant to be a pretty dark indoor scene, then these light levels sound a bit funky

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the HDRP uses physically accurate light units, rather than the very vague...unitless "intensity" you see elsewhere

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What light sources are present in this scene?