#archived-hdrp
1 messages · Page 17 of 1
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.
Sounds good, thanks for the answer, I have reached to them on their official discord, hoping to get an answer !
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?
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.
You can try to set extreme values to the diffusion profile to force diffuse the shadows to a wider area.
In particular, the World Scale value should have some effect.
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!
Yes, that was it! I had only tried large numbers, but very small numbers makes the shadow more diffuse. Thanks!
Renderdoc can often shed some light on this, by helping you figure out which pass causes the issue.
I'm guessing there's some NaNs that get propagated to the wetness pass - but it's not that pass where it goes wrong
Does anyone know what causes the weird camera jittering / snapping in HDRP?
I ran the profiler and found that GFX.WaitForPresent.. is taking a lot of time. any insight would be great.
GFX.WaitForPresent means it's waiting for the GPU. You can enable the GPU profiler to debug this.
deselect inspector
Okay thank you for the pointers all!
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
this is how it should look like
Hard to see but maybe the buffer isn't clearing?
Sorry, whats the buffer?
Whatever you're rendering the custom pass to
sorry, i dont really understand what u mean 😅
i myself tried to play around with the settings without really knowing how it works
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.
I'm unsure this can be done in Unity. You'd need to render to a signed buffer, which is supported in VK but seemingly not in DirectX
already a good thing to know that's possible with VK u.u
Yeah that's just me (an idiot) glancing at the API docs for a bit so no promises
If you write to a buffer without clearing it, it's going to retain the data from previous frames. I might not be seeing it right but maybe that's the issue?
Least I think I can see some smearing
i assigned the hand and the wheel to a different layer mask, are you saying that they could be rendering twice?
In motion, does it look like the Microsoft Solitaire cards being duplicated? 😄
ahh, nope, doesnt look like that
it looks normal, but the back shows up first rather than the front
but for some reason, it works fine with the default unity cube
Try changing clear flags anyway
Would try depth first
Right, so the depth buffer wasn't clearing
but what would be the point of a custom pass, since i can't achieve the effect i want 😅
Yeah I'm thinking
🙏
I think maybe you'd want to render after this in the queue
FWIW I've never done this before I just kinda know how shit works
got it
let me try
there are many options
so i tried opaque alpha test but again, fixed, but the mesh doesnt render on top anymore
its either one or another
I guess after post process opaque
works, but again, effect cancels
Overlay?
same
this is how it looks like from the editor
just to give perspective, objects behind get rendered first
and front later
This is what I found online. Basically same as your first settings but with depth test set to less equal
How about disabling MSAA? Per the warning
i dont even have MSAA enabled
i tried with lit shader mode set to "both" but doesnt work
i played for almost 3 hours with the settings at this point, not sure what to do 😓
turning on MSAA not making any changes in game view. do I need to do something else other than this?
This thing in frame settings seems relevant
apologies, anybody knows what to do?
Hey why are my shadows like really bad on a build compared to the unity editor?
the last image is from the editor
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
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
but occlusion culling isnt even enabled
Unity Version: 6000.0.38.1f
Render Pipeline: HDRP
also enabling development build fixes the problem but its not really a fix
You should report it as a bug
Might want to try a forum post
So its a unity bug? Not me being dumb
Thats progress
Anyways ima try the latest unity 6 release that isnt alpha see if they fixed it
And if they didnt fix it ima report the bug
Different behaviour in release and development builds? Yeah unless your code explicitly has something related to this I don't see how you could've caused that one
Also it looks weird
Not like some wrong setting just glitchy
Unless.... are these ray traced shadows?
I don't think so
Well im downloading a new unity editor version right now
Maybe it fixes the problem
Mhh, my thoughts aswell, but its a shame that HDRP makes you go through so much on what "should be" a standard feature for FPS game
Welp, appreciate your help so far
Well i updated my unity editor and it fixed the problem
actually it didnt totally fix it
it did fix the main problem of disapear shadows
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
but overall its better than before so hope unity fixes the unity 6 shadows soon
Is this just the default configuration?
You could try seeing if it happens in the HDRP template project
anyone know why my terrain looks so low res and bad?
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?
Well the polycount of terrain isn't particularly high and you're not using any textures...
Or shadows
And no you can't use any shader you want. Terrain is complex 😅
u guys know any cool post processing fx? for fullscreen
so few for hdrp
wanna produce some wild looking stuff
Good terrain requires a lot of effort.
yeh doesnt require effort to stop unity deleting iot tho does it
unity loves to wipe progress
It is the default config
At least it should be
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
I don't know if the editor only crashes when idle or just after a certain amount of time open
Cuz like when I go eat and come back im always greeted with a crash
I reported the bug hope they fix it
how to disable motion vector of particleSystem?
even if i disable transparent motion vector in framesettings, motion vector pass of particleSystem still running
yeh thats just unitys default behaviour, they coded that 😉
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.
Volumetric clouds now appear to be local by default, but rendered past the clipping distance. Seems like they worked away the disadvantages of both options and simply removed it.
Is it possible to change the shadows filtering quality at runtime without modifying the RP asset?
well i can't move up into the clouds so i seriously doubt they're local. It's extremely important for my project, the player camera needs the ability to go through them for a fall.
Strange. I can move above the clouds.
are you sure testing in v6000.32f1? maybe its different versions
Unfortunately this isn't possible due to shader variant stripping. Although it shouldn't be particularly difficult to change this.
might make a backup and move over to the latest lts and see if that fixes it then
I see. I wanted to add a setting to toggle PCSS
@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.
I believe that should work
so I need to get HDRP locally? I will try that later. Thanks for the info
Yeah this would include making a fork. But the change seems pretty trivial
Downside is that you can't easily update the HDRP anymore and will have to merge your changes into newer versions
well, if it's a fork, I think it's easier to update HDRP than if it's local
Also keep in mind that when you're doing PSO tracing, you will have to run it for each shadow setting:
https://discussions.unity.com/t/prevent-shader-compilation-stutters-with-pso-tracing-in-unity-6/951031
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.
Unity 6 introduces a new and powerful PSO tracing and precooking workflow, unlocking a smoother and stutter-less player experience, when targeting modern platforms.
The new GraphicStateCollection API provide a significant upgrade from the legacy “shader warmup API”, previously introduced in older Unity versions. While traditional shader war...
You can see on the right it stutters noticeably a few times. Even including a four second pause.
welp ive opened up into version .46, still no local clouds.
I can confirm I have the following in my profile asset (presumably because it was created on a much older version of Unity):
localClouds:
m_OverrideState: 1
m_Value: 0
But I also tested this on a different volume, so weird. Might want to report a bug for the missing UI here.
interesting. Changed it manually with a text editor for 1 in both values to enable, still nothing. weird.
really, especially annoying cause the entire concept of my project revolves around falling through the atmosphere
in your Lighting settings, try increasing your lightmap resolution, texels per unit.
Don't crosspost please
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
Lol
I mean in runtime
You need to code that yourself
Here's how I handled it: https://github.com/Wolfos/Adventure-RPG/blob/master/Utility/GraphicsSettings.cs
I see shadow quality uses a delegate that the lights subscribe to
Doing quality settings in HDRP is an absolute mess though
thanks, but I've already done that by adding lights to a list. I just wanted to make sure that there is no "ready" solution
in case you're interested: https://pastebin.com/acHTX94C
Yeah the engine should make this easier
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?
It moved to the visual environment.
That allows the data to be shared between multiple components, like PBR skyr and volumetric clouds.
Oh, perfect, thank you for your help, I will check this
Can anyone guide me on how to create a realistic whirlpool using Unity's Water System?
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?
is there a way to fix flashes when toggling the screen space reflections in camera frame settings?
is hdrp bad for making games
realistic games that run well
someone told me unity's hdrp is badly optimized and i should use ue instead
Someone doesn't know what they're talking about
Neither HDRP or UE are optimized badly, or optimized at all
Optimization is something you do when you develop your games with them, they provide the tools and features for you to use
it was someone on blender discord server
Both HDRP and UE are complicated rendering engines and expect you to have the knowhow required to reach your performance targets
The statement doesn't even make sense
So, more than just wrong
Yes, both are good and competitive options for photorealism as well as good performance
But if you have to ask that it's unlikely you have the experience and skill to reach quite such a lofty goal
cause it seems like unity gives me a interface to work with and all i can do is add assets
i am new to gamedev but i have been doing 3d for some time
maybe ur right tho
also what does sc riptable render pipeline mean
exactly
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
i tagged u in the blender server to the message i am refering to
It’s pretty heavy on the CPU. Probably more than it needs to be. But you can achieve good performance with it.
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
There's a list of HDRP games on steam, if you're interested
It may give you some idea of what kind of graphics on average teams of various sizes practically put out
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
HDRP makes it really easy to destroy your performance if you don’t know what you’re doing
Indeed
UE is the same way
URP is one of the few options that make it relatively worry free
decent automotive hybrid render. Aiming for photorealism but hdrp need some improvements
I don't think so.
You can make this with a water decal that has displacement / foam and flow
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
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.
Any way to decal project a TextMeshPro text?
To have an empty skybox, is it best to just have an empty/blank HDRI Sky?
Been doing that for a while and it seems to be a good way
I guess it depends on what you mean by "empty" and what kind of "best"
Empty by making sure it doesn’t add any additional effects besides ambient lighting.
and best by performance, or by not getting in the way of baking lights or something
I just don’t find any other way to do it besides an empty HDRI Sky
anyonje run into this issue when trying to bake Adaptive Probe Volumes
Baking Set-Default.CellProbeOcclusionData.bytes' does not exist
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
Raytraced reflections in hdrp seem unlit.
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.
is this a limitation within the game engine itself?
increasing bounce count does not contribute to this
here is a peek at my rt settings
I have tweaked everything here, nothing seems to contribute to the lighting in the reflections
because your clamp value is too low
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.
do you have GPU Resident Drawer enabled?
if so, disable it. For some reason it breaks lightmap debugging
oh yep that was it, i do have it enabled
thanks so much i was losing sleep over it lmao
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
Yes, but no official timeframe.
Hey beautiful people
I can't for the life of me figure out how to get adaptive probe volumes to load from assetbundles
All my dynamic objects just end up very bright
The scene in editor is all good, it's just when loading the scene from asset bundles
I have already set it to disable streaming (as per unity's documentation)
Yeah I just found this
Should be fixed on the next release
I was going crazy trying to figure out what I was doing wrong
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
Unity 6 pretty bugged ngl
Hope they fix all the issues
Any form of global illumination will do that. Ray traced GI is the only real-time one that's supported.
SSGI is also realtime. Has soem drawbacks, but is less expansive.
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
how would I render an item in front of everything else for a UI Inventory system? Ideally without a second camera
I'm trying to replicate Resident Evil 7's 'inspect' system
Use a custom pass.
oh sweet! didn’t realize you could layer custom passes like that
thanks man, I really appreciate it
@scarlet hull up on this issue, have you got any idea what could fix this ?
I think this is a legit bug, could you make a bug report ?
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?
Hi
- Wrong channel, #archived-urp is for Universal RP
- 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.
- 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.
ok thank you very much sorry if I made a mistake in the chat I didn't know
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.
WHY-eeeee?
This geometry looks ok in-camera when the editor is stopped, but turns into a mess at runtime.
Unity 6, HDRP
Kinda looks like the mesh is swapping to 16-bit indices (max 65535 vertices) when you hit play
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?
Hi Osmal, thank you for replying. This is a KitBash3D model I’ve imported. I converted Materials to J Booth’s Better Lit shader.
I haven’t installed ProBuilder. I’ll import this model into another project to compare. I didn’t know about 16-bit indices. 💡
Can anyone tell me what "HistoryValidity" means in the GPU profiler? This will randomly spike when I'm rotating the camera.
You know its bad when the guy helping you needs help 😭 😭
I don't know everything 
Hope you find your fix man
Anyone knows how to get baked lighting for static objects in hdrp and real time lighting for players?
Cuz mixed dont work
Sounds like motion vector stuff to me
It's related to denoising
RTGI
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?
I tried creating a new material too with layeredlit but still can't change the profile on this new material
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.
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&)
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?
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 🙂
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
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!
are you refering to Animation Tab thats in the same window as Project, Console, AudioMixer?
No, I mean this in the Inspector, when you select an FBX file
oh i seee thank you!
Need some help with adjusting a decent shader for my scene.
It looks so ugly
Blender viewport: (Same model except, the textures used in Unity are targa formatted for Mask Map)
Start by making sure that sRGB is disabled in the mask map in unity's import settings
anyone else notice if the sample buffer and/or scene view nodes are broken?
Using Unity's fugly chromatic aberration isn't helping anything
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!
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).
do you have a global volume on your scene?
Your mask maps look off to me. It's:
R: metallic
G: AO
B: Detail
A: Smoothness
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
And not metallic
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 )
Indirect diffuse multiplier of 9.6 is really high
@orchid forge Try setting that to 1 and baking again. Specular should start off as 1 as well. These are unrealistic values.
And with 0 for reflection probes you're just turning off the probe's contribution entirely
Bloom threshold at 0 is going to make everything blurry. Should be at least 1
Your sun is so weak it's barely even present. 150 lux is comparable to a ceiling lamp.
I’m kinda new to Unity; I tried making some stuff, but I think it turned out pretty bad
Where is ‘Specular’?
Reflection lighting multiplier
As i increase the Reflection Lighting Multiplier, the interior light level rises. even rooms that receive no direct light become bright
Might want to reset exposure to the default settings as well
For outside in sunlight, the default value is 14
3 is more "moonlit night" kinda setting
The reason I set the exposure to 3 was that I was trying to give the scene a stormy, very cloudy, evening atmosphere
Probably want to light it first then set exposure based on that
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?
In the package manager, if you go to the HDRP package there's a samples tab. I fhink the water samples might have what you need.
didnt think about that, ill give it a look.
I took a look. They indeed have a boat that excludes water using a mesh. The problem I am encountering in this example is that when you are within the boat it doesn't work anymore. Do you have a possible fix for this?
Like below the deck?
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.
So yes it's expected for the player to go beyond the plane in gameplay.
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.
I am trying to get it to work within the sample scene to understand it a bit better. I get what they are saying but when I change the mesh to that of the sample boat it doesn't change. Neither when changing the renderers or anything. And when I want to try to make a new excluder it cannot get the material that's assigned to the original excluder since its a hidden material.
It also stays a 2d mesh when using the excluder. That wouldn't work for me.
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
I think the main biggest problem would be that this isn't my strongest bit of game development. It is difficult for me to think about what to do. Crest is relatively expensive for me.
You could probably change Cull Back to Cull Off in this
https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/WaterExclusion.shader
Actually no
Copy/paste the pass, change Cull Back to Cull Front and ZTest Greater instead of LEqual. I think 
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 😅
Where would I need to create the new script? Since the location and script of the shader are part of the Unity cache?
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.
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?
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
Try this one:
https://hastebin.nl/WBBlm0P
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.
Just need to set a material to use that shader and apply it to a mesh
Yeah it needs to cover the inside of the boat
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
Wish I could help further but it's kinda difficult without being able to experiment myself
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.
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
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.
Yep ^^
have you checked the default volume? maybe it's corrupted or something
the one in the HDRP settings asset
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 :/
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
You’ll probably want to start with a base material then Instantiate that. Creating materials at runtime doesn’t work thanks to shader variant stripping
Ah I see, ill give that a try, thanks for explaining
Has anyone done any tests/benchmarks for Raytracing in 6.1 compared to before? I saw they had some improvements in patch notes
Haven’t tested, but from the release notes it seems like it’s all on the CPU side
anyone got any idea why in the scene view the sky is blurry? restarting doesnt seem to fix it
Looks like motion blur. Weird.
turned out to be camera clipping was too low and causing issues
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)
https://drive.google.com/file/d/1ZPBOKGYcwLeh6P32cr5BI9FL4FiFKg01/view?usp=sharing
Uploaded a updated version with better looking normals.
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
Solved its because of directx 12
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
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! ❤️
Do you have a better angle of it, or even a video? A bit hard to discern
But spot light works fine
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
Does it also happen with a new area light with default settings? Your shadows there look a bit weird in general
I think Material Maker has some option to export a procedural material by generating a shader for it that keeps it modifiable
Just something I saw as an option the last time I tried it, not sure if it works for HDRP or how it works specifically
When enabled volunetric fog sky is flickering for some reason.
Here is another vid beacuse in first i dasbled fog entirely but here only volunetric
Looks like a bug
Guessing this is an older engine version? Since you’re on DirectX11
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.
It sounds like blitting would be the tool
What kind of effect would it be?
just simple shader what will be changing color of pixels conditionally. But Graphics.Blit does not working. with some parameters it is returns some blue image or just copy texture without shader prosessing.
Conditionally how? Why's post processing too late
if color of pixel is some specific then it is try to set it to one specifig. Shader working okay if you apply it to unity 3d object etc.
An issue could be that while shaders on object materials are working on textures directly, what comes after changes the actual color values drastically due to HDR tonemapping
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
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.
How would I be able to make a triplanar uv mapping in hdrp to have materials scale objects?
A shader on an object can access an updating texture, which in this case would be an RT texture I presume, and it'd not require blitting or anything complicated
But as you said the shader works on an object just fine, so is that not an option?
I need to take kind of snapshot of that one image with shader pass on demand and then transfer pixels from gpu to cpu memory in order to read bitmap pixels or one x and y coordinate.
Still feels quite a bit like an XY problem to me
Problem is that Graphics.Blit does not do what documentation promises. "Uses a shader to copy the pixel data from a texture into a render target"
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
If I call Graphics.Blit(original, destinationtexture) without shader parameter it is doing just raw copy of that texture2d and with shader parameter is it erratic behavior.
I don't think anyone here can do but guess unless they know more precisely what your shader is doing, how you're copying the texture, what kind of texture it is, etc
My hope was that knowing your original goal it would be possible to find a solution that sidesteps the problem entirely
Shader just make one spesific color (or small range of colors) to transparent color. then I try to read that shader processed texture2d pixels. If x and y coordinate pixel is transparent or not then do different things in the game. When shader is applied to material and used on 3d object it is working there. but I need to read texture data with shader pass.
@shrewd moon that unity discussion explain my issue but my need is not save it as image file. https://discussions.unity.com/t/graphics-blit-with-a-material-is-just-giving-me-a-big-blue-box/909489
Precise info is crucial, like your code and shader code exactly
I have to go so hopefully someone else can take over
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.
!codetags
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/, https://scriptbin.xyz/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
added to previuos reply.
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.
Does that cause crashes? Should just swap instead. Slow, but no crash.
Yeah it does cause crashes. What are you referring to when you say I should just swap?
Isn’t a portion of DRAM allocated as graphics memory too? I suppose it’d crash if you run out of that as well
nice
Yeah, but DRAM allocation is never an issue as I always have more of that than VRAM
Just trying to figure out if the crash was theoretical or observed, since you don’t necessarily crash by exceeding.
Anyway it sounds like an engine bug. So good luck 😅
Is there any solution to my problem that I described above?
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
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 🙏
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
the shadows are not showing up currectly, they seem detached from the object
how to add height texture in terrain texture layers
Check for shadow biases settings.
The height is packed in the B channel of the terrain layer mask texture
For street lamps, try cookies. They're not accurate but performs better and tends to look a bit nicer IMO
Example of cookie shadows
How can I enable them?
There's the cookie property on the light, which takes a cubemap. In my case the cubemap looks like this
Wait let me get back to my computer then I will try to talk. Rn on mobile
So I have to make my own cubemap in photoshop first?
I want it to look like rdr2 is it even possible in hdrp?
Yes
I am not making a game just something like a tech demo to personally see what can be achieved in unity so don't care much about it I just want to make it look as photorealistic as possible in hdrp
What can be achieved in Unity and what can be achieved in Unity at 60FPS are two different things yeah 😉
by how much? just asking. and what are your specs?
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
Point light shadow is very costly (6 shadowmap rendering per light), but you can mitigate it by using cached shadowsmap and/or scripted shadows refresh, as well as tweak the shadow distances.
Yeah I've tested that but in any case 60FPS became unachievable
It seems to seriously take twice as long to render the frame
Editor is not really a good judge of fps, and there are ways to do it like Remy has hinted at. In my game I have every point light (~25 atm) casting shadows, which become dynamic if the player moves near them.
(at ~50fps on an iGPU at 1080p, last time I checked)
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 ?
Yeah it’s fine until I do it in the scene that has two directional lights (one shadow). At that point even with a cache it halves the performance.
Editor tends to be accurate when it comes to GPU perf.
Editor is still not super accurate for GPU perf tbh, there's extra blits in there that could tip you over from a bandwidth side of things and chug performance.
The two directional lights is potentially your problem then
banned
Bot missed it on first pass.
The detail mask of the mask map is used to control where the detail map will be applied.
Usually the detail map is tilled with a higher value than the base map to add smaller surface details on the model, and with the mask you can remove it from some parts.
Oh I see, then if I don't use a detail map, it doesn't matter if the detail mask channel is white or black right? Would the texture size change if I set the details maks to full black or full white to reduce its size even more then?
Yes, it won't matter, and no, the texture size won't change.
Got it, thanks a lot !
Hey why when I put my directional light intensity to 0 the scene isnt completly dark?
The skybox is also a light source
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?
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
apparently it is very dificult to implement this, it seems
or at least for someone who does not know how to write shaders
how do i make the glass in the spaceship window look better
Can you help me because anyone else does not reply anything? Is there any solution to my problem that I described above (source code sample and shader is posted to channel)?
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...
Made an anime short clip in Unity. https://www.youtube.com/watch?v=JkneShDIYRM
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);
}
Maybe check the quality level settings ?
It could be that the other PC is running the default quality level that doesn't have veolumetric clouds enabled ?
You can try to display the decal atlas using the debug menu to see what is happening there ?
I'm not really familiar enough with this stuff to give precise advice but generally I'd try to test by reproducing the issue as simply as possible
Just blitting without any of the webcam or texture copying stuff
If that doesn't work look for premade examples and try to get those to work
Sorry, where would this be? The "Debug mode" in the inspector for the HDRenderPipeline asset or somewhere else?
Did you try the fix from the thread you've mentioned ? :
Graphics.Blit works with a shader graph shader if you specify pass 0 like so:
Graphics.Blit(null, blitTarget, blitMaterial, 0); No need for the RenderTexture=True tag.
Looks like theres only 1 texture (that has the same import settings as all the others), though that did give me a hint, after opening that menu and toggling a second camera in the scene, the warning now only pops up once, so maybe its somehow related to my second cam - thanks for the tip
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
This is quite weird indeed. The best would be to send a bug report with your scene.
I've tried that too, but it doesn't work properly.
how do i import a pbr material
i'm so confused
i have ao, color, normal, and roughness maps
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
Wich one should i use urp or hdrp?
If you have to ask it’s probably URP. You need a good grasp of rendering to use HDRP without murdering your framerate
URP for all projects
HDRP only if you have very high end platforms and a big team (imho)
Steam Deck is basically the bare minimum you can run it on
Switch 2 maybe? It’s not officially supported (yet) but seems feasible
why is GPU Instancing not working in HDRP? I checked this in the material and even disabled SRP Batcher in the asset.
GPU instancing isn't automatic. Enabling it in the material simply means it can be instanced.
You'll still need to render it instanced:
https://toqoz.fyi/thousands-of-meshes.html
GPU instancing is a graphics technique available in Unity to draw lots of the same mesh and material quickly. In the right circumstances, GPU instancing can allow you to feasibly draw even millions of meshes. Unity tries to make this work automatically for you if it can. If all your meshes use the same material, ‘GPU Instancing’ is ticked, y...
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.
GPURD drops my fps by 15%
In builds?
in editor
Right, that means nothing then. Profile in builds.
Editor overhead is like half the frame time lol
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
You can not modify a package that is read only, but can can make a local copy of the HDRP package and modify it after;
Is there a way to have Unity use the modified local copy instead of the actual package? Would I have to uninstall the actual package from UPM?
You can copy the HDRP package folder from /Library/PackageCache to /Packages (exactly like you manualy do a local copy of the config package here )
Awesome thanks! Ill check this out
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)
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
Any updates on capsule shadows?
Particles should already be instanced
I don't use static batching any more, I don't think it works well with GPU res drawer anyway - Unity docs recommend to turn off static batching when using GPU resident drawer https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/gpu-resident-drawer.html
What do you need capsule shadows for? May be easier to just use Unity's new auto mesh lod feature + shadow only caster = almost a capsule shadow in performance.
looks like you don't know what capsule shadows are
What I said serves the exact same purpose as capsule shadows.
how is shadowmapping related to this?
Because a high performance, correctly scattered shadowmapped shadow achieves the exact same outcome as a capsule shadow
no it's not
Maybe specify if you're talking about indirect capsule shadows, assuming that's what you're trying to gotcha here. Direct capsule shadows are a thing.
yeah, I meant indirect capsule shadows. You can find this topic on the rendering roadmap
they said they are going to release it in unity 2022.1, but.. 
What do you mean? GPU instancing shouldn't work while batcher is active
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
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?
Particles aren’t batched. They’re rendered by the particle renderer. This uses instancing and it’s always one draw call per system.
Ok good
HDRP uses SRP batching which almost always beats static batching and gpu instancing
But to know exactly you'd have to profile and compare
<@&502884371011731486>
!softban 435460109913817090 bot spam
rehtwog was softbanned.
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?
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.
That's very strange. Is it happening in the editor or runtime ?
Is it a realtime or baked reflection probe ?
Looks like the shader used for rendering in the reflection probe is missing a variant.
Any errors in the console/logs ?
@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
Btw it did it again, but this time there are some parts that will be fine and some not.
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.
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.
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
Multiple HDRP assets on different quality levels maybe ?
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?
Vsync enabled in game window?
Solved it tnx
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...
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
very interesting: it occurs when my Visual Environment is using a Sky Type of "None"
i'm seeing the skybox here
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
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
Thats what renders the game
ok, just checking i wasnt using some wacky thing i needed to disable
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 -.-
@rocky latch 8ms overhead based on what? GPU / CPU? And on what setup? And based on what HDRP configuration?
like our production title takes 4ms on CPU including everything, so I wonder where the 8ms overhead stays.
What kind of scene setup + CPU is that on? Sounds like something very light environment wise
Ryzen 9 5950x 😔
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
So you measure this on empty project in a build with no post processing, light and shadows? Or how do you define overhead?
Should be on the render thread 
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.
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
We never head any issue with CPU being bottleneck. If you use the features of HDRP you’ll get into GPU as bottleneck much earlier. There might be exceptions, like if you use Raytracing with lots of geometry, but for us it’s always CPU waiting for GPU.
I'm almost equal on both
You need to check in profiler if there’s wait for render thread on CPU.
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
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?
Steam Deck support is doable.
5.8 million verts, 5500 draw calls (seems to be largely terrain).
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.
What do you mean by custom renderer?
Oh right. Yeah I’ve done that with a generated mesh. Don’t recall doing anything special
these are both outputting the object space node, but the one that is rendered by the water system is always world space
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.
Is there any examples of this?
This was captured on the ROG Ally. Runs a bit better on Steam Deck.
is that volumetric fog?
Yes
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.
Yeah probably not the GTX 1050 because of VRAM…
But the 1060 should be doable at 30fps. Bit of upscaling
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
Yeah I rely a lot on volumetrics so I don’t allow it to be turned off. It scales though.
On max settings you can do anisotropy which just looks awesome
But puts my 5070Ti through its paces.
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
Majority has RTX cards by now. Especially if you’re still starting development I’m not sure Pascal is worth considering very much
Lol is the limit VRAM? I have a 5080 and a 5900x
Nah it’s bandwidth
Pascal?
Pascal is GTX 10
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
I won’t lie - it took a lot of optimization work to get here
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
i think its something raytracing other friend with gta 1660 has it fine
Nevermind turned of rt its ok
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.
Complex scenes do seem to run better in HDRP. Sometimes you really do just want to push a couple thousand draw calls 
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
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.
thank you very much, a few features you mentioned sound really interesitng for the type of game i am interested in
More complex shaders in general out of the box, so it supports way more PBR material types
The shaders also allow lighting to be more complex with light size variable for controlling softness of shadows and specular, and more light types like realtime area lights and box lights
More complex post processing, so you get SSR, contact shadows, whatnot
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?
Yes, "huge" would describe it
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
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
also true
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
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.
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
will do
I'd say it's designed for real-time VFX rather than games. It just scales if you try very hard.
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.
I have question why does my hdrp game run worse on rtx 4090 than on gtx 1060 ?
Ask the profiler.
problem with drivers, broken component, CPU bound game, ... Could be any of many possible reasons. Way too little information given to give any probable answers
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.
Sounds like you’ll have to modify the volumetric clouds to take point lights into account.
Working on animation in unity found something funny
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?
The manual does not have any info about this but correct me if I am wrong. For anyone wondering the editor background color settings do not work in HDRP as far as I know. What you can do is set up a scene and set in project settings to be used for prefab mode.
This is wrong. You need to use the volume framework as explained by the link.
Yes you can set up a volume in a scene and set that as the prefab mode scene for a lit environment. Or if you just want a background color, add a mesh.
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)
That's just a wrapper around SetColor though
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);
}
}
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.
Yeah it also sets _EmisssiveColorSDR and _EmissiveColorHDR, if the latter is defined
It was just confusing and frustrating to have to use SetColor on the base color and then have to use a whole other API for just emissive properties
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.
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
Are you certain this is an issue with the texture mapping? This is supposed to just work
the height map doesn't match up
Yes, and if you use UV's does it match up?
the dark lines are the alpha lines the other softer lines are the height mao's lines
yep
To be fair, that demo could of looked way better, Unity made it overly basic—instead of focusing more on Physically Based Sky and stuff like that, they just focused on the trees and grass etc
(Very unoptimised trees and grass)
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.
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.
Yes, there are several ways to do this
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
It's a big cube basically
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
doesn't the pixel displacement counter act htat or not?
If using pixel displacement, then yes but I never could get pixel displacement to work correctly for me and it looks shit anyway
If I were you, I would just add geometry. It's the simplest and best looking way
I'll check it out thx
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
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.
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
I mean it's in Beta still isn't it
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
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:
What’s the version that the documentation uses
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 ?
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
I noticed it happens around objects that use pixel dispalacement
Attach Renderdoc to learn more
I feel that is overkill, it seems to be caused by shaders somehow, it seems to happen on things that have alpha clipping or pixel displacement
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
Understood, gonna try it out, haven't used it before but it cant be that complex
anyone know whats going on here? new to hdrp
I'd guess it's something with that shader not drawing motion vectors properly and the motion blur effect getting confused
What shader is it?
Yes
its just a normal HDRP lit shader
Alright. Same as the above then, try Renderdoc
also, I turned off motion blur, at least if this is the correct way to do that, setting intensity to 0
Yes
I'm out of guesses, try Renderdoc 🙂
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
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
i just turned off motion vectors and its fine 🤷
i dont know if thats bad, but it fixed my issue
nevermind i guess, it's doing it again
Is anyone else seeing significantly lower performance in builds with the latest Nvidia driver? (576.80)
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
Determine analytically what's affecting your performance and where the bottlenecks are
oh yeah forgot to mention but the stutters are caused by:
GPU occlusion culling caused less stutters but its still noticeable
from my understanding this is caused by the CPU waiting for the GPU to finish rendering, right? So I tried turning off Vsync but it only marginally improved stuttering
If the CPU is waiting for the GPU, turning off VSync should have absolutely no effect
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
right, so how can I determine which meshes or whatever else is causing the stutters?
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
id like to add that some of the ported model was shade smoothed, and that the averag verts is around 50K
but it shows up as 100-500k tris in the unity Stats graphic
yeah (we're working on the same game)
The profiler can tell you how much time each part of the render loop is taking
You should profile a built application so the editor isn't skewing your results
https://docs.unity3d.com/Manual/profiler-profiling-applications.html
The stats panel is not very reliable
I assume it might over-report the vertices if objects are rendered multiple times for multiple render passes from lights for example, though the cost of that rendering is not the same across different rendering paths
The frame debugger can help you hunt down issues like overdraw or poor SRP batching and more
also currently our map consist of several prefabs that contains LOD's but the lod itself only contains Culled and LOD 0(full resolution), do you think wed get better performance if we introduce another LOD level in between with a lower vertex count
i see its not really a problem with the models then
Iirc RenderDoc shows you exact render times
It could be, the stats just won't confirm that alone
Hard to guess but likely if it means you won't have to show the full poly models that much
Worth to note that too many vertices per pixel are expensive to render, which is an issue with high poly meshes without lods
yea our models are very low poly by default hence we only put lod culled and lod 0
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
50k is the total of the WHOLE map and we made several chunk sections into LOD groups
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
why does my baked lighting look so bad? I have a reflection probe here. This area is in the shadow
What debug draw mode is the second image of specifically?
baked lightmap (or Lightmap Visualization)
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
I have the "Generate Lightmap UVs" enabled in the import settings😭
Then it shouldn't be an issue but you should check UV overlap and UVchart debug views just in case
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.
Whatever’s best for your workflow. I don’t think the performance is gonna kill you either way.
well thats the thing we're having a problem with the performance, it keeps stuttering everytime its in this one prefab with all of its walls merged as one mesh
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
yea we did and its mostly bottlenecked on the gpu spesifically in semaphore.waitforsignal
Semaphore.waitforsignal means the thread is sleeping
Which means the GPU is meeting the target framerate in the frame you measured
this is how the profiler looks its happening everytime the game freezes
any idea why?
i asked gpt and it says it has to do something with the GPU
sorry for speaking weirdly i am french
It’s waiting for vsync
For… 1.5 seconds? 
we already turned off vsync anyway and it still happening
Check the GPU profiler
😁
the fps overall is great but its the freezes thats the major issue
where i can find?
If you replay that part of the game does it freeze again?
It’s in a dropdown somewhere on the top left of the profiler. Not at my computer atm
ok i will look
thank you i will ask further if any problem
Helpful to mention that earlier, and to not crop the screenshots so the spike could be visible if there is one
Try to confirm whether it's the GPU or CPU waiting in that situation
And as mentioned profile a build so it's not the editor that's freezing the application
alright noted
heres the profiler if youre wondering
the CPU part indicates 99% semaphor waitforsignal
during those spikes hence the assumption of the gpu bottleneck
Seems like it's mostly coming from the gbuffer, which would usually imply that it's a vertex count bottleneck. You have too much geometry rendering at the same time.
What's the vertex count in the rendering module of the profiler?
around 20 to 50k tris
Weird. Are you using GPU instancing or something similar?
Expanding the first column a bit might help too.
yes GPU occlusion culling
and LOD for the map
GPU culling is not really instancing. Though it might be using it under the hood.
What metrics do you see if you disable it?
Can you start with providing a better screenshot of the profiler with all the names visible?
alright
to some minor degree
It would be helpful to look at the profiler with the culling disabled as well
this is the dropdown
GPU and CPU
Are you trolling? I asked for a screenshot that shows the hierarchy names better, but you made it even worse.😅
ah sorry i havent had much sleep 😅
the rest are negligble
ive found something intresting when i turned off gpu occlusion culling its mostly defferred lighting that takes up the space
Ok, so:
- When profiling always sort by GPU/CPU time, unless you need to see another metric for some reason.
- 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.
Can you expand it a bit?
Yes, but this is with culling enabled, right?
the left picture i sent is without the GPUocclusion and the right with it checked
this one is disabled
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.
alright are these what you mean?
The column expanded like this is good, yes. However, I also need to see the hierarchy expanded so that we see what's the deepest entry that takes most time. In the GPU module.
This screenshot was perfect, but I need to see it with culling disabled: #archived-hdrp message
these are GPU OCCLUSION TURNED OFF
there rest in the hierarchy are 0
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.
There's two warnings there, which I assume are these
Might be skewing the results in some way
Good catch
The profiler overhead does show in the profiler
But yeah it causes stutter to have the GPU profiler running
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
Just reverted to older driver and... yep. 63 average FPS on version 576.52, 50 average FPS on version 576.80.
What the hell?
Do I report this to Unity or Nvidia? And how? I can't exactly make a minimum reproduction here.
Would be interesting to see the difference in the profiler.
Kinda annoying to profile since I have to reinstall the GPU driver but I'll see if I can find an average frame
Right. Got a fresh reproduction and I see the problem now. Vsync is broken - it's no longer using VRR.
Interesting. Is it the hardware vsync?
Yeah, I imagine this is an issue with my specific hardware setup.
So probably not Unity related. Even though other games work fine 
I think if hardware vsync is enabled it might be conflicting with software vsync that unity provides. Maybe try disabling one or the other.
It's not forced on in the driver
yeah there are several objects using LOD group and a total of at leasat 50-60K triangles in the map
that might also be
The vertex count doesn't sound like a problem. It's the potential draw calls count.
But you need to confirm that with the profiler.
50-60k is very, very far from a problem
The Time Ghost demo is running like 50 million IIRC
Yes it is mostly a problem with drawcalls, profiler only shows gbuffer and lughting related issue being the highest spike
That has nothing to do with draw calls
From what you shared earlier, there was no GPU bottleneck when gpu culling is disabled. You should look at CPU profiler.
Still seems we're close to square one
oh yeah, its the editor version
im trying to test the build right now
ok it seems to be an editor issue
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.
uh yeah.., but i full screened it and it usually reduces the lag
i didnt not see the word below it 💀 it was 5 am
but im not fully sure yet the build has been tested on a good pc
i havent tried it using a mediocore one
Hello again, I found another place where you clearly can see the problem. I checked the UV Overlap here and it looks fine (at least on the ground). It looks like baked shadowed areas are drawing under the normal maps?
There's a lot of overhead in the editor as well as missing optimizations even if you're running in full screen. Some rendering flow might be completely different too.
Profiling in the build can be used as a reference at best.
#archived-hdrp message ahead of you!
"Under normal maps" doesn't make much sense, but if you are using custom shaders it could be applying light in some unusual way
I assume that's the UV overlap view, which is pointing out a problem with the foliage like I suggested
No, it's HDRP/Lit
Beyond that it's difficult to see what the issue exactly is, or if there is one
and I removed foliage from the lightmap, it's an "old" screenshot
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
By removed from lightmap, you mean what exactly?
they doesn't contribute GI
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?
see how weird that spot looks with the shadow on the grass? It looks like it has some weird reflection, but adding a reflection probe doesn't do much
I see, I would try to swap materials and compare material properties that might affect it
At a glance I'd assume it might be something related to diffusion profiles
If for example subsurface scattering is enabled for that material
It's a standard material
Maybe ambient occlusion?🤔
realtime or the baked one?
Either one.
The only solution I've found is to disable reflections globally...
but I think it looks fine in my scene
Perhaps the indirect lighting influence is too strong
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
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
You should show the material that you're using
Easier for us than to guess
A "standard" HDRP material can do any number of different things
There's some specularity even at 0 smoothness
Ah, true there is some
But hopefully just sliding the smoothness about will give a clue whether it's involved at all
An even better test could be to use the indirect lighting controller override to tune indirect light contributions on/off
I think that's what they do in the left screenshot, where the glow is gone.
Right, I'm still asleep
but afaik, this problem appears only in baked mode, and I'm using mixed lighting
Baked lighting is one of the few ways to remove ambient lighting from occluded areas
But it does not remove reflections so it can lead to visual disconnect like the one we're likely seeing
I see
I concur with trying APVs for their specular occlusion feature
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?
Is there something wrong with the mesh?
wym?
Maybe it's duplicated or something idk
No, it's should be fine
In the other scene: the ground is a cube created with probuilder and as you can see, it also has the occlusion
I see, apologies for the hassle
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
Never noticed this
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 
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?
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.
You're thinking too difficult. You can set "cast shadows" property on a meshrenderer to shadows only
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.
Why do this via culling? It's a completely different render pass. These objects don't need to be queued at all.
We don't know how unity handles culling per light. It could very well be that it is happening together with the camera culling. Or at least the force rendering off property is only used at that stage.
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
I don't get how you'd be able to see the shadow if it's occluded
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
So are you doing some kind of custom culling that prevents this?
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
Well instead of disabling it set it to "shadows only" 🙂
Ah, and then revert that for the custom pass outline... that might work, yeah
I don't think you can easily toggle this kind of stuff in the middle of rendering/between the passes.
I already have that covered, so that should be fine
That seems to work 👍
Now I only have to hope this method yields the same benefits as disabling the renderers, and doesn't still have some overhead in rendering.
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
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
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
Maybe look at the frame debugger. Your pass is probably rendered after the SSAO. If that's true, moving it earlier in the render queue might fix it.
from what i can tell the post processing happens after the fps layer gets rendered it looks like its already drawn and there in the frame debugger when it happens
Then it should be applied to it as well. What textures does SSAO take as inputs?
I mean, in the frame debugger
this is my pass btw sec ill check frame debugger
not sure where to check inputs or specifcally ssao actually
First of all remove the filter.
Find the SSAO draw call in the queue.
The input textures are under textures categories.
Output would show the render target after this draw call.
only ssao related things i can find in here are
Again. Don't use filters. You need to see the full picture. SSAO could involve multiple draw calls or dispatches.
how do i find ssao draw call in the queue
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
Hmm... Okay. And before post processing?
i expanded the ambientocc tab just cause thats the only thing i thought might help lol
Yeah, I think that is the SSAO. Or at least most of it. Is that Custom path where you render your fps stuff?
Also can you show all the details of this ~~draw ~~ dispatch call?
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.
My guess is that maybe normals are not rendered for it, since you're using a forward pass.
tried changing shader pass from forward to to depth prepass but didnt seem to help
Isn't there "deferred" option?
