#archived-hdrp
1 messages · Page 81 of 1
wut ?
Let me look at my project again
Or, you're not using world space positioning anymore ?
Well, you'll need to compensate for the object new rotation then
yes!!! Thank you so much 😄 line.useWorldSpace = true had this one on false .
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
Just to clarify not the scope effect itself just the cutout so you don't see the rest of the scope in the center.
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.
Also would be interested in writing to the motion vectors buffer
you can write movec data from SG now, altho I think it's just added on existing movecs, not replacing them
just mentioning it in case it's relevant
@high prairie https://github.com/Unity-Technologies/Graphics/pull/4931
Keijiro has movec passes as part of shaders here: https://github.com/keijiro/TestbedHDRP
here's my forum post on movec spoofing for wheels using the old PPv1 approach but in HDRP: https://forum.unity.com/threads/hdrp-wheel-motion-vector.986826/#post-6412101
but I'd definitely play with the velocity delta thing if I did that today
it wasn't yet available when I posted that
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?
hmm found out this was caused by the hair mesh for some reason
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?
@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.
https://docs.unity3d.com/Manual/PlayerCommandLineArguments.html
-force-d3d11 (Windows only) Force the application to use Direct3D 11 for rendering.
-force-d3d12 (Windows only) Force the application to use Direct3D 12 for rendering.```
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
but this is bit clunky for the users
some games still do this for letting users pick between like 32bit or 64bit version etc
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)
understood, I was afraid that it won't be as easy. Thanks!
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
@daring fjord have you cleared all Unity cache for that project after switching to Vulkan?
it does the same with the unity demo HDRP scene, not modified a single thing
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
it happens on all HDRP scenes, even Unity's own tech demos
I mean, if you are getting affected by the same issue I've seen
just close editor, delete Library folder, restart project
or whatever Unity names that stuff on Linux
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
it might not be your issue but worth testing still
also not knowing your computer specs could also just be too weak computer to run HDRP
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)
ah, that should do yes
nope, at the start it seemed it worked, but nope it's just as laggy as before
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
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.
I have not read about thorouglhy nor gone into post effects nor volume framework yet.
you can set up SSR and a diffusion profile on the curtain material
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?
like the "green dragon"
Well I need to read up more and go back to basics.
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?
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.
Looks real good my man
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.
You will want to use a density volume for that. It allows you to controll the params of the fog in a local volume
Hmm not sure I can find it.
from the docs "HDRP 12.0 introduces multiple improvements to Density Volumes (Local Volumetric Fog):
Density Volumes is now named Local Volumetric Fog. "
Oh I found it, was was doing "rightclick > Volume" when I should do "right click > Rendering > Local Volumetric Fog".
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."
Is anyone on HDRP master?
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?)
Probably asked a lot before, however my entire screen is gray and I get this error
happens to me on an off as well. unable to replicate consequently on my side.
sometimes after a bake, sometimes after moving an object around. boom. restart is only way to solve.
I am not on bleeding edge master, but close. I am a bit hyperfocused on what I am doing but nothing glaring is happening here.
What problems are you getting?
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.
Hi, I am not able to enable SSR, getting this
its already enable in my hdrp
i checked the unity doc they are saying to enable the ssr from frame setting but for some reason its disabled
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
oh nvm, you want global illumination not ssr?
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
Ahh my bad i gave wrong screenshot
Thanks .. Issue solved 🙂
hi
how to readback RenderTexture mipmaps?
Graphics.CopyTexture for each mip not working
Isn't that simply auto exposure ? Check the seetings, probably in the "global volume" object
ok
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?
You have many options. Easiest is to use a custom shader + global keyword
You can also cache references to the Renderer and replace which doesn't look good.
As for custom pass, doesn't material override fix it? I don't remember for transparent material override it should work fine with correct settings
oh they finally merged this https://github.com/Unity-Technologies/Graphics/pull/3828
looking at the comments that was almost one year in making
SSR is still very bad.
yeah I do remember the previous discussion on this 😄
I remember ssr working rather well for us in 7.x something. I wonder what went wrong
@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"
the issue is the horrible noise and their denoising strategies causing huge ghosting, making it nonviable option for realtime games
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
Ahhh I guess we never had that use case. We used it mostly for puddles lol
if you just have really small places where you use it, I guess it can be fine
I think it's the DOF that makes this one look more like miniature?
yeah I recognize that pattern :p
1 meter shorter than the average Land Rover.
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
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
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...
using dof responsibly with game art is tricky as it can have this type of side-effects
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 🙂
I did always want a tilt shift lens for my camera but pricey for such a specialized thing 🙂
I want 🍔
We all want 🍔
You mean Render🍔
this looks fancy https://research.adobe.com/publication/tessellation-free-displacement-mapping-for-ray-tracing/
Théo Thonat François Beaune Xin Sun Nathan Carr Tamy Boubekeur SIGGRAPH Asia 2021
wonder how long till we get something like that in HDRP
(actual paper here: https://perso.telecom-paristech.fr/boubek/papers/TFDM/TFDM.pdf)
From never to infinity time haha
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
For sure
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
Latest pr's on the render burger mentions shared geometry pools and in my mind that sounds similar
being able to do a prototype of such tech is still wildly different than actually making it all around production ready
this is why we get a new 3rd party gi solution on the forums almost on yearly basis but nobody ever delivers
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...
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
Im conviced nanite will inflate game sizes to very large amounts. Not to mention the ram required.
guys, are you using virtual texturing in your projects in hdrp?
i am considering it, but i don't know what are the downsides and if is it worth?
I know that the question is pretty vague, but I really would like to discuss it, especially about the workflow and its limitations
@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
SVT = streaming virtual textures
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...
not sure if I've ever watched it so can't tell
but pretty sure it's one of the few official clips on this topic
(could be the only one even)
and I now mean for the Unity's integration for this, not on the topic otherwise
Does anyone know how to use the HDRP version define? I was unable to get it to work.
Well there is this. Is this not that?
that's your own asmdef?
The HDRP one
huh
Yeah
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
which file is that?
HDRP_1_OR_NEWER doesn't really tell anything either 😄
other than there being HDRP installed
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
Should be like HD Renderpipeline/Runtime/HighDefinitionRenderpiple.asdf or something close to that naming 😛
anyway, what do you need this for?
That is all I want to know really haha. I added my own defines so it isn't a big deal.
Gotta add HDRP specific code to my asset. In 2020.3 HDRP doesn't support alpha in render textures by default. Ya gotta toggle a thing.
I just added extra define to my own asm def when I had to know if Core 5.0+ package was installed: https://github.com/0lento/OcclusionProbes/blob/package/OcclusionProbes/OcclusionProbes.asmdef
but that really should work, are you having issues with that approach yourself or just with the stock define?
and yeah I do see this
I guess it being so silly define that everyone missed it
@inland ferry just to be clear, you are referencing this (Unity.RenderPipelines.HighDefinition.Runtime) on your own asmdef when you check against this define?
it's probably not in scope otherwise
Can you enlighten me on how this works?
Yup I am, and it simply doesn't work for some reason.
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
let me check on my end
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
@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?
Er, I don't, so if I add that then it would work?
you need asmdef to set this yourself, yes
if you haven't used assembly definitions before, might be good idea to look into them in general 🙂
I have, but only for basic stuff, setting namespace, platform, and referencing others
@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.
you guys saw the forum thread a while ago? or was it from @fallow lynx ?
oh snap, it's not custom pass related either
but I've used custom pass to write with stencil pass only shaders in past I think
the forum thread I was thinking was this one: https://forum.unity.com/threads/finally-got-working-stencil-on-hdrp-lit-with-light-shadows-see-an-objects-through-other-objects.1194103/
I know we've talked a ton about these with @glad tartan here in past
I don't have any recent experience with HDRP stencils though
I also still wonder if Unity plans to merge the fullscreen SG work as it includes some stencil stuff too
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
I feel like this issue is because of them overwriting one of the reserved bits but I could be wrong 🤷♂️
Here's the dumbed down problematic video of my original post
@glad tartan if you want, I can give you a zip of this project which has the stencils working however not completely :P
That would be really sweet. For the stencils mainly I just want it to do a cutout to render what's behind it.
Yea, I saw that post a while back but when I tried it it didn't work for me. I also didn't want to have to maintain a copy of the Lit shader.
HDRP really needs a solid stencil integration in custom pass. It shouldn't be this hard to get it working 😄
They already gave us three channels so an integration in Custom pass where we can choose from those and just have it working would be nice.
yeah I agree
I'd love to just have option to render stock materials with the user stencil bits, they could easily be checkboxes there
of course that wouldn't help if you want to do some effect via code but would still help on most cases
Unreal for example lets you do something like this (they give you one full user buffer for this use I think?)
here we get 2 extra bits which isn't a lot but still better than nothing
(and I totally understand Unity for not going all overboard with this since everything extra costs)
I still don't know how I'm supposed to get more than 3 portals working with 2 bits lol
just reuse the stock ones that are not in active use
or are not in active use at that stage that is
I'd still have to set them before in the shader first..right? Which would overwrite something that hdrp will use?
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
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
or you mean, you want to set the stencil bit on regular shader, not in custom pass?
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
since you've looked through past discussions on this, you've probably come across the source code file already https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs
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
Thank you, this solves one of the future problems I would have had
I see the stock bits getting more crowded now that there's water there too 😅
I wonder if those user bits will still be around in the future
I mean considering that Unity hasn't actually promoted them being there anywhere, I don't think even docs mention them
that stencilusage file is internal even so you just have to know they are there
@glad tartan
Thanks, I really appreciate it.
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
upgraded my project to HDRP Using the package manager, now I Got All These Errors and I Cant Run my project. anyone know why?
@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
there won't be any HDRP fixes for it
i see
anyway my problem is now that i cant find the HDRP wizard...
its just not on under the "window" tab
don't bother even trying to find anything related as long as you have those errors there @quartz heart
it's straight up broken atm
you dont get it
the wizard removes those errors
the entire point is to click on it than "fix all"
no it doesn't
it literaly says that on their site
wizard fixes misconfiguration on your project
it doesn't actually fix code conflicts on SRP packages
it's not "that smart"
those are not the errors you have on your console now
what should i do than?
if it's all stock Unity setup, I'd probably look at the first error on the console and do google search with it
but at the same time, I'd really avoid 2021.1 today
even if you solve this, there's no official support for it
imagine shipping the game on it and having game breaking bug that breaks somewhere in the unity internals... Unity won't fix it
should i try upgrading to 2022.2?
np
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?
AH i figured it out
it's because you're limited to 8 materials layers on hdrp terrains..
Anyone know a way round this?
This is a long shot, but does anyone happen to know how to setup lighting in a preview scene (EditorSceneManager.NewPreviewScene()) in HDRP?
Isn't that configurable from the editor settings section? Or do you mean to configure it via code?
does anyone know why im getting those hdrp errors?
those are compilation errors so i cant run my project until i fix them :/
Did you follow every step while setting it up
https://gyazo.com/6e871924569e7075c9a221af292f45f3
can anyone explain how to fix this weird lighting issue?
The fog?
no the weird compression on the walls, whilst i turned of lightmap compression off
Do you have ambient occlusion on
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
yeah
Since youre lighting from outside the light pattern could be caused by the AO trying to populate darker areas
aah, iam baking with it turned of now 🙂
iam having allready better results than yesterday so quite happy already
but i want to fix all errors before continueing populating the scene
can you show your "in project" tab from package manager so we can see what packages you've installed?
but that really shouldn't happen
clearly there's something that breaks HDRP since it happens on different Unity versions
https://gyazo.com/0e74fab19b87816e2d83c5f20146a60e its still there
@quartz heart you actually have enough drive space on the project folder?
@turbid matrix
i think i do? if you mean general drive space than i always have 100 extraGB On my second hard drive where unity sits
and where my project sits
toolchain win linux?
there's nothing specifically out of order on that list though
you download it from unity hub (like an expention?)
How big is your drive in general to only be leaving 100gb
what should i do than?
I wonder if that toolchain could break something there
its a 1tb file and it has 300gb free space
rest are stock packages that work, but if there's a conflict with that one, it could break hdrp too
Is it an ssd?
should i try to remove toolchain?
If theres less than 15% on a drive a lot of programs will start acting up eventually
just as a note 😋
yeah I didn't mean it like that.. of course you'd want to have a good buffer
just trying to guess what could cause that issue
Not really
I'm thinking maybe using an old ass, limited at 30mbs, hdd
Unity fully running out of drive space results in something like that, it doesn't give you graceful "you run out of space" error
tell yourself what you want but thats fully true
I've had several externals die from not leaving space haha
I hope nobody here does serious gamedev with traditional HDD
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.
@quartz heart removing the toolchain didn't help?
also.. always look at the first error message reported first
it added 17 errors🤤
Looks like youre missing a reference needed for the plugin
it looks like it struggles to load something
these are the first errors
you shouldn't have to ref things manually yourself
you are using this from some restricted user account?
exacly what i believe it is
maybe it simply can't access the files proper
i dont think so?
Make a empty project, see if errors persist
should i restart unity as admin?
alright
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)
Like, how did this start, did you just click install HDRP from the package manager in a project that was working fine?
it's not unofficial
the project was working perfectly, i downloaded HDRP From the package manager and than all the errors Begun
i believe its official yea
it would show up as "local packages" on package manager if it wasn't stock install
Did you try clearing the library? And what editor version are you using?
im now trying to open a new project but with the hdrp present from unity hub, il see if it works or not
@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
yep
there's clearly something breaking HDRP on his project
@quartz heartwhich platform you are at?
win, mac, mac with apple silicon, linux?
Could be related?
windows10
sarcastically Well, theres your issue mate
yeah we've been on win10 without that nonsese
this only works for 2019
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
Are you an admin account on the pc running unity as admin?
apparently not... which is why I asked for the account rights before
Admin account, i will soon try to run unity as admin
I believe it already does run as admin but il check
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.
but.... it could also boils down on the rights on the folder where the project is at
The hdrp works amazingly well on 2019 but on 2021 it breaks completly
would test it on some local drive too
May 2021
Go back to 2019 build, its much more stable right now.
as i said, i wrote a heavy multiplayer system relying on unity 2021 that doesnt work on 2019 (its very important to me)
i would switch to 2019 if i could, i really love that unity version its great but my project doesnt support it😕
@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
there's something very broken on your setup there
https://gyazo.com/9e825e6c2fdb74901a5da800d4158991
i really dont understand why i have light ring, looks like light compression and why the wall on the right is totaly left out of the bake, while my whole scene looks fine except this.
https://gyazo.com/a13f96308f22191a458befad1b80c43d
no issues on this side of the scene
@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)
it was overlapped UVs i generated UVS for the walls and i got fixed. weird how i unwrapped without overlapping and Unity still making a problem of it
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
Youre positive you followed the steps on the docs for getting rid of the errors?
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,
Enter safe mode and see if its in a dropdown? Idk what that is
i did, found nada
Hm
I'd personally find another solution at this point
what do you mean?
give up try something else
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.
This has nothing to do with hdrp, unity or the project
Yeah, I mean via code. I have code that generates custom object previews, so I create a preview scene, add a light and camera along with a game object, and then render it out. But the lighting is not right in HDRP.
i know, do you have any suggestions on what i should try to do?
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
even on unity 2021?
even on each major Unity version they've released in past 3 years yes
i was sure its a problem with my installation, i tried installing a new unity 2021 version and it didnt work
I also see that you are testing again on 2021.1 which is again, unsupported already
i can create a new project on 2021.2 but i doubt it will change anything
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
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
you have unity installed on some removable drive?
Cool cool
@iron flamethat's with the realtime probe?
Apart from layers, is there any way to filter out gameobjects to which a custom pass applies to?
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
@iron flame Is that Graphy you're using for stats monitoring?
I use ctrl + backspace or Graphy Ultimate FPS Counter asset. sometimes i use Xbox Gamebar 🙂
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.
Just gonna throw this in here 😄
The more I look at the gpudriven branch the more it looks like some sort of nanite response. Am I totally wrong about this ?
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.
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
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 :(
Yea, for sure that seems to be the aim with all the work.
It's what we're all excited about. Along with the Burst Occlusion Culling system
Is it working like you wanted now?
Nope, the issue with the lights still persists, but for now I'm gonna ignore it and carry on
maybe you need to add some extra code to make it work since HDRP is Camera Relative?
Where can I read about this "Camera Relative" part?
I tried to disable camera relative rendering according to the steps outlined here https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.6/manual/Camera-Relative-Rendering.html, but that broke the entire rendering process, not just the stencils
And I'm unsure on how to fix that so I can move on to fixing the actual problem
How do one make ScreenSpace Global Illumination work in hdrp?
I don't think you can disable it and have HDRP work since everything in it is built around Camera Relative rendering
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
yes but that doesnt work
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
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
done
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
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
thats the one in my project
i may check anything for you just say a word
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
I mean you need to have that quality setting set as your current in the editor or the build to see the changes
and it isnt like SSGI isnt working
it SLIGHTLY brightness the image on any setting
it also makes my pc die a little
Maybe for your situation there it's nto working so well. SSGI got improved in HDRP 12
when its enabled
Yea, it's heavy on performance
"working so well" i would say working at all
funny enough i thought about trying it with the sun
without
It works fine for me, minus the performance
with
Something might be weird with your setup. Is your volume set to global or local that's
in the scene?
it is global
it is very ordinary set up
nothing fancy
it just makes the scene a bit darker
@vague olive No reaction gifs, please.
XD
it is nice see moderators helping the users and not bringing them down
Not sure where you get that from reminding you about rules. Be sure to read #📖┃code-of-conduct
Yea, it should be doing a lot more than what's shown
just pointing out how you can literally take your time to come and remind that i broke a rule and DIDNT HURT ANYBODY IN THE PROCESS
but not take a single minute to try to help
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
What an explosive... personality.
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.
Well, I'd agree but why would they write a full page to explain how to disable it :P.
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.
what is causing my reflections to be off here
Not withour more info on what is it
quick and dirty fix that may fix this is to turn on double sided faces... this kind of shadow usually happens when the object is just a single plane with bunch of overlapping objects.. like in this screenshot for example
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
how do i make my scene dark with hdrp
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?
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
merry xmas 😄 anyone using river auto material in HDRP
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.
I believe DE does, you can ask the author in the asset's discord server
Turns out my reflection proxy volume just needed to be a bit bigger
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
I've already tried using this one. It is not only of poor quality, but it is broken in 2021.
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?
@deep mortar that publisher has it's own support discord, probably better ask there
hey guys is anyone using R.A.M. - river auto material in HDRP?
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.
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
then use TAA
also I would recommend against MSAA on HDRP in general unless you really really have to have it
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
Oh sorry, wrong channel
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
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.
drop it here in hope that Unity's staffs would see this https://videocardz.com/newz/amd-to-introduce-radeon-super-resolution-rsr-technology-that-works-in-all-games
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
why? if this is like nvidia's, then this will just work -- unity doesn't need to do anything
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.
how can i increase volumetric fog quality so it doesnt have noise and low resolution when interfering with light
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
oh I think I found it in the documentation. I guess I'll see what is going on there 😉
If it was done on the driver side, this may or still may not be right. Even so, it's nice to have this, I'm saying this bcos most AMD gpus are very affordable, unlike it's next door neighbor
Thats because an AMD gpu is meant for endurance rather than power
yo guys, can i delete SampleSceneAssets folder in hdrp project?
does using MaterialPropertyBlocks break the SRP Batcher??
nevermind, it does. I don't know why I thought it didn't.
Hey
I am getting a problem with HDRP
Here is a link to the post on unity forum: https://forum.unity.com/threads/unity-2021-2-7f1-display-bug-in-editor-and-game-view-hdrp-dxr.1218531/
Please can someone help me? Thanks
Just upgraded my project to hdrp
Now all my materials are gray
How to fix? :(
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
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
@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
Can anyone help me with that? The fix that I found yesterday didn’t work
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)
Are you using the stats window to determine this?
It's pretty inscrutable
Yeah
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 🤔
HDRP has a much higher ceiling for visual fidelity
but it takes a lot of work to get there
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)
Depth priming?
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.
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
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
What are your specs?
i5 3rd gen 8gig ram 2gig graphics
What gpu exactly? 2 gigs seems very old
amd radeon something my laptop is quite old but i have to use it for now cant get a new till next year
its just an empty scene
How many Hz your Display have
60
Hmm ok
im facing this prob only with hdrp
while urp or built in renderer its more than 100fps goin
🦜 xD empty scene with high quality of emptiness
btw any fix for this thing i only want 60fps atleast for hdrp
Oh Then i cant help you
oo no problem well thanx man for ur time
ig i need a new pc
oo what kind of issue
Terrain
i have 1 year and 5 month of xp xD
i can't place brushes (it says "this brush is read only")
🎈 never tried terrain thing i use blender for now
oo
let me try it real quick
Video in #⛰️┃terrain-3d
How do you make light bias more accurate in HDRP?
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...
Hello everyone, how can I make emissive objects reflections visible on transparent (see through) glass objects in hdrp? smoothness is set to max
Wow my computer does NOT like DoF
fps drops from 220 to 50 when I enable it
I'm not sure what that "Sparkling" is at the end either?
What you mean with "Sparkling"" ?
Can you post your DoF Settings?
Frame Drops juist appear with DoF enabled or with PP effects in general?
Mostly just DoF
When I select manual anyway. Cause I need a low focal length
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
@young skiff I already gave suggestions, did you try them?
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
Lighting and exposure values must work together
Yeah I thought it was all broken by default but now it works normally and I can see how pretty everything can look from here :3
Thank youuuu ❤️
Make sure physical depth of field is diabled, that one is very expensive
Yeah, I noticed XD
Here's the current build, with DoF
https://www.dropbox.com/s/79u37pcn7j2re6y/Marble Game 0.1.2.rar?dl=0
You mean this one right?
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
Did you test it?
test what?
I linked the game above, with DoF
will do when i can, 30minutes
Put it to half scale render, and that's increased the fps quite a bit. https://www.dropbox.com/s/lmjhw0f0b523qwg/Marble Game 0.1.3.rar?dl=0
Tried it, I thought it's a project download, not sure what to do with exe lol
cool project though, love the visuals. DoF adds a lot to it
@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
What do you mean?
You mean in my project in general?
Not really sure
Also, this was the graph. It looks like something else is the issue..
Click somewhere in the red chart, you'll get a timeline
in search type "depth of"
and you should see DoF cost
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
Volumetric Lighting is apparently the biggest load
I'm still getting this sparkling, in fact more now that i changed to SMAA
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?
Reflections yeah
Hmm not sure what to do about that
Weird, might be worth posting about it in the forums, https://forum.unity.com/forums/high-definition-render-pipeline.386/
is it still there when ticking this:
(tick the right one)
Yeah
Thats from the bloom settings me thinks. The specular reflections are going crazy
@errant hollow why not use TAA?
The Anti Aliasing?
Both TAA and SMAA cause those artifacts
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..
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
It's not perfectly smooth, I think the pbr is just very polished wood.
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.
I’m looking for some learning materials to start experimenting with fit in unity. Anyone have any recommendations
how does your bloom setting looks like?
since 1 makes everything blurry I guess your hdrp setting + asset setting is fine
i fixed it, i dont know how, i just changed values till it worked haha
maybe your threshold value was off
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
First is denoising - what is it set to? There's Gaussian and Reprojection. Try both and see what's better,
you can also set it to "Both" which usually does better than just one.
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.
I just converted to HDRP, every material is like high contrasty black n white even though I got no lighting in the scene
That's not the problem, either of the options will still have the flicker
well, it makes these lights look horrible, can i increase the resolution somehow
You can use the "quality" option and set it to low/mid/high or do it manually yourself, HDRP exposes the performance parameters (last two)
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.
what's wrong cmon
where did you find those settings?
i do not see those in either the processing volume, or the density volume
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
Yes, HDRP hides many advanced options by default. Click this: (the gear icon)
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
Exposure most likely
HDRP lighting is physical, realistic -- there's some good videos from unity explaining it, will save you a lot of pain.
how do I fix it?
I have no post processing at all yet
so how come it's like this?
HDRP has post processing by default
oh?
Go to Edit > Project Settings
kay what now
HDRP default settings (2020 and under)
or HDRP global settings (2021)
and find the first occurance of exposure
okay I see hdrp global settings
nevermind I see the default one
even though I'm using 2021.1.9f
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
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
okay that looks better
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...
everything is still kind of white though
screenshot
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
also shadows/reflections and lighting overall is gone
sorry if that's a obnoxious thing, it's my first time using HDRP though
Can you show me the outside of this room, look at the sky
Your visual env is not set correctly - Do you have a sun?
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
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
okay give me a second
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
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
okay that's made it better
it also has more graphical features like volumetric fog/light, clouds, better shadows, etc
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
I'm honestly afraid my PC can't bake lights
the scenes are way too massive and I'd take few days to render
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
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
https://gamejolt.com/games/funtimewithme/674176 in the post below
and I also plan to add an outside enviroment for the thing I'm building now, I'd really take ages to finish
You need to watch the video, then it'll be easier since you'll understand exposure, lighting, and visual env in HDRP
alright that's fine
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.
nope, I haven't, I just downloaded the HDRP package from the asset manager
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)
alright I'll see If I can
before I go, would you be able to tell me how to enable reflections since they're gone?
enable SSR, you also have reflection probes
I have to use them in order to have reflections?
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
Did you use a camera to capture a cubemap for your shader? Baking a reflection probe should be a good alternative.
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
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.
you mean this: https://assetstore.unity.com/packages/templates/tutorials/shader-calibration-scene-25422 ?
@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
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
Nah, it basically needs to have that color pattern on it. It's going to be for computer vision stuff.
Yeah it's in the starter content. https://docs.unrealengine.com/4.27/en-US/Basics/Projects/Browser/Packs/ I don't know what you mean about "free to use anywhere" though???
unreal sample content licensing
open a HDRP config asset and upscare reflection probe resolutions from 512 to 2048. So more reflection probes mean more memory usage.
So if you have budget like 100 MB of memory to store reflection probes, you can have 4 2048x2048 reflection probes or 16 512x512 reflection probes
Has anyone here managed hardware occlusion culling in the HDRP?
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.
where is the sun and how do you make it show up in hdrp?
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)
i am using 2020
Yeah I'm not though.
should i add a flare or a sphere with a bright mat
No, there's a sun in the procedural sky shader.
oh wait this looks good
That involves some setup with the post processing shader.
Ah you put a bloomy geometry in the sky? Cool.
now what about clouds
that's gonna be a shader applied to the sky, probably; perlin noise or similar could act as a basis?
well i am not smart in when it comes to shaders
there's almost certainly a cloud asset floating (ahem) around somewhere
I see HDRP includes a Cloud Layer shader in its runtime assets
would it be one of these?
no; use the project asset search set to "all" instead of just "my assets", and search Cloud
is it one of those
com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/CloudLayer.shader
all i got to was com.unity.render-pipelines.high-definition/Runtime/Sky
i am using 2020.3.25f1
HDRP is a package; I have version 13.1.3 and am on 2022.1
I'm not the person to ask
hard lol i got the 2021 one the other day
but best bet is to upgrade anyway probabl
how do you remove... optimisation
Cloud layer (2d clouds, cheap) and Volumetric Clouds (good but expensive) are only in 2021.
Cloud layer is in 2021.1, volumetric clouds is in 2021.2
how do i fix the vertex removers because it is buggy
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 🙂
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
@past halo I see a lot of black backfaces on your grass.
Are you using a grass shader that supports double sided geometry properly?
You can only filter by gameobject layer or a render layer. And some of the render layers are reserved for internal use and not documented.
Alternatively, you can forgo unity culling altogether and do it yourself, then render your objects yourself
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.
That doesn't necesserily work if you want to support terrain renderers or skinned meshes.
Cause CommandBuffer.DrawRenderer is actually broken right now I think.
Only CommandBuffer.DrawMesh works properly.
awesome
It was very awesome spending a week trying to figure out why manual drawing only worked in the scene view for sure.
maybe you need to use ScriptableContext.DrawRenderers?
oh nvm it requires CullingResults
yes im using nature shaders
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
I believe there is an event in HDCameraData that allows you to override rendering without having to write your own srp or fork hdrp
customRender or something
Interestingly enough, urp does not seem to have that event
@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.
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.
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 😅
Is this true on 2022.1b?
I'm on 2021.1.
And how do you modify a CullResults object- it seems opaque
You can't.
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…
wait, what is the problem then? is the culling too slow because unity has to cull two different scenes or something?
@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.
@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?
I need each camera to only render its own scene, but it seems I can't override the collection step to determine what to render, and culling is apparently hardcoded-native-secret-sauce
Lol where did you get the assets?
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.
A bit old, but what about this one ? https://github.com/Unity-Technologies/FontainebleauDemo
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.
So I imported HDRP and now ProBuilder materials are all pink
That could definitely work, I'll take a look. Thanks!
HDRIHaven?
Can you use hdrp for a low poly game or is urp better
For low poly, URP is probably better than HDRP
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.
Guessing there is no way to get RTGI to show up in RT Reflections?
Nope, not possible.
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
@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)
looks like i cant edit it
nvm, this was the issue
thanks for the help 👌
np
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.
Anyone know of a good fur solution in Unity
@quiet questhttps://assetstore.unity.com/packages/tools/modeling/fluffy-grooming-tool-193828? I don't have it but people really seem to like it
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
@turbid matrix ty, this looks interesting. For my use case it not for real-time. What is the Sherman setup
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?
can anyone good with HDRP dm me?
would you be able to help me with terrain a bit or give me some tips since I can see that you're a little professional with it?
Haven't used Unity in a bit... is it possible for me to modify the underlying Vulkan code to do some specialized things?
Overview: One of the great things about Unity is that it welcomes different kinds of developers with different skills and abilities. For example, perhaps you are an Artist with no computer science degree. No problem! You can make stuff with Unity! Perhaps you are a Tech Artist and you are comfortable with C# and … Continue reading Native R...
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
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
@whole fossil ty for the Sherman link
Do you mean light anchors ? https://blog.unity.com/technology/whats-new-for-artists-and-designers-in-unity-20212-0
@eternal laurel Yes!! Thank you
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? :/
anyone get this intermittently when using the editor in HDRP dx12+DXR ? (and potential fix?)
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 .
@inner ibex yes I get that all the time, what fixed it for me was resetting window layout
Cheers
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?
It may be related to Tile Rendering.
yes, I've figured it out, it separate features, to draw
That's just how it is and not really a unity issue, there's a button to flip the images.
Is there a way to have a fully transparent object receive and render shadows from other objects?
You mean the shadows should be visible on its otherwise invisible surface?
@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
I don't think I've seen the effect in games either
It's tricky because shadows are applied to the texture, without a texture there isn't much to shadow
But you can get recieved light, as is done in toon shaders, and render texture only at those parts
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?
where is the button ?
URP is noted to not have SPI-compatible input textures in Shader Graph on https://docs.unity3d.com/2022.1/Documentation/Manual/xr-render-pipeline-compatibility.html
Is this limitation also present in HDRP? I can''t find any notes on it
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
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.
Anyone know of a good free PBR material library?
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
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
Try enabling shadows for these lights
what is the fptl means in HDRP ?
From what I know, it's more performant but has more limitations
its not enabled in hdrp asset that is being currently used
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?
I actually got this now working, but for some reason I only get one sample render, frame does not take time to sample all the samples set in path tracer
hey everyone, how is the HDRP performance on M1?
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)...
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