#archived-hdrp

1 messages · Page 81 of 1

scarlet hull
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@fierce parrot

fierce parrot
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But now my object is flying around lol

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@scarlet hull

scarlet hull
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wut ?

fierce parrot
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rotation solves some things but creates more bugs

scarlet hull
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Let me look at my project again

fierce parrot
scarlet hull
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Or, you're not using world space positioning anymore ?

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Well, you'll need to compensate for the object new rotation then

fierce parrot
glad tartan
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Is it possible to override depth in HDRP with Custom Pass? Everything I've tried so far isn't working. I tried overriding the depth but it's giving weird results.
What I'm trying to do is have a mesh cutout another, so you can see what's rendered behind it. Currently trying to use it to create weapon scopes.
With URP everything is fine but I can't figure out with to do with HDRP to achieve the same effect.

Example

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Just to clarify not the scope effect itself just the cutout so you don't see the rest of the scope in the center.

high prairie
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How do we write to the G Buffers in HDRP like we do in built-in deferred? I'm sure there's very simple functions to encode the old format to the new but I can't find documentation for it.

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Also would be interested in writing to the motion vectors buffer

turbid matrix
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you can write movec data from SG now, altho I think it's just added on existing movecs, not replacing them

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just mentioning it in case it's relevant

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but I'd definitely play with the velocity delta thing if I did that today

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it wasn't yet available when I posted that

glacial crag
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I am having an issue adding a VRM prefab to an HDPR scene I have tried updating all the shaders of the materials in the prefab to HDRP Lit but still happens any Ideas what might be causing this?

glacial crag
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hmm found out this was caused by the hair mesh for some reason

whole fossil
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guys is it possible to change graphics api at runtime? I am wondering if it is possible for the user to switch between dx12 and dx11 to enable/disable raytracing in hdrp?

turbid matrix
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@whole fossil I don't think there's a runtime toggle, if you do find one then please tell me as well.. afaik how you do this is that you write a custom launcher that uses your user settings that then passes the commandline arguments to the main player when you launch the title. Also afaik there's a launcher stub available already which you can customize for this.

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also one option could be to just let user launch game from steam etc with steam's launch options that let you as developer preconfig the option to use select commandline parameters

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but this is bit clunky for the users

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some games still do this for letting users pick between like 32bit or 64bit version etc

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but in the nutshell, however you'd implement this, it would require a restart for the game if you want to use different settings (this part is a nonissue, many games do require this)

whole fossil
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understood, I was afraid that it won't be as easy. Thanks!

daring fjord
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hey, so i imported HDRP in my project a while ago, and told me to switch to Vulkan becouse OpenGL isn't supported for linux, i did that, and now my whole OS performance is like 1 fps. i'm using amdgpu drivers on Pop!_OS. what should i do?
i'm using unity 2020.3.24f1

turbid matrix
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@daring fjord have you cleared all Unity cache for that project after switching to Vulkan?

daring fjord
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it does the same with the unity demo HDRP scene, not modified a single thing

turbid matrix
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I don't know if 2020.3 is affected but there's a bug in HDRP that generates unstable frame updates with Vulkan after you've switched to it from other rendering path. Wiping the library folder cures this

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it happens on all HDRP scenes, even Unity's own tech demos

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I mean, if you are getting affected by the same issue I've seen

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just close editor, delete Library folder, restart project

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or whatever Unity names that stuff on Linux

daring fjord
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alright i'll try that after i figure out how to mount my second drive with all my games and projects , it just says "unknown error" and idk nvm fixed

turbid matrix
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it might not be your issue but worth testing still

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also not knowing your computer specs could also just be too weak computer to run HDRP

daring fjord
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on windows it ran really good, at like 70 fps on a really heavy scene with volumetrics (specs: CPU: Ryzen 5 3500x, GPU: RX 570 4GB, Ram: 16GB 2400mhz)

turbid matrix
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ah, that should do yes

daring fjord
rich ravine
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this is some sort of mystery, even tho some may think it's just placebo effect but I do facing this kind of unknown laggy issue with the editor even in a freshly created project.. But once built, everything is fine and dandy

I'd say, just build your scene and test it from there

dawn sorrel
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Hi, I am trying to learn my knowledge about aspects of indoor lighting and PBR. I am approaching HDRP at the moment. What I would like is for incoming outdoor light to locally affect areas of my blinds/curtain that are directly lit more as compared to blinds that are not directly lit (look by windows on left). Id basically like to have the light" shine up" the blinds but be darker closer to the top of the window frame. I do not know the correct terms for this... I saw a Blender tutorial the other day where a material was setup to use ... "sub-surface scattering" so that directly lit areas were more bright. Is this what I am am after? Can I create a material that scatters a directionally baked sunlight? I am generally more confident with the standard render pipeline and baked lights as well as reflection probes and and light probes. I am a bit overwhelmed by all the settings... 🙂 Thanks in advance.

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I have not read about thorouglhy nor gone into post effects nor volume framework yet.

eternal laurel
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you can set up SSR and a diffusion profile on the curtain material

dawn sorrel
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Ok, I read up on diffusion profiles. Before that the material was all green :9. However i wonder if what Id want is more of a tranclucency effect?

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like the "green dragon"

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Well I need to read up more and go back to basics.

dawn sorrel
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Managed to roughly achieve what i was after on the curtains by the window. Tweaked settings for material thickness and the diffusion profile and using a very intense realtime pointlight outside the window. Do i understand it that SSS does not work with baked light?

dawn sorrel
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Managed to get the look I wanted from the blinds and curtains by also tweaking the sun Angular diameter. Thanks for the hint on diffusion profile Uri. Fun to learn HDRP.

eternal laurel
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Looks real good my man

dawn sorrel
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Thanks Uri. Happy with what I achieved. Now onto learning decals to make it less perfect looking and volumetric light for the incoming light. Cheers.

eternal laurel
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You will want to use a density volume for that. It allows you to controll the params of the fog in a local volume

dawn sorrel
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Hmm not sure I can find it.

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from the docs "HDRP 12.0 introduces multiple improvements to Density Volumes (Local Volumetric Fog):

Density Volumes is now named Local Volumetric Fog. "

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Oh I found it, was was doing "rightclick > Volume" when I should do "right click > Rendering > Local Volumetric Fog".

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The doc for 12.1.2 says "To create Local Volumetric Fog, right click in the Hierarchy and select Volume > Local Volumetric Fog." so guess the doc is not updated. In the Whats new it says "Density Volumes is now named Local Volumetric Fog. This new name removes confusion with Volumes and makes it clear that this feature creates a fog effect."

loud leaf
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Is anyone on HDRP master?

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I'm running into so many issues I even get lost in the rabbit hole when I want to start reporting some, I'm not sure what happened (devs without proper hardware at home?)

late cloak
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Probably asked a lot before, however my entire screen is gray and I get this error

dawn sorrel
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happens to me on an off as well. unable to replicate consequently on my side.

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sometimes after a bake, sometimes after moving an object around. boom. restart is only way to solve.

dreamy fox
loud leaf
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Mainly dynamic resolution incompatibilities (seems to be caused by remaining ScreenSizes that need to be converted to PostProcessScreenSizes) and a DXR memory leak (?) that makes performance testing difficult due to inconsistent performance. I'm usually on master so I know what issues to expect, and report before I need a stable package to work with (since cycles can be pretty long, if you count in official releases & QA, etc). Was wondering if anyone was on master because RTGI/RTR no longer shows up in standalone build there, but I should be able to report most issues from the package manager version.

normal folio
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Hi, I am not able to enable SSR, getting this

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its already enable in my hdrp

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i checked the unity doc they are saying to enable the ssr from frame setting but for some reason its disabled

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can someone help me?

summer glacier
# normal folio can someone help me?

go to 'quality', check what is ticked (what HDRP asset you're currently using", then go to "HDRP asset" and click on the one you're using, there activate Screen space reflections

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oh nvm, you want global illumination not ssr?

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You're activating the wrong thing. It's called "Screen Space Global Illumination"
You need to activate it in the HDRP asset, which is what you seem to be missing

normal folio
barren goblet
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hi

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how to readback RenderTexture mipmaps?

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Graphics.CopyTexture for each mip not working

junior lotus
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can someone help me with this

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as i move my camera the building gets darker

scarlet hull
junior lotus
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ok

cedar bronze
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Hey guys! Would anybody know a good way to replace the materials of an object in a layer on HDRP? I have a semi-transparent white material that I wanted to replace the player's material when it's on the Hidden layer. I tried using custom pass, but I could only put the material on top of the character's material, and not actually replace it... Would there be a custom renderer solution, like in URP?

inner parcel
turbid matrix
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looking at the comments that was almost one year in making

turbid matrix
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yeah I do remember the previous discussion on this 😄

iron flame
eternal laurel
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I remember ssr working rather well for us in 7.x something. I wonder what went wrong

turbid matrix
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@eternal laurel it depends what you want from it essentially... it can work alright on perfectly smooth materials but to get proper reflections on rougher materials, you need the rays to scatter more which is what HDRP tries to do now on SSR's "PBR accumulation mode"

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the issue is the horrible noise and their denoising strategies causing huge ghosting, making it nonviable option for realtime games

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also while the old option is ok'ish for perfecly smooth surfaces, it's very costly since the cheaper settings just give you too much artifacts

eternal laurel
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Ahhh I guess we never had that use case. We used it mostly for puddles lol

turbid matrix
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if you just have really small places where you use it, I guess it can be fine

turbid matrix
# iron flame

I think it's the DOF that makes this one look more like miniature?

iron flame
turbid matrix
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yeah I recognize that pattern :p

iron flame
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1 meter shorter than the average Land Rover.

trim bone
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i think it looks a bit miniature because the car has a lot more contrast than the environment, blacks are much deeper on the car, same with highlights. still looks great though

turbid matrix
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for me it really is mainly the DOF that gives that impression... it's pretty common trick to do when you intentionally want to fake the miniature look

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Miniature faking, also known as diorama effect or diorama illusion, is a process in which a photograph of a life-size location or object is made to look like a photograph of a miniature scale model. Blurring parts of the photo simulates the shallow depth of field normally encountered in close-up photography, making the scene seem much smaller th...

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using dof responsibly with game art is tricky as it can have this type of side-effects

trim bone
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i think the more I look at it, the more I sort of find details that are missing, but not sure what the final intent of the composition is so might be pointless to nitpick endlessly 🙂

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I did always want a tilt shift lens for my camera but pricey for such a specialized thing 🙂

upbeat badger
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I want 🍔

eternal laurel
inner parcel
turbid matrix
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wonder how long till we get something like that in HDRP

turbid matrix
eternal laurel
turbid matrix
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there are some practical limitation on that paper's approach so probably closer to that never for that specific implementation, but would be cool if we some day got something like that

eternal laurel
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For sure

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You know the "So..Nanite" thread on the forums. One guy posted a video of what seems to be a working implementation saying it only uses the latest render features and is pipeline indipendant. If one guy can do it I wonder if unity are working on stuff like that with priper tooling

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Latest pr's on the render burger mentions shared geometry pools and in my mind that sounds similar

turbid matrix
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being able to do a prototype of such tech is still wildly different than actually making it all around production ready

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this is why we get a new 3rd party gi solution on the forums almost on yearly basis but nobody ever delivers

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there can be things that are good enough for some specific projects, so they get used internally for those but doing something this advanced that is generic enough for public...

eternal laurel
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Yeah thats why I said I hope unity are working on something with the proper tooling. How ever the more code I see from the render burger the more excited Im getting. It might very well evolve into a nanite alternative

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Im conviced nanite will inflate game sizes to very large amounts. Not to mention the ram required.

whole fossil
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guys, are you using virtual texturing in your projects in hdrp?

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i am considering it, but i don't know what are the downsides and if is it worth?

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I know that the question is pretty vague, but I really would like to discuss it, especially about the workflow and its limitations

turbid matrix
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@whole fossildownsides are: extra cpu and gpu cost, there's VRAM cost too but if you target VTs exclusively, it will actually save on your VRAM budget, it's mainly a thing to take into account if you still mix a lot of traditional textures and VTs

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SVT = streaming virtual textures

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they may or may not talk about these things on this clip https://www.youtube.com/watch?v=qqomQNsLdjA

Streaming Virtual Texturing optimizes the use of graphics resources to improve the quality of your 3D projects. Learn about the significant advantages this texture-streaming technology offers when using many high-resolution textures.

Speaker:
Aljosha Demeulemeester, Graphics Streaming R&D Lead (Unity)

👉 Download and try the demo: https://on.un...

▶ Play video
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not sure if I've ever watched it so can't tell

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but pretty sure it's one of the few official clips on this topic

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(could be the only one even)

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and I now mean for the Unity's integration for this, not on the topic otherwise

inland ferry
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Does anyone know how to use the HDRP version define? I was unable to get it to work.

turbid matrix
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?

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there's no HDRP version define

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@inland ferry

inland ferry
turbid matrix
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that's your own asmdef?

inland ferry
turbid matrix
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huh

inland ferry
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Yeah

turbid matrix
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I've used that kind of scheme myself for setting own defines for some packages but I haven't seen Unity doing that for HDRP

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which file is that?

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HDRP_1_OR_NEWER doesn't really tell anything either 😄

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other than there being HDRP installed

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that kind of mechanic can be also bit sketchy because it only tells if there's HDRP package installed (with possible version check) but it doesn't actually tell if it's in use atm, so that has to be tested separately

inland ferry
turbid matrix
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anyway, what do you need this for?

inland ferry
inland ferry
turbid matrix
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but that really should work, are you having issues with that approach yourself or just with the stock define?

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and yeah I do see this

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I guess it being so silly define that everyone missed it

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@inland ferry just to be clear, you are referencing this (Unity.RenderPipelines.HighDefinition.Runtime) on your own asmdef when you check against this define?

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it's probably not in scope otherwise

inland ferry
inland ferry
turbid matrix
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it's basically same thing you see on the HDRP's own asmdef.. if it finds package with that version or newer, it sets that define

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let me check on my end

fallow lynx
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can someone explain what's happening here?
Context : Stencil Portals in HDRP, using a CustomPass using CustomPassUtils.RenderFromCamera overriding the render state using the RenderStateMask.Stencil

(Ignore the red tint in the game view, as well as the yellow sky inside the view (pink is the stencil shaders color)). The red tint is a global volume to check if PP works in the view...and the yellow..I have no idea. lol.

The camera selected on the left in the scene view is the portal camera. The black ball is the main player camera aimed directly at the portal view. However for reasons unknown two weird things are happening.
1.1. The weird light in the corner of the portal view. Its obviously not there in the actual scene, however the portal camera seems to think there is.
1.2. If I move the main camera, the portal view shifts too, even if the portal camera has nothing changing its position or view.
2. The shader not appearing in the view on the grey cube. (I care about this least since its an external shader from an asset I don't know much about).

I thought it was camera relative rendering, which I toggled off, which somehow broke the entire rendering 😄 so its not what I think it is. I know frighteningly little about rendering so cannot explain other context related things because I don't exactly know what is important

turbid matrix
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@inland ferryyeah it's not giving that to me either... when I put this on my own asmdef it works but I think you already have this on your end?

inland ferry
turbid matrix
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you need asmdef to set this yourself, yes

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if you haven't used assembly definitions before, might be good idea to look into them in general 🙂

inland ferry
glad tartan
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@fallow lynx Sorry I don't have a fix for you, but I wanted to ask how you got stencils to work in HDRP with Custom Pass.
I've been trying to do that for a while with no success.

turbid matrix
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you guys saw the forum thread a while ago? or was it from @fallow lynx ?

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oh snap, it's not custom pass related either

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but I've used custom pass to write with stencil pass only shaders in past I think

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I know we've talked a ton about these with @glad tartan here in past

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I don't have any recent experience with HDRP stencils though

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I also still wonder if Unity plans to merge the fullscreen SG work as it includes some stencil stuff too

fallow lynx
# glad tartan <@!244172630662316034> Sorry I don't have a fix for you, but I wanted to ask how...

tbh, its mostly been trial and error 😔 compiling information from a bunch of forum posts and the HDRP custom pass github repo.
But the essence of it is, The portal shader writes a stencil value (64 or 128 or 192 only), the custom pass overrides the same state using RenderStateBlock with RenderStateMask.Stencil | RenderStateMask.Depth . Copy the camera culling code from here 😄 https://github.com/alelievr/HDRP-Custom-Passes/blob/master/Assets/Scenes/CameraDepthBaking/CameraDepthBake.cs#L33-L38

fallow lynx
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Here's the dumbed down problematic video of my original post

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@glad tartan if you want, I can give you a zip of this project which has the stencils working however not completely :P

glad tartan
glad tartan
turbid matrix
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yeah I agree

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I'd love to just have option to render stock materials with the user stencil bits, they could easily be checkboxes there

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of course that wouldn't help if you want to do some effect via code but would still help on most cases

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Unreal for example lets you do something like this (they give you one full user buffer for this use I think?)

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here we get 2 extra bits which isn't a lot but still better than nothing

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(and I totally understand Unity for not going all overboard with this since everything extra costs)

fallow lynx
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I still don't know how I'm supposed to get more than 3 portals working with 2 bits lol

turbid matrix
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just reuse the stock ones that are not in active use

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or are not in active use at that stage that is

fallow lynx
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I'd still have to set them before in the shader first..right? Which would overwrite something that hdrp will use?

turbid matrix
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if your custom pass happens in injection point where HDRP has already done its thing with that stencil bit and it will not be used anymore (or you know it gets cleared before it uses it next time), it wouldn't hurt using it

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main thing to watch out in such case is potential stencil bit lifetime changes in some future HDRP version since they may shuffle the internal usages

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or you mean, you want to set the stencil bit on regular shader, not in custom pass?

fallow lynx
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Well I was currently setting them on a regular shader currently but I see what you mean. Replace the shader in a custom pass which sets the bits that are available at the time of replacement

turbid matrix
fallow lynx
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Yeah you have linked this one to me before 😄 It just didn't dawn upon me that I could set the bits in a custom pass shader

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Thank you, this solves one of the future problems I would have had

turbid matrix
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I see the stock bits getting more crowded now that there's water there too 😅

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I wonder if those user bits will still be around in the future

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I mean considering that Unity hasn't actually promoted them being there anywhere, I don't think even docs mention them

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that stencilusage file is internal even so you just have to know they are there

fallow lynx
glad tartan
glad tartan
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Is there any info on the Surface Gradient update to shader Graph? It seems to only contain the Surface Gradient Resolve Normal node and nothing else. Doesn't see like there's anything on how to use it and it doesn't come with any of the subgraphs from the Framework here - https://github.com/mmikk/Surfgrad-Framework-Unity-Shadergraph

Not sure why just that was included and nothing else. No info in any of the blogposts or anything about this being included with shader graph now.

Asking this here since it's HDRP specific, at least right now

GitHub

This is a sample scene made with Unity which includes a folder of subgraphs, for shadergraph, of the surface gradient based bump mapping framework. This is a new framework which allows you to do la...

quartz heart
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upgraded my project to HDRP Using the package manager, now I Got All These Errors and I Cant Run my project. anyone know why?

turbid matrix
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@quartz heart not really helping you solve that but if going with HDRP, would recommend using 2021.2 instead as 2021.1 is already unsupported by Unity

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there won't be any HDRP fixes for it

quartz heart
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i see

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anyway my problem is now that i cant find the HDRP wizard...

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its just not on under the "window" tab

turbid matrix
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don't bother even trying to find anything related as long as you have those errors there @quartz heart

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it's straight up broken atm

quartz heart
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the wizard removes those errors

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the entire point is to click on it than "fix all"

turbid matrix
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no it doesn't

quartz heart
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it literaly says that on their site

turbid matrix
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wizard fixes misconfiguration on your project

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it doesn't actually fix code conflicts on SRP packages

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it's not "that smart"

quartz heart
turbid matrix
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those are not the errors you have on your console now

quartz heart
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what should i do than?

turbid matrix
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if it's all stock Unity setup, I'd probably look at the first error on the console and do google search with it

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but at the same time, I'd really avoid 2021.1 today

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even if you solve this, there's no official support for it

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imagine shipping the game on it and having game breaking bug that breaks somewhere in the unity internals... Unity won't fix it

quartz heart
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should i try upgrading to 2022.2?

turbid matrix
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I'd recommend 2021.2 today, yes

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(for HDRP)

quartz heart
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Alright, il try it

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Thanks!

turbid matrix
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np

lucid tangle
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Not sure if this is an issue with MapMagic or HDRP but I'm trying to use MapMagic2 Biomes feature and when I add more graphs to the biome asset a bunch of the biomes end up going black (no textures being applied to them)
I've tried the last couple days changing stuff but just can't figure it out. Anyone seen this before?

lucid tangle
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AH i figured it out

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it's because you're limited to 8 materials layers on hdrp terrains..
Anyone know a way round this?

inland ferry
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This is a long shot, but does anyone happen to know how to setup lighting in a preview scene (EditorSceneManager.NewPreviewScene()) in HDRP?

whole fossil
quartz heart
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does anyone know why im getting those hdrp errors?

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those are compilation errors so i cant run my project until i fix them :/

slender trail
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Did you follow every step while setting it up

safe kelp
slender trail
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The fog?

safe kelp
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no the weird compression on the walls, whilst i turned of lightmap compression off

slender trail
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Do you have ambient occlusion on

safe kelp
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the fog is also weird, cause i have fog turned of and there is no fog in my HDRI so i dont know how that came there, but cool

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yeah

slender trail
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Since youre lighting from outside the light pattern could be caused by the AO trying to populate darker areas

safe kelp
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aah, iam baking with it turned of now 🙂

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iam having allready better results than yesterday so quite happy already

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but i want to fix all errors before continueing populating the scene

turbid matrix
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but that really shouldn't happen

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clearly there's something that breaks HDRP since it happens on different Unity versions

safe kelp
turbid matrix
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@quartz heart you actually have enough drive space on the project folder?

quartz heart
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@turbid matrix

quartz heart
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and where my project sits

turbid matrix
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toolchain win linux?

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there's nothing specifically out of order on that list though

quartz heart
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you download it from unity hub (like an expention?)

slender trail
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How big is your drive in general to only be leaving 100gb

quartz heart
turbid matrix
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I wonder if that toolchain could break something there

quartz heart
turbid matrix
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rest are stock packages that work, but if there's a conflict with that one, it could break hdrp too

slender trail
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Is it an ssd?

quartz heart
turbid matrix
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well, if there's even 10gb free, it wouldn't breakUnity

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I would

slender trail
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just as a note 😋

turbid matrix
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yeah I didn't mean it like that.. of course you'd want to have a good buffer

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just trying to guess what could cause that issue

slender trail
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I'm thinking maybe using an old ass, limited at 30mbs, hdd

turbid matrix
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Unity fully running out of drive space results in something like that, it doesn't give you graceful "you run out of space" error

slender trail
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I've had several externals die from not leaving space haha

turbid matrix
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I hope nobody here does serious gamedev with traditional HDD

quartz heart
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welp, @turbid matrix @slender trail what should i do? i asked in every cornet of every internet forum there is or tried to fix stuff my self and nothing works.

turbid matrix
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@quartz heart removing the toolchain didn't help?

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also.. always look at the first error message reported first

quartz heart
slender trail
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Looks like youre missing a reference needed for the plugin

turbid matrix
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it looks like it struggles to load something

quartz heart
turbid matrix
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you shouldn't have to ref things manually yourself

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you are using this from some restricted user account?

quartz heart
turbid matrix
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maybe it simply can't access the files proper

quartz heart
slender trail
quartz heart
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should i restart unity as admin?

quartz heart
loud leaf
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Are you trying to sideload an unofficial HDRP? (seems like it's trying to actually load from packages folder instead of package cache in library in the first few errors)

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Like, how did this start, did you just click install HDRP from the package manager in a project that was working fine?

turbid matrix
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it's not unofficial

quartz heart
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i believe its official yea

turbid matrix
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it would show up as "local packages" on package manager if it wasn't stock install

loud leaf
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Did you try clearing the library? And what editor version are you using?

quartz heart
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im now trying to open a new project but with the hdrp present from unity hub, il see if it works or not

turbid matrix
#

@loud leaf he also got same issues on HDRP 11 on 2021.1 earlier

#

there's something fishy here

#

but I'd really look at it on fresh project

loud leaf
#

yep

turbid matrix
#

there's clearly something breaking HDRP on his project

#

@quartz heartwhich platform you are at?

#

win, mac, mac with apple silicon, linux?

loud leaf
#

Could be related?

quartz heart
slender trail
#

sarcastically Well, theres your issue mate

turbid matrix
#

yeah we've been on win10 without that nonsese

turbid matrix
#

so it's no that

#

I was wondering if user has set different scripting backend and that wouldn't be compatible with HDRP but you'd think they all would be compatible

slender trail
#

Are you an admin account on the pc running unity as admin?

turbid matrix
#

apparently not... which is why I asked for the account rights before

quartz heart
turbid matrix
#

oh?

#

you shouldn't need to run Unity itself without elevated rights

quartz heart
#

I believe it already does run as admin but il check

slender trail
#

Yeah my one thought right now is that your system denied unity the ability to write .meta files when you installed the plugin or whatever. Computers are goonies sometimes.

turbid matrix
#

but.... it could also boils down on the rights on the folder where the project is at

quartz heart
#

The hdrp works amazingly well on 2019 but on 2021 it breaks completly

turbid matrix
#

would test it on some local drive too

slender trail
#

Oh

#

Wait try this

quartz heart
#

@slender trail @turbid matrix @loud leaf i tried opening a new project, i think i also get errors here.

#

i will look on how to run the unity.exe as admin correctly

turbid matrix
#

there's something very broken on your setup there

safe kelp
scarlet hull
#

@safe kelp This is a lightmapped scene right ? Looks either like light leaking (check that you have a light blocking volume) or some lightmap uv issue (packed to tight and UV islands are overlapping or to close to each other)

safe kelp
quartz heart
#

after opening a new empty project of hdrp, on an admin user with admin unity hub and normal unity permissions, it still doesnt work. should i give up? @turbid matrix @loud leaf @slender trail

slender trail
#

Youre positive you followed the steps on the docs for getting rid of the errors?

quartz heart
#

there is only one step, and its to use the setup wizard and click on "Fix all"

#

but i cant even open the wizard, the window of it is just not there,

slender trail
#

Enter safe mode and see if its in a dropdown? Idk what that is

quartz heart
#

i did, found nada

slender trail
#

Hm

quartz heart
slender trail
#

I'd personally find another solution at this point

quartz heart
#

what do you mean?

slender trail
#

give up try something else

quartz heart
#

seems like i hit the ground, thanks a lot for trying to help though!!!
it was fun to work on this project, hopefully the next one will be better.

loud leaf
#

This has nothing to do with hdrp, unity or the project

inland ferry
quartz heart
loud leaf
#

No easy suggestions, but I do know that on a clean windows 10 install and a normal working drive, creating a new HDRP project from the hub should work without any issues

quartz heart
#

even on unity 2021?

turbid matrix
#

even on each major Unity version they've released in past 3 years yes

quartz heart
#

i was sure its a problem with my installation, i tried installing a new unity 2021 version and it didnt work

turbid matrix
#

I also see that you are testing again on 2021.1 which is again, unsupported already

quartz heart
#

i can create a new project on 2021.2 but i doubt it will change anything

turbid matrix
#

but what I'd try to do first is have the project on main drive, in folder you know doesn't contain system files etc

#

there's clearly some step that keeps on failing since you get the same issue on multiple versions

quartz heart
#

alright, but on my main disc (where my os is installed) i only have 250gb and only 30gb free which isnt a lot, i can try to downloading unity to it but its risky

turbid matrix
#

you have unity installed on some removable drive?

quartz heart
#

no

#

its on a hard drive

iron flame
eternal laurel
#

Cool cool

turbid matrix
#

@iron flamethat's with the realtime probe?

fallow lynx
#

Apart from layers, is there any way to filter out gameobjects to which a custom pass applies to?

iron flame
turbid matrix
#

since the slicing logic is in c# now (?) you could probably make it update tad faster as you probably don't need to update all faces for vehicle reflections, at least from that angle

#

especially from the bonnet/hood view, you would never need the bottom or rear faces to be there

#

would get some of that framerate on the reflections back

#

this of course would require that you could rotate the actual reflection so it would align with the vehicle

#

and I guess it could still be off for other vehicles in front of you...

#

oh well

glad tartan
#

@iron flame Is that Graphy you're using for stats monitoring?

iron flame
glad tartan
#

Ah, you were using game bar in the screenshot above. The integrated stats (Ctrl + Backspace) for HDRP is getting pretty good now. I don't know how reliable the new Bottlenecks stat is since it's always saying balanced for me no matter what resolution it's set to. The other stats seem pretty accurate though.

fallow lynx
eternal laurel
#

The more I look at the gpudriven branch the more it looks like some sort of nanite response. Am I totally wrong about this ?

glad tartan
#

I don't think so.
Maybe the tech could be something like nanite or rival it (I haven't fully checked it out or know if I'll even fully understand what's being coded) but I don't think it's a response.
Seems to just be GPU driven accelerated rendering with DOTS framework (Which also doesn't seem to connect to Hybrid rendering V2 at the moment?)

Anyway when tech is made in response to others it usually doesn't go well, at least in the beginning of it's first release since it's just going to play catch up and, have things half implemented and tacked onto existing code. From what I've seen this seems to be a solid implementation of tech with all the different branches making it up and the whole thing taking advantage of tech already mad and are being made by unity and not necessarily something quick to show/say hey we can do it too.

Things have to be thought out and implement properly to how whatever the tech is that's it's being designed for. We've seen what happens time and time again when companies do this.

eternal laurel
#

Well perhaps responce was not the right word here. I ment more like contender. Its not going to give us kajillion tris but it might render a normal scene super fast

inland star
#

Is it possible to have a single SVT cache size for all texture formats - or is this what it does when I select None as the format?

#

Super sorry if this is obvious somewhere, but I haven’t been able to find anything about it myself :(

glad tartan
glad tartan
fallow lynx
glad tartan
#

maybe you need to add some extra code to make it work since HDRP is Camera Relative?

fallow lynx
#

Where can I read about this "Camera Relative" part?

#

And I'm unsure on how to fix that so I can move on to fixing the actual problem

vague olive
#

How do one make ScreenSpace Global Illumination work in hdrp?

glad tartan
glad tartan
# vague olive How do one make ScreenSpace Global Illumination work in hdrp?

You have to enable it in a few places.

  • On the HDRP Default Frame Settings
  • On the HDRP Pipeline asset that's active and or the others you want to use it (ones that might be assigned to different quality settings)
  • Finally on the volume profile that's active in your scene

This is the process for basically any rendering feature added to HDRP

vague olive
#

maby i missed something

#

where are the "frame settings"

#

is this "frame settings" ?

#

in this scene enablining screen space global illumination SLIGHTLY brightness the celling

#

enabled

#

i cant show disabled because

#

i love when everything is working as intended SSGL and the discord bot

glad tartan
# vague olive is this "frame settings" ?

Frame Settings is under

HDRP Default Settings

In the image you showed

Enable SSGI under Lighting for Camera and Reflection Probes if you want SSGI to show in those as well

vague olive
#

so i enabled it in default settings

#

i have it enabled in the volume

#

and i have it enabled on all my quality settings

#

still nothing changed

#

with and without
corners on the first are slightly brighter

#

i had to add grey area around the image so it isnt marked as sexual by discord

glad tartan
#

Is that HDRP 11 or 10?

#

it should still work there

vague olive
glad tartan
#

Not sure what happening since I don't have my hands on the scene to see.
Once all three are enabled then it should be good

vague olive
glad tartan
#

Yea I can tell since the UI is different

#

ok I think I might know what's happening

vague olive
glad tartan
#

In your Quality Settings make sure you are using the quality that has the HDRP asset with SSGI enabled.

That seems to be HDRP High Fidelity from your screenshot

vague olive
#

yes and I've said I enabled it for all the quality settings

#

just in case

glad tartan
#

I mean you need to have that quality setting set as your current in the editor or the build to see the changes

vague olive
#

and it isnt like SSGI isnt working
it SLIGHTLY brightness the image on any setting

#

it also makes my pc die a little

glad tartan
#

Maybe for your situation there it's nto working so well. SSGI got improved in HDRP 12

vague olive
#

when its enabled

glad tartan
#

Yea, it's heavy on performance

vague olive
#

funny enough i thought about trying it with the sun

#

without

glad tartan
#

It works fine for me, minus the performance

vague olive
glad tartan
#

Something might be weird with your setup. Is your volume set to global or local that's
in the scene?

vague olive
#

it is global

#

it is very ordinary set up

#

nothing fancy

#

it just makes the scene a bit darker

long wagon
#

@vague olive No reaction gifs, please.

vague olive
#

XD

vague olive
long wagon
glad tartan
#

Yea, it should be doing a lot more than what's shown

vague olive
#

in short a type of person who comes to only annoy

#

i would understand if i hurt someone with it

#

but you are jsut being a dick

#

for a sake of being a dick

long wagon
#

What an explosive... personality.

outer carbon
#

Nobody is obligated to help. We strictly enforce the no gif rule to avoid burying questions, which you've only done by whining about it.

fallow lynx
mighty swift
#

For some reason not all lights in my scene works. (Here's a screenshot of where I play around with an archviz asset store test scene.) As you can see, 3 of the 4 lights draw. The one that doesn't is setup exactly like the one to its right. In fact, it was duplicated from that one.

I also upped my punctual light limit from 64 to 256 in the HDRP settings in case that affects path tracing -- no change.

#

Tried restarting the editor already btw.

#

Also tried playing around with the order in the scene hierarchy justttttt in case.

#

Also dragged them to each other's location to make sure it wasn't a world position thing... the broken one remains broken and the working one remains working, even at the sibling's location.

#

Oh hey going in and out of play mode fixed it, even though I didn't have a camera in the scene.

round belfry
#

what is causing my reflections to be off here

past halo
#

anyone has any idea why im getting this nasty artifact in playmode? 😄

eternal laurel
#

Not withour more info on what is it

rich ravine
#

sometimes it happened in my game on my cliff walls, walls etc

#

it is not a proper fix, so you may want to resort into another solution

#

also you may want to fix those overlapping objects in Blender, by joining/merging them together

#

the 1st screenshot may not represented what I was trying to say but this should give you an idea of what you may did wrong

dawn sorrel
#

how do i make my scene dark with hdrp

round belfry
#

Yeah

#

I’m modeling a specific layout so I’m not really using modularity

#

Is it better to break up large areas into multiple models regardless?

#

And my issue with that is wouldn’t that make it a little more taxing on performance?

summer glacier
#

How do you see what's using up vram? Memory package and memory profiling is always off.

#

Says that i'm using around 2GB, and using after burner I can see the game is taking 5.3GB

past halo
#

merry xmas 😄 anyone using river auto material in HDRP

meager echo
#

Does anyone know of a Tri-planar terrain shader that supports terrain holes in the HDRP?

And no, Microsplat will not work for my purposes.

summer glacier
#

I believe DE does, you can ask the author in the asset's discord server

round belfry
summer glacier
#

I have a question. Why doesn't SSR help with getting rid of sky light/reflection?

#

it looks like it does in built-in, why not in HDRP?

#

Why do I have to use reflection probes, it's painful

meager echo
deep mortar
#

Hello,

I am annoyed with this story of bugged trees in HDRP... I use Forest manufacture. Rocks, mushrooms, wooden boards work, but trees, bushes and grasses are all invisible... any idea?

turbid matrix
#

@deep mortar that publisher has it's own support discord, probably better ask there

past halo
#

hey guys is anyone using R.A.M. - river auto material in HDRP?

slender trail
#

MSAA calculates global illumination and specular reflectivity AFAIK, meaning that since your materials have a reflective property, they are scattering light and the MSAA is trying to calculate the reflection distortion.

Unfortunately, I don't know what steps to give you to solve this.

barren goblet
#

why need to resolve MSAA? what's the use of it ?

#

lol

#

if I don't use MSAA, can I skip it ?

#

I want to use TAA

turbid matrix
#

then use TAA

#

also I would recommend against MSAA on HDRP in general unless you really really have to have it

unique ether
#

Hi! So I made a hdrp project and I set a material texture to some image. The image is large enough and the material renders fine in my Scene tab but on my Game tab it shows as super low-quality, any idea what the problem may be?

#

It also happens with other images

unique ether
#

Oh sorry, wrong channel

dawn sorrel
#

i got a problem because my machine is a bit too weak to run 2 hdrp clients at same time on it to test stuff what could i do
i can run 1 but 2 my machine becomes a jet

#

can i make it run on like really low graphics when testing just networking

dawn sorrel
#

Hi, trying to learn differences between URP and HDRP. I have a room with two windows in which the sun can shine through. I have a picture with reflective material and I want it to reflect the light from the window. I have a reflection probe with box projection. Skybox with cube projection. In HDRP I manage to get the picture to reflect the skybox according to influence from the window/walls. In URP I can nto get the same result. It seems to me it reflects the whole skybox with no distinct influence from the windows/walls. Any idea what I am doing wrong? Thanks. Update. Solved. Turns out in HDRP the rotation of the reflection probe game object is honored, while in URP the rotation is not honored. This caused the picture to end up outside of the reflection probe, thus causing it to use infinite reflection. Supplying bug report.

rich ravine
#

AMD Radeon Super Resolution is FSR but for all games AMD couldn’t just let NVIDIA Image Scaling steal any attention from FSR, which is why the company has been working on a new implementation of its FSR technology, this time, however, working in ‘nearly’ all games.  The word ‘nearly’ is actually pretty straightforward, the technology […]

#

feel free to delete it if it's not appropriate to the channel

summer glacier
#

as long as it's fullscreen, if i'm reading this right, it'll just work, developers don't need to integrate it

#

AMD should do something similar to DLSS.
As it stands, when I purchase my new GPU, i'm going for an RTX just for DLSS -- easy choice.

west linden
#

how can i increase volumetric fog quality so it doesnt have noise and low resolution when interfering with light

whole fossil
#

guys, it might seem a trivial question but how should one approach the situation in which: the ui should be rendered at native resolution and 3d world should only be rendered at some ratio (ie 50%, but it should be configurable during runtime)? I've read somewhere about resolution scaling (or something like this) but I don't know where to put my attention to

whole fossil
#

oh I think I found it in the documentation. I guess I'll see what is going on there 😉

rich ravine
slender trail
#

Thats because an AMD gpu is meant for endurance rather than power

digital pawn
#

yo guys, can i delete SampleSceneAssets folder in hdrp project?

prisma sleet
#

does using MaterialPropertyBlocks break the SRP Batcher??

#

nevermind, it does. I don't know why I thought it didn't.

shadow hound
#

Hey

#

Please can someone help me? Thanks

shadow hound
#

Disabling Volumetric clouds seems to solve it

#

Not sure why tho

young skiff
#

Just upgraded my project to hdrp
Now all my materials are gray
How to fix? :(

turbid matrix
#

it's basically your lighting and exposure values being off and autoexposure hiding the real issue from you

#

@young skiff

#

by being off I mean, you probably don't have proper values on those that would play well together

young skiff
#

Yeah I've figured it was the exposure, but there are too many factors in play and I'm lost in an exposure rabbit hole lmao

#

It's messing up my particle system and skyboxes too

The tutorials made it look so easy and simple dammit

turbid matrix
#

@young skiff if you are new to HDRP, simplest way to get going is:

  • run through HDRP Wizard, hit fix all to have everything on green
  • create new scene and pick HDRP scene template there, make prefab of the volumes and main direction light
  • remove these things from your old scene and replace them with those prefabs
#

you can manually dial these things too but it's easier to start with something that's already dialed in to work

#

basically the things that you need to have play ball with HDRP are:

  • all your light sources light intensities
  • exposure component override on volume
  • sky component override's exposure value on volume
#

also note that HDRP default volume probably presets some of these

shadow hound
marble surge
#

Anyone know why Terrain renders 2x the number of tris on screen in HDRP vs URP? I did a comparison and its exactly double in HDRP.

  • Exact same terrain data & settings
  • Shadows completely off in the scenes (there are 0 shadow casters)
grizzled flame
#

It's pretty inscrutable

grizzled flame
#

It's probably a second render pass or something

#

Use the frame debugger perhaps

marble surge
#

Yeah I turned off loads of render features and it came down. HDRP adds 60 batches in a completely empty scene just from some of it's features

#

Seems pretty convoluted in comparison to URP and the visual difference doesn't seem huge out of the box 🤔

grizzled flame
#

HDRP has a much higher ceiling for visual fidelity

#

but it takes a lot of work to get there

marble surge
#

Yeah. I'd be interested to see comparisons but most of the stuff I've found is either really old or not at all impressive

#

Feels like URP with decent 3rd party assets can get you similar results. HDRP has a lot of stuff built in that wouldn't require most of those assets (e.g. volumetrics)

dawn sorrel
#

Or just a good ole depth prepass.

#

I found it very neat how HDRP has light perfomance settings builtin.

#

So I can set up max shadows per screen and max lights with the builtin settings as well as set up lights fading out/turning off at distance.

keen pivot
#

how are you supposed to know which object/material an SRP batch is referring too in the frame debugger?

#

i mean i must be missing something obvious so apologies in advance

dawn sorrel
#

hey ppl , im having an issue with HDRP im not even getting 60fps on an empty scene i tried sing direct3d 12 and 11 which s default lol and also tried directx9
but still not getting good fps in empty scene
can anyone tell me reason y and if there's any fix for this

#

while in urp or built in renderer it goes above 200 fps

eternal laurel
#

What are your specs?

dawn sorrel
#

i5 3rd gen 8gig ram 2gig graphics

eternal laurel
#

What gpu exactly? 2 gigs seems very old

dawn sorrel
#

amd radeon something my laptop is quite old but i have to use it for now cant get a new till next year

dawn sorrel
#

its just an empty scene

crystal frigate
dawn sorrel
crystal frigate
#

Hmm ok

dawn sorrel
#

im facing this prob only with hdrp

#

while urp or built in renderer its more than 100fps goin

crystal frigate
#

Yes Bc hdrp ist Higherqualty

#

Quality*

dawn sorrel
#

🦜 xD empty scene with high quality of emptiness

#

btw any fix for this thing i only want 60fps atleast for hdrp

crystal frigate
#

Oh Then i cant help you

dawn sorrel
#

oo no problem well thanx man for ur time

crystal frigate
#

For me it works smooth on 4k

#

No problem

dawn sorrel
#

ig i need a new pc

crystal frigate
#

Yes

#

Im new to unity , and have a issue too

dawn sorrel
#

oo what kind of issue

crystal frigate
#

Terrain

dawn sorrel
#

i have 1 year and 5 month of xp xD

crystal frigate
#

i can't place brushes (it says "this brush is read only")

dawn sorrel
dawn sorrel
#

let me try it real quick

crystal frigate
errant hollow
#

How do you make light bias more accurate in HDRP?

gaunt sparrow
#

i have a bug i don't know how to fix... i recently bought some asset in the assets store, i impoerted it into my project, and all textures are pink, no problem there, i'll just upgrade the material to HDRP. so i went to edit-­>rendering->­materials-­> then i hit 'upgrade all built-in material to hdrp' (or something like it) and then i get an error, then unity crash... with some sort of memory allocation error

#

is search the net and found out it may be because it took all of my RAM to do so... how can i upgrade my materials without having to do it manually for each material...

tacit trench
#

Hello everyone, how can I make emissive objects reflections visible on transparent (see through) glass objects in hdrp? smoothness is set to max

errant hollow
#

Wow my computer does NOT like DoF

#

fps drops from 220 to 50 when I enable it

rigid fox
#

What you mean with "Sparkling"" ?

#

Can you post your DoF Settings?

#

Frame Drops juist appear with DoF enabled or with PP effects in general?

errant hollow
#

When I select manual anyway. Cause I need a low focal length

errant hollow
shadow hound
#

How did you make a photorealistic scene in unity 👀

#

Lol😂

#

Look nice

young skiff
#

Guys please
I barely managed to finally see my textures again after upgrading to hdrp

But now lights have 0 effects on the scene anymore

turbid matrix
#

@young skiff I already gave suggestions, did you try them?

young skiff
#

Yes
I figured out the problem

#

Apparently the world lighting thing was messing up the entire hdrp lighting system

#

Cuz I had the hospital pack downloaded on my project so the stuff there collided with hdrp stuff

It's a doozy but thank god I finally figured it out

turbid matrix
#

Lighting and exposure values must work together

young skiff
#

Thank youuuu ❤️

summer glacier
errant hollow
#

You mean this one right?

summer glacier
#

DoF is not that expensive, as long as "Phyiscal" DoF is disabled

#

It's one of the most expensive post processing effects still though

#

but shouldn't drop your FPS like that

errant hollow
#

Did you test it?

summer glacier
#

test what?

errant hollow
#

I linked the game above, with DoF

summer glacier
#

will do when i can, 30minutes

errant hollow
summer glacier
#

cool project though, love the visuals. DoF adds a lot to it

errant hollow
#

Oh, I just meant to test the effect/fps

#

And thanks 🙂

summer glacier
#

@errant hollow You should open the profiler, and enable GPU module in there to see how much DoF costs

#

while the game is running. Just look for "depth of field" in GPU info

#

Btw how'd you get VRAM usage to be so low, feels like I can't go under 3GB in HDRP

errant hollow
#

You mean in my project in general?

#

Not really sure

#

Also, this was the graph. It looks like something else is the issue..

summer glacier
#

in search type "depth of"

#

and you should see DoF cost

errant hollow
summer glacier
#

that's the cost of Depth of field, around 1.7ms on the GPU

#

for your specs, ofc it will be different depending on your hardware

#

actually mb, the total is 1.05ms

#

which is the first one. If you click on it, and then delete the search, it'll send you to it's location in the timeline

errant hollow
#

Volumetric Lighting is apparently the biggest load

#

I'm still getting this sparkling, in fact more now that i changed to SMAA

summer glacier
#

yeah volumetric lighting is expensive, has some scalability settings though where you can increase/decrease quality

#

on the ground?

#

What is that? Is there something there?

errant hollow
summer glacier
#

Hmm not sure what to do about that

errant hollow
summer glacier
#

is it still there when ticking this:
(tick the right one)

errant hollow
#

Yeah

eternal laurel
#

Thats from the bloom settings me thinks. The specular reflections are going crazy

turbid matrix
#

@errant hollow why not use TAA?

errant hollow
#

Both TAA and SMAA cause those artifacts

stable acorn
#

Im having a hard time getting Bloom to work on HDRP, i've done this 100's of times on built in and URP, but HDRP doesnt work for whatever reason? what could i be missing

#

the bloom does somerthing, 1 insentisty it makes everything blurry, just nothing has that signature "glow" i would be expecting..

turbid matrix
# errant hollow Both TAA and SMAA cause those artifacts

TAA helps on specular flickering like that but even it has limits. You probably have to dial down something, be it floor materials smoothness (we dont have fully smooth materials in reality) or dial down some of the pp effects that cause that

#

HDRP has geometric specular aa option in the shaders but since you are getting the sparkling on even plane, that wouldnt help

errant hollow
#

I need a lighter wood texture anyway, it makes everything like dark in the scene even though the lights above are scaled to real bulbs.

quiet quest
#

I’m looking for some learning materials to start experimenting with fit in unity. Anyone have any recommendations

inner parcel
stable acorn
#

i fixed it, i dont know how, i just changed values till it worked haha

inner parcel
#

maybe your threshold value was off

oblique nymph
#

Using the volumetric fog, i get this unusable flickering effect, is there any way to fix this?
i've looked online but i haven't found a fix for it yet

summer glacier
#

Notice you need to click show additional properties for many of these options to show up in the fog volume

#

There's also quality - which plays a massive part here. What you see is voxelization for performance.

#

HDRP fog does that for perf reasons.

lunar condor
#

I just converted to HDRP, every material is like high contrasty black n white even though I got no lighting in the scene

oblique nymph
#

That's not the problem, either of the options will still have the flicker

oblique nymph
summer glacier
#

Yes, you can switch Fog Control mode to "manual" - makes you able to control the resolution for the fog etc.

#

You can get very clean and good results, but the cost will be insane - seriously.
Need to find a good balance, and maybe provide in-game settings for the fog quality.

oblique nymph
summer glacier
#

Usually, the biggest problem with the volumetric flickering is the beginning of the light like in your video.
Most games use torches, light meshes, etc, and when you do that it covers the majority of the problematic part of the light.

Plus, it makes a lot more sense than light coming out of nothing

summer glacier
#

In 2021.2, it won't be there, you have to click the three dots at the end, and click "show additional properties"

#

and then enable it from there

#

lmk how it goes

summer glacier
#

HDRP lighting is physical, realistic -- there's some good videos from unity explaining it, will save you a lot of pain.

lunar condor
#

I have no post processing at all yet

#

so how come it's like this?

summer glacier
#

HDRP has post processing by default

lunar condor
#

oh?

summer glacier
#

Go to Edit > Project Settings

lunar condor
#

kay what now

summer glacier
#

HDRP default settings (2020 and under)
or HDRP global settings (2021)

#

and find the first occurance of exposure

lunar condor
#

okay I see hdrp global settings

#

nevermind I see the default one

#

even though I'm using 2021.1.9f

summer glacier
lunar condor
#

turned it off nothing changed

#

just went a little bit darker

summer glacier
#

don't turn it off, read what I said

#

above

lunar condor
#

it is set to automatic

#

so I just figured out what's done that

#

a component called "Visual Enviroment"

#

was set to HDRI sky

#

I replaced it with gradient and everything went black

summer glacier
#

No, it's exposure, you need HDRI visual env to have an env

#

go to exposure

#

set it to fixed

#

and find a good value for your project

#

change "Fixed Exposure" after setting it to fixed -- until your scene looks right

lunar condor
#

okay that looks better

summer glacier
#

https://www.youtube.com/watch?v=yqCHiZrgKzs&t
Good idea to take some time and watch this, will save you a lot of pain and help you a lot.

In this video, you'll learn how to create AAA-quality visuals for current and next-gen games. We’ll also show you HDRP’s key rendering features and how to tune settings for anti-aliasing, lights, shadows, exposure, and more.

Speaker:
Pierre Yves Donzallaz (Senior Rendering & Lighting Artist)

Did you find this video useful? Room for improvement...

▶ Play video
lunar condor
#

everything is still kind of white though

summer glacier
#

screenshot

lunar condor
#

it get's kind of fixed whenever I set visual enviroment from static -> dynamic

summer glacier
#

Set visual env to HDRI like it was before and to dynamic yes

#

you should see a sky outside -- you can also set it to Physical sky

lunar condor
#

also shadows/reflections and lighting overall is gone

#

sorry if that's a obnoxious thing, it's my first time using HDRP though

summer glacier
#

Can you show me the outside of this room, look at the sky

lunar condor
#

sure

summer glacier
lunar condor
#

nope, I don't have any lighting at all if that's what you mean, I only have a spot light, which is the lamp in the middle of the room

#

in standard RP it worked fine

summer glacier
#

Then we're back to exposure, the lamp light is most likely too weak to show up, since HDRP lighting is realistic

#

go to spotlight

#

and up the intensity value

lunar condor
#

okay give me a second

summer glacier
#

the only light you're seeing right now is from the sky ambient light, which is general, it's not shadowed

#

so it will be everywhere unless you bake the light

lunar condor
#

nothing really happened

#

no light

summer glacier
#

select "ev 100"

#

and increase until you notice it

lunar condor
#

okay that worked

#

it looks worse than in standard RP though

summer glacier
#

If you don't want ambient light, disable visual env (set it to none) or gradient and set gradient to all black

#

HDRP can look much better, but you have to understand how it works, it's not as simple as built-in

lunar condor
#

okay that's made it better

summer glacier
#

it also has more graphical features like volumetric fog/light, clouds, better shadows, etc

lunar condor
summer glacier
# lunar condor would you be able to tell me how to kind of replicate the look of this?

Watch the video I sent above, then set up the materials correctly if not already set, set up lighting around the scene, and set lights to mixed, create reflection probes and cover the scene, and bake lights.
in HDRP you can stick up to realistic lighting values which makes things easier, since you know how bright a candle should be etc. But you need to see the video to understand exposure and lighting

lunar condor
#

the scenes are way too massive and I'd take few days to render

summer glacier
#

Then you don't need to bake lights, can do direct only

#

show me how your scene looks right now from the same camera perspective

lunar condor
#

it's not massive right now, but my other map was

#

I'm re doing everything for HDRP

#

you can see the screenshot of that map

#

hold on

#

and I also plan to add an outside enviroment for the thing I'm building now, I'd really take ages to finish

summer glacier
#

You need to watch the video, then it'll be easier since you'll understand exposure, lighting, and visual env in HDRP

summer glacier
#

Also, did you see the HDRP template?

#

You can look around and learn a lot from that -- it also has a built-in tutorial which is very helpful. Only 2021.2 though.

lunar condor
summer glacier
#

Go to unityhub and open unity 2021.2 new project, click the one with the sample, it'll open the tutorial by default, go through it, it's an in-editor tutorial showcasing the template and graphics -- very helpful and will get you started very quickly

#

(your unityhub might look different since this is unityhub 3.0 beta)

lunar condor
#

alright I'll see If I can

lunar condor
summer glacier
lunar condor
#

this also wasn't the case in standard RP

#

I've simply wrote a shader to refect static objects and used it on a material I want to reflect

loud leaf
#

Did you use a camera to capture a cubemap for your shader? Baking a reflection probe should be a good alternative.

oblique nymph
#

For some reason the Bloom override blurs the screen rather than actually blooming

weary fog
#

what is there to bloom in that scene

#

The brightest spot looks to be that specular highlight on the sphere, but it isn't even that bright

mighty swift
#

Wasn't there a color checker somewhere in Unity? I distinctly remember seeing one and thinking "Oh hey Unity added one like Epic" but now that I need one I can't find it lol. (Added UE4's so you know what I'm talking about.)

#

Thought it was in the MeasuredMaterialsLibrary asset but it doesn't seem to be.

summer glacier
#

read bloom hdrp doc

whole fossil
turbid matrix
#

@mighty swiftwhere is the unreal one btw?

#

if it's included in "sample content" and not as separate download, it's part of "free to use anywhere" part of the content and you could just port that to Unity

#

pretty sure content examples felt under the same there but would have to check the EULA

stable acorn
#

Do decal projectors need "good" UVS to display correctly? im just wanting the puddle from the sample scene, but when i apply it to this mesh, its er... Wrong

#

this is a synty road mesh, if that matters

#

omg. i just needed to rotate the projector ffs

mighty swift
mighty swift
stable acorn
#

How do i make reflections Not pixelated in HDRP? or is that not possible?

turbid matrix
#

unreal sample content licensing

drifting vault
mortal spoke
#

Has anyone here managed hardware occlusion culling in the HDRP?

mighty swift
#

No, and the video I'm about to link does not do hardware occlusion culling, but, if you're going to do it with a DrawIndirect command, then it does occlusion culling as a C# Job. One thing they gloss over is that it's a performance regression (whoops!) but, instead of pushing the C# job to the GPU, it might be a good basis of doing the culling work in a compute shader. https://www.youtube.com/watch?v=QavogXXxtqw

#

So... not an answer to your question, but it might be a step in the right direction. Of course someone who can actually solve the question should speak up.

broken hornet
#

where is the sun and how do you make it show up in hdrp?

mighty swift
#

It's tied to the post process volume... you can see how it's made by creating a new outdoor HDRP scene.

#

(At least in 2021.2... not sure about 2020)

broken hornet
mighty swift
#

Yeah I'm not though.

broken hornet
#

should i add a flare or a sphere with a bright mat

mighty swift
#

No, there's a sun in the procedural sky shader.

broken hornet
#

oh wait this looks good

mighty swift
#

That involves some setup with the post processing shader.

broken hornet
mighty swift
#

Ah you put a bloomy geometry in the sky? Cool.

broken hornet
#

now what about clouds

mortal spoke
#

that's gonna be a shader applied to the sky, probably; perlin noise or similar could act as a basis?

broken hornet
#

well i am not smart in when it comes to shaders

mortal spoke
#

there's almost certainly a cloud asset floating (ahem) around somewhere

#

I see HDRP includes a Cloud Layer shader in its runtime assets

broken hornet
#

would it be one of these?

mortal spoke
#

no; use the project asset search set to "all" instead of just "my assets", and search Cloud

broken hornet
mortal spoke
#

com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/CloudLayer.shader

broken hornet
mortal spoke
#

then you don't have it

#

probably an older version of HDRP

broken hornet
mortal spoke
#

HDRP is a package; I have version 13.1.3 and am on 2022.1

broken hornet
#

there already is 2022?

#

how do i make a shader @mortal spoke

mortal spoke
#

I'm not the person to ask

lilac python
#

hard lol i got the 2021 one the other day

#

but best bet is to upgrade anyway probabl

broken hornet
#

how do you remove... optimisation

summer glacier
broken hornet
#

how do i fix the vertex removers because it is buggy

past halo
#

hey guys. I would like to ask for some help about my grass

#

i'm loving hdrp but Im not liking my grass not one bit...it looks wierd

#

in the standard pipeline i got a much better result, although im using a different grass there...but the same grass in hdrp looks terrible

#

here's a screenshot from the standard pipeline... and i'm trying to get a similar result in hdrp

#

can anyone help me out please?

#

would live really appreciate some advice 🙂

mortal spoke
#

Is there a way to have a camera only render the scene it's in? I have a multi-scene level and am trying to keep them isolated but render both to the screen in separate viewports; I am wondering if the SRP might accommodate this somehow

dawn sorrel
#

@past halo I see a lot of black backfaces on your grass.

#

Are you using a grass shader that supports double sided geometry properly?

dawn sorrel
distant hazel
#

Alternatively, you can forgo unity culling altogether and do it yourself, then render your objects yourself

dawn sorrel
#

Yeah, that is an option I am sorta interested to explore myself too.

#

It will just require dredging through all of SRP code and replacing the CullResult code with your own.

dawn sorrel
#

Cause CommandBuffer.DrawRenderer is actually broken right now I think.

#

Only CommandBuffer.DrawMesh works properly.

distant hazel
#

awesome

dawn sorrel
#

It was very awesome spending a week trying to figure out why manual drawing only worked in the scene view for sure.

distant hazel
#

maybe you need to use ScriptableContext.DrawRenderers?

#

oh nvm it requires CullingResults

past halo
#

i have double sided on... also translucency

#

i got many grass sets some of my own and a lot of purchased ones

#

and it still looks ugly in my opinion

#

maybe something is wrong with the diffusion profiles or something, i dont know

#

but would love to see someone elses grass in their hdrp project so i can compare

distant hazel
#

customRender or something

#

Interestingly enough, urp does not seem to have that event

dawn sorrel
#

@distant hazel if you aren't rendering inside command buffers, you only have Graphics.DrawMesh.

#

So yet again, no skinned meshes or terrains for you.

#

URP has .beginCameraRendering btw.

#

Anyway, the only solution for me was to create a component I parent to the mesh on a child gameobject and copy the settings from the original renderer and set the layer to a special layer. Then I can use Draw Renderers without messing with the original renderers.

mortal spoke
#

Oof. Okay, so I’m trying to avoid having to manually manage layers, but I also don’t want to destroy the engine’s cached data by altering render layers on every object in a scene per-render. The latter would allow me to have a “currently rendering” layer and a hidden layer, then .beginCameraRendering swaps one scene into the render set and the others out…

#

Ideally I want a camera that considers only objects within a specific hierarchy for rendition

#

The problem is that it’s not just 2 layers- it’s a dynamic set; it can be small, but it’s going to make layermask management a nightmare when spawning new entities in them.

mortal spoke
#

Is there a way to set a layermask for an entity that overrides that mask for all of its children, perhaps?

#

It feels like they designed SRP explicitly to deny any sort of interesting graphical effects 😅

mortal spoke
dawn sorrel
#

I'm on 2021.1.

mortal spoke
dawn sorrel
#

You can't.

mortal spoke
#

I suspect it may be doable with a native plugin or unsafe code

#

I’m willing to go that far because the alternative right now is frankly switching to Unreal for their render stack or writing a fully native render pipeline in vulkan

#

Can’t do myst-with-world-portals if you can’t have multiple independent scenes xP

#

Any unity team members here who can describe the structure of CullResults on vulkan? I might be able to get away with a native plugin that subselects the appropriate scene in a custom SRP…

distant hazel
#

wait, what is the problem then? is the culling too slow because unity has to cull two different scenes or something?

delicate oxide
#

@past halo my grass looks just as bad. im also using nature render and Gaia. i've not tackled the crapy grass yet. let me know if you figure it out. this one is on pause right now anyways. new VR headset, time to learn VR game design.

delicate oxide
#

@past halo that looks little better. grass tint helped. and i had flip on the double sided. switched that back to same on double sided. looks better. maybe that can help you too?

mortal spoke
shadow hound
#

Lol where did you get the assets?

echo thicket
#

Since Unity don't seem to support or offer the Book of the Dead environment any more, are there any alternative HDRP sample environments people can recommend with similar levels of photorealism and object/detail density, and a similar size of world? Specific content doesn't really matter, I just need an environment to use for some tech demos.

scarlet hull
fresh totem
#

Where can I find good 360 HDR skyboxes which I can distribute with my game? I'm willing to pay for them, they don't need to be free.

Allsky is good, but doesn't include any terrain with the skies, which isn't ideal if you're trying to make a VR app where you have a house floating in a void for performance reasons.

I'd like HDR images taken in the middle of open spaces, like meadows and fields, with the details in the far distance. The free ones I've found aren't terribly useful, being taken in parks with benches and paths right next to them which I'd have to photoshop out, or trees right next to the camera which would look wrong.

main rock
#

So I imported HDRP and now ProBuilder materials are all pink

echo thicket
coarse peak
#

Can you use hdrp for a low poly game or is urp better

main rock
mortal spoke
#

So I've managed to hack in a new FrameSetting that can be set per-camera to allow geometry to be culled via the renderingLayerMask, which effectively gives you 16 times as many layers to work with, but - unfortunately - I seem to have missed something necessary for preventing lights from showing up on geometry from other rendermasks

#

before hiding all but the near ground plane, by setting it all to one render mask, the plane to another mask, and setting the camera to only see the one for the plane:

#

after:

#

Could be useful for someone as-is, but if anyone understands the lightinglayers, I bet this limitation could be removed.

north belfry
#

Guessing there is no way to get RTGI to show up in RT Reflections?

loud leaf
#

Nope, not possible.

lone verge
#

trying to test out ssr, but getting this error when doing post processing.

#

ive got it enabled in the hdrp settings asset so not sure what im doing wrong

turbid matrix
#

@lone verge need to enable it also on frame settings (project settings->hdrp settings->global/default settings or whatever they call it)

#

also make sure your HDRP asset is actually the active SRP asset atm (in case there's other HDRP asset set in Quality settings as override)

lone verge
#

thanks for the help 👌

turbid matrix
#

np

mortal spoke
#

HDRP RenderLayerMask Setting WIP pseudo-feature, for anyone who wants it for their project:

https://gist.github.com/Dessix/14e6b3c8c0b73e1454d54db06e908c98

Basically, this patch (when applied to a LocalPackage copy of HDRP) adds RenderingLayerMask to the FrameSettings, letting you render a subset of geometry more dynamically than with Unity's standard Layers.

Caveat / Request for assistance:
I haven't been able to get lights and shadows to not "cross the gap" between RLMs. If anyone here thoroughly understands the lighting system, I'd love some help making this possible, as the default layer system is rather limited.

quiet quest
#

Anyone know of a good fur solution in Unity

turbid matrix
#

Hair Designer is another well received one but Fluffy seems to be quite a lot more polished (again no personal experiences so can't do real comparisons here)

#

I can't think of any decent free ones unless we go to offline rendering and then there would be the fur setup Unity made for that Sherman short film

#

but that's complete no go for games, just mentioning that in case you are looking this for rendering cinematics

quiet quest
#

@turbid matrix ty, this looks interesting. For my use case it not for real-time. What is the Sherman setup

orchid peak
#

Guys, I have a task of being able to change the PostProcessing quality in HDRP... But I can't find material on how to choose this quality... Could someone help me?

lunar condor
#

can anyone good with HDRP dm me?

lunar condor
faint urchin
#

Haven't used Unity in a bit... is it possible for me to modify the underlying Vulkan code to do some specialized things?

mortal spoke
#

If you get a vulkan-specific native plugin working, ping me, I have been looking at doing so due to engine limitations, but it's lower in the priorities on my project

quiet quest
#

Not too long ago I saw a demo of a new light placing feature in Unity, it make 3 point light setup much simpler. Does anyone know where this post is or if this was all a dream

quiet quest
#

@whole fossil ty for the Sherman link

quiet quest
#

@eternal laurel Yes!! Thank you

turbid matrix
dense aspen
#

Hi guys, im working with HDRP and trie to use a render texture on a cube for displaying 3D-Characters in dialogues.
RenderTexture works in 2D, but not in Cube or 3D. Errors:

Error assigning CUBE texture to 2DArray texture property '_MainTex': Dimensions must match
UnityEditor.RenderTextureEditor:OnEnable ()

Can anybode help me? :/

inner ibex
#

anyone get this intermittently when using the editor in HDRP dx12+DXR ? (and potential fix?)

barren goblet
#

why the Deferred lighting run so many variants ?

#

it launches the compute shader for each variant.
each variant for a Feature, but the result is overriden by the next variant, so finally it outputs only 1 .

quiet quest
#

@inner ibex yes I get that all the time, what fixed it for me was resetting window layout

lunar condor
#

my Unity editor keeps crashing whenever I turn on lighting in scene view mode, there is no error and it keeps saying that it cannot be resolved, only works fine whenever I use the default settings that Unity provides when creating a new HDRP project. Why is that?

iron flame
barren goblet
#

why the HDRP shot in renderdoc is upside down ?

barren goblet
glad tartan
# barren goblet

That's just how it is and not really a unity issue, there's a button to flip the images.

quiet quest
#

Is there a way to have a fully transparent object receive and render shadows from other objects?

shrewd moon
quiet quest
#

@shrewd moon yes correct, it obviously not possible in real life but this is for a stylist look dev experiment. So imagine you are walking on a invisible surface but you can see you shadow cast on it

shrewd moon
mortal spoke
#

I'm trying to render to a RenderTexture from a camera in HDRP with XR, and then to use that RT from a shader to display it to the user; for some reason, it's only rendering for the left eye, and the Shader Graph doesn't seem to be aware of XR. What's the right move here?

mortal spoke
mortal spoke
#

I've reduced my problem from yesterday:
I can't get a camera to single-pass-instanced render to a TextureArray2D even when using XRSettings.eyeTextureDesc to create the RT being assigned to the camera

#

Is there a way to make a camera render in single-pass-instanced stereo mode to a RenderTexture? VrTextureUsage.TwoEyes isn't cutting it

mortal spoke
#

It appears HDRP's XRSystem.CreateLayoutFromXrSdk(Camera camera, bool singlePassAllowed) is deciding not to render my RenderTexture Camera in XR; It seems to be because XRDisplaySubsystem only supports one physical display.

Any HDRP devs here who can clarify whether or not an SPI XR RT is even possible under the pipeline?

#

The following line appears to prohibit it, if I'm understanding what the XRLayout does specifically.
bool xrSupported = camera.cameraType == CameraType.Game && camera.targetTexture == null && HDUtils.TryGetAdditionalCameraDataOrDefault(camera).xrRendering;

Edit: Nope, changing that line to ignore camera.targetTexture just results in it sending to the VR display instead of ever writing to the texture. I'm pretty sure HDRP just doesn't support this at all.

quiet quest
#

Anyone know of a good free PBR material library?

edgy trout
#

Is there a way to use Nvidia Nsight Graphics with Unity? When trying to run Unity game build with Nsight i got this error and black screen: A query succeeded in the runtime but was force-failed due to an incompatibility

silver copper
#

anyone have any idea why volumetrics are bleeding through meshes?

#

this is what's behind it

#

Lighting is baked except for the lights emitting the fog, which use no shadows

summer glacier
barren goblet
#

what is the fptl means in HDRP ?

barren goblet
#

thanks

#

is it better than ZBin Tiled ?

scarlet hull
#

From what I know, it's more performant but has more limitations

barren goblet
#

it seems more performant when lights are not too many

#

a tradeoff

grim helm
#

Does anyone know why my decal layers checkbox is greyed out

whole fossil
#

its not enabled in hdrp asset that is being currently used

rugged onyx
#

Hey! I'm trying out unity's path tracer, but I have hard time getting out exr. Unity always seems to apply clamping and srgb curve to it. I have disabled all post process and camera dither, afaik

#

Does anyone have experience rendering exr from recorder?

rugged onyx
north scarab
#

hey everyone, how is the HDRP performance on M1?

fresh sundial
#

Uhhh I am wondering... is there a way that I can access depth value in a custom renderer (custom pass)

#

I mean, I can use turn on the ZWrite... but the depth seems not successfully written into the target depth buffer...

#

is there a way I can get the exact value in the custom renderer?

#

this is the camera depth my custom pass gets and... (I am a beginner hdrp and hlsl user and I think) it should be white (1) at the horizon and black (0) at the closest points...

#

and the depth the custom renderer writes into buffer by ZWrite is all black (0)...

shy ivy
#

Does anyone know of any guides or places to start with using a custom pass to render a layer at a different FoV than the main camera? I'm porting an URP project to HDRP, and had a UI layer of 3d objects rendered via ortho camera stacked on top of the base camera—camera stacking and the compositor seem too expensive to recreate that effect, so a custom pass for FoV seems like the way

barren goblet
#

why the leaves become blurred?