#archived-hdrp

1 messages · Page 82 of 1

grim helm
#

I'd like to be able to target decals with a custom pass volume. If anyone has any idea where I'd begin or could point me in the right direction, it'd be much appreciated.

shrewd moon
#

It looks like a temporal antialiasing problem to me

summer glacier
#

that much blur looks like motion blur, not TAA

#

check global settings, motion blur is on by default

inner parcel
#

you can do that with a 2nd camera (with second camera disabled)
do whatever changes you want to the 2nd cam, and then use CustomPassUtils.RenderFromCamera in Execute

upbeat sorrel
#

Hi guys! My transparent and alpha clipping materials work in the editor, but not in the build (they all seem opaque). In the render pipeline settings I have checked transparent options and color format: R16G16B16A16.
What else should I checked? HDRP 12.1.2

barren goblet
#

After change this, the blur disappeared.

shrewd moon
barren goblet
#

but I don't know why it different to the tree in room2

eternal laurel
#

Either it doesnt move as much or the shader you are using does not write proper motion vectors

vivid pivot
#

I created seamless portals, however using multiple HDRP cameras was too costly. I'm hoping by using Custom Passes I can avoid this performance drop.

#

Here is my code so far:

protected override void Execute(CustomPassContext ctx)
    {
        if (!render || ctx.hdCamera.camera == portalCamera || portalCamera == null || ctx.hdCamera.camera.cameraType == CameraType.SceneView)
        {
            return;
        }

        portalCamera.TryGetCullingParameters(out var cullingParameters);
        cullingParameters.cullingOptions = CullingOptions.ShadowCasters;
        cullingResultField.SetValueDirect(__makeref(ctx), ctx.renderContext.Cull(ref cullingParameters));
        
        var overrideDepthTest = new RenderStateBlock(RenderStateMask.Depth) { depthState = new DepthState(true, CompareFunction.LessEqual) };

        portalCamera.aspect = ctx.hdCamera.camera.aspect;
        portalCamera.pixelRect = ctx.hdCamera.camera.pixelRect;

        if (outputPortalTexture != null)
        {
            SyncRenderTextureAspect(outputPortalTexture, ctx.hdCamera.camera);
            CoreUtils.SetRenderTarget(ctx.cmd, outputPortalTexture, ClearFlag.All);
            CustomPassUtils.RenderFromCamera(ctx, portalCamera, portalCamera.cullingMask, overrideRenderState: overrideDepthTest);
        }
    }
barren goblet
eternal laurel
#

Well if it autoupgraded it should be using the lit shader that comes with hdrp

#

Or is it a custom shader?

barren goblet
#

Lit

#

I tried new a material myself

#

the new one is ok

#

the upgraded one not

#

maybe the bug is here

eternal laurel
#

Hmm so its not a shadergraph or anything ?

#

Just auto upgraded and has wrong motion vectors? Worth writing a issue ticket then

barren goblet
#

yes, builtin to HDRP

#

I use his assets

full steeple
#

so i imported a water shader, deleted it after and now i get all these errors and i cannot get rid of them

quiet quest
#

Does anyone know of a large fabric texture library

quiet quest
#

@turbid matrix your suggestions worked giving me the look I’m after. Still wip but …

#

What’s you thoughts on dust particles/fluff balls using vfx graph ?

turbid matrix
#

Probably any particle system would do for that but since vfx graph is the way to go nowadays, would start on that unless you already have premade shuriken (unity's regular particle system) effect available that does what you want

#

Teddy looks great :)

#

@quiet quest ^

quiet quest
#

Thanks, ok I’ll try my luck with vtx graph.

#

I haven’t really used it that much so this could get interesting

plain mural
#

hey guys! im running into an issue with some foliage shading here and im hoping to get some insight

#

im running hdrp 12, and using book of the dead trees with a custom shader (and made sure to pack translucency maps correctly)

#

the frensel effect is way too strong in my scene

#

this is without raytracing

#

and this is with ray traced shadows

#

as you can see, enabling ray traced shadows removes the unwanted frensel affect

#

what can i do to fix this for non ray traced shadows?

glad tartan
#

@plain mural
Images are really small but from what I see, the Fresnel isn't the issue, it's shadows.
The rasterized shadows version just doesn't have enough resolution to shadow the smaller limbs and such on the trees so light goes straight though them. Raytracing doesn't have this issue so you get better occlusion from shadows.
If you also want to reduce the smoothness on the leaves (which is pretty much the same in each image) then you need to add reflection probes and properly place them for that to look right.

shy ivy
#

I'm getting NullReferenceException: Object reference not set to an instance of an object UnityEditor.Rendering.HighDefinition.MaterialExternalReferences.GetMaterialExternalReferences (UnityEngine.Material material) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.1.3/Editor/Material/MaterialExternalReferences.cs:51) trying to use diffusion profile in HDRP 12/Unity 2021.2.8; just reimported HDRP sample materials to try with their diff profiles, so I don't think I've tweaked anything there. Anyone know what this could be?

quiet quest
#

Anyone ever tried to apply the eye shader example from HDRP to their own mesh ?

forest harness
# plain mural what can i do to fix this for non ray traced shadows?

Make sure to be using High Quality Shadows... And you can bump up the number of samples per pixels in your directional light's parameters... You can also bump up the number of samples for filtering if you ever encounter dithering artifacts.
Of the settings are unavailable, you can find the toggle by clicking on the tiny cogwheel on the right of the "Shadows section" in the inspector ... Tell me if I'm mistaking (I don't have access to the Unity editor right away.
PS: decreasing the the shadow normal bias should improve your shadowing

forest harness
forest harness
plain mural
#

the ss above was 2k high filtering

#

4 cascades

plain mural
#

hey guys, another issue here

#

im playing around with some of the book of the dead rocks in modern HDRP

#

some of them use object space normals

#

when i rotate the rock in the inspector, the lighting normals get all messed up, with batching both on and off

#

any idea whats going on?

shrewd moon
plain mural
plain mural
#

even baking in blender

shrewd moon
#

Did you try switching normal map space in the material?

plain mural
#

yea

shrewd moon
plain mural
#

yea, i saw that too. unfortunately no solution from there worked for me

quiet quest
#

I really need some help achieving soft fur with a strand mesh ( each strand is a tubular )

#

Any tip, recourse idea would we appreciate

forest harness
quiet quest
#

@forest harness that a good idea ty

eager valve
#

im trying to paint puddles using polybrush and a layered lit shader but for some reason when i turn the metallic slider up, my wet material becomes black. anyone know why?

nova raft
#

I can't use a 6 sided cubemap as a skybox

#

I googled it and none worked

#

using 2022.1 beta with a legacy cubemap

#

hdri just doesn't work

nova raft
#

nvm I just recreated the project

vague mulch
#

Is there any tutorial or any way at all to create moving grass in HDRP recent versions of Unity that doesn't react to camera movement?

twilit needle
#

Hello! Is this a good place to ask questions regarding baking issues in HDRP?

inner parcel
eager valve
inner parcel
#

Are the probes enabled in hdrp asset and camera?

#

I can't remember if hdrp asset has that option but the frame setting should

#

Try to add a sphere with lit shader and see if reflection probe works with the basic lit shader or not when its set to metallic

eager valve
#

Yup i have reflection probes enabled and ssr. This is what the fully metallic and smooth sphere looks like when baked. not sure why the reflection is so bad

eager valve
fair bane
#

can someone tell me why the standard shader, even thoo the color is set to black, does not become black but only grey?

#

i know that pbr does not use extrem values like 0,0,0 or 255,255,255 since they don't exist irl. but this seams a bit to extreme. so I wonder what I am missing, and can do to change this

iron flame
fresh sundial
#

Guys I am using hdrp and... both my custom post processing effect and the build-in bloom effect does not work in the build... they work in the editor, I 've put my own one into the "custom post process orders", and post processing is activated in the hdrp default settings... I don't know y is this happening... plz help...

#

the sky and fog overrides work well, and I've even tried to put my post processing into the sky and fog volume...

timid pelican
#

So....

I got camera stacking working so I can overlay a first person camera on top of the main camera so hands don't clip through walls.

However...the camera responsible for the first person mesh seems to 'double' the post processing effects onto the main camera so everything darkens considerably. How can I make it so the effects only apply to things in the culling mask?

#

Not sure if anyone has used camera stacking / compositor....there is next to no documentation on it...

#

IE...

#

I need the volume mask enabled for the hands to have any sort of lighting but if I enable it, it changes the rest of the scene (the box is slightly darker and the skyline is blurrier).

#

I may have just fixed ^ by going into the first person camera settings and setting custom frame pass to off. I say "may have" because...I don't understand what this does and can't understand the docs on it. But it does make everything look very similar.

Is this a proper fix or just a coincedence that it looks like it's fixed? Can someone explain what this does and if it addressed the issue properly?

timid pelican
#

Also the second camera drops my FPS by 50fps. Oddly enough if I disable the main camera it doesn't drop my FPS at all but the First Person Camera (which renders less objects) drops it by 50....

timid pelican
#

I found a post from a Unity Developer

The compositor is using multiple cameras under the hood to render each composition sub-layer, and this makes it rather slow for applications where performance is critical, like games.

Ugh, just gonna unlearn all this stuff and find another route.

glad tartan
#

@timid pelican HDRP doesn't support camera stacking so all you are doing right now is rendering your scene twice with post processing disabled on one of the passes. You will need to use other alternatives to get the first person stuff rendering separately.
camera stacking was never the proper way to do this even with the Default in pipeline. URP supports a proper camera stacking system with it's custom passes but not HDRP or the Default Render Pipeline.

You could probably do it with custom pass. Mainly what other games do is use a custom shader to do this or have an obstacle avoidance system to move hands away from things it would clip in.

Shader example
https://www.youtube.com/watch?v=rtBLieietBk

Game only used for demonstration and is NOT included in the asset.
New First Person View 3 now supports HDRP, URP and Default Renderer.
Link: http://u3d.as/1RNR

▶ Play video
timid pelican
glad tartan
# timid pelican That is technically not true. The method I just used with the experimental comp...

The compositor isn't made for Realtime applications like games, It's made for compositing VFX. Things like text overlay, virtual production for video, green screening, etc. You can get it to work just like you can get camera stacking in HDRP, and Default render pipeline to work but that doesn't mean it's the best way to go about things or that it was made to directly support what you are using it for.

timid pelican
#

Yea I'm realizing that. It's one of those annoying things where the common answer/method is exactly what you shouldn't do but when you try to learn you get pointed in the wrong direction. Pretty much everywhere you go says to use camera stacking to solve this issue but it seems like that's just a really bad method across the board.

glad tartan
#

Yea, I don't even know of any other engine that relies on camera stacking. It has to be a specific feature that's developed a certain way similar to how it's done in HDRP and not just parenting two cameras and switching render layers.

The alternatives that's widely used in a lot of games, are what I suggested above. The shader method is also what's used in the Unity Sample Project
https://www.youtube.com/watch?v=yDX_NBGJ2xM

Download the FPS Sample
https://on.unity.com/2Scs2ZD

The FPS Sample project is a multiplayer First-Person Shooter game. The project is free for you to use as a source of inspiration and includes both full source code and assets. Use it as a starting point for creating your own First-Person Shooter project, or as a learning resource on how to us...

▶ Play video
timid pelican
#

Unity has the same problem with Rigidbodies where everyone defaults to using a rigidbody when it's pretty much an objectively not great idea for FPS style games. It's weird because I really think Unity is actually much more complex than Unreal Engine but the average users are not as knowledgeable as those over at UE

timid pelican
#

FYI I did find a really good article for this...

Took quite a bit of googling to find so thought I'd share. Very simple solution, no excuse for the devs not having this in the docs somewhere clearly outlined. https://www.intetic.com/blogs/unity-hdrp-render-object-on-top-of-everything/

Whats nice here is that I can enable/disable it which makes sense because during weapon swings I would want to disable it so that the weapon DOES actually collide through objects.

lethal carbon
#

Does anyone know about HDRP Sample Scene's shadow proxy (mesh)?
I want to know what it does.

eternal laurel
#

Provides shadows for the light bake

#

Preventing light leaking from seams

lethal carbon
glad tartan
#

@lethal carbon
It's not a documented thing because it isn't a feature just a technique. This is used in a lot of realtime rendering applications.

It's just a mesh used to block light from showing though blackfaces therefore creating shadows to do that so it's called shadow proxy or shadow blocker. As you can see the main mesh for the building is one sided so shadows would show through the parts that you can see through. Because the player won't ever see it the geometry isn't needed because that's just extra performance and workload cost for something that doesn't play a role in the main experience. So the solution is to create a low poly blocker/proxy mesh that can cover all the exposed areas and block light so things look correct.

plain mural
lethal carbon
# glad tartan <@!785740281508397097> It's not a documented thing because it isn't a feature j...

Since the mesh of the main building mesh is one-side, it was used to prevent external influence. Is that right? (Like an image)
But I'm in the process of studying HDRP, so there's something I don't understand well yet.....

lighting penetrate walls, meshes, etc. how it works?
Even if the light is placed outside the ShadowProxy and the path of the light is blocked by the wall, light is transmitted inside.

idle compass
#

Diving into HDRP for the first time today, doing a side project to make really short "videos" of some characters in an environment. Any tips for someone who never used HDRP before and wants to achieve this type of "cinematic" task?

loud leaf
#

24 fps and 180 degree shutter rule 😄

full steeple
#

can anyone please help me with these errors, they all occured at the same time after installing and deleting some packages and i cannot do anything and do not wanna lose this 300+ hours project

#

the internet doesn't give me any solutions as this is an internal error with vs or something

shrewd moon
#

Seems kinda concerning that the errors are refering to URP but I'm assuming you're on HDRP based on the channel

silk mural
#

and definitely start using git if you aren't already, before trying random fixes

remote forge
dawn sorrel
eternal laurel
lethal carbon
dawn sorrel
#

Does your spotlight have shadows enabled?

eternal laurel
#

Does your light cast shadows ?

lethal carbon
#

Oh, I think I know now! That was the problem. thanks

full steeple
shrewd moon
glad tartan
#

@full steeple Did you update URP? Was it from the Package manager or Github?

#

These errors usually coem from updating to packages that arent supported

#

if you didn't do anything out of the ordinary then what you can do is delete the projects library folder and let it recreate the library when you reopen the project. That should get rid of anything that was in use that remained after you remove certain packages. Which can cause errors

full steeple
shy ivy
#

Does anyone know of a way to get the current exposure multiplier/value in C#, as the Exposure node in shadergraph does?

vague mulch
#

Hello, folks! Has anyone had an issue with HDRP Lit shader when surface appears way too glossy, when you apply normal map? I've checked, the bitmap is set to Normal, intensity in shader is 1

#

To make sure I've checked in Unreal Engine and there it looks good

#

Here's a screenshot from Unity:

#

Here's from Unreal:

#

And here's from Substance Painter

#

For some reason it looks horrible in Unity compared to other 2

#

At the same time the surface of mushrooms looks completely flat in Unity

#

But here's the Unreal and Substance Painter looks:

#

Sorry for too many pictures, but it's so that you can see what I'm talking about

vague mulch
#

I've opened another Unity project just to test it. Created a new HDRP sample scene and imported mode land textures there. It looks fine there

#

What could be the reason than?

true zealot
vague mulch
#

Could it be the result of moving the project from URP to HDRP?

eternal laurel
#

Very much so yes. Perhaps your volume+light intensities were way off

vague mulch
#

Seems like switching render pipelines doesn't work in reality, eh

eternal laurel
#

Well there just cant be a magical way of calculating light values

#

How do you convert lets say a intensity of 3.5 from urp to the real world units of hdrp ?

#

This is why the template scenes are good. They provide a good starting point of settings you can examine and recreate

indigo summit
#

@vague mulch this might be a dumb question, is your normal map imported as a normal map?

vague mulch
remote forge
eternal laurel
# remote forge DOTS is a big set of tools. It does not require any of the 'not released' dots p...

Yeah. I've doing a deep dive on several branches trying to wrap my head around it. From what I can tell the HDRP test project features code to use the BRG that is very similar to the code in BatchRenderer folder on the gpudriven branch. I guess my confusion comes from having DOTS= entities in my head :). The urp example is nice. Since our VR games are on URP I will try to experiment and move our static level geometry to that. I guess the biggest question is how to take advantage of the baked occlusion culling. I suppose use of the CullingGroup API might do it.

remote forge
#

Yeah, occlusion culling is a bit hand wavy at the moment on this branch as we have not implemented anything there. We will go further down that path with the GPU driven rendering stuff or some cpu occlusion.. but not scheduled yet. That being said it's likely that it's still faster for you even if occlusion is off. It's worth experimenting with.

Some caveats for URP here - We don't pass in per object lights or reflection probes. You need to use deferred or the experimental tiled forward if you want per object lights (outside of main directional). Only global reflection probe is supported currently. HDRP does not have this shortcoming as it is already full tiled.

eternal laurel
#

ah. Reflection probes i dont care about right now because we have custom toon shaders that are stylized and dont need it. The limitation on per object lights hits hard since we use several points lights across the scene to achieve a certain atmosphere

remote forge
#

How much transparency do have? Deferred will work here.

eternal laurel
#

Except for particles and the ui none

remote forge
#

As it's decoupled from the object rendering.

eternal laurel
#

do I also have to do work on the shader side ? It's already batcher compatible

remote forge
#

Do you use the buildin shaders and SG?

#

or do you have custom shaders?

eternal laurel
#

For the specific project we are using custom shaders for the environment geometry. Other stuff is using SG

remote forge
#

There is some stuff here like setting the shader target to 4.5 and disabling opengl (as it's not supported currently).

#

This then includes the 'input' file which does some remapping of where values are looked up from

#

Basically 'if in brg get them from the chunk, otherwise get them from the normal location'

#

You should be able to follow the same pattern pretty easily. We ported all the URP / HDRP shaders to support this in few hours (then a bit more testing).

#

(long term we need to have surface shaders here so that this plumbing is automagic and can be auto updated as we add new functionality) .

dawn sorrel
#

Smug look of Jason Booth's Better Shaders shader generator superiority

eternal laurel
#

Wow thanks. Looks like all I need to do is redefine my inputs to be handled by the new path. I was looking for a reason to re-write the shader anyways since it became rather bloated with all the features

#

Hey @remote forge while I have you here. The new dynamic occlusion culling is on this branch right? https://github.com/Unity-Technologies/Graphics/tree/ghw22/bb-occlusion-culling/com.unity.render-pipelines.high-definition/Runtime/Material/Visibility

GitHub

Unity Graphics - Including Scriptable Render Pipeline - Graphics/com.unity.render-pipelines.high-definition/Runtime/Material/Visibility at ghw22/bb-occlusion-culling · Unity-Technologies/Graphics

#

but this looks like a Vis buffer implementation not unlike parts of nanite as well or am I completely wrong 🙂

remote forge
#

That one there is built on top of BRG, and deferred materials as a hack week project (from last week!). It's probably the most experimental thing that exists 🙂

eternal laurel
#

oooh ghw22 means hack week 22 got it haha

remote forge
#

Yeah we are playing with a lot of tech in that direction at the moment. Mostly trying to figure out what makes sense and will be good for the most use cases.

#

But we have not made any concrete 'we think this is what we want to do' just yet. Research and learning.

eternal laurel
#

that's the most important step, cant just rush foolhardy into something.

#

I'm also super excited for the burst occlusion it will work great for one of our upcoming projects

dawn sorrel
#

@remote forge holy shit, finally. It feels like Unity hasn't acknowledged dynamic occlusion culling like ever before.

remote forge
#

Removing bake steps is really really important

#

it's a blocker to productivity.

dawn sorrel
#

And for open world 😎

#

Is there a chance of exposing hardware occlusion queries in the API?

old meteor
#

So i'm trying to use absolute world, to make a repeating texture, but the uv is scaled 0 on all axes ecept one

remote forge
# dawn sorrel Is there a chance of exposing hardware occlusion queries in the API?

They are not great due to multiple frame delays, long term I think we want to get to a place where you can do big broad phase occlusion on the CPU (instant feedback about visibility that same frame but might return false negatives, i.e something not visible might say visible due to conservative nature), then on GPU do pixel level fine grained culling of draws.

vague mulch
# vague mulch

Ok, the fix was found to this and it's quite unusual. had to change Base UV mapping parameter in the material to UV1 instead of UV0

dawn sorrel
#

Oh wait, no I don't think compute is a requirement.

echo crow
#

Yeah, you need to use the result on the GPU. If you ever need to get the result back on the CPU it's a stall or wait

eternal laurel
#

Oh goody I recognize your avatar from the forum thread 😆

#

Can I ask you a quick question ?

#

I want to move the rendering of all non-deformable meshes in our VR game to use the BRG. The code from BatchRenderer thats inside srp.core from the gpudriven branch is what I have to recreate right? Thats the actuall renderer component not some internal stuff I have to build upon?

echo crow
# eternal laurel I want to move the rendering of all non-deformable meshes in our VR game to use ...

Yes. The script from that branch is a good starting point. It will then use the BRG API and you can try to read it and extend it in any way you want.
I suspect you can do a lot more if you are content aware. IIRC that script builds a hash map over mesh/material and accumulates instances, and then in the culling callback it goes over the keys and outputs draw commands.

Once you get the hang of it there are probably a lot of options you can weigh. Depending on how your scenes look

eternal laurel
#

Well all environment objects that I want to move to brg are present in the scene at startup. Some can move due to destruction physics but dont deform. The chunks are prespawned. I plan to have frustum culling done on them

echo crow
eternal laurel
#

Yeah I will start experimenting as soos as I canUnityChanThumbsUp . Im super exited about this API

echo crow
#

Good to hear 🙂 we are pretty excited as well but want to focus on making the API nice and hear back from you what you think.
Some improvements are planned but you might run into different walls than we do

shrewd moon
shrewd moon
#

@old meteor I should add that Triplanar node can project 2D textures on multiple axes, but it can't turn 2D noise into 3D

old meteor
#

oooh, makes sence, thanks!!

weary fog
#

What version of unity are you on? Can't get them to bake on b4

summer glacier
#

my hope is that APV would replace lightmaps and be much faster, or something like that.

lunar condor
#

cannot access UnityEngine.Rendering.HighDefinition due to it's protection level after upgrading to the newest HDRP version, why?

true zealot
#

That's a namespace, it cannot have a protection level. You were saying you couldn't access HDRenderPipeline.OverrideCameraRendering

true zealot
tardy ravine
lunar condor
lunar condor
tardy ravine
#

oh, that's weird then . . .

eternal laurel
#

In the docs

#

It takes a float or nothing

#

What did the bool do previously ?

lunar condor
#

at this point I'm not even sure

// the COMMANDS would the be the information passed into it, and the camera is what it would bake into, then I would use the CoreUtils.DrawRendererList function to draw out the result. I was going for a snow deformation script (which is easy in standard RP but hard in HDRP) and had to use two custom passes for camera rendering. (one for the normal snow and one for the deformations itself and merge them)
using (new CustomPassUtils.OverrideCameraRendering (/*COMMANDS*/, /*CAMERA*/, /*TRUE OR FALSE*/) {
// Begin rendering.
}
#

that's pretty much all

#

and the camera was on top of you baking everything into a texture

#

it did work without an issue until I updated the HDRP package @eternal laurel

true zealot
#

Well, if CustomPassUtils.OverrideCameraRendering works, you know what it takes

#

so why not fill it out with what you have?

eternal laurel
#

Well yes the API might have changed like I said the docs dont show a version that takes a bool as the last parameter

lunar condor
#

I will, I was about to update all the scripts with that

eternal laurel
#

It now takes a float value for a new aspect ratio

#

Also the changelog for hdrp 12 said they made a new api that is the CustomPassUtils version so you should be using that

lunar condor
#

well that is probably why it doesn't work, then

#

thanks for the help I'll fix it right now

#

@true zealot I'm afraid it does not work The type name 'OverrideCameraRendering' does not exist in the type 'CustomPassUtils'

true zealot
#

It does, so, I have no idea what's going on with your project

#

what HDRP version is it

lunar condor
#

upgraded from pretty sure it was 9.4.0

true zealot
#

well, 11.0.0 was not the docs you linked previously, so no, OverrideCameraRendering is not in that class

lunar condor
#

11.0.0 seems to be the newest though?

#

if not then what is it?

true zealot
#

13.1.5 at least

#

2021's newest might be 11.0.0

#

I have no idea though, I don't keep up with HDRP's versions

eternal laurel
#

Oh no the custom pass utils change is for 12.x+

#

Im not sure what they did to the api in 11.x

true zealot
#

Yep. I have no idea where or what it was previously

#

Presumably Bae has that info in their version control

#

I highly doubt it was public before 12.0 seeing as it was in HDRenderPipeline and internal

lunar condor
#

huh so I have to upgrade to unity 2022 then?

#

I'm not sure if it's stable enough yet

true zealot
#

I have no idea what you were doing before

#

it's a mystery to all of us

lunar condor
#

like I said I have unity 2021.4 soooo the newest package seems to be 11.0.0.0

lunar condor
true zealot
#

Yeah, but you also said this function existed then, but in another form

lunar condor
#

I wanted to upgrade in order to use some of the newer functions

true zealot
#

Yes, and what version was that, and what was the function before then

lunar condor
#

it was 9.0.0

#

and it worked beforehand

eternal laurel
#

thing is I cant even find in the api docs for anything bellow 12

true zealot
#

shouldn't be hard to screenshot what it used to be in git

eternal laurel
#

perhaps it was exposed but not meant for actual use

lunar condor
true zealot
lunar condor
#

many people told me to but I just can't get around to using it

lunar condor
#

do you see any other way I could create deformable snow? maybe it could work with some soft body physics

iron flame
#

first bake takes a long time. I guess the probe insertion process takes a long time. Bake time between two images is 1 minute.

loud leaf
iron flame
loud leaf
#

I'm looking at that PR now and my results look similar (black blobs and light leaking), however, mine are also combined with artifacting. It's probably way too experimental at this stage. Will be keeping an eye on it for sure though.

iron flame
loud leaf
#

Thanks a lot, will have another go in a bit. Is this on 2022.1 + master?

loud leaf
#

Physically based sky + "mixed" directional light?

#

(trying to make sure I start off with a confirmed working setup)

iron flame
#

light (or shadow) leaks are still present :/

loud leaf
#

Ok, no problem then, must be expected for now. 👍

#

I will create a new sample APV project with HDRI on master so I have it ready for the future. One thing I noticed is that ray tracing effects don't work in standalone build when using master, it works fine when using 2022.1/staging. Probably a small api change somewhere.

loud leaf
#

Ok, with the options from that PR (Leak Reduction) it's working pretty well, just need to find the correct way to turn up the resolution.

dreamy fox
# iron flame light (or shadow) leaks are still present :/

Hey yes, some leaks are still expected -- I suggest playing a bit with the biases parameter and maybe reducing the sampling noise, all these options are in the Probe Volumes Options volume component (override in the normal HDRP volume system); you might need to enable additional properties to see all the options.

More options to manually touchup areas with leaking will be added at some point in the near future and more exploration for leaking will be done longer term, though the current system + touchup (that will come) it's close to free at runtime, while more complex solutions will be likely fairly expensive.

Also, recently landed in master is a PR to improve the virtual offset, both in speed and quality. This should also improve a bit on leaking.

#

Also, we noticed that the GPU lightmapper produces inconsistent results; it is much faster so for iteration is good, but for final quality we suggest using the CPU one as it is more consistent and produces better results overall.
The team responsible is aware of the issue and looking into it.

inner parcel
#

cpu baking always seems to provide better results compared to gpu. is this something that can be fixed theoretically? if so can we expect that in Unity?
Also iirc GPU lightmapping option doesn't have support for few specifics.
its very time consuming to bake for cpu and then having to do a small change and have to do over the baking in cpu before production builds

past halo
#

can someone please help me with this

#

how can i resolve the darkness

shrewd moon
inner parcel
# past halo

I'd first go with the shader. Check your mesh with a hdrp/lit material without any texture. It should be completely white. Try to add the texture one by one.
Also try to toggle the light off and on, if you see any difference
Make sure the material doesnt have maxed out metallic slider

#

Also check for console if there's any HDRP exception being thrown

shrewd moon
#

I would verify first that the scene has light that's capable of affecting the mesh

inner parcel
#

Looks like prefab editing mode to me

past halo
#

yes its prefab editing mode

#

every asset is is dark when i enter prefab mode

#

if the light are off i can see the model, with black background

#

but if i turn the light on, then i can see that background but the model is black

#

very strange

iron flame
dreamy fox
turbid geode
#

Hello, having a small issue with importing one of my character into my game scene using HDRP

#

here is how my character is looking into Unity Scene with HDRP

#

put it feel "pixelated"

#

but in maya it's looking clean

#

any idea how to fix that easily ?

#

thx

shrewd moon
#

@turbid geode Smooth shading is not enabled on your mesh
Usually you can see in the modeling program whether the mesh is flat or smooth shaded, but I don't know how Maya works

#

I guess you can force smooth shading on in import settings by checking Weld Vertices and setting Normals: Calculate

hollow frigate
#

This might be a stupid question, but I'm having an issue with the physically based sky and indirect lighting

#

No matter what the settings, the physically based sky seems to always apply indirect lighting unevenly

#

compared to the HDRI sky

#

which looks significantly better

#

what am I missing?

summer glacier
#

And I assume it can use CPU/GPU similar to lightmapper?

neon jolt
#

how do i make fps cameras in hdrp?

#

hdrp doesn't have camera stacking so what method can i use?

#

to prevent weapon clipping

shadow walrus
#

hey guys! i'm making a pretty simple multiplayer game thats using defualt unity render pipeline and I wanted to add a effect in my game that would use shader graph and a pbr shader graph to be more specific. will upgrading my game to hdrp mess anything up?
like is there anything that I should be concerned about

neon jolt
dreamy fox
iron flame
#

Only the Probe Convergence process appears in the GI information window.

vocal wharf
past halo
vocal wharf
#

can't really tell, but I had this exact same behaviour, when my lighting settings were corrupt (no light was generated at all)

exotic plume
#

Oooo I see in HDRP 14 we will have Intel's Denoiser for path tracing!! wooooooooo

#

😦

#

no gifs allowed?

#

how else can I convey my excitement for some nice +fast denoising for path tracing in Unity?

#

come on bot...

eternal laurel
#

We use emojis here like cavemen 😆

onyx gale
#

Does anyone know why, my directional light in HDRP is super sensitive? like my scene view is really bright compared to my game view in playmode. any fixes?

quiet quest
#

Any one know what could be causing these dark volume looking thing around my asset

shrewd moon
quiet quest
#

Ok … let me test TY

quiet quest
#

Yes ty @shrewd moon

iron flame
#

capsule capsule shadow 🙂

loud leaf
#

Found out that current master actually has ray tracing effects in standalone build, but it's just the static lighting sky not affecting them. (works in editor)Trying to find out which PR broke it 😄

quiet quest
#

Is shaderlab in HDRP?

turbid matrix
#

@quiet quest technically HDRP shaders use shaderlab, but there's no surface shaders support for SRPs so you wouldn't want to handwrite HDRP shaders atm

#

Unity is working on this but it's like year+ off till we have something that works proper

quiet quest
#

Ahh ok

dawn sorrel
#

Wow, I have been working on an HDRP project the last couple of days and boy does this make me lose faith in it.

#

Screen blinking even on a fresh sample project.

#

Exceptions.

turbid matrix
#

macos?

dawn sorrel
#

Cryptic allocation warnings being issued a 100 times every frame.

#

Nope, Win10.

#

Both 2021.2.7 and 2021.2.8 have the same problem with HDRP 12.

turbid matrix
#

wonder what bugfix broke that

dawn sorrel
#

I have a feeling NaNs and bloom might have something to do with it.

#

Well some part of it.

#

It's still trying to invoke some shader pass that doesn't exist.

#

I swear Unity should start making unit tests some day.

turbid matrix
#

HDRP does get a lot of automated testing

#

but there can always be some combinations that gets past the testing

#

they don't merge things before they come up greenlit from visual tests, but I guess flickering and stuff could still go unnoticed on those

dawn sorrel
#

Well, I think it'd be totally doable to hook into the error callback for the debug console and check if the callstack for an error is coming from a certain namespace 🤔

turbid matrix
#

yeah no idea what's is going on with that, you shouldn't get those on stable builds

distant hazel
dawn sorrel
#

Funny thing, that's the thing I have to work with on this project.

distant hazel
#

should probably report that to jbooth then

dawn sorrel
#

I tested on empty sample projects as well tho and they do error.

#

So BetterLit or no, I get black screen either way.

inner parcel
dawn sorrel
#

You mean the one in AppData?

inner parcel
#

Better to do it in preferences

#

No wait my bad. If you didnt set any environment variables, it should be somewhere in appdata

dawn sorrel
#

Thanks, I will pass it on to the team.

silver copper
#

Anyone have any idea why the Light Probes option is greyed out? It's fine in the prefab but once in the scene it switches off. The object is not static except for contributing gi (doesn't work with it off either) No idea what's happening.

shrewd moon
silver copper
#

yes to both

#

its not off for others... just this specific mesh

#

it's a generated mesh, that might be a problem though that wouldn't make sense to me

shrewd moon
silver copper
#

ah yeah it's not spawned dynamically

shrewd moon
#

I see, then it's probably not generated at runtime either

silver copper
#

oh yeah that's not what i meant, it's a combined mesh

sleek quartz
#

CustomPassUtils.DrawRenderers(ctx, layerMask) only draws visual effects of said layer and not anything else?
p.s. new to rendering

neon jolt
#

how do i bake shadows in hdrp?

neon jolt
#

and how do i change the update rate of a reflection probe?

lethal carbon
#

Basic noob questions about lighting

In my project, the building prefabs is randomly created, changed, and deleted at runtime.

Q1) What is the appropriate workflow in this situation?
Should I use all the lights as "RealTime"?

Q2) If i change the Baked(Mixed) light to a RealTime light, how much will it affect the performance and quality?

Q3) Taking HDRP Sample Scene as an example.
If all the probes (chairs, decorations, etc.) are created at runtime,
How do I set up the lighting and probes?
Can I get the same (intended) lighting result using RealTime light?

solid arrow
#

Hey!

#

so i want to convert from URP to HDRP

#

but the materials are pink, yes i tried to convert all materials to HDRP and I also tried manually

#

but it doesnt work

#

any help?

shrewd moon
# lethal carbon Basic noob questions about lighting In my project, the building prefabs is rand...

Many answers to these can be found in the manual, especially the part about what light probes are and how they can be used
https://docs.unity3d.com/Manual/LightProbes.html
https://docs.unity3d.com/Manual/LightProbes-MovingObjects.html
Generally speaking all objects created at runtime will be dynamic, and they will recieve direct lighting from Mixed and Realtime lights, as well as ambient lighting from probes already baked in the scene

lethal carbon
# shrewd moon Many answers to these can be found in the manual, especially the part about what...

Did I get it right?

  • "Light map" is precalculated and stored as texture, such as light information on the "surface", only for static object
  • "Light Probe" is about the light information in the "space", for dynamic (runtime) object

Since the light probe provides light information of "approximate value"(not perfect value...?),
The quality is inferior to that of using a light map.

It is "not possible" to reproduce the result of using a light map only with a dynamic object and a light probe.

Is it correct?

I'm still a beginner, so I don't understand the concept well.
Sorry for asking such a silly question.

shrewd moon
#

What you can do with baked vs realtime lighting is kind of different to each, so you can't convert a scene from one to the other without it changing appearance

#

The appearance is very scene-dependent, as well as the performance

rain solstice
#

Not sure if there are any HDRP experts here but i am running into an issue creating screenshots. Camer.Render creates a memory leak. Is their any other option to render a camera from an editor script. I tryed HDRenderUtilities.Render but that seems to ignore the volume and other post processing

lethal carbon
rain solstice
scarlet hull
#

Aside from this, Camera.Render should work, and not leak. We are using it in our testing, so I'm a bit surprised that you're saying this 🤔

rain solstice
#

I post the code example in a bit. If i comment out cam.render() everything works fine. To give a bit of context i create thousands of screenshots in this script at 2k resolution. Its definitely not instant but over time it crashes

rain solstice
# scarlet hull Aside from this, Camera.Render should work, and not leak. We are using it in our...
        {
            Camera temporaryCam = Instantiate(cam);
            cam.gameObject.SetActive(false);

            var temporaryTexture = RenderTexture.GetTemporary(2560, 1440, 24);
            var tempTexture2D = new Texture2D(2560, 1440, TextureFormat.RGBAFloat, false);

            temporaryCam.targetTexture = temporaryTexture;
            RenderTexture.active = temporaryTexture;

            temporaryCam.Render();
           temporaryCam.targetTexture = null;

            tempTexture2D.ReadPixels(new Rect(0, 0, 2560, 1440), 0, 0);

            //applying the mask if it exists
            if (mask)
            {
                for (int j = 0; j < mask.height; j++)
                {
                    for (int i = 0; i < mask.width; i++)
                    {
                        if (Math.Abs(mask.GetPixel(i, j).r - 1) < 0.1 && Math.Abs(mask.GetPixel(i, j).g - 0) < 0.1 &&
                            Math.Abs(mask.GetPixel(i, j).b - 0) < 0.1)
                        {
                            tempTexture2D.SetPixel(i, j, new Color(0, 0, 0, 0));
                        }
                    }
                }
                
                DestroyImmediate(mask);
            }

            tempTexture2D.Apply(false);

            var bytes = tempTexture2D.EncodeToPNG();

            //saving the file in location
            WriteAllBytes(location, bytes);


           bytes = null;
           CoreUtils.Destroy(cam.gameObject);
           Texture2D.Destroy(tempTexture2D);
           RenderTexture.active = null;
           RenderTexture.ReleaseTemporary(temporaryTexture);
           cam.gameObject.SetActive(true);

           tempTexture2D = null;
           temporaryTexture = null;
           temporaryCam = null;

        }```
#

Like i said if i comment out temporaryCam.Render() he runs forever creating black images. If i run it like its here. The GPU memory slowly fills up until it crashes

scarlet hull
#

Huuum.
It might be related to HDRPs buffer resizing system ?
But any case, this should not happen obviously, might be worth to submit a bug report.

#

totally not related, but your masking code is not very optimal, calling GetPixel() 3 times for the individal color channels 😅

#

And best is to get all the pixels in arrays using GetPixels , iterate over the array and then set them all back at once using SetPixels

#

Random question : are you doing some kind of video capture of a scene ?

rain solstice
#

Yes i am Aware. Its supposed to run over Night so getting it to complete a run has higher priority at the moment 😛

#

No Essentially cutting out objects in a scene to be able to interchange them in the web later on

scarlet hull
#

Also, I don't think it would fix the leak (but worth trying), you don't have to create a new camera, you could just use the one passed to your CreateImage function

rain solstice
#

Yeh i give that a try. That was originally just a ghetto workaround to not have motion blur after moving the camera. Saves managing the volume

scarlet hull
#

Oh, ok

#

You could also disable motion blur on the camera frame settings

rain solstice
scarlet hull
#

I'll keep this in mind and will investigate a bit, but don't have a fix for anytime soon ...
Other random idea : like I mentioned, we are using this in our automation testing, but we do only one capture at a time and load a new scene. Maybe the scene load helps here, as it is forcing a re-creation of all HDRP buffers.
You could try to force a scene reload every N captures to clear the memory ?

rain solstice
#

Already doing that every 300 images. Or even fewer depending on the logic 😅

silver copper
#

Does HDRP not support volumetric shadow dimming when lighting is baked?

#

Or do my god rays go away because of bakery?

silver copper
#

ok not because of bakery. There's really no way to bake lighting but have volumetrics shadows?

flint badger
#

Hi there i was wondering is some one could help me with a problem

#

i resently shifted my project to HDRP and some of my code broke

#

how can i get a shader to not appear if it is shadow

summer glacier
neon jolt
#

HOW DO I BAKE SHADOWS?!?!/!?!!?!

scarlet hull
neon jolt
#

well marking as static doesn't work?

#

static shadow caster*

scarlet hull
#

Should

neon jolt
#

because when i do that

#

its still realtime

#

visible when i play the game and rotate the directional light

neon jolt
scarlet hull
#

@neon jolt Did you check that all the settings mentioned in the doc page I have are correct ?

neon jolt
#

i have to use shadowmasks instead of distance shadowmask?

scarlet hull
#

If you want to have the static objects close to the camera to always use baked shadows, yes

neon jolt
#

well i want all objects to have baked shadows

#

for static ones*

scarlet hull
#

Then shadowmasks yes I guess

neon jolt
#

but that messed up the scene

#

distance shadowmasks

#

shadowmask

scarlet hull
#

Well, yes, this is expected

#

The volumetric fog needs shadowmaps (realtime shadows)

neon jolt
#

oh

scarlet hull
neon jolt
#

does disabling the update time improves performance?

scarlet hull
#

Well, since you're no more rendering the objets in the shadowmap every frame, yes 😄

scarlet hull
rain solstice
scarlet hull
#

Is that in play mode or running in editor ?

rain solstice
#

In Editor play mode. I really want to keep it there to not risk breaking the scene on a crash where lots of materials are changed

scarlet hull
#

Okay. I'm trying to reproduce your issue, for the moment I'm calling Camera.Render on a very simple scene multiple times per frame to render in a 4k RT.
Using the profiler I can seen the increase in memory usage but it regularly gets catched by garbage collection 🤔

rain solstice
#

"In Editor play mode" with that i mean unity is in play mode but the script is an editor script started over the toolbar

scarlet hull
rain solstice
#

Ok i try braking it down to a simple method that has the problem. Its quite the big complicated project so that might take a bit

rain solstice
#

@scarlet hull ok i think i found the issue. I created a new project and tried it. Camera.Render() worked without problems. Now i tried to bring it closer to our project. We use Raytracing so i made the switch to DirectX 12. After switching and trying it again the problem happens. Creating a bug report now but that seems to be it

rain solstice
scarlet hull
#

Thanks 🙂

scarlet hull
# rain solstice The ticket is 1400617_a5424ku6kiahel36 named: Camera.Render couses a memory leak...

I'm bypassing some QA process to have this fixes asap, but I don't think a fix would land until at least 1 or 2 month
I may have a workaround for you : Don't use Camera.Render.

Yes, I know, sounds stupid but here's how :

  • Set your game view size to the desired resolution
  • Set your screenshot camera to be the one rendering to the game view (no RT, higher priority)
  • No change of RenderTexture.active (should be null)
  • When you have the object you want to render in view, user Texture2D.ReadPixels to directly grab the the game view render into your texture.
rain solstice
scarlet hull
#

Hum .... no, it should work

#

Maybe because of this ?
For this function to succeed, Texture.isReadable must be true, the render target and the texture must use the same format, and the format must be supported on the device for both rendering and sampling.

rain solstice
#

Thank you so much! I managed to get some images adding it to endFrameRendering. So there must be a solution somewhere in there. Guess its time to learn delegates so i can get one specific image at a time 😅

gritty schooner
#

How to do the Occlusion Culling Separately for the room, lav, and the corridor?

ivory flint
#

I tried windows build and build succeed but crash when launch exe. Do any one know how to troubleshoot ? I don't know where to start.

grizzled flame
ivory flint
quiet quest
#

Can some please clarify the map packing here

#

Are the Red and blue channels just black ?

ivory flint
#

if they're not used, black or white does not matter ?

quiet quest
#

@ivory flint so no need to remove a texture with if one is packed?

ivory flint
#

TwT

#

even after reading the player log file i can't know what cause the window build crash

<RI> Initializing input.

<RI> Input initialized.

InitializeOrResetSwapChain 1920x1080 hdr=0 samples=1
<RI> Initialized touch support.

UnloadTime: 0.598500 ms
Crash!!!

It crashed right after initialized touch support, and that's it. no more clue

plain mural
#

hey guys, is it just me, or does HDRP have way more overhead than other rendering piplines when it comes down to raw poly counts

#

heres my GPU instancer running on URP

#

heres the same scene running HDRP

#

the wind logic shaders were built 1:1 in hdrp and urp, and ive tried both amplify shader editor and shadergraph

#

the clouds here dont make much of a difference in FPS

#

the foliage is all handled in just a handful of drawcalls (its instanced with frustum culling, occlusion culling, and has lods setup)

#

and its about 20 million polys running on a 2080 super

#

so im wondering, why does raw poly count account for such a large discrepancy in FPS between URP and HDRP?

#

in the HDRP project ive turned down almost everything, including shadow filtering, resolution, post processing quality, etc

ivory flint
#

currently in depression with HDRP, i'm just painting a few grass using terrain paint tool and the editor crashed...

plain mural
plain mural
#

thank me later

#

(and star it if you can)

ivory flint
#

I thank you now ^w^

plain mural
#

theres still a few bugs i have to fix, and at the moment theres a 65k instance limit (i plan on adding world streaming and detail zones to fix this)

ivory flint
#

so you got double fps for URP vs HDRP, do you think your game really need HDRP for half the performance ?

ivory flint
#

which features of it is crucial ? just curious

plain mural
#

i mean, performance isnt terrible, 80 fps with 20 mil tris is great but i just wanna know why urp can handle it so much better

plain mural
#

all my shaders are written for hdrp, and my project doesnt need super large scale worlds (so poly count isnt a huge issue for me)

#

ive put too much time into it to fall back now

ivory flint
#

oh yeah, game looks pretty

summer glacier
#

you need to use the profiler to know performance, otherwise you will always wonder why performance is slower and assuming. Profiler is also easy to use, and shows you CPU & GPU performance info.

#

You should do your test in a build as well, editor has big CPU overhead that's gone in a real build.

#

Check your global settings (post processing etc) disable what you don't need, since it has a lot of post processing on by default. Although that mostly effects GPU performance.

plain mural
#

my gpu is the bottleneck in the scene

summer glacier
plain mural
summer glacier
#

if GPU is the bottleneck, could be the stuff HDRP has by default adding to it. Motion blur, etc.
Also volumetric clouds do make a difference. It adds an extra 1 - 1.8ms if it's on to the GPU.

plain mural
#

yea, the clouds do make a difference, but not enough to justify the performance impact im seeing here

summer glacier
#

That doesn't mean it's the bottleneck, also CPU will never be 100%, unity games don't utilize all cores or thread ever. (most games ever made don't)

you need to use the profiler, add the GPU module, and compare CPU/GPU perf.

#

If GPU is the bottleneck, CPU will stay show higher cost but it'll have an item that is waiting for the GPU, since it finished its work already.

If CPU is the bottleneck, it will have higher cost than GPU

plain mural
#

i would at least hope that the cpu isnt the bottleneck, the foliage itself is only a handful of draw calls, all the details are instanced

#

im booting up the project now to double check

summer glacier
#

if GPU is the bottleneck, you can look at CPU profiler and find something like "waitingforpressent" or similar, then do (CPU cost - waitingforpressent) = your real CPU cost.
If GPU bottlenecked, GPU will take longer than CPU.

You can also see costs of things, volumtrics clouds, motion blur,
as well as costs on the CPU

plain mural
#

58.7% of the cpu time is gfx.waitforpresentOnGfxThread

summer glacier
#

what's your GPU?

#

add the GPU module in the profiler and look at what's taking so much time (brb)

plain mural
#

my cpu is a 9700k

#

and ive got 32gb ddr4

#

31.2% is for the gbuffer, 23.8% is for the deferred depth prepass

#

everything else is very very little

#

6.7% PP, 5% volumetric clouds, 4.2% for deferred lighting

#

@summer glacier for when you get back

summer glacier
distant hazel
#

@plain mural try disabling the rendergraph feature in the HDRP asset

#

you have to press the 3 dots in the top right corner and enable debug mode first

plain mural
distant hazel
#

You sure that was the active asset?

plain mural
distant hazel
#

Alright then, no clue what's up then

summer glacier
#

rendergraph has CPU overhead, not GPU

#

I believe

distant hazel
#

wasn't that exactly the problem?

#

more cpu overhead on hdrp vs urp

plain mural
#

there is near zero cpu overhead in my instancing solution

#

cause well - its a gpu instancing solution

distant hazel
#

do you know which part of the depth buffer generation is taking so long?

#

is it the depth prepass? hi-z generation?

#

I assume you're just copying the hdrp depth buffer for your culling solution?

#

you can try with renderdoc to see if an individual material is taking too long in the depth prepass

turbid matrix
#

@plain mural also try taking a snapshot with nvidia nsight

#

like, make a dev build with Unity first (dev build is important because otherwise the build will not have nicely formatted pass names on the snapshot), then launch the build with nsight's frame profiler

#

this will give you really nice overview at what you spent your gpu frame budget for

#

Unity's gpu module is horrible in comparison, it doesn't even list everything

#

you probably need a nvidia dev account to be able to download nsight but everyone gets that access after registration (unless you've already registered as a dev for nvidia dev site)

plain mural
mellow knoll
#

I just set my project to HDRP then converted materials to it. But all the textures seem to be tinted grey for some reason?

#

Ok fixed by just clicking on the light in the scene. Weird.

turbid matrix
#

HDRP does this silly thing that it preconfigs the default volume settings to have exposure value for sky etc to match directional light that has intensity of 10k or so, but if people convert to HDRP, they typically have dir light intensity in 1-10 range

#

so then that default volume's autoexposure kicks in and boom, everything is grey

#

it's kinda unfortunate because then people wonder why things are washed out and grey, if the autoexposure wasn't there, they'd get back on track faster

#

altho what I'd REALLY want to see is the HDRP wizard etc to give new user a hint that their current settings aren't configured proper for HDRP

#

(like, something should check the scene's current lighting and pop a warning because most users converting existing stuff to HDRP will first encounter this and it's not intuitive)

inner parcel
#

is it just me or is dynamic res handler changing res via script broken in builds in 2021.2.10f1?
the camera frustum seems to change significantly when scale is less than 100.
very annoying issue, never had this in 2021.2.7f1 or below
doesnt happen in editor

glad raptor
#

Hi, I've been trying so fix this HDRP baking issue for over a week.
For some reason, when I bake a model with panels in HDRP, every panel has different brightness

I've tried it in both 2020 and 2021 versions

#

In both cases, I've turned on "generate lightmap UVs", so Unity is supposed to create a custom UV map for baking

#

In the computer room, the panels are all part of the same mesh (and same object, of course)

#

In the tunnel, the panels are all part of the same object but within that object they're different meshes

shrewd moon
#

@glad raptor Do you have errors in console or UV overlap view about the overlapping UVs?

#

Have you checked if that happens with just those particular meshes or any, including the default shapes

#

And does it happen with those meshes in a fresh scene?

glad raptor
#

It only happens to those meshes

#

I'll try in a fresh scene when I'm back on the computer

shrewd moon
#

The generate UVs checkbox usually should fix this issue, but one thing that could impede it is if the mesh already uses the second UV channel for something and it can't be overwritten
But I haven't ever ran into that so I'm not sure if that's how it works in that situation

low shoal
#

Guys cann somebody help please. I am working on large Hospital model, hundreds of rooms. Trying to do the light bake mostly using GPU. I am noticing that while all the walls / floors / ceiling and baking fine, all the smaller detail like doors have extremely large UV maps annd they look really bad. Changing the scale for those specific objects does not help. https://ibb.co/Lxc0FWn

https://ibb.co/hVMyqWx

Image Capture2 hosted in ImgBB

Image photo-01 hosted in ImgBB

glad raptor
lunar cargo
# low shoal Guys cann somebody help please. I am working on large Hospital model, hundreds o...

It seems you have a lot of objects overlapping the UVs, this results in one bake data from one object influencing another objects which might be generating the artifacts you are seeing.
You can check Lightmap UV Overlaps in the scene view:
https://youtu.be/KJ4fl-KBDR8?t=367

In this video, we are going to take a look at Lightmapping in Unity 2020.1 to help you create fast and beautiful lighting in your scene.

Learn more about Lightmapping in 2020.1 from our Docs!
https://on.unity.com/2U7VQIX

Interested in the newest Graphics Features we added in 2020.1? Click here!
https://on.unity.com/2GHYGkR

Download the Spaces...

▶ Play video
#

If you keep having trouble with lightmapping, I would suggest asking on the #archived-lighting channel. There are more Lighmapping pros to help.

neon jolt
#

how do i prevent weapon clipping in hdrp?

inner parcel
turbid matrix
#

to be fair, there's no guide or tutorial for this anywhere afaik

#

it's no perfect solution, may or may not work proper for your use case

#

I personally prefer just.... not letting the weapons clip in the first place

#

foliage can be problematic then though

#

but for everything else, you can just move the gun out of the way in case it would clip

#

@neon jolt^

#

please let me know if some of these worked for you, would be helpful to know for the next person who comes asking about the same thing

ivory flint
#

any HDRP pro can tell me why do you choose HDRP over URP (which features are critical ?) ? I'm just curious. Still have a lot to learn.

#

just successfully build test a scene and got ~140 fps so I'm happy with the performance of HDRP now

loud leaf
#

There's a lot you can disable to gain performance in HDRP, I picked HDRP because I want everything physically based, no "magic" or random values for anything.

ivory flint
#

that's a good take. Over my short course of learning HDRP I notice that too, about physically based workflow.

#

still the raytracing realtime GI is so noisy tho. Do you use that ? @loud leaf

loud leaf
#

yeah, my main project is fully ray traced

ivory flint
#

can you share a setting to make it less noisy ?

#

i notice 2 sources of noise is RT GI and RT AO

loud leaf
#

A lot of noise actually comes from ray traced ambient occlusion, but if you're sure it's coming from ray traced global illumination, make sure you have the second denoiser pass enabled, and don't use the half resolution denoiser. Try turning up the denoiser radius to something like 0.5.

#

Use the "performance" mode, the "quality" mode has multiple issues that make it unusable for me.

turbid matrix
ivory flint
#

yea I used performance mode and 2nd denoiser, will test out with radius !

loud leaf
#

If you're still getting too much noise with these settings, lower your "Clamp value", something like 2 should do.

turbid matrix
#

reason to pick HDPR over URP is if you care of the features it has and tad higher fidelity out of the box. reason to pick URP if you don't need that stuff, want faster VR rendering or otherwise slimmer project

ivory flint
#

just recently use DLSS and got fps from 70 to 140 with ray tracing. It's so lovely

loud leaf
#

What GPU are you using?

ivory flint
#

im using 3070

turbid matrix
#

do compare the visuals when using DLSS too, if you go for performance mode, there can be quite notable visual regression

#

but yeah if you care about raytracing, there's really no feasible alternative to HDRP right now

ivory flint
#

I do not want so much about visuals perfection tho, so I choose DLSS with forced 33% screen size lol, all for ray tracing with good performance!

loud leaf
#

Yeah, there's a lot you can do by tweaking the settings with minimal quality loss

#

33% resolution for DLSS is pretty low though

ivory flint
#

maybe i'll try 50% next time

turbid matrix
#

can you even use custom percentage nowadays? I thought that was automatically picked by DLSS setting nowdays?

#

I haven't really messed with DLSS in a while though

#

afaik you still have to handle the scale manually with FSR and TAAU

loud leaf
#

I think you can force the screen percentage, unless they changed it 😄

ivory flint
#

yes there is option to force

turbid matrix
#

I thought it was the perf etc setting that forced the reoslution too

#

does the option do anything? 😄

loud leaf
#

I can check, I have my project open

turbid matrix
#

I assumed the option was there just for the other upscalers since you do have a fallback in case the user can't use DLSS

ivory flint
#

Just have to rmb to uncheck the Use optimal setting for it to work

loud leaf
#

Definitely working here

turbid matrix
#

ah ok, that's good to know

loud leaf
#

Game started lucid dreaming at 10% resolution

ivory flint
#

btw i don't see any differences while using Software or Hardware method, no noticeable frame rate difference or quality difference

turbid matrix
#

how do you check this? just by comparing visuals or using the debug hud?

#

debug hud used to report DLSS etc resolutions too

loud leaf
#

384x217 😄

turbid matrix
#

yup,that thing

#

heh

loud leaf
#

It works surprisingly well

ivory flint
#

pretty good for 217p lol

#

AI is so powerful

turbid matrix
#

@ivory flinthttps://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@13.1/manual/Dynamic-Resolution.html

HDRP uses hardware dynamic resolution by default. If hardware dynamic resolution is not available on your platform, HDRP uses software dynamic resolution. Hardware dynamic resolution treats the render targets, up until the back buffer, as if they are all the scaled size. This means HDRP clears the render targets faster.

Hardware dynamic resolution is supported on the following platforms:

   * All Console platforms supported by HDRP.
   * PCs that use DX12 and Metal.
ivory flint
#

thanks @turbid matrix

ivory flint
#

So does this character looks blurry to you ? She's rendered at 25% of 1080p. For my bad eyes she's good enough. And i love the byproduct of upscaling : far object is blurred while I do not use DoF which is a nice.

mighty swift
#

Looks like CustomPass does Execute() every frame, including in editor.

#

Ah I guess that makes sense -- affects the scene view camera.

inner parcel
neon jolt
#

baking issues

lunar condor
#

how do I update HDRP to it's newest version? for me the newest appears to be V11

#

do I have to update Unity as well? I'm using 2021.4.9f

neon jolt
#

why does the decal projector doesn't work with my water shader?

true zealot
neon jolt
#

yea

#

and i already turned on "receive decals" in the shader graph itself

true zealot
#

send a screenshot of your projector's inspector

neon jolt
#

do i have to enable decal layers?

true zealot
#

Looks fine afaik. Maybe someone more familiar with HDRP will be able to help

summer glacier
#

HDRP used to be a package, but not anymore, so after a certain unity version (forgot which one) - it's installed with the engine version.

turbid matrix
#

it's technically still a package but now it's a core package which ships with Unity so to update, you normally just update the engine itself and that updates along it

#

also would recommend moving on from 2021.1, it's not supported anymore (altho 2021.3 LTS is coming in few months so could just jump to it straight if not in hurry)

rich ravine
#

Speaking of 2021 lts.. proly next month?

neon jolt
turbid matrix
#

march or april yeah

#

@neon jolt if it were up to me, I'd try to repro it on simplest possible materials, see where it still works and when it breaks

lunar condor
#

I can't find fix for it

#

even if I make a new HDRP asset and it'll look fine for a while but after playing once it turns all blue

shrewd moon
lunar condor
#

I have fixed it multiple times, it always goes back to exact same look after restarting

#

this is how it looks normally, as you can see everything is gone, for some reason reflections appeared on the walls

#

I can disable reflections in the HDRP asset and they're not gone - and I did check if the correct asset is enabled

inner parcel
acoustic cipher
shrewd moon
#

The fact that screen space reflections are showing the procedural sky seems like a pretty severe issue
I would guess that HDRP is not set up properly, but someone who knows HDRP better might be able to advice

neon jolt
#

why is the decal stretching?

grizzled flame
#

That's what decals do, isn't it? They get projected onto the surface

neon jolt
#

they do that

#

but why does it like to stretch on flat surfaces?

true zealot
neon jolt
#

how do i make a certain object not getting affected by a tri planar?

lunar condor
lunar condor
#

just started appearing after one night I closed Unity

#

I used HDRP for a year this problem had never occurred to me before

green cliff
#

I have a box volume using Hdri Sky with cubemap. I don't see any skybox while in the volume. Any idea's on what's up?

scarlet hull
#

Raise the volume priority ?

green cliff
#

@scarlet hull Yep, thank you!

#

I guess because there is actually an existing Sky and Fog Volume with Priority=0 that it was fighting with. (I'm just guessing at this stage).

scarlet hull
#

Yep

dusk brook
#

Has anyone encountered an issue with setting light intensity at runtime and it blowing out in HDRP - 2020.3.21f1 - Wondering if this is a bug, if I move the slider slightly in the editor it goes back to normal.

scarlet hull
#

What do you mean by "blowing out" ? Like the light is beeing way to bright ?

dusk brook
#

yeah

#

I'm using Lumen, set to pure white at 250 intensity

#

when I update it at runtime via code, it seems the intensity is far greater than it is

#

if I jiggle the slider it goes back to normal

#

Same values, first one is the runtime set problem

dusk brook
#

I'll give it a go and let you know, cheers!

#

is this available in 10.6.0?

scarlet hull
dusk brook
#

@scarlet hull thanks, can confirm this fixes the issue, didn't realize I had to access <HDAdditionalLightData> partyparrot

neon jolt
#

how do i animate materials?

#

i'm making a water ripple effect with decals

mental oyster
#

i am having a real hard time figuring out how to use the latest HDRP

#

i have installed git desktop and used it to copy graphics master to my hard drive

#

i then in unity try to install the package from disk, navigate to the hdrp package json that came from git

#

but it then can't find the dependencies

#

some help would be greatly appreciated

#

@turbid matrix i am sorry for the nudge but i think you may know how to do what i want, reading up

#

tired

#

been waiting since november to use the hdrp water

#

it was added back then

#

i know its coming in a 2022 release soon but the thread casually throws around how we can try it by getting this from git but no guide anywhere on the unity website on how to do such a thing

#

just lost all of my energy for the day faffing around with this nonsense when i just want to make things

#

sigh.

#

clearly people can do it because there are people in the thread using it

#

just pissed off with it really.

turbid matrix
#

@mental oyster you pretty much have to use latest betas / alphas (which ever is newer at that point) and even then there could be some changes that are not in the beta/alpha yet

#

as for dependencies.. they don't work automatically if you use local / git cloned package, meaning you have to ref to all local packages that HDRP depends, meaning: core, hdrp, hdrp-config, shader graph and vfx graph packages all

#

so... to test that water out, you clone the graphics repo with git client that support LFS. Git Desktop should work but I don't use it so can't tell for sure. Then you checkout master or some water branch if there's some newer one (there could be some updates that are not merged yet), have latest 2022 beta/alpha installed, ref all those mentioned packages manually.

#

there's always still possibility that it doesn't work

rich ravine
#

Wouldn't add package by name would automatically sync those dependencies?

turbid matrix
#

@rich ravine Gnak is now asking about being able to use graphics repo packages from github, add package by name mainly used to get unlisted preview packages from unity registry

#

HDRP is part of unity core packages so you can't tell PM to just update it to another version (other than telling it to use specific version from some local folder)

#

technically the git link via PM would also "work" but since you have to link 5 packages for this to work, I think that would end up doing 5 local clones of the graphics repo which itself is huge...

#

so cloning the repo manually and referencing the folders is basically the way to go if wanting to do something like this

rich ravine
#

Ah ok.. makes sense 👍

mental oyster
#

oof

#

thanks 0lento

#

after 3 hours i decided to make a blue transparent material and raised a middle finger in the direction of unity offices

turbid matrix
#

@mental oyster here's an example of my packages/manifest.json lines that are relevant to this:

    "com.unity.render-pipelines.core": "file:C:/Unity/Graphics/com.unity.render-pipelines.core",
    "com.unity.render-pipelines.high-definition": "file:C:/Unity/Graphics/com.unity.render-pipelines.high-definition",
    "com.unity.render-pipelines.high-definition-config": "file:C:/Unity/Graphics/com.unity.render-pipelines.high-definition-config",
    "com.unity.shadergraph": "file:C:/Unity/Graphics/com.unity.shadergraph",
    "com.unity.visualeffectgraph": "file:C:/Unity/Graphics/com.unity.visualeffectgraph",```
mental oyster
#

oh

turbid matrix
#

basically just swap the C:/Unity/Graphics path to wherever you cloned the repo and it should work

mental oyster
#

nice, i messed around trying to figure out the syntax for that from the docs

#

to reference a file locally

turbid matrix
#

well, there's PM button for it 😄

#

add local package etc

#

but it modifies the manifest so you can do it either way

mental oyster
#

i did add local package, the package then doesnt import because the dependencies arent there

#

so i need to modify the json

turbid matrix
#

yeah, you need all those

mental oyster
#

currently it looks like this

turbid matrix
#

just to be clear, you don't modify that file

#

I guess you could, but you really should just put them on your projects manifest.json instead

mental oyster
#

i see

#

it doesnt accept your above info (adjusted for my file paths)

#

seems to be wrong syntax, flipping the slash direction gives me another error, which says that file: paths should end in .git or something

turbid matrix
#

not sure what you mean now

mental oyster
#

i went to manifest.json for my project

turbid matrix
#

can you just show the manifest?

mental oyster
#

i added those lines, but with my own file paths

turbid matrix
#

and error

mental oyster
#

oh wait it was me that added the wrong slashes, i fixed those though

#

so now the error

#

when using whats seen above

turbid matrix
#

lines 4 and 7 miss "file: prefix from the location

mental oyster
#

ah yeah

#

maybe SemVer is the version number that all the rest have?

#

dunno where to put it on the line though

turbid matrix
#

that sounds like your manifest is still broken

#

nah, you don't put the versions if you use file ref

#

that error told you the alternatives, either use file, semver or git

#

not to mix them

#

and in this case you do want file reference instead of git link there

mental oyster
#

oh maybe we've cracked it

#

waiting for progress bar

#

aw compilation errors

turbid matrix
#

all I know is that what I pasted before was functional example since I've used it like hundred times 😄

#

I always just copy paste those lines to new test projects

mental oyster
#

something vfx graph related is broken

turbid matrix
#

that's normal

#

you on b7?

#

there often are changes that are not yet in latest betas/alphas... which I tried to tell before 🙂

#

if you know how to use git and are willing to do some detective work, you can find the git commit that started to use the API that is not present on your Unity version and can try to revert that commit

#

the reason I keep asking if you are on latest beta is because the risk of things breaking on latest is smaller but it still happens

#

the engine versions we get are like 2-4 weeks older than what Unity staff uses internally

mental oyster
#

2022.1.b7

#

i think this needs 2022.2

#

with 2022.1.b7 i get this

turbid matrix
#

even with 2022.2 alphas being around, you could see something like this

#

it's definitely doable to make it run on older versions but like mentioned, you have to put some extra work to it

#

I've been testing these bleeding edge branches for several years and only few times there's been some api change that actually prevented the feat I wanted to test from working

#

basically only cases when you are totally out of luck is if the very thing you want to test requires newer API than what is in the engine you are using

#

of course all of this is totally unsupported by Unity, just saying what can and can't be done with these

glad tartan
#

@mental oyster you can still use it. Just open the error and comment out those lines. It will be a few. Once that's done it will compile

loud leaf
#

Yep you will get two of those errors (I'm on same setup usually), I think I just changed them from loadedSceneCount to sceneCount or something like that.

neon jolt
#

how do i make caustics with the decal projector?

#

make them animated AND NOT STRETCHED

#

1.not animated
2.the ones on the wall is stretched, the usual decal problem

mental oyster
#

thanks guys

#

might have got it going, will see in a few secs

#

@loud leaf i adjusted those loadedSceneCount lines to sceneCount and everything has compiled

#

when i create>water surface> (any)

#

i get the little icon in scene view but nothing else shows

#

no error

#

no surface to see. the shader did compile for a bit, but that completed

#

have restarted the editor

#

did get this gray error when play mode was initiated

#

Should not grab hot control with an active capture
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

neon jolt
#

can somebody help me with the caustics?

loud leaf
#

@mental oyster I haven't tried the water system yet because it's in active development, but my first guess is that you need to enable support in your HDRP asset + global settings. I could be wrong though.

mental oyster
#

ah did that, forgot to say

#

still no dice, ah well

neon jolt
#

how do i animate DECALS

mental oyster
#

create > shader graph > hdrp > decal shader graph

#

?

neon jolt
#

i prepared 30 textures

#

for the caustics

mental oyster
#

have you made a flipbook shader before?

#

why are you doing it with a decal anyway, and not in the surface's shader, say?

#

so the materials used under the surface have the caustics on them maybe with biplanar projection or something

neon jolt
#

flipbook shaders

mental oyster
#

ok you will need to put your 30 frames into a single texture (an 'atlas')

#

then in shadergraph you can use a 'flipbook' node which does all the hard work of selecting the uv subset

#

for each frame

neon jolt
#

i have to downscale the textures?

#

because each is 1024

mental oyster
#

you certainly arent going to get away with 30*1024 whether its one texture or many 😄

#

yeah, or use a lower framerate

#

half the number of frames at least

#

if you went through with this using decals and doing 30*1024 flipbooks you wont have great performance, i believe 🙂

neon jolt
#

well i'm trying out 12*512x512

mental oyster
#

should be good

neon jolt
#

oh i'm incorrect

#

10*512x512

whole fossil
#

@neon jolt maybe you'll get lucky in more appropriate channels such as #archived-shaders for questions like this

neon jolt
#

its ok

#

i already got my solution

turbid matrix
#

@safe kelp which renderpipeline?

safe kelp
#

URP

turbid matrix
#

you posted same on URP and HDRP channels

safe kelp
#

iknow

outer carbon
safe kelp
#

ok

#

excuse me

mild siren
#

Hi, I have a problem with shadows: they look pixelated. I use HDRP.

glacial fossil
# mild siren

ig that's how shadows work. lights view is rendered using pixels same way as every image. if you want to get smaller pixels, you have to increase the shadow quality/decrease shadow distance. there also seems to be some stripes of shadows thats caused by "shadow acne". you have to play with depth values to get rid of that.

mild siren
#

I solved

#

Filtering Quality > High

#

And I made some changes to the settings

quiet quest
#

Wondering if someone could help me out

#

I’m seeing spec highlights flickering, I have no bloom and only the sun in my scene

#

Exactly like this

ionic furnace
#

Is HDRP safe to use for my long-term sold game? I'm not sure how glitchy it is, nor how big the changes to it will be when updates come out

inner parcel
full steeple
#

any chance of these planes not being visible trough eachother?

shrewd moon
full steeple
shrewd moon
safe kelp
#

olla i have a car which had 89k tris in blender, but in unity it has 194k tris, how is this possible?

scarlet hull
#

in hdrp for example there is a depth prepass, doubling the count

#

and if you have shadows, you're rendering it to the shadowmap : again addind to the count

#

If you have 4 cascade shadows : boom, 4 times the render

safe kelp
#

That explains it @scarlet hull thanks!

glacial fossil
#

you can see the actual triangle count of mesh on mesh selection window atleast

torpid bluff
#

I'm trying to disable HDRP camera relative rendering

#

i followed the official doc instructions

#

but when i edit the file unity restore it back either when i save or sometime when i click "Generate Shader Includes"

torpid bluff
#
The package cache was invalidated and rebuilt because the following immutable asset(s) were unexpectedly altered:
  Packages/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs
eternal laurel
#

You need to make a local copy of the package and use that. That way the package manager wont change it

torpid bluff
#

This will make updating the package complicated everytime, but i guess you're right... Thanks you. It's weird from Unity to tell us to edit something in the package directory

scarlet hull
indigo summit
#

Not sure if this supposed to be in here or #archived-shaders
can someone explain to me the difference in this property Declaration enum?
i can't find this in documentation

ember breach
indigo summit
torpid bluff
dawn sorrel
#

anyone know how to fix the eyes? (apologies if this is the wrong place to ask)

scarlet hull
#

Call an exorcist

scarlet hull
dawn sorrel
#

i fixed it thank you though

mighty swift
#

I'm still testing this, but calling Camera.Render() on the default "OutdoorsScene" (the core template with just a camera, light, and post process volume) causes ~120KB of garbage and like 30 ms frametime. It looks like it's reinitializing everything with every frame. (On 2021.2.11f1... I'm downloading the latest beta now)

#

On Legacy it generates (as expected) 0 bytes.

#

This is a serious problem because we're trying to use Unity as a headless renderer (ferrying the output cross-process).

#

Curious what it would do in Legacy with a post-processing stack... and URP for that matter.

mighty swift
#

Looks like it does NOT affect URP's sample scene, and it does NOT affect Legacy with PostProcessing. Just HDRP.

mighty swift
#

Filed a bug.

dawn sorrel
#

hello

#

its been a while

#

[14.0.1] - 2021-12-07
Added

Added denoising for the path tracer.

#

this is cool.

safe kelp
#

Would anyone know why my grass gets washed out while moving and visable when standing still. (Motion blur is off).

uncut briar
#

Hi, i have materials that remain pink, even after upgrading them to HDRP. The materials have autodesk shader. Has anyone had this problem too maybe?

indigo summit
#

anyone using planar reflection? anyone know why adding normal shift the reflection and it fade around screen edges kinda like SSR?
without normal map it work just fine no shifting no fading
https://streamable.com/r270yx
Also i just realize planar reflection are kinda lightweight now, it was eating up performance like half previously

rugged sigil
rugged sigil
safe kelp
rugged sigil
# safe kelp That worked! are there things i have to keep attention to? never thought that AA...

Inherently it's a limit of TAA.
Any temporal based solution requires motion vectors because they work by using historical frames to function.

Without it, you get what you had.
On alpha cut, transparent and volumetric technologies.

So mostly pay attention to anything transparent or that is volumetric ( like volumetric clouds)
Transparent objects don't write motion vectors ( your issue)
And vol Clouds need it so they don't smear across the sky.

You can enable motion vectors for transparents and alpha cut in some cases, so check the links below.

Anti Alias
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Anti-Aliasing.html

Motion vectors
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Motion-Vectors.html

You'll likely see it mentioned there somewhere 👍

uncut briar
safe kelp
rugged sigil
# uncut briar Thanks a lot for clarifying ✌️ eventhough its manual work, atleast i now have a ...

You're most welcome!

To keep things easier for our team as well we often stipulate that "if an object isn't special in anyway, see if you can keep it as standard and convert to HDRP with the wizard.

In some cases other shaders can switch back to Standard in which case you can then convert them to HDRP lit shaders again.

Special shaders, like motion or animation based ones would usually have to be re-made manually anyway.

So in your case. See if you can simply switch Auto desk shaders to standard via drop down and if it retains the textures in the shader list, you can bulk select and use the HDRP wizard to convert them all at once. 👍 It may work, though it's not something I've tested personally.

rugged sigil
rugged sigil
indigo summit
rugged sigil
# indigo summit i didn't use normal blending or ssr on that video

🤔 ah I see, increasing the Normals or the Water asset itself.

If this is 3rd party like KWS/crest/Procedural Worlds or custom, it may be a built in fallback.
There was or still is an FOV option on planar as well.

Other than that the only other thing I can think of is the probe isn't set to realtime, so it's not capturing the wave updates.

You may also be able to find where the waves are happening in the frame debugger, just in case you need to activate any custom frame settings on the planar probe

indigo summit
rugged sigil
indigo summit
#

i'll gonna open a thread for this, this is a weird issue i think

uncut briar
summer glacier
#

If you place the grass as a mesh to the scene, it will have motion vectors correctly. But without instancing you'll have performance problems if you want a lot of grass.

#

Also TAA medium quality gives better results than TAA high quality when an object doesn't have motion vectors (less ghosting/blurriness)

#

There's a way to visualize motion vectors which will let you know if it exists or not, "Rendering debugger" in there. I don't have unity open currently but you can find it in doc.

#

There's two different types of motion vectors. Camera motion vector and object motion vector.
The latter is what's lost when instancing, which is what leads to ghosting issues.

safe kelp
#

@summer glacier thank you so much! I think i can work with that info!!!

safe kelp
#

could anyone tell me why my skybox disappears after baking? and the exposure gets so bright. I did put my sky and fog volume in my lightmap settings

shrewd moon
shrewd moon
#

In either case the sky has probably not disappeared, but dimmed out by auto-exposure due to the intense brightness

safe kelp
shrewd moon
#

Well that does look rather disappeared

safe kelp
#

yeah

#

well its still there gause when i change the exposure to insane it comes back, but then my env is too bright

#

its weird

shrewd moon
#

So, the sky and sun exposure values are probably not correct I'd guess

#

Or something with the baking process is over-exposing the lighting

safe kelp
#

when i disable visual env in the sky and fog volume the standard sky comes back, but the results are still ugly

shrewd moon
#

Have you added albedo boost in baking settings per chance?

safe kelp
#

just standard baking settings

#

havnt touched it

shrewd moon
#

I would just try to reset the sky, sun and volume settings to ones from the sample scene, as those should work

safe kelp
#

ill give it a swing, ill come back to you with the result ❤️

#

its not changing anything ^^

safe kelp
#

when importing an HDRI it works fine, but the visual enviourment keeps disappearing

safe kelp
candid pawn
#

Can you have multiple outputs in the graphics compositor?

#

I want to render two output cameras to two displays

tawdry tinsel
#

ignore my ignorance but i seemingly have emission on a material in hdrp and nothing is happening plesase help

tawdry tinsel
dawn sorrel
#

hey guys did fixed hdrp 14 CONSOL error ?

#

i want to try path tracer denoiser

inner parcel
gleaming coyote
candid pawn
#

@tawdry tinsel Yeah, with that I can choose the display output for the camera, but I cannot (or can not find...) how to have multiple output cameras

placid inlet
#

Anyone got any suggestions on how to make a game more scary using HDRP? Im trying to create a horror style thing.

quiet quest
#

Though I would share my NFT collection rendered in HDRP. Amazing toolset, thank you Unity

#
OpenSea

Bringing 15 years of experience at top studios including Walt Disney Animation Studio and Weta VFX to masterfully craft the Bean Bag Bears.

Each bear is digitally hand-cut, sewn, and stuffed using real-time tailoring software that simulates our physical world fabrics. Bean Bag Bears are truly a unique NFT that pushes the boundaries of digital a...