#archived-hdrp

1 messages · Page 17 of 1

safe zinc
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It's working alright unless put in front of an Opaque material

scarlet hull
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IDK why but this particular character from the fluffy sample scene has a lot of issues rendering.
I think it's more related with the Fur Renderer from Fluffy than HDRP, so you might want to try to reach to them.

safe zinc
broken lichen
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I'm trying to get blurry shadows through a translucent material, but no matter what settings I change, the shadows are always sharp as if the material is paper thin. What am I missing?

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This person was able to get blurry shadows through a window blind, which is exactly what I want, but they don't explain how they did it.
https://discussions.unity.com/t/hdrp-translucency-and-sss/720940
I tried the diffusion profiles includes in the Materials samples, but they all have the same problem, so I think it must be some HDRP setting I'm missing or something.

scarlet hull
opal mica
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Hello! I was wondering if anybody knows why this flickering LOD-problem is occurring for me.

When crossfading between LOD's, there is an ugly flicker on the trunk of my trees. You can see the problem in the video. The flicker is mostly visible in certain lighting conditions or when a screen space wetness custom pass is active.

Since the problem doesn't seem to occur when switching out the trunk material, it must be a problem with the specific material or shader. I've included pictures of what the material looks like in the inspector.

This bug only appeared after updating to Unity 6, and I've updated the nature asset to the correct version, but the problem persists. Does anybody have any idea of what the problem with the material might be, or where I should look next?

Thank you so much in advance!

broken lichen
rocky latch
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I'm guessing there's some NaNs that get propagated to the wetness pass - but it's not that pass where it goes wrong

meager rivet
stone holly
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I ran the profiler and found that GFX.WaitForPresent.. is taking a lot of time. any insight would be great.

rocky latch
stone holly
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Okay thank you for the pointers all!

floral hound
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hello, im trying to use a custom pass to render the arms mesh for an FPS camera(to render the hands on top of the world), the issue is that somehow the back isnt being culled, the mesh is using HDRP/Lit

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this is how it should look like

rocky latch
floral hound
rocky latch
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Whatever you're rendering the custom pass to

floral hound
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i myself tried to play around with the settings without really knowing how it works

frozen compass
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Hey guys, is it possible to have colors with negative values (yeah doesn't make sense, it's for some research on spectral rendering) ?
From what I saw it should be a no. And how hard/long to you think it would be to modify hdrp pipeline for this. If it's possible at all.

rocky latch
frozen compass
rocky latch
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Yeah that's just me (an idiot) glancing at the API docs for a bit so no promises

rocky latch
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Least I think I can see some smearing

floral hound
rocky latch
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In motion, does it look like the Microsoft Solitaire cards being duplicated? 😄

floral hound
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ahh, nope, doesnt look like that

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it looks normal, but the back shows up first rather than the front

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but for some reason, it works fine with the default unity cube

rocky latch
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Try changing clear flags anyway

floral hound
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gotcha, lemme do so

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what do i set it to?

rocky latch
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Would try depth first

floral hound
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gets fixed, but

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the objects clip through

rocky latch
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Right, so the depth buffer wasn't clearing

floral hound
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but what would be the point of a custom pass, since i can't achieve the effect i want 😅

rocky latch
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Yeah I'm thinking

floral hound
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🙏

rocky latch
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I think maybe you'd want to render after this in the queue

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FWIW I've never done this before I just kinda know how shit works

floral hound
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let me try

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there are many options

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so i tried opaque alpha test but again, fixed, but the mesh doesnt render on top anymore

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its either one or another

rocky latch
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I guess after post process opaque

floral hound
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works, but again, effect cancels

rocky latch
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Overlay?

floral hound
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this is how it looks like from the editor

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just to give perspective, objects behind get rendered first

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and front later

rocky latch
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This is what I found online. Basically same as your first settings but with depth test set to less equal

floral hound
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works, but effects cancels

rocky latch
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How about disabling MSAA? Per the warning

floral hound
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i dont even have MSAA enabled

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i tried with lit shader mode set to "both" but doesnt work

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i played for almost 3 hours with the settings at this point, not sure what to do 😓

magic blade
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turning on MSAA not making any changes in game view. do I need to do something else other than this?

rocky latch
floral hound
fallow hearth
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Hey why are my shadows like really bad on a build compared to the unity editor?

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the last image is from the editor

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like on the editor the shadows are always fine no matter where you are looking or moving but on the client like shadows bug out depending on where your looking at and how far away you are

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its like if on the editor it was normal but on the client all the values for the shadow quality are messed up + occlusion culling for shadow isnt working

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but occlusion culling isnt even enabled

fallow hearth
fallow hearth
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also enabling development build fixes the problem but its not really a fix

rocky latch
rocky latch
fallow hearth
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Thats progress

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Anyways ima try the latest unity 6 release that isnt alpha see if they fixed it

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And if they didnt fix it ima report the bug

rocky latch
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Also it looks weird

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Not like some wrong setting just glitchy

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Unless.... are these ray traced shadows?

fallow hearth
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Nope

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Unless raytraced shadows are automatically enabled

rocky latch
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I don't think so

fallow hearth
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Well im downloading a new unity editor version right now

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Maybe it fixes the problem

floral hound
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Welp, appreciate your help so far

fallow hearth
fallow hearth
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actually it didnt totally fix it

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it did fix the main problem of disapear shadows

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but some shadows also are broken (like they change shape when your closer and further away) and also they disapear way sooner than they should have

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but overall its better than before so hope unity fixes the unity 6 shadows soon

rocky latch
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You could try seeing if it happens in the HDRP template project

jagged raven
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anyone know why my terrain looks so low res and bad?

jagged raven
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also i cant tweak anything on a terrain shader, if i dont use that shader its just transparent, cant u use any shader u want?

rocky latch
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Or shadows

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And no you can't use any shader you want. Terrain is complex 😅

jagged raven
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lol yeh

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terrain sucks

jagged raven
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u guys know any cool post processing fx? for fullscreen

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so few for hdrp

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wanna produce some wild looking stuff

jagged raven
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wtf my terrain jyust vanished

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any ideas?

molten reef
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Good terrain requires a lot of effort.

jagged raven
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yeh doesnt require effort to stop unity deleting iot tho does it

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unity loves to wipe progress

fallow hearth
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At least it should be

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Also found a new bug in the latest lts version of unity 6 (something with 48), it just crashes after being idle for too long

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I don't know if the editor only crashes when idle or just after a certain amount of time open

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Cuz like when I go eat and come back im always greeted with a crash

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I reported the bug hope they fix it

versed orchid
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how to disable motion vector of particleSystem?

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even if i disable transparent motion vector in framesettings, motion vector pass of particleSystem still running

jagged raven
cold pulsar
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does anyone know why i somehow can't enable local clouds in my volumetric clouds? This is in v6000.0.32f1 HDRP. can't seem to find any mention anywhere of it being removed.

rocky latch
dry turtle
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Is it possible to change the shadows filtering quality at runtime without modifying the RP asset?

cold pulsar
rocky latch
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Strange. I can move above the clouds.

cold pulsar
rocky latch
cold pulsar
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might make a backup and move over to the latest lts and see if that fixes it then

dry turtle
rocky latch
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@dry turtle Firstly, comment out the lines relating to shadowInitParams.directionalShadowFilteringQuality in HDRPComputeShaderVariantStripper.cs to retain all three algorithms during runtime.

Then HDShadowManager, add a static property for the filtering quality and change GetDirectionalShadowAlgorithm to point to that.

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I believe that should work

dry turtle
rocky latch
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Yeah this would include making a fork. But the change seems pretty trivial

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Downside is that you can't easily update the HDRP anymore and will have to merge your changes into newer versions

dry turtle
rocky latch
rocky latch
# dry turtle PSO?

A PSO essentially describes a shader variant. These are compiled at runtime when the variant is first loaded. In order to provide a smooth experience, you'll need to collect the used PSO's using the method I linked, and compile them before the game starts.

Otherwise it's going to be compiling shaders while the game is running for the first time which is a pretty bad experience.

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You can see on the right it stutters noticeably a few times. Even including a four second pause.

cold pulsar
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welp ive opened up into version .46, still no local clouds.

rocky latch
cold pulsar
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really, especially annoying cause the entire concept of my project revolves around falling through the atmosphere

cold pulsar
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in your Lighting settings, try increasing your lightmap resolution, texels per unit.

shrewd moon
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Don't crosspost please

dry turtle
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is there some Light manager in HDRP which can help me in changing the light settings like shadows quality, etc.? Or I need to manually find different lights in the scene and add them to a list

dry turtle
eternal laurel
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You need to code that yourself

rocky latch
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I see shadow quality uses a delegate that the lights subscribe to

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Doing quality settings in HDRP is an absolute mess though

dry turtle
rocky latch
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Yeah the engine should make this easier

icy barn
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Hi!
I am looking at upgrading my HDRP space simulator project from v.17 and Unity 6, but noticed that the PhysicallyBasedSky properties has changed. I used to be able to change the planets center position, and spherical mode where the atmosphere would follow a set center position. However, it seems that this has changed between the versions and I no longer see a way to move the planet/center of the atmosphere?

scarlet hull
icy barn
loud perch
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Can anyone guide me on how to create a realistic whirlpool using Unity's Water System?

toxic basin
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i keep having this error pop up :
'GetEmissiveColor': no matching 2 parameter function at (1)/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl(81) (on d3d11)
anybody know a fix?

dry turtle
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is there a way to fix flashes when toggling the screen space reflections in camera frame settings?

proven tartan
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is hdrp bad for making games

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realistic games that run well

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someone told me unity's hdrp is badly optimized and i should use ue instead

shrewd moon
proven tartan
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it was someone on blender discord server

shrewd moon
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Both HDRP and UE are complicated rendering engines and expect you to have the knowhow required to reach your performance targets

proven tartan
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so he is wrong right?

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i can acheive good performance and photorealism in unity?

shrewd moon
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So, more than just wrong

proven tartan
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ok

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how can i optimize my game in terms of graphics

shrewd moon
proven tartan
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cause it seems like unity gives me a interface to work with and all i can do is add assets

proven tartan
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maybe ur right tho

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also what does sc riptable render pipeline mean

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exactly

shrewd moon
# proven tartan also what does sc riptable render pipeline mean

Technically it's a system to swap Unity's rendering backend for URP or HDRP or to make a custom one
Practically unless you've got experience or interest in being a graphics programmer, it just determines whether your project is using URP or HDRP, or the built-in render pipeline if no SRP at all

proven tartan
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i tagged u in the blender server to the message i am refering to

rocky latch
shrewd moon
# proven tartan i tagged u in the blender server to the message i am refering to

It's not much of a pressing issue for me that a stranger is wrong somewhere
How well any engine or rendering backend fits a game depends on the game more than the engine
How well it'll run depends on the skill of the programmer and graphics programmer, and how good it'll look is down to the skills of the artists
Every game project has a specific performance target, so even "good performance" isn't a one dimensional metric

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There's a list of HDRP games on steam, if you're interested

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It may give you some idea of what kind of graphics on average teams of various sizes practically put out

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Same list for UE
A lot of bigger studios use UE and that reflects their representation on the list, but from what I hear UE is harder to use without a studio with dedicated roles for things
But in a similar vein I'd say HDRP can be a detriment to a small developer compared to URP, since it loads you up with all the rendering features and expects you to know to configure them and to optimize them yourself

rocky latch
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HDRP makes it really easy to destroy your performance if you don’t know what you’re doing

shrewd moon
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URP is one of the few options that make it relatively worry free

frank gull
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decent automotive hybrid render. Aiming for photorealism but hdrp need some improvements

scarlet hull
ebon reef
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Hi ! Is there a solution to address the issue of custom pass after post-process with DLSS enabled?

Basically, when I enable DLSS, my custom fullscreen passes don't have the correct aspect ratio.

Unity 6.40f

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The problem is that the fullscreen pass is really basic; I'm not sampling anything at all, so it seems like the issue comes from the pass or the shader in Unity.

mortal forge
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Any way to decal project a TextMeshPro text?

dawn sorrel
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To have an empty skybox, is it best to just have an empty/blank HDRI Sky?

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Been doing that for a while and it seems to be a good way

shrewd moon
dawn sorrel
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I just don’t find any other way to do it besides an empty HDRI Sky

turbid lake
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anyonje run into this issue when trying to bake Adaptive Probe Volumes

Baking Set-Default.CellProbeOcclusionData.bytes' does not exist

heavy verge
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Is there a way to have a point light illuminate the physically based sky clouds in HDRP? I'm trying to to make a lightning bolt effect and I want to illuminate the clouds where a lightning bolt spawns

frank gull
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Raytraced reflections in hdrp seem unlit.

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Does anyone know anything about making the reflection match the appearance of the physical objects? Simply put, the lighting of the reflection is way off.

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is this a limitation within the game engine itself?

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increasing bounce count does not contribute to this

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here is a peek at my rt settings

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I have tweaked everything here, nothing seems to contribute to the lighting in the reflections

dry turtle
ruby haven
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Why does everything in the scene view disappear when I go into Debug View-> Baked Lightmap in my scene window? ( I'm using Unity 6000.0.40f1 ) I everything that doesn't move (most of the scene) is set to static, I have a succesful bake, too. All of the lights are set to Mixed.

dry turtle
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if so, disable it. For some reason it breaks lightmap debugging

ruby haven
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oh yep that was it, i do have it enabled

ruby haven
zealous ice
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Hello there ! I know that Unity was planning to merge URP and HDRP to have a single render pipeline ! Is it still something they're working on ? Do we have any news about that ? I also knew that unity's "to do" list was on their website but can't find where !
Thanks in advance ! :D

rocky latch
meager holly
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Hey beautiful people

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I can't for the life of me figure out how to get adaptive probe volumes to load from assetbundles

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All my dynamic objects just end up very bright

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The scene in editor is all good, it's just when loading the scene from asset bundles

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I have already set it to disable streaming (as per unity's documentation)

frank gull
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its not straight forward

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try baking them at runtime

meager holly
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Yeah I just found this

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Should be fixed on the next release

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I was going crazy trying to figure out what I was doing wrong

lusty oyster
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Showcase of my smaller project (first night scene)

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(mostly assest flip)

fallow hearth
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Hey how can I make the whole part of an object to emit light instead of like putting light component and it only emitting light from a single point

fallow hearth
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Hope they fix all the issues

rocky latch
scarlet hull
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SSGI is also realtime. Has soem drawbacks, but is less expansive.

rocky latch
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Is there any way to reduce the cost of the motion blur effect? Reducing sample counts does nothing appreciable.
nvm it's in the docs

oblique wind
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how would I render an item in front of everything else for a UI Inventory system? Ideally without a second camera

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I'm trying to replicate Resident Evil 7's 'inspect' system

oblique wind
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oh sweet! didn’t realize you could layer custom passes like that

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thanks man, I really appreciate it

meager rivet
scarlet hull
median yacht
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Hi guys I imported a map into my unity project (I use the latest version of unity) and some textures are pink but they are not always the same it depends on how he takes them so I searched on the internet how to fix it I installed "Universal RP" and I did the render pipeline converter and most of the textures were fixed instead some tell me that there was an error and that they do not support something written is there a way to fix them permanently or do I have to replace them?

scarlet hull
# median yacht Hi guys I imported a map into my unity project (I use the latest version of unit...

Hi

  1. Wrong channel, #archived-urp is for Universal RP
  2. Pink object are usually object that are using a shader that is either not compatible with your current active pipeline, or that has compilation errors.
  3. The render pipeline converter can only convert some of the Unity Built-In Render Pipeline shaders (Standard, mobile, particles ...). It will not work for any custom shaders that you might have downloaded with the assets.
median yacht
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ok thank you very much sorry if I made a mistake in the chat I didn't know

broken lichen
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I don't think there's a solution to this, as far as I can tell it's just an oversight, but when I have a second camera rendering to a render texture and put that on a quad in front of the main camera, the texture becomes much brighter when I have HDR display output enabled.
Here's what it looks like with HDR display output enabled vs disabled.

From what I can see, it looks like HDRP will always apply the HDR min/max nit and paperwhite settings in the final blit of all cameras as long as HDR display output is enabled globally. So when you have a second camera and render its output to the main camera, it ends up applying it twice.

Here's the relevant code that I found that proves that theory:
https://github.com/Unity-Technologies/Graphics/blob/e1261529950630672ed38500dd626d4f4298b7bc/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs#L279

I'm all ears for a solution that doesn't require modifying the package, but I'm not seeing one right now.

pale sigil
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WHY-eeeee?
This geometry looks ok in-camera when the editor is stopped, but turns into a mess at runtime.
Unity 6, HDRP

south girder
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Idk why that would happen though. Share more details, is it just a mesh renderer, or is there something else going on like probuilder or other components?

pale sigil
rocky latch
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Can anyone tell me what "HistoryValidity" means in the GPU profiler? This will randomly spike when I'm rotating the camera.

fallow hearth
rocky latch
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I don't know everything catshrug

fallow hearth
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Hope you find your fix man

fallow hearth
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Anyone knows how to get baked lighting for static objects in hdrp and real time lighting for players?

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Cuz mixed dont work

eternal laurel
rocky latch
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It's related to denoising

eternal laurel
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Denoising what ?

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I’ve never had this show up

rocky latch
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RTGI

iron siren
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Hello, I'm having an issue with Unity 6000.0.28f1c1, I can't update the diffusion profile of my materials. Dragging and dropping the profile in the slot does nothing. Clicking to select the profile open the box but also does nothing after I select my skin profile... There's a bunch of nullreferenceexception from the core of Unity in the log but not sure what I can do to fix that... Any solution?

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I tried creating a new material too with layeredlit but still can't change the profile on this new material

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Hm, I've created a new diffusion profile and this one works weirdly. So it's actually the original diffusion profile which bugs, not sure why but I fixed my issue, though I still get tons of null reference.

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NullReferenceException: Object reference not set to an instance of an object UnityEditor.Rendering.HighDefinition.MaterialExternalReferences.GetMaterialExternalReferences (UnityEngine.Material material) (at ./Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExternalReferences.cs:54) UnityEditor.Rendering.HighDefinition.LayerListUIBlock.LoadMaterialProperties () (at ./Library/PackageCache/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:57) UnityEditor.Rendering.HighDefinition.MaterialUIBlock.UpdateMaterialProperties (UnityEditor.MaterialProperty[] properties) (at ./Library/PackageCache/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/MaterialUIBlock.cs:169) UnityEditor.Rendering.HighDefinition.MaterialUIBlockList.OnGUI (UnityEditor.MaterialEditor materialEditor, UnityEditor.MaterialProperty[] properties) (at ./Library/PackageCache/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/MaterialUIBlockList.cs:61) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

opal mica
# rocky latch Renderdoc can often shed some light on this, by helping you figure out which pas...

Hey there! Sorry for not answering sooner!

RenderDoc was a great suggestions, but it proved seemingly impossible to capture the right frame since the glitch happens so suddenly. However, when messing around I noticed some other very strange things. The tree prefabs, when placed in the scene as regular instances or when viewed in prefab mode, act different to their terrain instances, even though they're the exact same prefabs. The video shows it, but the summary is:

Terrain trees - black glitch by default, white glitch when wetness is active
Hierarchy instances of the tree prefabs in the scene - No glitch ever
Tree prefabs in prefab mode - No glitch by default, white glitch when selected

Also, I noticed now that the trees aren't even receiving the wetness effect, but whenever something is being selected or wetness is active in the scene, all the terrain instances seem to glitch accordingly. I could swear the trees WERE wet before Unity 6, but I can't be sure.

Does this in any way make the problem easier to track, or does it make you want to pull your hair out the same as me?

frozen compass
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Hey guys, I'm not sure if I sould ask this in the shaders channel or here. It's about custom pass, because someone told me it could optimize my usecase.
I have, let's say 15 camera, at the same position in the scene. The only difference is that they don't cull the same layers. In fact there is one specific layer by camera.
And each camera has it's output sent to a rendertexture.

Is it possible to not have 15 camera in this scenario ? Is there some tutorial/documentation on the subject, or do you have a snippet of the important part of the code ?

Thanks and have a nice day 🙂

late idol
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Hi everyone , i dont know where to post this but i am using FBX Exporter and i cant export due to the red error message, im not sure what it means

opal mica
# late idol Hi everyone , i dont know where to post this but i am using FBX Exporter and i c...

I don't know what the problem is, but as it seems to refer to constraints: In the import settings of the FBX in question, in the Animation tab, is Import Constraints enabled? Try disabling it and then exporting (and re-enable it afterwards if you need them). Again, I have no idea, it's just the only place where I can think of where constraints are mentioned when importing and exporting. Good luck!

late idol
opal mica
late idol
crystal otter
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Need some help with adjusting a decent shader for my scene.

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It looks so ugly

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Blender viewport: (Same model except, the textures used in Unity are targa formatted for Mask Map)

south girder
lavish hinge
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anyone else notice if the sample buffer and/or scene view nodes are broken?

mortal forge
opal mica
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Hello! I was wondering if anyone else has run into this bug since upgrading to Unity 6:

Basically, my entire scene turns completely black, except when I'm inside a local volume. I've tried everything I can think of in terms of lighting, volumes and scene window settings, but the only way I've found to fix it is to restart the editor, sometimes multiple times.

First picture is how it looks outside of a local volume (I've turned on the navmesh so that you can make out the scene)

Second picture is from inside a local volume.

If anyone has any ideas for how to fix this, I would be super grateful. Thanks!

fickle lake
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Hi, I have this problem with textures using HDRP. Do you know how I can fix it? From what I saw, they are compatible but it breaks (I use Yughues Free Metal Materials).

patent sun
rocky latch
# fickle lake

Your mask maps look off to me. It's:
R: metallic
G: AO
B: Detail
A: Smoothness

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I can't see your alpha channel but cyan would imply you have white AO maps and a while detail mask - despite not using a detail texture

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And not metallic

orchid forge
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Hi, I’ve run into a problem. I turned on a Directional Light to make things look more realistic. inside it looks fine, but from the outside the scene is way overbright and looks awful. I’m not sure if it’s a material issue or something else.

Im using Unity 6000.1.1f1 and HDRP Version 17.1.0

( I baked lights )

( The dark spots inside the box have a hidden ceiling above them that isn’t visible from the outside, which is why they’re pitch black. Meanwhile, the flat ground area below has no roof, so it’s fully lit. I don’t understand why one zone ends up dark and the other bright )

rocky latch
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Indirect diffuse multiplier of 9.6 is really high

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@orchid forge Try setting that to 1 and baking again. Specular should start off as 1 as well. These are unrealistic values.

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And with 0 for reflection probes you're just turning off the probe's contribution entirely

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Bloom threshold at 0 is going to make everything blurry. Should be at least 1

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Your sun is so weak it's barely even present. 150 lux is comparable to a ceiling lamp.

orchid forge
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I’m kinda new to Unity; I tried making some stuff, but I think it turned out pretty bad

rocky latch
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Reflection lighting multiplier

orchid forge
rocky latch
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Might want to reset exposure to the default settings as well

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For outside in sunlight, the default value is 14

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3 is more "moonlit night" kinda setting

orchid forge
rocky latch
#

Probably want to light it first then set exposure based on that

coarse comet
#

Hey guys. Im a programmer trying to get the water system to work. I am using the new Unity 6 and saw that the deform component has been merged into the decal component. I just cannot seem to find the exclude functionality anymore. How can I still exclude water from my boat in a clean way where I don't get a gap between the model and the water?

rocky latch
coarse comet
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didnt think about that, ill give it a look.

coarse comet
rocky latch
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Like below the deck?

coarse comet
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This is what I mean.

rocky latch
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Is this a big issue?

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Like do you expect the camera to go there during gameplay?

coarse comet
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I would need the system for a boat where you can go below deck as well so it does is something that needs to work for me.

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So yes it's expected for the player to go beyond the plane in gameplay.

rocky latch
#

From docs:

If you want to exclude water from the inside of a boat, you will probably need to author a custom mesh that fits the shape of your boat. To do this, create a simplified version of the inside of your boat in a 3D modelling software, then assign the mesh to a Water Excluder object.
coarse comet
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It also stays a 2d mesh when using the excluder. That wouldn't work for me.

rocky latch
#

Yeah I must admit I’m using Crest because I ran into the limitations of this system as well

#

Modifying it so that it culls water in front if it hits a backface might not be the hardest thing if you know a bit of shader code

coarse comet
rocky latch
#

Actually no

#

Copy/paste the pass, change Cull Back to Cull Front and ZTest Greater instead of LEqual. I think thinkies

#

Might need to do something about the stencil thing too in that case

#

I want to experiment with this heh
I think it's possible to make it cover the inside of a mesh but I don't have my Unity here 😅

coarse comet
#

Where would I need to create the new script? Since the location and script of the shader are part of the Unity cache?

rocky latch
#

Anywhere will do. If you change the shader path to something that isn't hidden you can apply it to a material

#

Might want to change _StencilWriteMaskStencilTag and _StencilRefMaskStencilTag to the respective values the script sets them to. The first one should be 1 I believe.

coarse comet
#

You clearly lost me here. When I create a new script and add the code it gives load of errors. What am I doing wrong?

rocky latch
#

This is not C#, it's a shader

#

With the .shader extension

coarse comet
#

Okay? I am just confused at this point XD. So where is this script supposed to go? Or what would I have to do?

#

Oh nevermind I got it. The boat now also dissapears tho

#

But it does work

rocky latch
coarse comet
#

The water now goes through the boat. So it seems like nothing changes.

#

It could maby be that my setup is wrong but I really have little experience with shaders so I don't really know to well what I should do.

rocky latch
#

Just need to set a material to use that shader and apply it to a mesh

coarse comet
#

Does it need to be a seperate mesh or not?

#

I guess so right?

rocky latch
#

Yeah it needs to cover the inside of the boat

coarse comet
#

What I did is duplicate the model, apply the shader to the material, dragged the material onto the duplicate. This process didn't work.

#

I also tried to use the setup of the excluder itself. That is setupped by having a empty with a WaterExcludor component and a child with the renderer and material. This also didn't work

rocky latch
coarse comet
#

I get it. It is just really annoying that it’s either so hard to get what you want or so expensive to get a better option when it comes to water.

rocky latch
#

Yeah Unity tends to leave stuff kinda unfinished

#

I'm getting to the point where I can mostly pick up where they left because HDRP has the source available but it's annoying

coarse comet
#

Yeah for more general systems such as wheel colliders and addressables and stuff I can work around it as well but I just don’t have any experience programming and/or creating shaders. So it’s kind of an unknown to me.

opal mica
patent sun
#

the one in the HDRP settings asset

opal mica
#

It looks fine to me, and like I said the problem goes away when restarting the editor (most of the time), and if a volume component was broken I feel like it'd be broken every time :/

pine bloom
#

Is there a way to create a instanced material on a HDRP Decal Projector at runtime? Simply doing someDecal.material = new Material(someDecal.material); does not change anything and from what I could find online, also enabling all keywords (namely "_COLORMAP" but also tried others) and toggling someDecal.material.enableInstancing = true; also does nothing - im using decals on my player model to render tattoos/scars/etc so my idea is to change the texture on the material each projector uses

rocky latch
pine bloom
bronze hatch
#

Has anyone done any tests/benchmarks for Raytracing in 6.1 compared to before? I saw they had some improvements in patch notes

rocky latch
#

Haven’t tested, but from the release notes it seems like it’s all on the CPU side

vale walrus
#

anyone got any idea why in the scene view the sky is blurry? restarting doesnt seem to fix it

vale walrus
#

turned out to be camera clipping was too low and causing issues

torn tree
#

Hey, I'm currently learning to create Photorealistic assets for Unity HDRP. I have created a workflow that works for me, could anyone with experience check out my work and help me find improvements I could make?

I have already talked about the Photogrammetry workflow with some people, it seems to be okey, I am unsure about the Model processing and the unity HDRP setup.

Here is a link to a finished Ginger Root asset I made today:
https://drive.google.com/file/d/1JjFcO3dv09jvTTBjImzf3usiyRnEo1Qc/view?usp=sharing

I have also included a screenshot of the whole workflow process I used (Might need to open in web browser for full quality)

P.S I already noticed a tiny mistake (The normal map is way to agressive, turning it down in the material to 0.41 seems to be okey)

lusty oyster
#

Can anyone explain what happened after i updated to 6000.1.1 i think from 6000.0.40 in editkr it looks fine but after build it lags render is shi* and idk what happened.

#

Grass and trees are gone with clouds and fog is more cloase and film grain is extremly visible

lusty oyster
#

Solved its because of directx 12

mortal forge
# torn tree Hey, I'm currently learning to create Photorealistic assets for Unity HDRP. I ha...

Hey, cool model. I would say after looking at it:
-Generally you shouldn't need to tweak the material values (normal map, smoothness/metallic ranges, etc) at all in Unity. If you're doing that, that probably means there's something wrong in your pipeline as the whole point of PBR is to use real values that don't need guessing.
-IMO the normals at 1.0 is where it should be
-2K textures are quite low res for games these days, even for a prop that's small. I would start at 4k.
-Your ginger has no roughness map, which makes it look very flat

spiral frost
#

Hey! Does anyone know why I'm getting this light leak on the left side?
(I understand why there's a rectangular shadow — that's due to the near plane — but outside the shadow, there's a lot of unwanted light bleeding through.)
I hope I've included all the necessary screenshots.
Thanks in advance for any help! ❤️

shrewd moon
spiral frost
dense sinew
#

I made this procedural material in material maker and I set it up in unity with HDRP. Is there a way how I could also make it procedural inside unity cause I would have to end up making a lot of variations if not for different sizes of objects. Thanks

shrewd moon
# spiral frost

Does it also happen with a new area light with default settings? Your shadows there look a bit weird in general

shrewd moon
lusty oyster
rocky latch
#

Guessing this is an older engine version? Since you’re on DirectX11

charred meadow
#

How to make in Unity copy of Texture from object with shader pass to other texture2d object when using HDRP pipeline? I tried to use Graphics.Blit(original, destinationtexture, shader); but is it not using selected shader. Kind of on demand screenshot of one texture (what will be updating whole the time) is need with shader pass and store it to other texture object where pixels is needed to read. It seems that HDRP processing shader some post processing steps and it is too late for my needs.

shrewd moon
charred meadow
shrewd moon
charred meadow
shrewd moon
#

As well as exposure and other post processing effects that are required to produce the final image, before those steps the values are much different from what end up on the screen

charred meadow
#

I do not need to render image how it is looks like through the camera. Source texture is continuously updating webcam video feed and shader is try to make "virtual green screen" for one color and make it transparent and after shader prosessing is need to read pixels and make things based on that. Is it that transparent pixel or not. So After Graphics.Blit I try to Read Texture pixels etc.

dense sinew
#

How would I be able to make a triplanar uv mapping in hdrp to have materials scale objects?

shrewd moon
charred meadow
shrewd moon
charred meadow
shrewd moon
#

I believe it does
My best guess is that maybe the pixel data is not what you assume it should be, and/or it changes because of RT format

charred meadow
shrewd moon
charred meadow
shrewd moon
#

Precise info is crucial, like your code and shader code exactly
I have to go so hopefully someone else can take over

charred meadow
#

Used shader is that. but Graphics.Blit(original, destinationtexture, shadermaterial) generates blue texture and without shadermaterial parameter Graphics.Blit just copy texture without any shader pass.

#
void OnCollisionEnter(Collision collision)
{

......

                WebCamTexture texture = material.mainTexture as WebCamTexture;
                if (texture != null)
                {
                    RenderTexture buffer = new RenderTexture(texture.width, texture.height, 32, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);

                        Texture2D _CamTexture2D = new Texture2D(texture.width, texture.height);

                        Material mat = new Material(CustomShader);

                        Graphics.Blit(texture, buffer, mat);
                        _CamTexture2D = buffer.toTexture2D();
                        Vector2 pCoord = hitInfo.textureCoord;
                        pCoord.x *= _CamTexture2D.width;
                        pCoord.y *= _CamTexture2D.height;
                        Vector2 tiling = renderer.material.mainTextureScale;
                        UnityEngine.Color color = _CamTexture2D.GetPixel(Mathf.FloorToInt(pCoord.x * tiling.x), Mathf.FloorToInt(pCoord.y * tiling.y));
                        if (color.a == 0.0)
                        {
                            // do business logic
                        }
                     
                 }

}
....
public static class ExtensionMethod
{
    public static Texture2D toTexture2D(this RenderTexture rTex)
    {
        Texture2D tex = new Texture2D(rTex.width, rTex.height, TextureFormat.RGBAFloat, false);
        var old_rt = RenderTexture.active;
        RenderTexture.active = rTex;

        tex.ReadPixels(new Rect(0, 0, rTex.width, rTex.height), 0, 0);
        tex.Apply();

        RenderTexture.active = old_rt;
        return tex;
    }
}
#

This is my code currently and it is not working.

rocky latch
#

!codetags

hoary starBOT
charred meadow
mortal forge
#

For anyone using HDRP on Unity 6/6.1 and Vulkan - do you see a massive spike in VRAM usage on level load? Trying to pin down whether what I'm seeing is a bug with Unity or something weird on my side, on level load VRAM spikes to ~2x what it actually needs before unloading everything and getting back down to a reasonable level. I'm using APVs. Really annoying as it also causes game crashes if the VRAM it wants is above what the GPU has.

rocky latch
#

Does that cause crashes? Should just swap instead. Slow, but no crash.

mortal forge
rocky latch
#

Isn’t a portion of DRAM allocated as graphics memory too? I suppose it’d crash if you run out of that as well

lusty oyster
mortal forge
rocky latch
charred meadow
#

Is there any solution to my problem that I described above?

oblique wind
#

I have a spot box light in my scene, and for some reason it dissapears when viewed at certain angles.

#

is there a reason for this?

#

it only does this when in box mode. Pyramid and cone have no issues.

#

seems like it only does this when viewed near head on

fallow hearth
#

Also about spotlights, why by default, a spotlight doesnt do anything like its light intensity is too low to brighten up anything. I have to add like three zeros to start seeing lighting

#

Like unity plz fix 🙏

shrewd moon
# fallow hearth Like unity plz fix 🙏

It's functioning as intended
The intensity is measured in physical light units of your choice, the visual brightness of which is naturally relative to your camera's exposure value

proven tartan
#

the shadows are not showing up currectly, they seem detached from the object

#

how to add height texture in terrain texture layers

scarlet hull
scarlet hull
rocky latch
#

Example of cookie shadows

rocky latch
#

There's the cookie property on the light, which takes a cubemap. In my case the cubemap looks like this

proven tartan
#

Wait let me get back to my computer then I will try to talk. Rn on mobile

proven tartan
rocky latch
#

Yep

#

In my case using point light shadows plunged my framerate so not worth it

proven tartan
#

I want it to look like rdr2 is it even possible in hdrp?

rocky latch
#

Yes

proven tartan
rocky latch
#

What can be achieved in Unity and what can be achieved in Unity at 60FPS are two different things yeah 😉

proven tartan
rocky latch
#

Made 60FPS unachievable. Back then I used an RTX 3060.

#

I'll do a quick test to see how the RTX 5070Ti feels about it, sec

#

With point light shadows on, the game becomes GPU bottlenecked in the editor at 27ms

scarlet hull
rocky latch
#

Yeah I've tested that but in any case 60FPS became unachievable

#

It seems to seriously take twice as long to render the frame

mortal forge
#

(at ~50fps on an iGPU at 1080p, last time I checked)

iron siren
#

Hello, could anybody explain me what's the use of the detail mask channel inside the mask map property of the HDRP Lit shader ?

#

When looking online, it only talks about the other Details mask property of the HDRP Lit, not the Detail mask channel inside the mask map. This is quite confusing.

#

Could I use this channel to put a greyscale albedo for example ? My game only use greyscale so that would save me the base map texture slot. But I think I might be confusing the use of this channel ?

rocky latch
mortal forge
rocky latch
#

Yeah kinda necessary though 🙂

#

<@&502884371011731486>

keen void
#

banned

long wagon
#

Bot missed it on first pass.

scarlet hull
iron siren
scarlet hull
iron siren
#

Got it, thanks a lot !

fallow hearth
#

Hey why when I put my directional light intensity to 0 the scene isnt completly dark?

rocky latch
sour stag
#

anyone knows if it is possible to make linear fog in HDRP? I would like to completely mask anything more far than X distance.

#

I checked google and it seems like I have to make a custom shader, correct?

#

or is there any ready-to-use method?

fallow hearth
# rocky latch The skybox is also a light source

Yeah but when i remove it from the light source thingy or i dont know what it is called the shadows are fully black and also when i remove the directional light you can still see like a little little bit

#

I dont know how I managed to fix this cuz in another hdrp project it have a day/night cycle and it can be fully black

sour stag
#

or at least for someone who does not know how to write shaders

proven tartan
#

how do i make the glass in the spaceship window look better

charred meadow
sour herald
#

Does anyone know what dependencies volumetric clouds needs for a Unity app? I'm having problems where my dev PC can run a build of my game with volumetric clouds on but the same build shows no clouds on another PC...

primal wren
primal wren
#

Unity Path Tracing Image Sequence Snapshots in HDRP

#

Edited in Filmora afterwards.

pine bloom
#

If I have 1 or more decals in a scene, I keep getting spammed with this warning in the console:

Decal texture atlas out of space, decals on transparent geometry might not render correctly, atlas size can be changed in HDRenderPipelineAsset

Which confuses me, as my atlas is using 4K and none of the textures on the decals are even 2K (also tried increasing the numbers to 8K and 16K, still getting spammed with the warnings), and none of the decals are on transparent geometry (it also doesnt visually matter for my game if it were) - there seems to be no way to disable the warning, despite the comment for the warning saying its intended to prevent spamming? (in DecalSystem.cs HDRP 12.1.13, Unity 2021.3.x)

if (!m_AllocationSuccess && m_PrevAllocationSuccess) // still failed to allocate, decal atlas size needs to increase, debounce so that we don't spam the console with warnings
                {
                    Debug.LogWarning(s_AtlasSizeWarningMessage);
                }
scarlet hull
scarlet hull
shrewd moon
pine bloom
scarlet hull
pine bloom
#

Hm, im still a bit confused... It does seem to be related to my second camera - when I turn off the whole game object, the warnings just stop, but... The camera isnt even enabled, and the object only has the HD additional camera data component, and a post process volume, both I disabled as well, not sure why just having the object itself off affects that

scarlet hull
charred meadow
carmine notch
#

how do i import a pbr material

#

i'm so confused

#

i have ao, color, normal, and roughness maps

eternal laurel
#

You don’t import materials, Import the textures, create a material in Unity and fill in the textures. However the maps you mentioned are not compatible with the hdrp shader. You can read the docs on how the textures are packed and what is expected where

silk crater
#

Wich one should i use urp or hdrp?

rocky latch
rose shore
rocky latch
#

Steam Deck is basically the bare minimum you can run it on

#

Switch 2 maybe? It’s not officially supported (yet) but seems feasible

dry turtle
#

why is GPU Instancing not working in HDRP? I checked this in the material and even disabled SRP Batcher in the asset.

rocky latch
#

You'll still need to render it instanced:
https://toqoz.fyi/thousands-of-meshes.html

#

You can enable the GPU Resident Drawer if you want some of the benefits of instancing with just a checkbox. Not a great idea if you want like a million grass blades but good if you have an existing scene you want to optimize.

#

Mesh combining is another thing you can do. Loads of options.

dry turtle
#

GPURD drops my fps by 15%notlikethis

dry turtle
#

in editor

rocky latch
#

Right, that means nothing then. Profile in builds.

#

Editor overhead is like half the frame time lol

pine bloom
#

For the time-being, is there any way to edit the Decal script without it recompiling and reverting my edit, or specifically prevent the console from spamming Decal texture atlas out of space, decals on transparent geometry might not render correctly, atlas size can be changed in HDRenderPipelineAsset (Unity 2021.3.x) - its making it difficult to see when any other logs happen, and trying to address the problem with the largest atlas size does nothing, after some debugging before, it seemed it was somehow related to a disabled camera if I have 1 or more decals in the scene, and at most I have maybe 7 using 2K textures but dropping their resolution to 512 also does nothing - im less interested in trying to debug this problem right now as theres bigger concerned in my project, and more interested in just disabling the spam so I can actually use the console for debugging my game

scarlet hull
pine bloom
scarlet hull
pine bloom
#

Awesome thanks! Ill check this out

meager echo
#

Hello,

I'm getting an error in Unity 6 that I've never seen before. This is happening on instantiation.

NullReferenceException: Object reference not set to an instance of an object.

at Line 85

UnityEngine.Rendering.HighDefinition.HDProcessedVisibleLightsBuilder.BuildVisibleLightEntities (UnityEngine.Rendering.CullingResults& cullResults)

rose vault
#

Is it worth it to disable static batching and go for gpu instancing if I have a lot of particles on screen, like dust, sand etc. particles

dry turtle
#

Any updates on capsule shadows?

rocky latch
mortal forge
mortal forge
dry turtle
mortal forge
dry turtle
mortal forge
dry turtle
#

no it's notnotlikethis

mortal forge
dry turtle
#

they said they are going to release it in unity 2022.1, but.. atwhatcost

rose vault
#

maybe it works for particles specifically, though

#

for now, I get "saved by batching: 3", so I guess it's not worth the overhead anyway, there seems to be somewhat of an improvement when I turn it off

thorny pawn
#

Hey, i enabled shadows in volumetric clouds and im having this effect when looking up - shadows are gone. Anyone know how can i disable it?

rocky latch
shrewd moon
#

But to know exactly you'd have to profile and compare

rocky latch
#

<@&502884371011731486>

true zealot
#

!softban 435460109913817090 bot spam

hoary starBOT
#

dynoSuccess rehtwog was softbanned.

pine surge
#

Hello, i have a problem with a friend. Both of us have an scene and his scene has a lot of "light-blue" light and mine looks normal, anyone knows why this may happen?

peak bear
#

Hi everyone,

My scene has no pink everything appears fine, but the reflection probe only capture black dans pink like this. The only change i did is the skybox, i changed the exr. Except if a coworker went to play with the project settings something like that i really don't understand what could have change for doing that, yesterday it wasn't doing that at all.

scarlet hull
peak bear
#

@scarlet hull It happens in the editor when i bake the reflection probes, it will also happen in runtime since it captures only pink. It only happens on my current branch, on our dev branch I didn't had that problem ever. I restarted Unity a couple of times and eventually managed to bake the probes, so yes, they are baked. The issue typically occurs after baking my lightmaps. I use Bakery GPU Lightmapper. I didn't see any errors related to the reflection probe in the console. As for the shader, I’m not sure, I’ll need to take a look at it.

#

I work on unity 6 .24

peak bear
#

Btw it did it again, but this time there are some parts that will be fine and some not.

peak bear
#

I think i found the problem, i believe its related with LFS git and the heavy unstaged lightmaps. The moment I staged all my changes and tried to bake again it fixed it.

peak bear
#

Nevermind it was just coincidence. So the problem seems to go away after a while and eventually able to capture the reflection but if i try to do it right after the light baking it turns pink... Interesting. I have no clue. That problem doesn't make sens to me.

ionic nova
#

hi gang having trouble getting msaa to work

#

set forward on hdrp asset and msaa on 8x

#

set forward on project settings camera default and msaa on

#

and even override on camera just to make sure

#

still nothing

#

any ideas

#

I even added a script to set Camera.allowMSAA to true

#

bit lost here

scarlet hull
coarse comet
#

Guys why is this weird screen tearing happening? This is a new HDRP project that I only created and didn't change any settings of. It is in Unity 6 if that makes any difference. What can I do?

coarse comet
opaque elbow
#

My profiler is showing a large amount of CPU time is being taken up by ExecuteWithRenderGraph....

is this related to anything specific? i'm not even using ExecuteWithRenderGraph in any scripts so wonder what's causing it...

#

unless it's editor overhead...

onyx lark
#

I have a shader that uses a StructuredBuffer in the vertex stage to do deformations. It randomly flashes to this bluish color in the game view, but only when I'm constantly changing the data -- it's impossible to "catch" it by pausing the game

#

some parts of the mesh still appear correctly; it almost looks like a z-fight between two different meshes

#

The shader is made with the Shader Graph using the Lit material type

onyx lark
#

very interesting: it occurs when my Visual Environment is using a Sky Type of "None"

onyx lark
#

putting it on Gradient Sky makes the flickering stop

#

I'm also not seeing the issue on a material using the same shader with slightly different settings

#

Turning off Receive Decals makes it stop

#

This has a side-effect of setting its render queue from 2000 to 2250, which might be relevant

#

I don't need decals on this material, so that'll be the fix for now

#

but that is..weird!

#

That does makes some sense. I'm pretty sure that decals involve rendering the mesh again

#

ah, no, it happens when alpha clipping is enabled, too

#

more generally, i think it's when the shader isn't rendering at 2000

#

It makes me think the depth buffer isn't getting cleared...

#

but that'd cause weirdness all over the place

onyx lark
#

Interestingly, I now see the hall-of-mirrors effect on compiling shaders. I guess that the "None" sky type was causing the color/depth buffers to clear

opaque elbow
rocky latch
#

You should expect around 8ms of HDRP overhead on the main thread once you build with IL2CPP

#

@opaque elbow

#

Way too much of course but I'm pretty sure this RP was intended for VFX and not games -.-

long scarab
#

like our production title takes 4ms on CPU including everything, so I wonder where the 8ms overhead stays.

mortal forge
rocky latch
#

Depends a lot on what I‘m currently looking at though

#

But it's never below 5.4ms, so that's tremendous overhead on just the main thread

long scarab
rocky latch
#

Should be on the render thread catshrug

long scarab
#

I think it's misleading to say that HDRP has a defined overhead. It really depends on how you use it. And if you use it fully, the main thing on CPU will be the wait for GPU anyway. HDRP is very scalable, but it's quite complicated, so you need lots of experience to scale it. In this regard it's more like Unreal Engine.

rocky latch
#

It does too much on the main thread is what I’m saying. This is because it predates Burst and the job system. It came too early to fully take advantage of those

long scarab
rocky latch
#

I'm almost equal on both

long scarab
mortal forge
# rocky latch Depends a lot on what I‘m currently looking at though

Yeah, what I guess I'm asking is how heavy are your scenes/geo, are we talking 10mil, 20mil tris?

Because at that level HDRPs shadow system is what will be hurting performance, I had to split off my HDRP package and edit it to cache more stuff. Now on a modern CPU (still only an R7 3700X, in the pic @ 1080p) I'm confidently GPU bound

lavish hinge
#

hey guys I'm starting a new project and want to make the environments look very pretty, but I don't want to do that at the cost of cutting off a huge portion of potential audience.

I know in the past HDRP was pretty much a no-no unless you're ok with exclusively targeting the highest-end hardware. Is it still like this in unity 6/6.2?

rocky latch
rain badge
#

Hi, does anyone have any experience with the HDRP Water System when using a custom renderer? I tried feeding in my own grid meshrenderer with goes from -SIZE to + SIZE in the x and z direction, so object space should return this when using the shadergraph node to get the object space, however it always returns the world space.

Does anyone know a solution for this? I cannot find anything in the documentation that says the object space position would be different. The same logic for the object space node works in the Lit shadergraph shader, do there is nothing wrong with the shadergraph setup, the only difference is the master shader being water.

rocky latch
rain badge
rocky latch
#

Oh right. Yeah I’ve done that with a generated mesh. Don’t recall doing anything special

rain badge
#

these are both outputting the object space node, but the one that is rendered by the water system is always world space

rain badge
#

Ok, If anyone ever needs a solution to this: i've worked around this issue by supplying my own world to object matrix and then transforming the node to object space myself.

lavish hinge
rocky latch
lavish hinge
#

is that volumetric fog?

rocky latch
#

Yes

lavish hinge
#

okay… then i suppose it seems doable. Certainly able to get it running on 10 series nvidia GPUs at the very least, and considering my project will probably be done about the time the 60 series GPUs are releasing the market share of those should be fine.

rocky latch
#

Yeah probably not the GTX 1050 because of VRAM…

#

But the 1060 should be doable at 30fps. Bit of upscaling

lavish hinge
#

well im okay with the game looking like shit as long as it runs ok lol

#

certainly no volumetric, scaled down textures that are used in rendering (such as the water textures, idk what to call these), and texture streaming can help

rocky latch
#

Yeah I rely a lot on volumetrics so I don’t allow it to be turned off. It scales though.

#

But puts my 5070Ti through its paces.

lavish hinge
#

Im primarily concerned with the ‘majority’ of potential audience.

I will rely on volumetrics too but ill also probably give an option to use a shitty depth texture fade out as well

rocky latch
#

Majority has RTX cards by now. Especially if you’re still starting development I’m not sure Pascal is worth considering very much

lavish hinge
rocky latch
#

Nah it’s bandwidth

rocky latch
#

Pascal is GTX 10

lavish hinge
#

ahh. Well i’d still like to give the option for accessibility’s sake. But sounds like its not as bad anymore as it was just a few years ago where HDRP wasn’t runnable on anything but the highest end products lol

rocky latch
#

I won’t lie - it took a lot of optimization work to get here

lusty oyster
#

hello i am making game on hdrp on gtx 1060 and i have no problem but my friend runs it on amd rx7800tx and he sees this with some line down there looping

#

i also changed some settings but now i can only play if i delete d3d12 folder with that folder i see this too but without the line at the bottom

#

now he is on rtx 4070laptop and sees it again

lusty oyster
#

i think its something raytracing other friend with gta 1660 has it fine

lusty oyster
#

Nevermind turned of rt its ok

mortal forge
# lavish hinge hey guys I'm starting a new project and want to make the environments look very ...

Very doable, but you need to know what you're doing. My HDRP game runs at ~40fps at native 1080p on a Ryzen 7 8700G iGPU, even on a relatively ancient Ryzen 3 3200G I can make it run with some upscaling.

You have to be very careful of GPU bandwidth though, out-of-the-box HDRP is a bandwidth hog. But once you solve that, when it comes to drawing lots of triangles and handling lots of lights, it's quite good.

rocky latch
#

Complex scenes do seem to run better in HDRP. Sometimes you really do just want to push a couple thousand draw calls catshrug

random maple
#

what would you say are the main features of hdrp over urp that give better graphics results?

#

what does hdrp have that urp doesnt provide.

#

beside subsurface scattering and volumetric lighting, are there more features?

#

tried a few things but i cant see really any differences

rocky latch
#

The physically based atmospherics are absolute AAA-tier

#

Camera-relative rendering is a big one for open worlds, since it prevents clipping.

#

And real-time GI. Unity's RTGI implementation is pretty weird, and could be better, but it works.

#

It's weird because it works in screen-space instead of utilizing probes, which also gives it the limitation that it doesn't work for specular lighting so reflective surfaces can glow in the dark.

random maple
#

thank you very much, a few features you mentioned sound really interesitng for the type of game i am interested in

shrewd moon
#

More complex post processing, so you get SSR, contact shadows, whatnot

random maple
#

i am also aiming toward performance and fps, is the difference huge in terms of urp and hdrp when it comes to minimum requirements for hardware?

shrewd moon
#

Yes, "huge" would describe it

random maple
#

i was expecting that because when i work in hdrp i can notice that.compared to urp there are big differences

#

less fps and scene is way slower

shrewd moon
#

HDRP is designed for graphics first, not performance
Not to say it can't be performant but there's more optimizing work to do to reach a high performance goal for lower end devices

#

It also flat out requires compute shader capability, so most handheld and web platforms don't support it at all

random maple
#

also true

shrewd moon
#

Each application in reality will have different min and recommended spec targets so URP nor HDRP don't have specific hardware requirements by themselves
Just a matter of optimizing workload, hinging on what devices you want to support

#

HDRP also can be stripped down from its graphics features for more performance, while in URP you can implement features that by default are HDRP only, at the cost of performance naturally

#

So choosing one isn't any exact science, nor a decision you can even be ever be fully sure of

random maple
#

i understand what you want to say ,yeah that is actually true. you can make urp also look good, just requires more effort same for hdrp it can be tuned downed and optimized.

#

thank you very much, couldn´t explain it any better.

shrewd moon
#

The best thing you can do is to get some hands on familiarity
Read the docs, look around templates and sample projects
The new URP sample scene shows that you definitely can get some good and realistic visuals with it
But with a simpler system you're always building more around its limitations visually
With a more complex you're unbounded by visuals but constrained by performance
More or less

random maple
#

will do

rocky latch
rocky latch
#

But even as recently as 2022 they released this demo which looks like a PS4 game but runs like it's from the future 😅
Then there was the disaster of Cities: Skylines 2...

Really doesn't give much confidence in HDRP.

lusty oyster
#

I have question why does my hdrp game run worse on rtx 4090 than on gtx 1060 ?

glacial fossil
thorny pawn
#

Hey guys, how do i make a short flash of light in the sky?
Using HDRP+Volumetric Clouds

im trying to make a lightrning+thunder, where during the lightning, i want to highlight a part of sky(clouds) with a flash of light for a short duration.

Tried using Directional Light, it works pretty much perfectly except changing its position is not working, i have to change its angle which is not very confortable, when im trying to localise lightning with coordinates because later there will be a lightning bolt coming from the sky to the ground as well.
Point Light's light is being reflected on the ground but there is no light in the sky, Its possible in the scene where i set extremely high intensity(getting a warning that value is very high) but when im trying to set the same intensity through the script, its limited to maximum value.

rocky latch
lusty oyster
plush dew
#

I switched my project to HDRP and the background in prefab mode and empty scenes is black, ignoring the background preferences setting. Anybody know how to fix it?

plush dew
rocky latch
plush dew
sour herald
#

I spent hours trying to figure out why SetColor(_EmissiveColor, ...) wasn't working... Turns out there's another function called HDMaterial.SetEmissiveColor that I'm supposed to use

#

Why.

#

Unity Discussions was no help since all the answers kept referencing SetColor until I found an obscure reddit thread where the OP answered his own question (thank you OP)

rocky latch
#
public static void SetEmissiveColor(Material material, Color value)
{
    if (material.GetFloat(kUseEmissiveIntensity) > 0.0f)
    {
        material.SetColor(kEmissiveColorLDR, value);
        material.SetColor(kEmissiveColor, value.linear * material.GetFloat(kEmissiveIntensity));
    }
    else
    {
        if (material.HasProperty(kEmissiveColorHDR))
            material.SetColor(kEmissiveColorHDR, value);
        material.SetColor(kEmissiveColor, value);
    }
}
sour herald
# rocky latch That's just a wrapper around `SetColor` though

I know, I still don't understand fully why one works and one doesn't. I assume it's because it's a combination of HDMaterial doing some automatic validation and also it looks like it's doing SetColor on a few other material properties than just _EmissiveColor.

rocky latch
#

Yeah it also sets _EmisssiveColorSDR and _EmissiveColorHDR, if the latter is defined

sour herald
rocky latch
#

SetColor is just a shorthand for sending a float4 to a shader. But yeah you might encounter unintuitive things in HDRP that requires an obscure helper function like this.

dense sinew
#

I was trying to use the triplanar function for an hdrp material and the height map isn't mapped to the triplanar is there a way to fix this or do I just have to not use triplanar with height maps. I tried making a custom shader but that also didn't work

rocky latch
dense sinew
#

the height map doesn't match up

rocky latch
#

Yes, and if you use UV's does it match up?

dense sinew
#

the dark lines are the alpha lines the other softer lines are the height mao's lines

#

yep

dawn sorrel
rocky latch
#

(Very unoptimised trees and grass)

mortal forge
# rocky latch I'd say it's designed for real-time VFX rather than games. It just scales if you...

Not trying to be mean man but I genuinely think you just need to get a little bit more experienced with it before saying that. Yes it has pitfalls, yes the demos are bad (Speedtree shaders and unoptimized art are mainly to blame in that one, btw), and yes you really should be rolling your own parts of it for maximum performance, but Unity/any game engine in the history of the world has always had that caveat.

The core of HDRP: Handling lots of objects, lots of triangles, and lots of lights/lighting effects works very well.

rocky latch
#

I've been using it since the start.

#

The demos are used to develop the engine, and I've seen no indication there that they ever had a game-ready target in mind. In many cases they were demoing features that straight up do not work at 60FPS.

So yes, it was designed for VFX. That's what they keep showing at least.

rose vault
#

First of all, your problem might be that you don't have enough geometry to displace

#

If so, you need to use a tessellation shader

dense sinew
#

It's a big cube basically

rose vault
#

Yeah exactly, you have no geometry

#

You have 6 faces

#

You can't displace that

#

You need to either tessellate it heavily or add more polygons to the cube in blender or wherever

dense sinew
#

doesn't the pixel displacement counter act htat or not?

rose vault
#

If I were you, I would just add geometry. It's the simplest and best looking way

dense sinew
#

I'll check it out thx

torpid knot
#

quick one, just did a build of a new hdrp project - the shadows keep vanishing at short range, editor is fine. any ideas? nothing has been changed settings wise for shadows or lighting

#

and just like that... it was missing a volume

violet shard
#

Hi everyone 🖐️ Does anyone know how in Unity 6 and HDRP 17, override command buffer view and projection matrix? All methods in command buffer like cmd.SetViewMatrix doesn't work anymore. I tried to use custom pass, but since it also use command buffer, that didn't work either.

steady storm
#

I've spent the past several hours now trying to figure out why Unity 6.2 Keeps showing Black RenderTextures instead of what my camera should be outputting, Which is weird cause some of my shaders must have randomly stopped working after updating from .4b to .5b

dawn sorrel
rocky latch
#

Was gonna say, thinks breaking randomly sounds pretty on-brand for a beta version

#

If you can make a minimal reproduction you should submit a bug report

hidden temple
#

Hi, guys. Wonder, why my rendering debugger material tab looks like this (1 screen), while documentation tab looks like this (2 tab). Need an access to material filters tool and can't receive it. Where can be problem?

#

Unity version:

dawn sorrel
peak bear
#

Hi everyone,

I have this problem where i cannot bake my directional light in mixed because of other lights supposedly, but in my scene i only have a Directional light, Global Volume and a Bakery Sky light. What could it be ?

harsh sleet
#

Hello, does anyone know why this happens in HDRP, but only in the build and only when there are a lot of shadow casting lights present (10)

#

this is just an example but these kind of boxes appear everywhere

harsh sleet
#

I noticed it happens around objects that use pixel dispalacement

rocky latch
harsh sleet
rocky latch
#

No, this is exactly the kind of issue you use Renderdoc for. It's indeed "caused by shaders somehow", but Renderdoc can show you which shader pass specifically.

#

Doesn't sound like you have any good guesses otherwise

harsh sleet
#

Understood, gonna try it out, haven't used it before but it cant be that complex

heady coral
rocky latch
#

What shader is it?

heady coral
#

the material?

rocky latch
#

Yes

heady coral
#

its just a normal HDRP lit shader

rocky latch
#

Alright. Same as the above then, try Renderdoc

heady coral
#

also, I turned off motion blur, at least if this is the correct way to do that, setting intensity to 0

rocky latch
#

Yes

heady coral
#

okay

#

would this still happen with motion blur off?

rocky latch
#

I'm out of guesses, try Renderdoc 🙂

heady coral
#

okay

#

RTFMing

#

the weirdest thing about this is that each time i play the game its a different object/material doing it

#

this is like the double slit experiment 😆
it isnt doing it when i have renderdoc open

#

okay i finally got a capture where it's doing it

#

what should i be looking for?

#

can i sort for errors or something

heady coral
#

okay, using the built in frame debugger i figured out its something between these two steps

#

this is what the gun looks like after all render steps

#

in this frame

#

all the steps in between those two steps don't seem to have relevant outputs

heady coral
#

i just turned off motion vectors and its fine 🤷

#

i dont know if thats bad, but it fixed my issue

heady coral
#

nevermind i guess, it's doing it again

rocky latch
#

Is anyone else seeing significantly lower performance in builds with the latest Nvidia driver? (576.80)

sick furnace
#

hey guys im trying to optimize my game which is using HDRP, rendering at 860x520 and then stretched to the screen resolution. I've applied GPU Occlusion Culling and while it did improve my FPS, I still have issues related to stutters when the player moves between different map features and also when the player moves their camera quickly.

Any ideas how I can further optimize this? Other than reducing vertices count in my models

shrewd moon
sick furnace
#

GPU occlusion culling caused less stutters but its still noticeable

sick furnace
shrewd moon
#

Assuming the wait is because GPU has too much to render, that doesn't tell you anything about what's actually eating into the performance

sick furnace
#

also an interesting thing im noticing is that when i import FBX into unity it has a higher vertex count than in blender idk if that is normal or im doing something wrong

manic river
#

but it shows up as 100-500k tris in the unity Stats graphic

sick furnace
#

yeah (we're working on the same game)

shrewd moon
shrewd moon
#

The frame debugger can help you hunt down issues like overdraw or poor SRP batching and more

manic river
manic river
shrewd moon
#

Iirc RenderDoc shows you exact render times

shrewd moon
shrewd moon
manic river
shrewd moon
#

50K is not necessarily low poly
But it's relative to how many of them there are, and as mentioned how large they are in screen space

manic river
shrewd moon
#

Then it sounds like polycounts and culling may be the wrong thing to focus on
But as always with optimization, every assumption has to be tested

dry turtle
#

why does my baked lighting look so bad? I have a reflection probe here. This area is in the shadow

shrewd moon
dry turtle
shrewd moon
#

Missing lightmap UV maps is the most likely culprit

#

Generally you wouldn't want detail meshes like foliage to be lightmapped, or to contribute to GI at all

dry turtle
shrewd moon
manic river
#

good day everyone, in our UNITY hdrp project we're using GPU OCCLUSION CULLING. my question is for a medium sized room is it better to have the room as one big mesh(i.e walls as one mesh) or split the wall into several meshes.

rocky latch
manic river
rocky latch
#

Have you used the profiler yet?

#

In a build that is

#

Usually performance in HDRP is just going to some post processing effect or shadows or such

manic river
rocky latch
#

Semaphore.waitforsignal means the thread is sleeping

#

Which means the GPU is meeting the target framerate in the frame you measured

manic river
#

any idea why?

#

i asked gpt and it says it has to do something with the GPU

#

sorry for speaking weirdly i am french

rocky latch
#

For… 1.5 seconds? thinkies

manic river
#

we already turned off vsync anyway and it still happening

rocky latch
#

Check the GPU profiler

manic river
#

the fps overall is great but its the freezes thats the major issue

manic river
rocky latch
#

If you replay that part of the game does it freeze again?

rocky latch
manic river
#

thank you i will ask further if any problem

shrewd moon
manic river
#

heres the profiler if youre wondering

#

the CPU part indicates 99% semaphor waitforsignal
during those spikes hence the assumption of the gpu bottleneck

wild oasis
#

What's the vertex count in the rendering module of the profiler?

manic river
wild oasis
wild oasis
manic river
#

and LOD for the map

wild oasis
wild oasis
manic river
#

alright

wild oasis
#

It would be helpful to look at the profiler with the culling disabled as well

manic river
#

this is the dropdown

#

GPU and CPU

wild oasis
# manic river

Are you trolling? I asked for a screenshot that shows the hierarchy names better, but you made it even worse.😅

manic river
manic river
#

the rest are negligble

#

ive found something intresting when i turned off gpu occlusion culling its mostly defferred lighting that takes up the space

wild oasis
# manic river

Ok, so:

  1. When profiling always sort by GPU/CPU time, unless you need to see another metric for some reason.
  2. It looks like depth pyramid is taking most of the time. This does sound like something related to occlusion culling. I'd assume that your scene is just too much for the culling to handle in certain scenarios.

It would help to see the profiler data when GPU culling is disabled.

manic river
#

is this good enough

wild oasis
manic river
manic river
wild oasis
# manic river

I want a screenshot like this one with all the names in the hierarchy readable while the GPU occlusion culling is disabled.

#

Generally, I want the names in the hierarchy visible on all screenshots. It doesn't make sense if half of it is truncated.

manic river
wild oasis
manic river
#

there rest in the hierarchy are 0

wild oasis
# manic river these are GPU OCCLUSION TURNED OFF

Ok, so in this cas the GPU bottleneck is gone completely, leaving on 1.67ms of GPU time. Very fast. However CPU time seems to have gone up to 200+Ms. You'll need to look at the CPU time in this situation.

#

Considering that the GPU time went down co siderably and CPU time went up, I'd assume that you have a huge number of objects considered for culling. So much that even GPU culling struggles with culling them.

#

If you can confirm that, there are several solutions depending on your project context.

shrewd moon
#

Might be skewing the results in some way

wild oasis
#

Good catch

rocky latch
#

The profiler overhead does show in the profiler

#

But yeah it causes stutter to have the GPU profiler running

shrewd moon
#

Unless I missed it I still would expect confirmation that it's the build being profiled, not the editor, and to show both CPU and GPU sides of the spike

rocky latch
#

Do I report this to Unity or Nvidia? And how? I can't exactly make a minimum reproduction here.

wild oasis
rocky latch
#

Kinda annoying to profile since I have to reinstall the GPU driver but I'll see if I can find an average frame

rocky latch
#

Right. Got a fresh reproduction and I see the problem now. Vsync is broken - it's no longer using VRR.

wild oasis
rocky latch
#

Yeah, I imagine this is an issue with my specific hardware setup.

#

So probably not Unity related. Even though other games work fine thinkies

wild oasis
rocky latch
#

It's not forced on in the driver

manic river
manic river
wild oasis
#

But you need to confirm that with the profiler.

rocky latch
#

50-60k is very, very far from a problem

#

The Time Ghost demo is running like 50 million IIRC

manic river
rocky latch
#

That has nothing to do with draw calls

wild oasis
shrewd moon
manic river
#

im trying to test the build right now

manic river
#

ok it seems to be an editor issue

rocky latch
#

Several days of this and you’re profiling the editor? 😭

#

For the record

#

Yes, the Unity editor stutters. All the time. There’s a lot of editor overhead.

manic river
manic river
#

but im not fully sure yet the build has been tested on a good pc

#

i havent tried it using a mediocore one

dry turtle
wild oasis
shrewd moon
shrewd moon
shrewd moon
#

Beyond that it's difficult to see what the issue exactly is, or if there is one

dry turtle
#

and I removed foliage from the lightmap, it's an "old" screenshot

shrewd moon
#

It looks like your lightmap resolution is so low relative to the ground that even just one dark lightmap texel takes up a wide area of space, which makes it difficult to determine what kind of darkness it might be

shrewd moon
dry turtle
shrewd moon
#

That's good
It's possible to be removed from being lightmapped but still contribute to GI, but in this case we don't want them to contribute

#

Can you describe the issue again?

dry turtle
shrewd moon
#

At a glance I'd assume it might be something related to diffusion profiles

#

If for example subsurface scattering is enabled for that material

dry turtle
dry turtle
wild oasis
#

Either one.

dry turtle
#

The only solution I've found is to disable reflections globally...notlikethis

#

but I think it looks fine in my scene

wild oasis
rocky latch
#

HDRP doesn't do specular occlusion. This is an issue with the RTGI implementation as well.

#

You need a reflection probe to fix this

#

Fun times when you can't use reflection probes because it costs 8ms to render one at 32x32 🙃

#

Alternatively you can modify lightloop.hlsl to mask out specular reflections based on diffuse intensity. This isn't accurate but it does get rid of the glow.

#

The correct approach is using a probe lighting system (baked or real-time) so that both diffuse and specular lighting can be resolved using the probes. I imagine Adaptive Probe Volumes would solve this. Lightmapping can't, since specular lighting depends on the viewing angle you can't bake specular into a lightmap.

#

@dry turtle

shrewd moon
#

I'd try to verify if it is specular occlusion issue
That would mean the solid looking grey is from reflections
With 0 smoothness it should not use specularity at all and that would make the grey go away only if the grey is from specularity

shrewd moon
#

A "standard" HDRP material can do any number of different things

rocky latch
shrewd moon
#

An even better test could be to use the indirect lighting controller override to tune indirect light contributions on/off

rocky latch
#

I think that's what they do in the left screenshot, where the glow is gone.

shrewd moon
#

Right, I'm still asleep

dry turtle
shrewd moon
shrewd moon
#

I concur with trying APVs for their specular occlusion feature

dry turtle
#

honestly I'm fine with disabled reflections

#

thanks everyone UnityChanClever

dry turtle
#

Hello again. For some reason GTAO makes the occlusion on the flat ground (even on the plane). In the result I see a noisy ground and while playing it looks very weird and "uncomfortable". Is there any solution?

rocky latch
dry turtle
rocky latch
#

Maybe it's duplicated or something idk

dry turtle
dry turtle
manic river
quaint python
#

The documentation says: Dynamic resolution and antialiasing
HDRP's water implementation does not use motion vectors. This means that techniques like Deep learning super sampling, and temporal antialiasing produce blurry results with a lot of ghosting if you use them with water. Multisample anti-aliasing is entirely incompatible with water, however.

Is this still true, DLSS makes the water look terrible?

#

I guess I've sort of seen this recently, I just thought I was messing up my project

rocky latch
#

Going through my devlogs I have used DLSS in combination with HDRP water for at least eight months in Unity 2023. Never noticed a thing thinkies

frank plank
#

Hey everyone,
I have a question regarding (realtime) shadow drawing and culling.
It was my understanding that shadowcasting lights perform their own culling, separate from the camera's culling, to determine which shadows should be drawn.
As such, I figured it would be possible to cull a renderer from the camera rendering, but still have that renderer's shadow drawn.
However, when I disable a renderer (via its forceRenderingOff property) for the camera rendering, and then enable that renderer immediately after the camera rendering / before the shadow rendering, I'm experiencing that no shadow is drawn for that renderer.
What part of my understanding of this is incorrect?

wild oasis
# frank plank Hey everyone, I have a question regarding (realtime) shadow drawing and culling....

You're probably assuming that the rendering is happening immediately at that point of time. It doesn't. Rendering involves several layers of processing. First, the engine is gathering all the objects to be drawn per camera, light source and other passes if needed, performs all kinds of culling. This is the first layer. The second layer takes the results of the first layer, creates draw calls and command lists for rendering. Optionally, the second layer is an abstraction of the graphics API drawcalls, so the third layer is converting them to platform specific graphics API and passes the data to the GPU. Then the GPU goes through the command list and draws each draw call separately.

Now, this can vary in different engines and we don't have unity source code, so it's hard to tell for sure, but it could be that the culling step(visibility calculation) is happening per object and if it detects that the object is not rendered it decides that there's no need to render shadows for it either.

rocky latch
frank plank
# wild oasis You're probably assuming that the rendering is happening immediately at that poi...

Right, that matches my understanding. I know the actual rendering doesn't happen immediately, but I assume that renderers that get through the culling phase (first layer), will be drawn. I don't know of anything that discards a renderer after culling has determined that object to be visible.

As such, I would expect to see a shadow for a renderer that gets through the culling that happens for the shadow rendering, even if that same object got culled for its regular camera rendering.

rocky latch
#

Why do this via culling? It's a completely different render pass. These objects don't need to be queued at all.

wild oasis
frank plank
# rocky latch You're thinking too difficult. You can set "cast shadows" property on a meshrend...

Normally, I would agree, but my context is slightly more complicated, which I'll explain:
My situation is that I have characters with a rather expensive shader. I also have a custom pass that renders the outline of characters.
What I want to achieve is not rendering the character when it isn't directly visible (occlusion culling), but then I do still want to see its outline.

The order of the different culling steps in a frame is:
default camera culling → custom pass culling → light/shadow culling

So what I do now, is toggle the renderers' visibility at certain points:
toggle renderers off → default camera culling → toggle renderers on → custom pass culling → light/shadow culling

What this achieves, is that the characters aren't drawn regularly anymore, while they are drawn in the custom pass for their outlines, which is what I want.
However, it also results in the shadow not being drawn, which is not what I want (you might imagine a character being occluded by a wall, but its shadow being visible, as its cast on the floor next to the wall).

#

basically this

rocky latch
#

I don't get how you'd be able to see the shadow if it's occluded

frank plank
#

let me draw that real quick

#

like so

#

character is entirely occluded by a wall, but its shadow projects onto a surface that we can see

rocky latch
#

So are you doing some kind of custom culling that prevents this?

frank plank
#

Yes, I can detect the character being occluded, and then I can disable its renderers to prevent the default rendering, and then turn the renderers back on so the outline gets drawn

rocky latch
#

Well instead of disabling it set it to "shadows only" 🙂

frank plank
#

Ah, and then revert that for the custom pass outline... that might work, yeah

wild oasis
#

I don't think you can easily toggle this kind of stuff in the middle of rendering/between the passes.

frank plank
#

I already have that covered, so that should be fine

frank plank
rocky latch
#

Idk what the expensive part of the shader is but if it's occluded the pixel shader would already not be rendered...

#

Even without occlusion culling those fragments would be discarded, I think

mortal forge
#

Yeah a Shadows Only renderer shouldn't render the 'surface' shader of the material its attached to, just a shadows pass. It's good practice anyway to have a separate Shadow LOD if you're dealing with high poly characters, especially in HDRP you will save lots of perf with a decimated shadow mesh

coral hound
#

does anyone know if theres a way to fix SSAO ignoring objects rendered with a custom render pass in HDRP? i have a custom pass for displaying fps gun/hands over everything else but you can see the ssao of the objects behind it i had this problem in URP and fixed it with a setting in the SSAO but i dont see anything like that in HDRPs ssao

wild oasis
coral hound
wild oasis
wild oasis
#

I mean, in the frame debugger

coral hound
#

this is my pass btw sec ill check frame debugger

#

not sure where to check inputs or specifcally ssao actually

wild oasis
coral hound
wild oasis
#

Again. Don't use filters. You need to see the full picture. SSAO could involve multiple draw calls or dispatches.

coral hound
#

how do i find ssao draw call in the queue

wild oasis
#

They should be in the post processing category after translucent/transparent draws. The draw calls in your screenshots are probably related to SSAO(or part of it even).

#

Take a screenshot of the hierarchy with the postprocessing expanded

wild oasis
coral hound
#

i expanded the ambientocc tab just cause thats the only thing i thought might help lol

wild oasis
#

Also can you show all the details of this ~~draw ~~ dispatch call?

wild oasis
# coral hound yes this them

So it seems like it's mainly using depth and normals buffers. I think you can hover these textures to see what they look like. Ideally, you want to see if they include your fps layer or not.

wild oasis
coral hound