#archived-hdrp

1 messages · Page 16 of 1

steel current
#

mostly just the pillars and the outside light

onyx lark
#

oh right, the other thing is that an exposure of zero is actually quite dark-adapted

#

This is a pretty gently lit indoor scene's baked lightmap with an exposure offset of zero

#

I was thinking of what an exposure of zero looks like in the built-in RP

#

The light is coming from these panels, which are emitting 1000 nits of light

steel current
#

the only problem is I have a shader that reads from 0 though and it messes with the shader I'm trying to use

onyx lark
#

That's a couple times brighter than a decent laptop screen

steel current
onyx lark
#

you can ask for the current exposure factor

steel current
#

If it was shader graph I would have a lot less of a problem

onyx lark
#

mmm, hand-written HDRP shaders. scary.

#

The exposure is exposed (ha-ha) to shaders by a 1x1 texture, it looks like

steel current
#

I'll try and recreate it in shader graph for now but it won't be close to what the regualr shader is lol

#

If only I was smart enough to read shader code to find out where it pulled it from so I could manually change it

dry turtle
#

I thought about other node

#

but yeah, this one solves a lot of problems I had

prisma sleet
#

Does anyone else know what could be going on here? Is it possibly a bug I should submit? It happens with the default HDRP/Lit shader after all.

mossy yacht
#

Thanks for the confirmation. Will there be any updates later to support this feature? I don't know the best work-around for water and HDRP + RT. I don't want to buy an asset from the store only to find out that it won't work either.

Any recommendations on the best way to tackle this for the utmost highest graphic fidelity?

Thanks!

dry turtle
#

Does anyone have this problem too? Lighting visualization doesn't work in Unity 6 HDRP. As you can see, I have baked lightmaps, but the debug view is just grey

eternal laurel
eternal laurel
#

In the hdrp asset

#

The new gpu driven path in u6. I do not think it is on by default so if you have not turned that in you probably have a different problem

dry turtle
#

do you mean GPU Resident Drawer?

eternal laurel
#

It’s right near the top

#

Yes

dry turtle
#

didn't helpnotlikethis

#

still grey

#

oh wait

#

i switched to lit and then back to baked view

#

it worksUnityChanThumbsUp

eternal laurel
#

Your exposure is also at negative 16

dry turtle
eternal laurel
#

Physics debugger as well

#

For some reason

#

Don’t forget to turn it back on for the perf 🤣

dry turtle
#

actually it's better to turn it off for the small scenes

#

I think

#

and the preview is working too, but it gives a lot of errors

eternal laurel
#

Havent encountered those

eternal laurel
scarlet hull
paper prism
#

Hi! I'm beginner and a have a question. I can't do choose between URP and HDRP. HDRP allows make very beautiful game, but URP is more optimized. I'm going to make game for mobile devises like iphone 13 and higher. Is it possible to optimize HDRP for my request.

p.s. HDRP include some strong feature what i would to use in my unity development. But i'm not sure that i can optimize it enough

mortal forge
broken lichen
#

Hey, testing out HDRP and I've noticed that TAA is adding a lot of ghosting on the skybox when I move the camera laterally.

I'm aware TAA always adds a bit of ghosting and can be tuned to reduce it, but I'm a bit surprised TAA is doing anything with the skybox. It's an HDRI. The pixels shouldn't be moving or changing at all when I change the camera's position. And yet, it seems TAA thinks there's movement it needs to correct.

Could it be the motion vectors are setup wrong somehow? Or is this just how TAA works?

#

This isn't motion blur, btw. I have it disabled, and this goes away when I switch to a different anti aliasing method.

scarlet hull
scarlet hull
broken lichen
#

I should note, it requires a pretty large translation to see the ghosting. It's minimal at slower speeds. The larger the translation, the larger the smear. It's not a big problem at the speeds I will be moving the camera, but it's just weird to me that this is causing any ghosting at all.

fallow hearth
#

hey how can i make it so that the shadows looks good even from afar in hdrp?

#

shadow from afar :

#

shadow close :

broken lichen
fallow hearth
dry turtle
smoky sapphire
#

For some reason my physically based sky has this really weird sun flare

#

its like stretched

#

oh nvm, i found the problem why its stretched, but also its like flashing a lot when i move my camera

#

and i have no idea why

broken lichen
#

I'm testing out ray traced global illumination and I've run into a problem where it stops working when I zoom in the camera, i.e. reduce its field of view.
Here's what it looks like:

#

I thought it might have been a shadow caster getting culled in the ray tracing acceleration structure, so I tried changing these settings, but it changed nothing.

#

Doesn't happen with raymarched screen space global illumination, just ray traced.

eager spruce
#

Hi, I'm constantly getting spammed with this warning when draw instanced is enabled on my terrain. I tried using Unity 2022.3.38 and 2022.3.57 with hdrp but still the same.
Would anyone know how I can get this fixed as I can't work further because the warnings are making the editor crash

onyx lark
#

as a very goofy workaround: turning on Collapse makes this lag way less

#

as for the problem, what shaders are you using for your terrain trees and details?

eager spruce
#

Ah thanks for the tip, collapse should indeed improve it. Found out it was a bug coming from a 3th party asset so notified the developer of it.

onyx lark
#

I'm unclear what the warning means -- it could be "the terrain didn't provide data" or "the shader didn't read data"

static fulcrum
#

I'm having some issues with the lighting being pixelated in a URP project. Everywhere I check says it's just the way URP is, and I've tried all the fixes I could find. Is switching to HDRP worth it, like is there realistically any downsides?

onyx lark
#

the HDRP runs much slower than the URP -- my macbook can easily run a URP game at 3000x2000, but it chokes on an HDRP game at the same size

static fulcrum
#

So probably best to stick to URP for my low-end PC

#

I'm incredibly grateful that you're helping me out in two channels simultaneously

smoky sapphire
#

How do i make Custom Target Color Buffers for Shader Graphs?
Cause im trying to do this pass After Post Process while still getting the Scene Color.
Does anyone know how to do it?

mortal forge
#

What does everyone use for an HDRP terrain shader? The builtin one I'm not really in love with, even with the few improvements it has over URP.

unique coyote
#

@mortal forge Did you ever figure this out, alex? I'm having trouble with updates because APV is broken on 35f1 and 36f1.

mortal forge
mortal forge
#

Ah I didn't see that, will have to try

unique coyote
#

I'll try it in a sec. If it works I'll let you know.

mortal forge
#

It works! Tyvm

unique coyote
#

if you beat me to it let me know if it works.

#

oh dang that was fast.

summer dome
#

any known bugs related to shadow cascades in HDRP on Unity 6? (36f1)

#

everything seems perfect in editor, but shadow cascades completely missing in builds

#

tried an updated shader variant collection, forcing specific shaders to always be included, creating a sort of "Force Include" prefab that is packed into a scene... no luck.

#

everything is being loaded with addressables though, might be a cause?

#

the closest shadow cascade does seem to render properly

#

and everything looks great in the editor

versed orchid
summer dome
#

also tried disabling border cascades (just setting each to 0) and also limiting the cascade count lower than 4

#

same outcome in build

versed orchid
#

im working on an fps game, addressbles renderer shadow broken. Use Existing Mode in addressable can reproduce my bug in Editor

summer dome
#

i can increase the render distance for closest cascade and that properly shows up in build, with the reduced quality you'd expect stretching the single cascade over the entire render distance

#

feels like a shader stripping/variant issue with addressable

versed orchid
#

and lightLayer feature cause other shadow bug. I create a cube with multiple layer in scene resolved the lightLayer issues.

summer dome
#

for me, using existing build in editor still works properly

#

only when building final game shadow cascades break

versed orchid
#

im sure this is shader stripping/variant issue with addressable

summer dome
#

@versed orchid what version of addressables are you using? we are using 2.3.16, but maybe 2.2.2-2.3.7 might fair better?

#

and are you also using 6000.0.36f1?

versed orchid
#

2.2.2-2.3.16 buggy

summer dome
#

@versed orchid using resident drawer?

summer dome
#

managed to isolate bug in small project

#

no addressables needed, just Unity 6 with HDRP 17.0.3

#

shadow cascades are dropped from build with default new project

#

in contact with Unity with repro project and various examples soon

#

37f1 should be landing today, fingers crossed for a fix before they even see our report 🙂

summer dome
#

talked with our Unity contact and updating to 37f1 should fix this issue @versed orchid

#

and it's mentioned in the changelogs, available now!

dry turtle
#

<@&502884371011731486>

fallow hearth
#

hey i imported a part of my world with mineways but i get those weird lines when far away?

#

up close there arent any lines

#

any idea why?

#

without the sun :

scarlet hull
# fallow hearth

I'm unsure it is HDRP related.
It probably more has to do with floating points approximations on distant geometry.
I don't know how mineways exports the geometry (single mesh ? multi mesh ? multi objects ? ...), but if you are able to weld the vertices of the different quads/cubes of the map I think it should go away.

What does the hierarchy and importer of the world look like ?

shrewd moon
#

Could also be color bleeding due to shared texture atlas and mip maps

scarlet hull
shrewd moon
#

Maybe if there's also an emissive texture sheet

scarlet hull
#

But yeah, to check this @fallow hearth you can try to disable "generate mip maps" on the texture imports.

fallow hearth
#

Okay

smoky sapphire
#

Okay so i dont know why but i switched from unity version 2022.3.49f1 to Unity 6 and for some reason the DOF volume effect and Planar reflections lag like 100 times worse

shrewd moon
smoky sapphire
#

like i made a new projects

#

and then imported the old project files

#

so there wasnt any errors

#

its just that its much less performant now even tho i thought unity 6 was suppose to perform better

shrewd moon
smoky sapphire
#

huh

#

aight thanks

shrewd moon
# smoky sapphire huh

I think the possible reasons for something like that to happen are:
2. It's a bug that could've been introduced in any particular version and it's worth reporting

  1. The performance is just worse in Unity 6 for some technical reason, which is not impossible but unless confirmed I'd assume it's not intended
  2. There's some extra options or relevant settings that were introduced that affect the performance, which maybe someone here might know more about but if not at least bothering the QA team would solve that too
fallow hearth
#

very weird things

#

the water has stripes from far away??

fallow hearth
#

wow it worked like a charm

#

thanks

south burrow
#

Hey everyone. I hope someone can point me in the right direction for what I'm trying to accomplish.
I'm trying to create a space based environment. What I'm trying to achieve is render a sun texture and several planet assets as part of the environment. Those are supposed to stay in place, i.e. get rendered from 0,0,0, not from the camera position. And they should always be behind everything else, but in front of the skybox/HDRI sky to make them appear distant. I could pre-render them into the skybox but I'd like to be able to move them during gameplay to simulate high speed movement during certain sequences.

I've looked into shaders, custom render passes, camera stacking (which isn't an option in HDRP) and I just need someone to point me in the right direction on what's the best option to achieve this effect. I don't need a finished solution or anything like that, but I've looked into everything and I'm new to the new renderpipelines so I'm just a bit at a loss on where to even look and what would be the right approach to this for this pipeline.

With a custom render pass volume I can't seem to solve this since there is no injection point in between the sky being rendered and everything opaque being rendered. Forward rendering would be fine since these objects will only get affected by one light, the main directional one, not any dynamic ones. But I'm having difficulties figuring this out. After everything opaque is drawn, getting the depth check to work out is ticky. Either they're in front of everything or even behind the sky. The fact that sky and opaque objets are rendered together makes it hard for me to figure out at which point and how to draw these.

Sorry for the long text, I'm hoping someone can give me a few hints on where to look. I can look up documentation myself, I just need a pointer by someone more experienced with these pipelines so I know on how to even approach this. Thank you

onyx lark
#

I haven't looked closely at that ordering outside of the BiRP

#

If you can read the depth buffer during a custom pass, you could reject any pixels whose depth isn't the maximum possible value

#

and, in the vertex stage, you could move the models so that they always appear to be centered on the camera

south burrow
onyx lark
south burrow
#

The documentation of the pipelines is still rather limited. But i think i need a custom forward render pass to override all tthat stuff

#

A scripted one i guess

#

Im very unsure how to do this right. Technically these background objects have their own shadows and transparencies that should be completely separate from any normal objects... im not sure that can even be done in a separate pass aline

#

It kinda requires running the opaque, depth, transparency and shadow passes twice for two separate groups of meshes

#

Not sure that can be axhieved with just a shader

#

Maybe i need a second camera after all.. rendering to a fullscreen render texture and then combine that somehow with the main image before preprocessing

#

Postprocessing i mean

onyx lark
#

That does sound like a place to use a second camera

#

Although I'd be concerned about the performance costs

#

One thing -- you can put these planets on a different rendering layer

#

(not to be confused with the layers that gameobjects are on)

#

I use this to render "inside views" in a game (imagine a cutaway view of a tank)

south burrow
#

hmm. I'll have to look into how that works in the engine

#

There would be a performance cost yes, but in general there is a small number of objects. Maybe a couple planets and one quad with a sun texture. It's not like these are extremely complex scenes. So the performance impact should still be limited. But I'll have to try it out I guess

#

but I really don't know how to do this without a second camera

#

especially with the shadow steps and all that

#

I'll check out render layers

#

So far the problem sounds easy but I find it very hard to figure out how to do things like this with the new pipelines and rendergraphs

#

I'm also thinking about potentially in the future supporting a VR view... and for that I'd also have to make sure the background scene is rendered for both eyes from the same position, not an offset, otherwise the eyes would see that the planets are close and small.
It SEEMS the HDRP pipeline is flexible enough to achieve all of this, I'm just having a hard time finding enough documentation to find out how and what's the optimal way of doing these thiings

#

All the examples I can find on doing stuff with the pipelines are incredibly simplistic and nothing goes in-depth

fallow hearth
#

when starting to bake lights my editor crashes?

#

i dont know why

rocky latch
#

Those three dots on the top right, I believe.

rocky latch
#

I was able to decouple the sun from the directional light earlier, at least.

#

Oh he left the server 🙃

fallow hearth
#

Hey yall

#

hum its been like 3 hours

#

im trying to import an obj file

#

but it wont budge

#

The file size is 817 Mo

#

im gonna leave it overnight and if tommorow its still importing idk what to do

summer dome
#

(only applies to built games, editor is fine in all cases)

hollow tangle
# fallow hearth hum its been like 3 hours

I’ve seen a wall model take 20-30 minutes to import because its mesh was junk. If I recall correctly it was like 15k individual edges - like someone drew the mesh with a series of disconnected parallel lines. In that case, I think unity was trying to recalculate normals and other things. If a mesh is fried it can take a long time.

onyx lark
#

reminds me of my HELL CUBE

#

16,384 overlapping faces

#

vrchat gets very sad when you put your face up to it

mortal forge
#

Anyone ran into Vulkan being weird with memory before?

Vulkan - Suboptimal memory type used for image because of low memory

(Memory is not low, but this message gets spammed 400 times and game performance drops)

fallow hearth
#

I dont think it is gonna import anytime soon :(

onyx lark
#

sometimes the importer just deadlocks

fallow hearth
#

Hey how can I make a light source do strong light with a long range without maxing out intensity

#

Because with max intensity its looks ugly its just cimpletly white on the ground for 50m and then like it is normal for 25m

#

Because i wanna make it so like the player can explore with a torch at night/in a cave

#

And also how can I make it so caves arent very bright like i can still see clearly even tho the directional light cant reach the cave

#

I wanna make the cave dark

#

Like only bright from the outside but the inside of the cave should be dark

onyx lark
#

i believe you can use a volume with the Visual Environment component

#

you'd switch to a black skybox

#

As for light: that's how light works! If the light can fill up a very large room, it's going to be very bright right next to the light source

fallow hearth
#

no but like idk why but in my project like they need to be very bright to light up a little bit

fallow hearth
latent fable
#

who's this haram man,you just need to add a directional light

umbral minnow
#

Does anybody know a good 3d blender artist that can make me a good hdrp map for unity ? Dm if you know anybody

rocky latch
#

Like this

hoary starBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

south girder
#

I don't think any good artist will make a map for you for free though

fallow hearth
#

I want to have a normal map with a dark cave

#

But i want the inside of the cave to be completely dark

#

Just like in real life for exemple

#

Like a staircase to a basement

fallow hearth
#

Im surprised that in unity i cant have a completely dark place even tho the directional light cant reach the inside of the place

#

Plus the whole point of hdrp is to be realistic

rocky latch
#

You can, either with ray tracing or by baking sky occlusion

#

The lighting function doesn't know "light can't reach there", so it's still falling back on the skybox

fallow hearth
#

Baking sky occlusion? How can i do that

#

So like baking the lights with a dark skybox and already like dark scene?

rocky latch
#

I think it's a feature of Adaptive Probe Volumes

fallow hearth
#

Okay ill look into it

rocky latch
#

Can't help you with that one. Never used it catshrug

rocky latch
# fallow hearth So like baking the lights with a dark skybox and already like dark scene?

What's happening is that shadows aren't 100% black when outdoors. There's always some indirect light. However, indirect light is very heavy to calculate, so by default Unity (and most other engines) will simply add some light from the skybox instead.

You can either use proper indirect lighting (baked or RTGI), but if that is infeasible, you can simply swap the skybox with a black one while in the cave using a local volume.

modest heron
#

When i start an hdrp project this happens

#

can someone please help me fix it?

fallow hearth
#

hey why am i getting like 200 fps in the editor but only around 60 fps after building the game?

#

The resolution in the editor is full HD and my monitor res is also full hd so it is the same resolution in game or in editor

south girder
glacial fossil
#

Also make sure the fps is not capped in any way in build. 60 is the most common monitor refresh rate (vsync)

frank plank
#

Hey everyone,
I'm trying to implement the most lightweight solution for outputting a camera's linear depth texture (as colour into a RenderTexture) I can think of in HDRP.
My first solution was to create a simple CustomPass that blits into the output texture using a shader that writes the depth from _CameraDepthTexture (converted to linear in the shader):

ctx.cmd.Blit(ctx.cameraNormalBuffer, m_outputRenderTexture, m_sceneDepthMaterial, m_depthPass);

This works, but the camera render that happens before the CustomPass executes is still very expensive, doing all sorts of things that aren't necessary for just getting the depth of the scene.

So now, for my second solution/attempt, I was looking into writing a custom render pipeline, by binding a function to the HDAdditionalCameraData.customRender event. This should allow me to only perform the bare minimum. With this, I have succeeded in rendering the depthOnly pass of the opaque objects in the scene:

// 01 - Clear render target
buffer.SetRenderTarget(environmentDepthTexture);
buffer.ClearRenderTarget(clearDepth: true, clearColor: false, Color.clear);
ExecuteBuffer();

// 02 - Draw environment depth
var cullingResults = ctx.Cull(ref cullingParameters);
var sortingSettings = new SortingSettings(camera);
var drawingSettings = new DrawingSettings(HDShaderPassNames.s_DepthOnlyName, sortingSettings);
var filteringSettings = new FilteringSettings(RenderQueueRange.opaque);
ctx.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);

// 03 - Extract linear scene depth
// Call custom pass somehow?
buffer.Blit(environmentDepthTexture, environmentColorTexture, m_sceneDepthMaterial, m_depthPass);
ExecuteBuffer();

ctx.Submit();
#

The third step here is where I'm currently stuck. Essentially, this is where the same functionality of the CustomPass should be done, but I don't know how to call that from here. Instead, I tried to copy the Blit function from the CustomPass to here. My idea here was that if the opaque objects are rendered, the _CameraDepthTexture should now have the result of that render.
However, instead of that, the _CameraDepthTexture is filled with other data, such as the depth result of the scene view camera or the camera preview pane (see attached image). The depth of this minimum-render seems nowhere to be found, which I find odd considering the right data is there when I did it via the CustomPass approach.

Does anyone know how to get the depth of this render in a custom render pipeline function?
Am I even on the right track for what I'm trying to achieve, or is there a better way?

frank plank
#

(created a thread for this on the Discussions forum too, with some more details)

scarlet hull
#

@frank plank I saw the thread also, and am trying to have a quick try to it.
But I don't guaranty any result 😅

frank plank
scarlet hull
frank plank
#

sure

#

The camera is set up with a depth-only RenderTexture as its target texture.
The shader then blits into a colour RenderTexture (which allows me to read the pixel data).

scarlet hull
# frank plank The camera is set up with a depth-only RenderTexture as its target texture. The ...

So, what I think is happening :
When you blit to "convert" the depth, you assign the render texture, and as such, the shader is trying to read the color value of the texture, even if it a depth only one.
A render texture has a depth and color buffer, and assigning it with SetTexture will always assign the color.
I'm still searching, but the depth of the render texture is RenderTexture.depthBuffer . Now to understand how it can be passed to a shader 🤔

frank plank
# scarlet hull So, what I think is happening : When you blit to "convert" the depth, you assig...

The way I understood it, is that the (depth-only) RenderTexture that I pass to the blit as the "source" is not actually used by the shader, because the shader reads the depth from the _CameraDepthTexture in a fullscreenpass, rather than reading from the source depth texture.
In other words, the input/source RenderTexture for the blit is irrelevant to the output.
That's why in the CustomPass version, the input is the ctx.cameraNormalBuffer, totally irrelevant, but I must pass something.

scarlet hull
frank plank
# scarlet hull I'm trying to understand myself how the custom render works here. From what I se...

Alright, I'll try reading the depth from the depth RT instead of from the global depth texture.

The weird thing is that reading the global depth texture works fine when doing it in the CustomPass, but does not work when doing it in this CustomRender function. So I'm guessing that at some point in the normal HDRP pipeline, the global depth texture is edited to include the result of the render.

scarlet hull
frank plank
scarlet hull
frank plank
frank plank
# scarlet hull Nope

Do you have a suggestion for how I could read the depth value from the RT?
Or are you also looking into that?

scarlet hull
scarlet hull
#

@frank plank Maybe I was wrong, or partially, that macro seems to be more of a safegard for certain platforms.

But I did get something working.

By adding a _MainTex property to the shader, it allows to pass the camera target render texture to the blit command, and when reading from this you then have the proper texture showing (an you are already passing it from c#) :

scarlet hull
frank plank
frank plank
scarlet hull
frank plank
onyx lark
#

This isn't the current depth buffer, notably

scarlet hull
brisk axle
#

Hello guys, I'm trying to use the path tracing !
But I wasn't able to open the samples (even if I found the exact editor version for 2023), files are corrupted.
But anyway, the problem is that when I click play, I have this error :

Compute shader (SkyLUTGenerator): Property (_ShadowmapCascadeAtlas) at kernel index (3) is not set
brisk axle
#

To be precise, the error only occur when I use the physically based sky

scarlet hull
brisk axle
#

oh wait, am I stupid and just have the corrupted stuff because I was almost sleeping and foirgot about lfs ? Maybe...
(that doesn't change the error on Unity 6 though)

brisk axle
onyx lark
#

Thanks!

paper sorrel
#

can anyone tell me why this black thing coming on the 3D models I imported in Unity from Blender, when I slide the normals to 0 this disappears, but when the slider is 1, this is the result

#

and some places has this

rocky latch
scarlet hull
brisk axle
scarlet hull
#

(well, I DO have apparently a missing script, but it doens't seem to be of big issue)

brisk axle
#

oh right, my bad. The scene doesn't use pathtracing and stuff. It's only GI. I was hoping to see if my settings were the problems, that's why I downloaded the samples.

#

you can test on it though, simply add pathtracing and make sur to have the physicaly based sky

#

once you hit play you'll get the error from the compute shader (SkyLUTGenerator)

scarlet hull
#

Oh, gotcha.

#

Because the error only occurs once, I'm thinking of some race condition in the order of data assignations / shader executions ...

scarlet hull
brisk axle
#

Same problem with 6 and 6.1

scarlet hull
brisk axle
clever wing
#

Hi, I’m trying to create a localized volumetric nebula for a strategy game in HDRP, but I’m getting a bit confused when it comes to the volumetric fog feature. The game is 2d in the XY plane with the perspective camera positioned at -Z looking towards z=0. To be clear, the camera is generally positioned outside the nebula/cloud and the cloud needs to be confined to a particular space

I’ve tried importing the fog samples from the sample scene, and they render alright in scene view but I can’t seem to understand how to force them to render from a large distance (they seem to be clipped at someone like 70) and I’m not sure if this is even the right tool for the job ultimately.

My hope is to create a point cloud defining a volume of space, enclose it in a hull mesh and then place fog within that mesh with some edge fuzzing. So far I’ve got the hull mesh, but I’m a bit lost after that

rocky latch
#

This affects the local fog as well

clever wing
#

The thing that's really confusing me with that is what units it's actually using, because atm I have it set to 999 million and it's still fading out within ~70 unity units

#

ie: the first is with the fog volume at z = 0 and the camera at z = -57, no tilt. Second is at z = -69

rocky latch
#

It's all in meters

#

On the Volume component, Volumetric Fog Distance

clever wing
#

Ah, got it, the 'distance' part of the name was getting blocked by the input

#

and then what would be the best way of having the discrete volume of fog without fogging the rest of the scene/camera generally?

#

I can knock the attenuation value up to some stupidly high number, but I'm guessing there's a smarter way

rocky latch
#

Unless you're inside it

clever wing
#

Enabling the Fog module in a volume seems to apply fog to the camera whenever it's in that volume unrelated to the volumetrics, but disabling it also disables rendering of the volumetric

rocky latch
#

Yes, there's the global volumetric fog controlled by the volume

#

I'd just set the attenuation distance really high to somewhat disable it

clever wing
#

Good enough!

#

a little bit of it is nice for vibes anyway

#

So to fit the fog volume to the ingame volume, I'd want to convert my mesh to a 3d texture?

scarlet hull
scarlet hull
brisk axle
south girder
#

<@&502884371011731486>

onyx bane
#

Okay, so you may all tell me how stupid I am but I did it anyway. I want to convert my URP project to HDRP, so firstly the smaller problem is that Convert All Built-in Materials to HDRP does now work, But that is not a huge problem as I mostly just have URP lit materials which I can convert manually, BUT I have one custom shader made in shader graph, how would I go about recreating/converting that

stoic sand
#

what is the proper way to switch between DLSS and STP (And Check for NVIDIA as card Vendor first)
Via scripting these days?

#
 switch (value)
            {
                case 0:
                    isDynamicResEnabled = false;
                    settings.dynamicResolutionSettings.advancedUpscalersByPriority.Clear();
                    break;
                case 1:
                    isDynamicResEnabled = true;
                    if (SystemInfo.graphicsDeviceVendor.ToUpper().Contains("NVIDIA"))
                    {
                        settings.dynamicResolutionSettings.advancedUpscalersByPriority.Add(AdvancedUpscalers.DLSS);
                        isDLSS = true;
                    }
                    else
                    {
                        //fallback to STP
                        isDynamicResEnabled = true;
                        settings.dynamicResolutionSettings.advancedUpscalersByPriority.Add(AdvancedUpscalers.STP);
                        isDLSS = false;
                    }
                    break;
                case 2:
                    isDynamicResEnabled = true;
                    settings.dynamicResolutionSettings.advancedUpscalersByPriority.Add(AdvancedUpscalers.STP);
                    isDLSS = false;
                    break;
            }```
#

It works (have not tested build)

But i feel like it's a bit convoluted?

#

Writing to a new List<> and setting the internal pipleine list to it was not working but writing directly to it works

hollow tangle
scarlet hull
stoic sand
jagged raven
#

hey guys i have a main character flying over water and other reflective surfaces, but there seems to be some sort of box around him that ruins the reflections, not sure what that is?

hollow tangle
# jagged raven

It's very difficult to see what's going on with such a small picture. Suggest you provide a much bigger one and confirm more details. What box are you referring to? Does it appear this way in scene view as well? What materials are on your character? Suggest showing full inspector for the materials

dry turtle
unborn spear
#

how do i fix this clear reflective square on my hdrp decal material?

rocky latch
south girder
unborn spear
#

oh

south girder
#

I'm pretty sure anyway... checking now

#

Yeah this

rotund ridge
#

Is it possible to "get" the informations from the material below the decal ? Like I want the smoothness to be the base value + the value I set in the decal material?

rotund ridge
rotund ridge
onyx lark
#

it's definitely impossible in forward rendering, since that information is literally never stored

#

i was briefly experimenting with creating a shader for VRChat that deletes light sources -- basically by calculating how much a surface should be lit up and subtracting that much light

#

but without access to any information about the surface, that's not doable in general

scarlet hull
# onyx lark Even when doing deferred rendering?

While it could technically be done, the HDRP deferred lighting model only does regular blending with decals, and doesn't have an option to add decal over surface smoothness.

It could also be done in forward if you wanted to, but similarly, not implemented that way in HDRP.

onyx lark
#

not whether the built-in decal system can do it

#

makes sense

#

It could also be done in forward if you wanted to

How would that be possible?

scarlet hull
# onyx lark > It could also be done in forward if you wanted to How would that be possible?

In HDRP, forward decals have two possible ways to work :

  • For forward opaque objects, the decal are applied by reading from the fullscren decal buffers, that are rendered by projecting the decals information onto the depth buffer (d-buffer decals).
  • For forward transparents, the decals (that are set to affect transparent) visible on screen have their maps baked into a dedicated atlas texture, and are clusterd (like for lights). They are then applied to the surface by the shader.

In both cases, once again, the HDRP lit math apply decal by blending smoothness, but if you are brave enough to make you own custom lighting (or alter HDRP source code), you can implement additional decal smoothness.

rocky latch
#

Ngl though, this would be a lot of work

scarlet hull
#

Yep

#

I've never told it would be easy peasy ^^

onyx lark
#

or does the Lit shader look for decals?

#

that'd make some sense

scarlet hull
onyx lark
#

The only time I can see you being able to blend between the surface's smoothness and the decal's smoothness is while you're rendering the surface

#

so I'd imagine the Lit shader would sample the decal buffer and mix that smoothness with its own smoothness

#

is that at all correct?

scarlet hull
onyx lark
#

cool, that makes sense!

#

which is why there's that Receive Decals toggle on the Lit shader

#

unlike with deferred rendering, forward rendering requires the shader to cooperate

scarlet hull
onyx lark
#

oh, so the decal doesn't get pasted into the G-buffers after opaque rendering is done?

scarlet hull
onyx lark
#

Gotcha. I was imagining something more like:

  • Opaque materials write to the G-buffer
  • Decals read the G-buffer, blend with it, and write to the G-buffer
scarlet hull
shadow escarp
#

Hey! I was wondering if someone could help me out with this error I get everytime I create a hdrp empty template. I don't know what is causing it, I've already deleted and re-installed the Unity version I'm using and it doesn't seem to go away (I'm using Unity 2022.3.9f1)
Thanks in advance!

rocky latch
#

Also you should probably update to 3.58 at least. No sense starting a new project in an old engine version

shadow escarp
shadow escarp
ruby haven
#

how do i fix the pixelation in my normal maps? the normal map texture is of high quality, is there a normal map sample that i can edit that would improve this or something like that?

#

heres another example:

scarlet hull
rocky latch
#

Looks like JPEG compression blocks

shrewd moon
#

DXT compression is visually somewhat similar to jpeg compression, but it's worth it to rule it out that the assets weren't compressed before importing into unity

scarlet hull
ruby haven
#

i always forget about the compression artifacts

ruby haven
#

ill try with tiff or exr and see if its gone but i dont think it will change

#

it looks like exporting as .exr simply fixed it

#

super weird

scarlet hull
magic blade
#

in HDRP why some object are not getting lit properly? I'm only using directional lighting in the scene

magic blade
scarlet hull
magic blade
#

also the drawer is getting lit properly on urp

scarlet hull
magic blade
scarlet hull
magic blade
scarlet hull
# magic blade yes

Can you show the material inspector ?
Maybe also the normal map import settings ?

magic blade
#

it has to do with normal map. set it to 0 is fixing the issue

scarlet hull
magic blade
#

is there any option to automatically set it while extracting the texture from fbx model?

magic blade
eternal laurel
#

We however use the naming convention of _N or _n for normal maps

#

Nobody want to type bumpmap into every texture name

smoky sapphire
#

Does anyone know how to make a Stencil using the Custom Pass Draw Renderers?
So i want an object on a layer that is transparent and objects on a different layer are invisible when looking through it.

brazen trench
#

Has anyone seen this issue in HDRP? 17.0.3, trying to use Adaptive Probe Volume...

System.Reflection.RuntimeMethodInfo.ConvertValues (System.Reflection.Binder binder, System.Object[] args, System.Reflection.ParameterInfo[] pinfo, System.Globalization.CultureInfo culture, System.Reflection.BindingFlags invokeAttr) (at <eb0ef51e5908461ca908fdf6b2dbd966>:0)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eb0ef51e5908461ca908fdf6b2dbd966>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <eb0ef51e5908461ca908fdf6b2dbd966>:0)
UnityEditor.Rendering.ProbeVolumeEditor.FrameSettingDisabledHelpBox () (at ./Library/PackageCache/com.unity.render-pipelines.core@89eb3bdcd743/Editor/Lighting/ProbeVolume/ProbeVolumeEditor.cs:126)
UnityEditor.Rendering.ProbeVolumeEditor.OnInspectorGUI () (at ./Library/PackageCache/com.unity.render-pipelines.core@89eb3bdcd743/Editor/Lighting/ProbeVolume/ProbeVolumeEditor.cs:163)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass79_0.<CreateInspectorElementUsingIMGUI>b__0 () (at <9e6ebc012b944bf1ac9a620fd8e232d1>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)```

The component is totally blank because of the error (and light probes are enabled in settings):
#

Nm, it works, had to remove code in the HDRP RP Library.... its a unity bug they haven't fixed yet (wth?):

thorny pawn
#

Hey guys, im trying to make a river from the new water system in HDRP. Visually i figured it out with a custom mesh but when i wanted to enable underwater - it says that only the box collider is required as a component for the river, and its still where the river is. And its impossible to edit box collider? Even if its possible it will still be like a repititive work. Can anyone tell me how to make rivers with collider and underwater properly please?

ruby haven
#

i might as well try that

broken lichen
#

I'm making a game set in space and sometimes the player's ship will be orbiting a planet with the sun behind it, so the planet casts its shadow on the player's ship. The planet is rendered analytically with a custom sky shader, so it's always infinitely far away. But what's the best way to implement the planet's shadow? It's far too big and far away to try to put it in the shadow maps, so I would normally approach this by customizing the lighting and calculate the shadow analytically as well. But is that doable in HDRP?

I could just turn the directional light off, but I want to be able to have distance objects ahead of you in your orbit catch the light first, while you're still in shadow, which won't be possible if I change the directional light globally.

broken lichen
#

I'm not against needing to fork the HDRP package and modify lighting shader files there, if that's what's necessary. I just can't find any threads or articles about it.

scarlet hull
broken lichen
scarlet hull
#

It's essentially an orthographic spot.

broken lichen
# scarlet hull Spot light, shape mode "box"

Hmm, interesting. That could be an option. The planet's penumbra would be large enough to approximate with a single intensity even for large objects. Though, there can be an arbitrary amount of objects around the player, close and far away, big and small, and so I would need to create a system for managing all these fake lights. Definitely would prefer a shader solution that works dynamically.

scarlet hull
broken lichen
fallow hearth
#

Hey is there a way to make it so that one light can have a high intensity to brighten up a big room but not over expose close objects? Like a way to limit the max brightness amount / exposure a game object can receive

#

Because in the default render pipeline there was a set limit that prevented an object being brightened so much it was completely white but in hdrp there isnt a limit

#

Id like to have flexibility over how light behave

scarlet hull
fallow hearth
#

How would i do that ? I dont understand why this would work/how it works

thorn gull
#

Hey, does someone maybe have some advice on how to make something like the blue/white preview graphic, as seen in the images (Planet Coaster & Cities: Skylines 2)? I thought about decal projectors, but I'm not sure if that is the proper approach.

rocky latch
thorn gull
#

@rocky latch Oh wow, I hadn't thought about a (procedural) mesh with some transparency and just render it in front. I'll dive into that straight away haha. Thanks!!

hollow tangle
fallow hearth
#

Also I remarked that hdrp lights no longer show a white light ring bubble at their transform

shrewd moon
inland palm
#

Im trying to use CustomPassUtils.RenderFromCamera in a custom pass to render an offscreen character to a render texture but only the eyes of the character are visible... would anyone know why that might be?

inland palm
#

ok i got that fixed... however now somehow the renders are mildly transparent , like the image of the main scene is passing through

dawn sorrel
#

Ive always wondered what to do about scenes where theres both indoors and outdoors, with a directional light and a physical skybox.

Making the ambient lighting be static isnt a solution, as it makes all shades completely black, which is of course bad.
Using volume boxes has its own issues, like a visible transition, plus if you look from indoors to outdoors with a window or something, it will look weird outside.

So have you done anything to solve this?

smoky sapphire
dawn sorrel
dry turtle
dawn sorrel
#

The sun is always slowly rotating for the cycle, its not states

inland palm
#

@woven sonnet Sorry for the, ping but I found your github of custom samples and it's been very useful (thanks!). Im wondering if you could look at my custom sample that is meant to render some live offscreen characters into the ui. The issue is that the characters seem to be transparent for some reason, like you can see the image of the main camera through them. Do you know if there's an obvious reason for that?

    protected override void Execute(CustomPassContext ctx)
    {
        // Executed every frame for all the camera inside the pass volume.
        // The context contains the command buffer to use to enqueue graphics commands.
        RenderStateBlock overrideDepth = new RenderStateBlock(RenderStateMask.Depth)
        {
            depthState = new DepthState(true, CompareFunction.LessEqual),
        };

        foreach (var render in Renders)
        {
            var camera = render.Camera;
            camera.TryGetCullingParameters(out var cullingParams);
            cullingParams.cullingOptions = CullingOptions.None;
            // Assign the custom culling result to the context
            // so it'll be used for the following operations
            ctx.cullingResults = ctx.renderContext.Cull(ref cullingParams);
            CustomPassUtils.RenderFromCamera(ctx, camera, render.RenderTexture, ClearFlag.All, camera.cullingMask, overrideRenderState: overrideDepth);
        }
    }
dry turtle
dawn sorrel
#

Alright good then, thanks

frozen compass
#

Hello guys, I'm trying to change the light color (of an area light at this moment, but it's for every type of light). I need to do it by script, but the color I display just befor to do light.color = color.... isn't the same as the one I can see after in the editor. Is it normal ?

scarlet hull
frozen compass
#

Humm I just tried with the default colors Color.red, and their is no problem here, my bad I guess I have to "normalize" my color

#

Oh god, yeah I messed up.... x)

scarlet hull
#

Hum, with a very simple script I have the exact same colors on my light ... could you maybe show your code ?

woven sonnet
#

@meadjix Sorry for the, ping but I

lofty rivet
#

Adaptive Probe Volumes are not working with realtime Gi - says no support for enlighten in the inspector of APV’s

#

Does anyone understand whats going on with APV’s and realtime gi?

rocky latch
#

Lol

lofty rivet
rocky latch
#

Ray traced GI is a real option now too

lofty rivet
#

Right thanks alot, ill try my luck with ray traced GI 🙏

#

It just doesnt make alot of sense to me because APV’s seemed to solve the manual placing of light probes and yet they only apply to mixed lighting…

#

A shame but I just wanted to try it out.

rocky latch
#

I believe they talked about adding this but you probably know how it is with Unity these days

#

Everything takes 3 years then gets abandoned at 80% completion

scarlet hull
# lofty rivet It just doesnt make alot of sense to me because APV’s seemed to solve the manual...

Yes, APV solves the manual placement of light probes, and it also adds per pixel blending of probes (regular light probes are blended over the whole object, unless using LPPV which is CPU intensive).
For a night/day cycle you can use APV scenarios and blend between them, but indeed it won't work for fully dynamic lights, like if the player is holding a torch light.
For that last case you can use SSGI with or without raytracing, or some asset store assets that implement other forms of dynamic GI.

cyan raptor
thorn gull
#

Hey, I'm currently struggling with a Custom Pass Volume and I'm not sure if I'm approaching this correctly.

Let's say we have two simple planes, both identical and at the same position. I give one of them the layer 'terrain' and the other 'infront'. Now, in my Custom Pass Volume I want to set it up so 'infront' always renders in front of terrain, no matter what. So there wouldn't be Z fighting with them being different materials. Is this the correct approach? Thanks in advance 🙂

scarlet hull
scarlet hull
onyx lark
#

one thing that comes to mind is to use ZTest Always, and to then do your own depth test with a little extra "fudge factor"

#

I guess that if they're literally the same renderer, it should work out

scarlet hull
onyx lark
#

the depth calculation should be deterministic

#

yeah, that makes sense

#

i hadn't actually considered that before!

thorn gull
#

I couldn't quite figure the ZTest out. Is this a solid/performant approach? I'm rendering 'graph' in front of 'terrain', and then 'default' again so graph is always in front of terrain, but not in front of everything.

scarlet hull
cyan raptor
thorn gull
scarlet hull
thorn gull
#

But thanks for the help though!

dawn sorrel
#

Ive always wondered what this tab "framework" is called.
Its present in multiple things, like Volumes, Profiles, Scriptable Objects even.

scarlet hull
scarlet hull
# cyan raptor unity 6 or 6.1 beta

We were not able to reproduce the issue you're showing internally, so if you are able to share the project so we could have a quick look, or even send a bug report if you are sure that it is not a setting issue, that would be great !

meager rivet
#

Hi everyone 🙂
I am creating a graphic settings tab for our game and I'm working on the shadows resolution atm.

I try to modify
QualitySettings.shadowResolution
But it seems that lights override this parameter by default. Is there a way around this issue ? I want to avoid doing something like
light.SetShadowResolutionOverride(false); on every lights HD additional data (which doesn't seem to work either)

I can see there is a "HDShadowManager" maybe this is what I should go for ?

Basically what I'm trying to achieve is that this should be managed through some global parameter.

scarlet hull
meager rivet
#

What about custom quality settings where I want to change only shadows resolution without switching the whole HDRP asset ?

scarlet hull
#

But that's unsupported behaviour.

meager rivet
#

Weird, lots of games have been doing graphic settings this way not only using a « ultra,high,medium,low » but also allowing a custom environment where player can customise qualities individually..
I’ll need to dive in it then

meager rivet
#

@scarlet hull This worked

cyan raptor
#

I‘ll submit this as a bugreport then

dawn sorrel
scarlet hull
dawn sorrel
#

Anyone else has this bug? For me its present in all Unity 6 versions

scarlet hull
dawn sorrel
scarlet hull
dawn sorrel
#

This line is causing it, a while ago I just removed this line and the errors went away, but the ground tint was still turning black lol

#

EditorGraphicsSettings.SetRenderPipelineGlobalSettingsAsset<TRenderPipeline>(instance);

scarlet hull
#

I think I saw something similar in the past that got fixed, did you try with latest releases ?
Like 6.0.40 instead of 6.0.27 ?

dawn sorrel
#

using 6.0.40 right now

scarlet hull
#

oh ...

#

Force a full reimport of the project maybe ?

dawn sorrel
#

Im already making a new one

#

In the new shorter folder

scarlet hull
#

Project templates come with pre-built libraries, and at some point it has missing shaders. So forcing a reimport fixes it (but it should not happen anymore in recent versions)

dawn sorrel
scarlet hull
#

Just "reimport all"

dawn sorrel
scarlet hull
#

Ow, that starts to be concerning ...

dawn sorrel
#

Damn im missing out on those better volumetric clouds

scarlet hull
#

I don't have the issue myself with 6.0.40 ... I'm wondering if for some reasons de files are missing in the different package manager caches

#

you could try to empty the project library as well as this folder : C:\Users\[username]\AppData\Local\Unity\cache\npm

dawn sorrel
#

give me a second it takes like 5 minutes to open lol

dawn sorrel
scarlet hull
#

I'm out of ideas :/

dawn sorrel
#

Honestly if it doesnt mess with the build its probably fine

weak moon
#

why is my HDRP underwater green?

paper sorrel
paper sorrel
#

on second thought I thought I should have asked this in cinemachine chat

dawn sorrel
# scarlet hull I'm out of ideas :/

Thought about it, I can probably just find an empty U6 HDRP project that isn’t broken like mine, copy it for myself, and just duplicate it for when I want a new project

#

Maybe even put it as a template to make it more official

scarlet hull
cyan raptor
sand helm
#

Hey! Im not sure if this is the correct place but Im struggiling with my occlusion culling setup and Im using HDRP so maby it is different in hdrp? I dont know.. please redirect me if I should post this somewhere else.

This is how my scene looks like with and without occlusion culling
https://gyazo.com/2f9e567821162c614ab451e3f3d1dca9
https://gyazo.com/f33e146113d254f1df729c95769b4e0a

The player is in the top right corner.
I get really bad fps while facing the camera towards the rest of the level, even tho the occulsion culling visualisation shows me that there is nothing being rendered.

However if I manually go into the hierarchy and disables all the walls/props that is out of view the framerate increases dramatically

rain quiver
#

For packing texture in HDRP Lit shader

dawn sorrel
#

Any good way to prevent high-intensity SSAO from making these artifacts?

#

At bigger intensity

sick furnace
#

hey guys i’m making an hdrp lit shader graph but when i apply it to a material i am not able to change anything in the inspector of the material, why is this? Thanks in advance

sick furnace
scarlet hull
# sick furnace

Isn't this the inspector of the default material ? (the sub asset of the shadergraph)

crude marsh
shrewd moon
# crude marsh whats going on with my sky?

Compared to the ground lit by the sun your sky is very dark
When only the sky is visible automatic exposure brightens it up to compensate
The ground, the sky and other objects you'll have in the scene should have more even brightness

#

Or alternatively use a different mode of exposure

crude marsh
#

it is!!

#

that would actually be very useful

crude marsh
#

Bloom doesnt really seem to behave the same way in HDRP than it does in URP

shrewd moon
#

This would work but kinda prevents you from learning how exposure values and real world light units are meant to be used

dawn sorrel
dawn sorrel
rain quiver
#

for hdrp mask map lit shader

mortal forge
#

Don't suppose anyone here might be able to 'decode' what this actually is doing? My HDRP project (U6) runs really really well, except when it doesn't, and when it doesn't, it's always shadows that is the culprit

dawn sorrel
dawn sorrel
#

Guys i switched to hrdp i think lights are much better?? Though havent tried much yet. The game looks more based. But was it worth to switch? My game is rather low graphics low poly game

magic blade
#

in hdrp why baking lightmap giving this black result for some surfaces?

dawn sorrel
#

Cant fix this shadow map issue (rectangular seams). Its in point light only i think. My guess would be that the thing projects textures in all directions (6 in total) and the seams are made where the textures meet but maybe im wrong.
Disabling 'Shadow Map' or "affect spectacular" gets rid of it, but then lighting is uglier.
I tried lot of settings in light and hdrp profile but it doesnt go away, anyone knows?

meager rivet
#

Hello, I tried setting Unity Editor to DirectX12 using this arguments at launch.
(to access raytraced GI etc..)
-force-d3d12
Now whenever I enable FSR on a camera the editor crashes.
Anyone already had this issue ?

scarlet hull
scarlet hull
shrewd moon
scarlet hull
meager rivet
#

dx12 first in list will change the editor's api ?

#

I'll try

dawn sorrel
#

I was hoping to create a torch

shrewd moon
#

the radius should make the light component the same size as whatever is visually emitting that light
Your torch flames in this case

meager rivet
#

@scarlet hull ~~The editor works fine. ~~

It still crashes but this time when I opened the project setting.
I'm wondering if the editor doesn't just struggle with DX12

dawn sorrel
#

Wait that is too slow jfl

#

You are right that reducing radius helps

meager rivet
scarlet hull
hollow tangle
# meager rivet <@532477925250039820> ~~The editor works fine. ~~ It still crashes but this tim...

I reported a consistent and repeatable crash within first minute or two when DX12 is enabled on my laptop. Unity support said they were aware of the issue but could not or would not disclose the cause to me. The solution I found was to disable DX12. Thankfully that’s not my primary machine. It’s still not working quite some time later. All this to say I’m sure there are several known configurations that are not compatible. You should submit a crash report with project files.

meager rivet
#

copy pasting from "shaders" section

meager rivet
#

I've tried looking into IPreprocessShaders but it seems you can only choose to strip variants, not force them to be included

meager rivet
#

@scarlet hull Maybe you have an idea ? 🙂

scarlet hull
# meager rivet

Are you changing the filtering quality by "force" on the RP asset in build, or just switching the quality level ?

meager rivet
#

I'm doing it via code

        HDRenderPipelineAsset asset = GraphicsSettings.currentRenderPipeline as HDRenderPipelineAsset;
        if (asset)
        {
            RenderPipelineSettings settings = asset.currentPlatformRenderPipelineSettings;
            
            settings.hdShadowInitParams.directionalShadowFilteringQuality = GetHDShadowFiltering(graphicsSettings._ShadowsQuality);
            settings.hdShadowInitParams.punctualShadowFilteringQuality = GetHDShadowFiltering(graphicsSettings._ShadowsQuality);
            settings.hdShadowInitParams.areaShadowFilteringQuality = GetHDAreaShadowFiltering(graphicsSettings._ShadowsQuality);
            
            asset.currentPlatformRenderPipelineSettings = settings;
        }

Practically it works in editor, I just don't have the required shader variants included in the build :/ Either way, switching the quality levels would also be done by code

#

Should I create a script referencing all HDRenderPipelineAsset in my scene just to make sure they are referenced in the build and that relevant variants are compiled ?
I guess that's what Unity should already be doing

scarlet hull
meager rivet
#

I see

#

I will try to switch the quality levels in build and see if the problem also occurs

#

If not then you are mostlikely right

meager rivet
scarlet hull
meager rivet
#

I can try. Where is the entry point on Unity's website for submitting a bug report ?

scarlet hull
mortal forge
#

Vulkan - Suboptimal memory type used for buffer because of low memory

^Anyone using HDRP + Vulkan run into this one? It's a constant annoyance, spams every frame even in editor, and has persisted throughout all Unity 6 versions including 6.1betas so far for me. It does sort of correspond to how much graphics memory the game is using, in the sense that if I crank textures down to 1/4 on my machine with 12GB VRAM it does go away, but according to all profiling tools (Graphics driver analytics via Adrenalin, Unity Profiler, Unity Memory Profiler), I still have plenty of VRAM left.

On my current machine, sometimes it spams every frame in editor, sometimes it doesn't, but when it doesn't, it will occur when I do very simple things like spawn a small VFX graph (particle effect), which only takes like 10-20kb of VRAM.

#

+Not really keen to submit a repro/bug because it's not even reliably reproducible, and extremely hardware-dependent.

unreal heron
#

My HDRP build is coming out with lighting and material issues,, it looks flat and unlit, the scne looks just fine in the editor.. I had added a custom for DLLS, I removed it and it's related settings, reinstalled HDRP and this is still happening ...

eternal laurel
#

First pic looks like you are missing reflection probes to me

mortal forge
#

Is that textures loading in/mipmap streaming?

#

Is that a default/inbuilt Terrain component?

lusty oyster
#

yo im mkaing gta-like game with big open world and in night scene the cars reflection is outlined by moon light any way of fixing it?

crude marsh
#

how can i improve the postprocessing for my horror game?

crude marsh
#

I went through a couple of changes but heres what I think I landed. on let me know how it looks!

vocal rivet
#

Super cool looking though

vocal rivet
#

Contrast is super helpful for scary games

crude marsh
vocal rivet
mortal forge
#

Is this normal when looking in the profiler of a standard HDRP frame? Feels like it's not

hollow tangle
finite imp
#

Hey people. I have this weird bug. whenever i close and reopen a hdrp scene, the lighting sort of breaks(?)
Left is after right is before closing and reopening. Any help would be appreciated thanks in advance!

finite imp
#

Whole server is asleep rn?

#

I am going to crash out ts how do i fix this bro 💔

burnt pumice
hollow inlet
#

All i know its unity issue not hdrp. Had similar issue in 2D

iron siren
#

Hello everyone. I have a HDRP project and was getting some weird CPU spikes in my scene so I tried in a new empty scene and the spikes are still there... Is this normal? Semaphore.WaitForSignal taking 90% CPU usage every 1 or 2 seconds? In an empty scene?

hollow tangle
#

Anytime something unusual happens in the editor, like a volume profile stops working or I get longer domain reloads, 90% of the time simply restarting the editor resolves it.

iron siren
fallow hearth
#

hey yall i just realised i remember a while back i asked how to remove the halo (like a white circle) that was in the air when you put a light in hdrp and when i asked for help i was told its made like that you cant remove it because your supposed to make a lamp or something so its not visible

#

well i just realised that now in unity 6 that white circle halo thingy is gone so thats a win for me

#

glad they are doing improvements

#

very nice 👍

gilded warren
#

Hi

#

I am making game in HDRP but not good graphics

eternal laurel
#

Ok and ?

eternal laurel
#

I’m still not seeing a question a here

gilded warren
#

I need graphics like this

#

Do I need to change the global Volume

#

Or a camera effect

#

Any plugin for that

eternal laurel
#

Like what? The grainy murky post processing going on ?

#

Almost like a bad VHS tape ?

gilded warren
#

Okay

#

Any plugin for that or just

eternal laurel
#

If you are going for old school style graphics like this why even use HDRP ? You will just pay a perf cost that will not justify the end result. Use URP it will be much easier to extend and modify to fit your creative needs

rose vault
#

This. Go for urp first of all

fallow hearth
#

All of that is included with unity

#

Inside the global volume

#

You can also add a bit of bloom for your ambience

#

Just tweak some settings around im sure youll find something that perfectly fit

#

Cause thats what makes the difference between a bad game and a good game

#

I had an ugly game and post process really made it look very good! Like the difference is so big you would think its not even the same game

#

Also use chromatic aberration

#

If u want the creepy vibe thing

smoky obsidian
#

can anyone help to solve this?

rustic crow
#

how can i fix this on my glass?

pure hornet
#

Good day everyone, Im a beginner in unity, can you guys help me on how to fix this thing. i tried creating a hdrp asset in asset as a youtube tutorial said but its not working.

hollow tangle
pure hornet
#

im currently developing a 3d mobile game rn

#

for my school project

hollow tangle
#

HDRP is not for mobile

#

You want URP

pure hornet
mortal yoke
#

I confirmed that there were issues with the display of Volumetric Clouds in Unity 2022.3.32f1, so I migrated to the latest version, Unity 6000.0.41f1.

The migration went smoothly, and the issue where objects with Emission applied would appear through the clouds was resolved. However, as shown in the image, black flickering occurs.

I have confirmed that Bloom and normals are not the cause.

How can I fix this issue?

fallow hearth
dawn sorrel
#

Why is VSync so inconsistent in Unity 6 (41f), it fails to keep the game at 60fps, it goes to like 70+ randomly.
HDRP Specifically

#

NVIDIA settings dont conflict with it either

pale sigil
#

In 3D animation one can set a geometry to show only shadows. This is useful to integrate a 3D object into a 2D background using invisible meshes that only catch a shadow.

In Unity 6 HDRP I’ve put a 3D object into a 360 video, and would like to integrate it better by casting a shadow on the video’s ‘floor’.
Are there ‘shadow catcher’ shaders in HDRP?

Another improvement would be using the 360 video as a light source around the added 3D object, although the 360 video isn’t HDRI.

pale sigil
meager rivet
#

Hi again everyone !

We have an issue regarding raytracing for GI, SSR and AO.

On my computer, raytracing seems to behave exactly like raymarching.

On my collegues' computer raytracing works well. (see screenshots)

My computer (RTX 3080 driver 572.7)
His computer (RTX 3080Ti driver 572.7)

We are both running the same build in DX12.

#

@scarlet hull 👋

#

Here is the code handling the changes when applying settings

scarlet hull
# meager rivet

Did you try to debug the build or log infos to know which of the if blocks is called on the two machines ? (like, is the if condition failing on your machine when it should pass)

#

I guess that the condition is still true since what seems to be RT reflection is not fully disabled. But would be better to log to be 100% sure.

meager rivet
#

I'll add some logs and brb

scarlet hull
meager rivet
#

@scarlet hull
We both passed into the condition.

However, now it seems to work.

What i changed is the default settings of the SSR, GI and AO in the volume profile. Everything is disabled by default and now it seems to work.

mortal forge
pale sigil
rustic crow
#

when i create my glass i get this weird black border around my camera, does anybody know what causes this?

#

it only happens when I use refraction, and i did set the thickness

south girder
#

Probably because refraction is in screenspace so it doesnt know what to do at the edges of the screen

#

@rustic crow

visual swift
#

Hi everyone, did anyone from you experience same issue with HDRI skyboxes ? Even i put light blocks for building some objects still recieve lighting from skybox.

Any idea what might be wrong ?

#

As you can see, the frames, chair, doors recieving light even there are blocks all around.

mortal forge
shrewd moon
#

Environmental light has two parts to it, the ambient/diffuse, and reflections/specular
Light probes and APVs are for ambient diffuse light, reflection probes are for the specular part

torpid elm
#

how can i make my SSR less "noisy"?

#

when moving, its super jittery. when stopping, it smooths out and looks nice.

hollow tangle
torpid elm
#

oh whoops tier max ray steps should be 64

#

ignore that super high value

hollow tangle
#

shouldn't the Enable (Opaque) be checked?

torpid elm
#

surprisingly, nothing changes with it on or off

hollow tangle
#

do you have any other volumes in your scene?

#

probably best to get out the rendering debugger and see what's actually going on

torpid elm
hollow tangle
#

Windows > Analysis > Rendering Debugger > Volume > Main Camera > SSR

#

that will show what the actual settings being applied are and where they're coming from

torpid elm
hollow tangle
#

Then set Component to Lighting > SSR

torpid elm
#

ah ok i see

#

so what am i looking for exactly?

#

i see a bunch of values

hollow tangle
#

Maybe share a pic

torpid elm
hollow tangle
#

You want to see where the SSR settings are ultimately coming from

#

ok so DefaultSettingsVolumeProfile is the Volume you referred to right?

torpid elm
#

this is the one

hollow tangle
#

well something fishy is going on

#

Search your scene for another volume profile

#

Hiearchy Search "t: volume"

torpid elm
#

just one :(

hollow tangle
#

ok, well here's mine

#

As you can see, without a Volume Profile in the scene it defaults to the default profile you set in your project settings

#

but you have none

#

which leads me to believe it's not even enabled

torpid elm
torpid elm
hollow tangle
#

SSR enabled in the DefaultSettingsVolumeProfile

#

From your project view search for DefaultSettingsVolumeProfile

#

Here's mine

torpid elm
#

yeah i just looked through it and i dont see SSR

#

nvm its here

#

so what does this mean?

hollow tangle
#

ok, maybe it's not enabled on this pipeline asset then

#

even though it ddin't complain

#

what quality setting is your project on?

torpid elm
hollow tangle
#

ok, so go to the High Fidelity pipeline asset

#

search for SSR and make sure it's enabled there

torpid elm
#

yup its on

hollow tangle
#

Ok, then I'm not sure what's going on

#

The Rendering Debugger seemed to suggest SSR was on, but it didn't show either your SRP asset or your Default Volume profile having SSR. It also didn't show the volume profile you've put in your scene

#

This is what the Rendering Debugger should show

#

It clearly indicates that by default I have SSR enabled. But then i've DISABLED it one of my volumes in my scene, resulting in it being disabled

#

Yours shows no details, but suggests it's on. I've never seen that before and I use the Rendering Debugger a lot

torpid elm
#

so why does it show that theres nothing here for me?

hollow tangle
#

that's strange too

torpid elm
#

and how is a different volume being used when i can see the changes i make on the one in my scene?

hollow tangle
#

no clue man, that's why I'm out of ideas

#

I was going to say check your camera to see if you've turned anything weird on or off

#

but that shouldn't matter

torpid elm
hollow tangle
#

Do you have a Volume Mask set?

#

Do you have Custom Frame Settings enabled?

torpid elm
#

volume mask is set to default and idk where to find \custom frame setting

hollow tangle
#

In the Rendering section of the Camera component

torpid elm
#

oh, no thats turned off

hollow tangle
#

ok.. and your volume's game object is on the Default layer?

torpid elm
#

yup

hollow tangle
#

what version of Unity are you on?

torpid elm
#

6000.0.32f1

hollow tangle
#

i think some changes took place to rendering debugger on .38. But I doubt it's related to whatever is going on for you. Do other volume overrides on that volume work? Like a simple exposure?

torpid elm
#

yeah everything else seems to work fine

hollow tangle
#

hopefully someone who knows more than I do can help

torpid elm
#

i guess I'll admit defeat for now. thanks for all of the attempts, though!

torpid elm
#

ive tried setting the atlas size to the highest setting but i keep getting the same error. what's causing this and how do i actually fix it?

scarlet hull
torpid elm
magic blade
#

in hdrp how to include ambient lighting while baking the lightmap? everything appears dark in the lightmap when all the lights are turned off

magic blade
#

directional light is present in the scene. although it's not directly reaching the room. I want to achieve diffused lighting from the directional lighting

hollow tangle
#

Wrong channel - this is for HDRP. There’s a URP channel

rain oyster
#

Sorry, I will delete it. Thank you! 🙂

shrewd moon
#

The lights need to contribute to GI, meshes need to receive GI, and the light must not be occluded from reaching the surfaces

#

And you can't have more general light baking issues that would prevent lightmapping from working

magic blade
magic blade
#

what's the approach to get diffused light from the environment on lightmap then?

shrewd moon
#

First with a baked type light inside the room, then use the lightmap GI visualization to verify it is drawn on the lightmap

scarlet hull
torpid elm
torpid elm
#

just tried restarting and the error is still completely gone 🤷‍♂️

torpid elm
#

what is the HDRP equivalent of these URP properties?

in URP, when texture painting, these settings make it so that the base map is invisible, but you can still see what is being painted on. i cannot seem to replicate this in HDRP though... if i make a HDRP material transparent or reduce the alpha to 0, i cannot see the base map, but i also cannot see the paint.

scarlet hull
jolly yacht
#

hey there, I need some kind of shadow layers, I know light layers exist but I need something like a shadow layer, so specific lights only cast shadows to objects on specific layers etc, because I have a lot of point lights, all must cast shadows on walls etc so it won't tresspass the walls, but then it will cast shadows on the objects/props on the map too, but I don't need 5 point lights casting shadows on 15 objects instead of just 1 or 2 point lights doing it, but all must iluminate everything and SOME specific ones should cast shadows only on walls, floor etc, (so the light layers doesn't seem to help much with this), what can I do as HDRP don't have any shadow layers on lights and rendering meshes etc?

#

the only solution I could find is duplicate the lights so they will iluminate different things and cast or not lights on it, but my scene already has too many lights making the fps go down, so I need a better solution than just creating more lights

jolly yacht
#

Yeah I need to duplicate the lights, that's sad

idle compass
#

Anyone knows how I could have a mesh affected by windzone in HDRP ? Can't believe this is not working out of the box, I've tried windzone + speedtrees shaders. Apparently it needs very specific mesh data to work

lucid gate
#

Hey guys, can anyone help out/point me in the right direction?

Unity 6, last editor version, hdrp

Shader HDRP/Lit, subshader 0, pass 6, stage pixel: variant AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_MEDIUM PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE not found. Shader HDRP/Lit, subshader 0, pass 6, stage vertex: variant _DISABLE_SSR_TRANSPARENT _NORMALMAP not found. Shader HDRP/Lit, subshader 0, pass 6, stage pixel: variant AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_MEDIUM PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE not found.

within the development build log, every second/frame whatever this message.

scarlet hull
scarlet hull
ripe crown
#

Is there any way to add glow to a worldspace ui without writing my own shaders?

scarlet hull
ripe crown
scarlet hull
lucid gate
scarlet hull
#

It doesn't look like you are modifying a material keywords in you custom pass. It would help if you were able to identify the pink objects and check that their materials / shadervariant are properly included in the build.

lucid gate
#

Thanks for the answer, aye that would make sense, especially coming from you.

It doesn't look like you are modifying a material keywords in you custom pass. It would help if you were able to identify the pink objects and check that their materials / shadervariant are properly included in the build.
Can you hold my hand here? how would i do that?
I'm not a shader guy, the only thing i tried yet is changing that (again the shader is in the always included shader list):

scarlet hull
#

It's more like, where the screen is pink what should be displayed at that pixel ?

scarlet hull
#

IDK if it's discord that is not able to point me to the mentioned message, but I get to something about light intensities, is it related ?

lucid gate
scarlet hull
#

Hum, random try : what is the lit shader mode set to in your HDRP asset ?

lucid gate
scarlet hull
lucid gate
lucid gate
scarlet hull
#

I didn't check the whole code, but I suspected that the pink render was caused by missing opaque forward passes on the fps objects.
Setting the lit shader mode to "both" will compile deferred AND forward opaque passes.

#

And for terrain grass ... I'm not sure why you also have warnings :/

lucid gate
plush compass
#

even unity example have this problem, how am i gonna make a material FULL INVISIBLE?

#

the sun make it reflective

plush compass
#

oh, dont know have to disable some special settings
i will try it later thanks

lucid gate
# scarlet hull I didn't check the whole code, but I suspected that the pink render was caused b...

Hey Remy, is there a chance you know a "better" solution (one that would work from the get go?).

That's the only problem left with the Foreground custom pass, and my current skill regarding shaders will not allow me to fix that.
It only happens as far i can see with the particles from the particle system and decal projector objects.
Depth...

https://media.discordapp.net/attachments/859097974456844320/1352733090933637193/image.png?ex=67dfbf1d&is=67de6d9d&hm=eb6df6d4da1c300ded81700bef7791f50924d62c0fb3879605828b3dba196cb2&=&format=webp&quality=lossless&width=1522&height=856

        // Make sure that objects renders when the depth buffer is empty.
        var overrideDepthState = new RenderStateBlock(RenderStateMask.Depth)
        {
            depthState = new DepthState(true, CompareFunction.LessEqual)
        };

....

        // TODO: check if it's possible to support subsurface scattering in the foreground layer
        // We need to copy the stencil and split lighting from custom buffers for this.

        // Render all the foreground objects into another texture using the custom camera FOV
        // It ensures that no objects from the scene will affect the foreground layer while still maintaining depth test inside the layer
        CoreUtils.SetRenderTarget(ctx.cmd, ctx.customColorBuffer.Value, ctx.customDepthBuffer.Value, ClearFlag.All); 
        CustomPassUtils.RenderFromCamera(ctx, foregroundCamera, foregroundMask, overrideRenderState: overrideDepthState);```
loud perch
#

Is there someone that can help me? I created Shader Graph that represents my flow map. I want to assign this flow map to Unity Water System - [current field] but I cant make it work. When i assign this custom render texture then Water system is like only interpreting fields under Source section: Color, texture. I need to adjust flowmap in runtime.

scarlet hull
scarlet hull
loud perch
# scarlet hull I don't understand this part : > then Water system is like only interpreting fi...

When I change the color or manually assign a texture, I can see the changes in the water flow when using the 'Debug: Current' mode — the water follows the flow map correctly. However, I don't want to manually create or update a texture every time something changes. I want to update the flow map at runtime using a Shader Graph. I’ve created a Custom Render Texture and assigned my Shader Graph material, but the water system doesn’t seem to respond — nothing happens.

loud perch
lucid gate
lavish hinge
#

anyone else have any issues with their editor flickering for HDRP in unity 6? (asking here because its the hdrp channel). Seems new since it wasnt happening in 6.0.24. Trying to find a version more recent where it doesnt happen.

heavy sky
#

hi, i recently converted to hdrp and it started something where when I make a new prefab and zoom away from a mesh, it glows a glaring bright white, and I haven't been able to figure out why. It doesn't happen in other scenes.. I tried changing the scene used for prefabs with a scene that used the default skybox, but it didn't do anything

open tree
#

How do I use LUTs in HDRP, I can't find any color grading or similar post process overrides. Under tone mapper I can see an option to import look up tables but it is not even accepting .cube files that come with HDRP samples.

open tree
#

nvm, It accepts .cube files with 32 grid points. The sample .cube files were not 32.

torn locust
#

I was experimenting with Ray-Tracing on this custom procedurally generated terrain. If I enable "Include (light) for Ray-Tracing" I get these shadows. Setting "Ray Bias" to the maximum of 0.1 doesn't get rid of them totally. Does anyone know why this might be happening?

restive quail
floral hound
#

hello, does anybody know how to render certain objects on top of others in unity? in my case i want the player's hands in a first person camera to be rendered on top of the world, but in HDRP this seems impossible, i've seen camera stacking being used as a solution, but scrolling through forums i've seen people saying that its inefficient and should be avoided. (im using HDRP with unity 6000.0.38f1)
Thanks

mortal forge
south girder
floral hound
south girder
#

Nah it will look the same

#

You move it closer to the camera to counter the perspective shift

#

Gotta be careful with the near clip plane though

#

I tried the dual camera approach in HDRP before and performance was an issue IIRC. Also I couldn't find a way to make the separately rendered hands/items receive shadows, since the shadow casting objects aren't rendered on that camera

floral hound
#

sucks though that HDRP makes suck "easy" thing a nightmare

hollow tangle
hollow tangle
#

HDRP is going to make a lot of things more complicated because of the way it works.

floral hound
hollow tangle
#

the method supports hdrp

floral hound
hollow tangle
floral hound
hollow tangle
#

Yeah. Ultimate character controller is one of the top character controllers on the asset store. Does 1st and 3rd person.

floral hound
#

because in my case i am far ahead with development

hollow tangle
#

no no.. i'm just saying that I think the way they manage to do the first person arms in HDRP without having to stack cameras (which would cut FPS nearly in half) is to use a custom pass

#

So it may be worth researching what custom passes can do and if that may be helpful.

floral hound
#

ohh.. got it, ill try doing some research on it, i appreciate your help 🙏

rose vault
#

It will never look perfect in regard to lighting and shadows but it will work

celest magnet
#

Hi I want to learn how terrain layer blend height maps and use it as a map in unity, I want to use it for shader because terrain mesh is just heavy. I have read some code in unity github and found how it blend but I cant find any parameter input about amplitude and base, can anyone help?

scarlet hull
celest magnet
celest magnet
scarlet hull
#

L139 you can see that the splats are called blendMasks0 and blendMasks1

celest magnet
scarlet hull
celest magnet
celest magnet
scarlet hull
#

The height parametrization is a more "friendly" UI for channel remapping.

celest magnet
celest magnet
desert terrace
#

Im trying out hdrp on unity 6, trying to build a small landscape and add a few assets but whenever I change anything in a material it starts doing this, until eventually one of them just never ends

#

I had to forcefully close unity before since it was already 10+ minutes long

hollow tangle
desert terrace
#

Brand new hdrp project with latest amd drivers

indigo island
#

i'm importing a asset pack to test some stuff, but for some reason a lot of the back foilage is blue. does anybody know how to fix this, or make it go into a billboard instead?

#

first time using hdrp btw, I usually go for urp.

#

i just see that this is a billboard, but no idea why the texture/material is missing/blue

celest magnet
restive quail
#

how can i fix these reflections

scarlet hull
celest magnet
# scarlet hull `sampler_Splat0` is the sampler state of the splat map 0. Because there is a lim...

I see

#ifdef _MASKMAP
#define MaskModeMasks(i, blendMask) RemapMasks(SAMPLE_TEXTURE2D_GRAD(_Mask##i, sampler_Splat0, splatuv, splatdxuv, splatdyuv), blendMask, _MaskMapRemapOffset##i, _MaskMapRemapScale##i)
#define SampleMasks(i, blendMask) lerp(DefaultMask(i), MaskModeMasks(i, blendMask), _LayerHasMask##i)
#define NullMask(i) float4(0, 1, _MaskMapRemapOffset##i.z, 0) // only height matters when weight is zero.
there is this code in line 88 that I dont know what it affecting

I have try to make the the line 151 to210 in shader node in blender but it doesnt get the same result here the comparison

#

the paint value is already 1 but it doesnt cover all the part and still have some black, I need to make the height map over 1 to make more cover the area but it also affecting the lower opacity area

#

line 151 to 186 (with 2 layer)

thorn gull
#

Hey, how I could approach solving these errors on opening my project? I'm pretty clueless about where to start. Am I correct that they are related to the HDRP? I'm also not seeing anything in my game or scene view on opening the project, until I swap from Scene to Game view (or the other way around).

scarlet hull
# celest magnet line 151 to 186 (with 2 layer)

The logic seems good, but I'm a bit concerned about the two Control0/Vertex Color/blendmask0 here.
I don't know how you are editing them, but in Unity terrain system, the sum of all the active layers of the control maps is equal to 1.

So, if layer0 is 1, layer1 must be 0 in your case, else it can lead to unexpected behaviour.

Also, you are casting colors to float here, I guess blender only uses the X/R component, but be sure to edit it accordingly.

scarlet hull
celest magnet
scarlet hull
#

L131 you can see that it samples a control texture to populate the blendmask0 value, not vertex colors.

#

When you paint terrain layers, you are painting that control map. As terrain has some level of detail logic to display the mesh, it would make it complex to have the layering data only on vertex colors.

celest magnet
celest magnet
scarlet hull
celest magnet
scarlet hull
thorn gull
celest magnet
scarlet hull
thorn gull
scarlet hull
celest magnet
scarlet hull
celest magnet
#

I just want to implement the blending height to use it as a mask in the sahder graph

scarlet hull
celest magnet
scarlet hull
#

It seems like it's the shader you need.

celest magnet
#

Thank you I will look into it

thorn gull
#

@scarlet hull I think I narrowed it down a bit. I kept deleting stuff in my scene until I didn't get the errors anymore and I now know it's the Sun object. Especially the Shadows parameter. When I disable that, I won't get the errors on starting my project. Is that also related to the HDRP asset?

scarlet hull
thorn gull
scarlet hull
thorn gull
scarlet hull
#

At least you kind of know where to look at, sorry I can't pin-point it more, the errors don't really dive more hints.
Maybe things like objects that project shadows are involved ? Raytracing ?

thorn gull
dry turtle
frozen compass
#

Hello guys, I tried a bunch of stuff but... How do you setup a callback for when the PathTracing of the image is done ?

scarlet hull
frozen compass
frozen compass
hollow gull
#

Is there a very basic Blinn–Phong specular shader for HDRP? Like mid 2000s style, kinda like F.E.A.R.

hollow gull
#

Shoot. Guess I have to figure out how to make it myself

eternal laurel
#

Why would you waste hdrp with a shader like that ?

plush compass
#

is there a way to animate material of decal?

hollow gull
#

My goal is super sharp pixel perfect shadows like these while also keeping the rest of the general graphical style of this era.

hollow gull
# scarlet hull No

That wasn't too hard thankfully. That was such a blunt response that I kinda thought it would be a massive pain c_suicry

scarlet hull
hollow gull
#

I think I turned off cluster light data I'm not sure about per tiler

frozen compass
#

Hi everyone, someone know about some global illumination that does support light layers ? (I need to create individual scenes, on top off each other, with occlusion working for meshes and lights) PathTracing could be nice too, but not really important.

rain hazel
#

Unity 6.0.40, HDRP, but I feel like they have been there for ages

fallow hearth
#

hey in unity 6 hdrp my scene from the editor view looks all grey (empty scene but the skybox still doesnt show) but on the game view its normal

#

its really annoying when im making a map and stuff

#

btw i am on the shaded render mode

#

editor camera settings are set to default

#

i really dont know whats wrong

scarlet hull
scarlet hull
scarlet hull
fallow hearth
#

also why do textures disapear when there is no light

#

its very ugly

#

i tested by rotating the sun and yeah the textures fades when there is no light

dry turtle
fallow hearth
#

omg

#

bro what is it with unity 6 giving me horrible default settings

#

anyways tysm

restive quail
#

what is this streak behind the moving fan for?

dry turtle
restive quail
#

fxaa

molten reef
scarlet hull
fallow hearth
#

So I put it and now it works

mortal forge
#

What does everyone use to do GPU VRAM profiling? Unity memory profiler is a bit useless/way underreports graphics memory

dawn sorrel
restive quail
#

how can i fix this

south girder
restive quail
#

this light

south girder
#

Use more words. What is wrong

restive quail
#

as I walk the light splashes so strangely like a line, you can see in the picture that the ceiling reflects just such a line

safe zinc
#

Hello people, I am having an issue working in HDRP right now, I have an alpha-based fur that is working great (coming from Fluffy Grooming Tool), but when put in front of whatever Opaque object, i get this outline in Game mode :

#

It is working perfectly in the Scene mode, only game view is affected. Any idea where this can be coming from ?

scarlet hull
safe zinc
#

just zoomed in

scarlet hull
#

I'm really unsure of what's happening here.
Is fluffy grooming tool using a special shader to render ?

safe zinc
#

Well the current shader is the HDRP/Fur, but when using the HDRP sample scene the HDRP/Fur materials are looking nice, so i am a bit confused

scarlet hull
safe zinc