#archived-hdrp

1 messages · Page 83 of 1

quiet quest
tawdry tinsel
#

i dont understand ur question lol

midnight sundial
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so i upgraded from URP to HDRP and this is the only error i have left in my wizard (after clicking fix all), but when i look in the assets in debug mode, it's already enabled. tried restarting unity, didnt work and the fix button doesn't do anything

candid pawn
#

@tawdry tinsel What Im trying to do is to have multiple graphic compositor at the same time. Each one producing one different output

tawdry tinsel
dawn sorrel
#

I'm using the HDRP for my materials, and I'm trying to put an image with a transparent background onto my material. But when it's physically in game, it's not fully transparent. Any fixes?

scarlet hull
neon jolt
#

how do i do realtime gi with dynamic objects?

shrewd moon
neon jolt
#

the one in lighting settings i guess?

scarlet hull
sterile mesa
#

I can't even find searcherprovider in my project when I search

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I can't find createimpl

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The only serialized things in my project are downloaded assets and they ran fine til I upgraded to Hybrid Renderer V2. Even when I fall back to V1, they persist.

neon jolt
neon jolt
#

and another question

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how do i make dynamic objects affected by baked shadows?

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i know you can use light probes but wouldn't that take alot of time to do?

iron flame
# neon jolt

You can try the new experimental APV (Adaptive probe volumes) feature.

#

APV also affects volumetric fog. The bright fog in the screenshot will be fixed. Don't forget to set the ambiance effect to zero in the fog settings. otherwise it will have applied volumetric fog apv + sky light.

neon jolt
#

is this automatic?

#

by i meant

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does this take a lot of time? to use in a scene that i shown

scarlet hull
# neon jolt does ssgi affects baked objects?

IIRC ssgi and baked GI will "blend" together, bake gi acting as a fallback for ssgi.
Dynamic objects can't be affected by baked shadows, but you can "cache" the shadowmap for static objects

median raptor
#

Hello,
I have a question about lights.
I'm using HDRP and I'm not sure how to handle the lights properly. I use reflectionProbe, but I don't know if that's enough and if I still need to bake the lights as a whole. For example, I have the AreaLight mode: baked and reflectionProbe baked in those places, is it a correct procedure or do I still have to have a lightmapUV and a bake lights?
Thansk for help.

neon jolt
#

i thought light probes can affect dynamic objects with baked shadows

scarlet hull
scarlet hull
neon jolt
scarlet hull
#

Yes, kind of, it's just an indirect effect of the probe being in a shadow environment and receiving less light.

neon jolt
#

well

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can apv do that?

scarlet hull
#

If you're thinking of direct & "crisp" shadows , neither lightprobes or APV (think of apv like a lot of tightly packed lightprobes) could do it.
Both are for indirect lighting.
You'll have better chance with cached shadowmaps

neon jolt
#

how do i cache shadowmaps?

median raptor
neon jolt
#

i wonder how games actually do shadows

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because most games that i played affects dynamic objects (baked shadows)

keen tulip
median raptor
scarlet hull
keen tulip
inner parcel
neon jolt
#

should i be afraid with realtime shadows?

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i mean ravenfield does uses realtime for everything

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shadows that is

inner parcel
# neon jolt should i be afraid with realtime shadows?

realtime shadows save a lot of development time.
no need to bake them, no need to setup probes. but yes it consume some extra power.

if you absolutely need to go with realtime shadow, you can provide a settings customization to scale it correctly. users with a relatively potato chip usually are okay with lower graphics but playable fps

whole fossil
inner parcel
neon jolt
#

i got 6- fps loss with realtime shadows on one of my scenes

dreamy fox
glad raptor
#

I'm trying to bake this hallway, but there are these weird artefacts...

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I've played with the settings a lot, Generate Lightmap UV is turned on

scarlet hull
#

Looks like some bleeding from the dark texels to the brighter ones.
Try tweaking the uv lightmap generations to better split the parts and add more padding ?

scarlet hull
#

yes

glad raptor
#

I tried playing with them, it didn't change much

glad raptor
scarlet hull
#

Tweaking the UVs seems to be the only solution to me, maybe somebody else will have a better idea

inner parcel
flat otter
#

is there a hook/callback to be notified by unity when a frame finished rendering when using camera.render()?
I'm rendering a camera to a RenderTexture and want to do stuff to the texture when the render is complete

dawn sorrel
#

I'm using the HDRP, and I'm trying to set the background type to uninitialized. I have realized this is not for the HDRP. How would I do the same thing but for HDRP?

midnight sundial
#

uh how does it work with lighting and stuff if i used randomly selected skyboxes? or should i just ignore that and just stick to one?

turbid matrix
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@dawn sorrelhttps://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.1/manual/Override-Visual-Environment.html

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(set sky type to none)

summer dome
eternal laurel
flat otter
scarlet hull
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Pretty old tweet though. Might be working as intended now

eternal laurel
#

Oh its still in planed... I was hoping this gif means its in progress

barren goblet
#

What soft shadow technique HDRPis using now ?

barren goblet
#

In my perspective, EVSM can only achieve anti-aliasing, but can not achieve soft shadow like PCSS.

scarlet hull
#

I can poke to ask

scarlet hull
#

It's working for soft shadows however so 🤷‍♂️

mossy nymph
#

can you make objects glow in UDRP i am still new to it and turning on emission just wont work, and there is very few people on youtube covers HDRP

glacial fossil
#

what's udrp?

turbid matrix
mossy nymph
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is it enough with changing the scriptable render pipeline

scarlet hull
mossy nymph
#

Thank you Remy, i will try that

mossy nymph
#

i removed the URP asset and added back the HDRP and created a HDRP asset and put it on the scriptable Render Pipeline

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later on i added post processing to the scene and i started getting this error, making a good lightning in unity gotta be a headache

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i turned off the screen space ambient occlusion and it went away

shrewd moon
mossy nymph
shrewd moon
mossy nymph
shrewd moon
mossy nymph
shrewd moon
dawn sorrel
#

If HDRP doesn't support Switch anymore, why does HDRP/Lit still have switch in its #pragma only_renderers list?

turbid matrix
#

it never supported it afaik

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they tried to make it work prior official HDPR release (while it was still in preview) but it got fully cut out when the release got closer

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but afaik it never properly worked there

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if you see some switch stuff there, it's probably some leftover from those old times @dawn sorrel

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I do think it was the right call too, considering how big burden it would have been for overall HDRP development (to keep it still compatible with such weak device)

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I mean, right call in current situation where HDRP is a separate thing, pretty sure majority wouldn't want this current URP/HDRP split at all

dawn sorrel
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MonHun and DOOM do run on it after all.

mossy nymph
# turbid matrix it never supported it afaik

I WAS Litrally browsing about a problem i have with shaders in HDRP and i stumbeld upon this thread and than i came to discord to ask the question and all the sudden i noticed that you are the same person in this thread as well, what are the odds

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anyways i was following a tutorial and in the video they were using PBR graph while in my project i dont have PBR graph since i am using HDRP, whats the workaround?

turbid matrix
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you don't need PBR graph anymore, basically Unity has done that last part in my forum comment

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I'd really advice following some more up-to-date tutorial though

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but for what you are asking now, just make Shader Graph with Lit type and you should be set

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SG will look different now from your tutorial too

mossy nymph
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i was following brackies hologram tutorial, do u think its outdated?? and if i am looking for more HDRP tutorial where should i look because its hardly nobody covered on youtube

turbid matrix
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Brackeys stopped making Unity tutotials and yeah, his stuff is the number one reason people come here asking how to do things in current Unity version

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I get why that happens... it's just not the easiest place to start learning these things if you have to learn the same way how to port old stuff to current Unity 🙂

mossy nymph
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understandable, i find unity documention are hard to understand since my brain operate like potato

turbid matrix
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fortunately, most of the shader graph nodes on old tutorials still exist on current version and work exactly the same

mossy nymph
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alright than i will head to work again, thanks for the info

turbid matrix
#

gl

livid aspen
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Hi, I just added the HDRP package and it looks fine in the game view but in scene view the meshes are pure white

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How do I make it so that the meshes are shaded in scene view? A have it set to shaded already

dawn sorrel
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Anybody know any approaches to autosetting up materials for custom passes in HDRP?

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I kinda need a callback to do shader = Shader.Find("thing") for a newly created custom pass I made but there is no callback for that.

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Nvm, even the inline docs examples straight up do in Setup.

upbeat gale
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Anyone knows how to blend alpha clipping in HDRP?

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blend alpha/alpha clipping

turbid matrix
mossy nymph
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btw i made a script that can change the emission color of a material, and i have now a problem that i couldn't solve in my last project which is if i try to change emission color in run time with script than the glow in the emission dissappear.

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i will play a clip

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the script is changing the color of the emission but the glow goes away and it looks just like normal color

#
    public Material Mat;
    public bool isInDanger = false;
    float startTime;
    public float speed;
    public Color[] color;

    void Start()
    {
        startTime = Time.time; // time since game started
        var Mat = GetComponent<Renderer>().sharedMaterial; // making a reference to the material so we can enable the emission keyword if you do not want this to affect every object using this
                                                           //material then use "Getcomponent<Renderer>().material" the same goes with setting the color as you can see further down.
        Mat.EnableKeyword("_EMISSION"); // this is making sure this shader has the emission keyword enabled.

    }

    void Update()
    {
        float frac = (Mathf.Sin(Time.time - startTime) * speed);
        GetComponent<Renderer>().sharedMaterial.SetColor("_EmissiveColor", Color.Lerp(color[0], color[4], frac));
    }
#

here is the script its very easy and simple

inner parcel
# mossy nymph the script is changing the color of the emission but the glow goes away and it l...

probably because of missing color space conversion

    public static void UpdateEmission(Material material, MaterialPropertyBlock block, float newEmission)
    {
        block.SetFloat("_EmissiveIntensity", newEmission);
        Color emissiveColorLDR = material.GetColor("_EmissiveColorLDR");
        Color emissiveColorLDRLinear = new Color(Mathf.GammaToLinearSpace(emissiveColorLDR.r), Mathf.GammaToLinearSpace(emissiveColorLDR.g), 
          Mathf.GammaToLinearSpace(emissiveColorLDR.b));
        block.SetColor("_EmissiveColor", emissiveColorLDRLinear * newEmission);
    }
#

i'm changing the intensity here, you can refactor the logic for changing color instead

mossy nymph
inner parcel
mossy nymph
#
    [SerializeField] private Material emissiveMatrial;
    private void Start()
    {
        emissiveMatrial = GetComponent<Renderer>().sharedMaterial;
    }
    private void Update()
    {
        emissiveMatrial.enableInstancing = true;
        emissiveMatrial.SetColor("_EmissiveColor", Color.red);
        emissiveMatrial.SetFloat("_EmissiveIntensity", 5f);
    }
mossy nymph
#

you know what? i am changing my intensity in runtime, nothing is happening

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i will try to mention these two and see what happen

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its so frustrating that the emission intensity isnt responsive during run time

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excuss the music

inner parcel
#

or look at the hdrp codes in packages yourself to see how they handle it in inspector

mossy nymph
inner parcel
#

whereever i use block.SetFloat / block.SetColor
use your own sharedmaterial instance there

mossy nymph
#

okey i will try thanks

dawn sorrel
#

Does anyone know how to solve this problem with shadows?

turbid matrix
#

that's probably SSAO rather than shadows @dawn sorrel

dawn sorrel
turbid matrix
#

tweak SSAO settings

dawn sorrel
turbid matrix
#

where ever you've set it... if you haven't added it yourself to volume in scene, it's probably coming from hdrp default volume which you can access via project settings

turbid matrix
#

I didn't mean that setting (that's to fully enable or disable it) but if it's really disabled then it's something else

mossy nymph
iron flame
turbid matrix
#

if it's from PCSS, then one could also try medium settings for shadow filtering since it's using different algo

mellow condor
#

am i stupid or is there no utility to build hdrp mask and detail maps easily?

mellow condor
iron flame
inner parcel
#

but its pretty easy to pack your own if you can code for it

mellow condor
#

thank you both

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@iron flame any opinions on how to best use vray-setup source assets?

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you're very informed

iron flame
#

mask texture in channels should be set as
R : metallic
G : Ambient occlusion
A : smoothness

mellow condor
mellow condor
mellow condor
#

has anyone ever seen the material descriptions work

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the custom hdrp importers?

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i haven't

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not once

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they fail to correctly import a single thing - 3ds materials, arnold materials, anything

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they all have the wrong IDs, it's riddled with typos

mossy nymph
#

top place to get high quality textures (for free)?

eternal laurel
mossy nymph
dawn sorrel
#

What is the point of the RTHandle system when CommandBuffer.GetTemporaryRT worked alright?

turbid matrix
#

@dawn sorrelquote from the PR: RTHandle is a SRP core utility class that helps manage unity RenderTexture resources and has DynamicResolutionHandler support. It is currently being used by HDRP and RenderGraph modules. The class also has built-in support for render target dynamic scaling. This will add dynamic resolution support to URP and unifies URP’s render texture management. It also opens the way for URP to integrate with RenderGraph in the future.

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in short, this unifies the RT handling between the two pipelines

dawn sorrel
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So if you don't use dynamic scaling in a game, it brings no benefits.

turbid matrix
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well, apparently it made dynamic scaling easier

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but you've always been able to scale URP so... shrug

dawn sorrel
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I kinda liked creating and throwing away temporary RTs every frame.

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Shame that's not the best practice anymore then.

turbid matrix
#

I've used this and the previous api, and the one before it... there's no notable difference in amount of boilerplate between these all, it's just few changes here and there

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and I do understand people having to refactor their code all the time pisses them off

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kinda hope they'll finally stick with this api now

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thought this was urp

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but yeah, it's still there to have utility in core rather than specific to certain SRP

dawn sorrel
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Yeah, I'm working on a custom HDRP render pass right now and I'm trying to figure it all out cause my normal buffer copy shader just outputs green haha.

turbid matrix
#

have you checked with frame debugger etc that the normal buffer contains the data you expect the moment you run that normal buffer copy?

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it's been a while since I've played with HDRP buffers, pretty sure normals should be available very early on but do they clear them at some point?

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I really wouldn't expect them to

dawn sorrel
#

Maybe I don't have them valid 🤔

turbid matrix
#

some of the internal HDRP buffers had some packing too

dawn sorrel
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Oh yeah, so it will look messed up in the debugger, okay.

turbid matrix
#

so, would probably look how they process the same data themselves in shaders that use it.. or look if those custom pass examples have something on it

dawn sorrel
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I am.

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It's just their shader API is now confusingly littered with the usage of SS position instead of proper NDC UVs.

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Which is in pixels.

turbid matrix
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because compute? I honestly don't know

cobalt bramble
#

Does someone know why a plain unlit shader that returns a black color does not manage to be completely opaque? Any color is opaque but as soon as I make it black it gets somewhat transparent

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In the HDRP render pipeline

turbid matrix
#

it really bleeds through or just appears lighter than you expect?

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could just be autoexposure setting at that point

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(or gamma)

cobalt bramble
#

I have a small example setup that looks like that, my goal is to have everything which is not filled to be plain black

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When I put my black plane above it in the scene view it looks like that

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Yet in the game view it appears transparent

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ah probably the light settings are the issue

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okay it seems to be the volumetric fog

mellow condor
#

is there a good way to automatically layout reflection probes

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for baking?

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or is that something stupid to do?

mellow condor
#

better question - can i optimize my cubemaps to have the most resolution in a particular face?

inner parcel
vast wraith
#

Using stencil buffers I created a see through effect with two meshes in the ground. It looks perfectly in the game view preview but whenever I play the game it ignores my settings to make the ground ontop of the effect transparent/not render

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like this

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stencil settings

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nvm just had to change it to static xdxd

mellow condor
neon jolt
#

why is this happening?

shrewd moon
queen birch
#

How do i make a sprite invisible to the inscen lighting but still be scene from the camera while ingame

safe kelp
#

Would anyone know how i can fix this Flipping linerender normal issue?

neon jolt
scarlet hull
#

You can however have a refraction object see transparent object behind if IF the transparent object material is set to "before refraction" rendering pass

dawn sorrel
#

Anyone hitting shader variant stripping bugs on 2021.2 tech stream?

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Over 3 hours of build time.

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Bugtracker search is so cancer I can't find the damn confirmed bug while people on the forums said Unity reprod it.

turbid matrix
#

urp users have complained a ton about it on recent engine versions, haven't seen a lot of complains on the hdrp side

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are people on the forums talking about hdrp specifically?

dawn sorrel
#

There are mentions on the BetterLit thread.

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And a different HDRP thread.

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I'm waiting for jbooth's response for a request to see which bug tickets he's referring to.

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Cause Better Lit has over 11000 shader variants and the build times are over 3 hours.

turbid matrix
#

ah, that makes more sense

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also explains why I haven't seen others complaining about that

dawn sorrel
#

He said the shader compiler was confirmed borked.

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On the forum.

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Then closed the thread forever 😂

turbid matrix
#

I don't think the shader stripping works properly at all for 3rd party content... there's just so many hardcoded decisions made for it

dawn sorrel
#

Yeah, just bare HDRP is only 6 minutes of build time.

turbid matrix
#

he probably should make his own setup for shader stripping since he's already hacking around these things

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I mean realistically you can't expect Unity to support something that it's not designed to do

dawn sorrel
#

Why were build times reportedly not a problem before then?

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It's just that I am working on customizing BetterLit so I need to understand what changed to write a shader variant processor myself.

neon jolt
queen birch
#

Is there a way to make a sprite invisible to the Lights in the scene ?

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if i put abig square sprite over my map it seems like the lighting dims , or sometimes if i get to close to the plane it will have a big black circle on it from the camera man? lol

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Also , in unity is there a diffrece between importing something as .fbx vs .blend?

true zealot
#

https://docs.unity3d.com/Manual/ImportingModelFiles.html

Note: Unity’s primary support for Model files
is the FBX format. However, you can save your 3D files from most common 3D modeling software in their native format (for example, .max, .blend, .mb, .ma). When Unity finds these file types in your Assets folder, it calls your 3D modeling software’s FBX export plug-in
, and imports the file. The 3D modeling software must be installed on the same computer as Unity, so in most cases it’s best practice to directly export as FBX from your application into your Assets folder.

queen birch
#

ok, cause im trying to wrap my head around getting textures from blender into unity rn and its driving me batshit lol

barren goblet
#

How to find successful projects that are using HDRP?

silver copper
#

Theres only a couple where they list the render pipeline but I'd say it's a pretty good list

turbid matrix
#

@barren goblethttps://steamdb.info/tech/SDK/UnityHDRP/

safe kelp
#

Hello,
My project has alot of batching, and from what i can find that is kind of a goodthing. But my setpass are also quite high(500-600) next to the basic performance optimization stepts(Like setting HDRP pipeline asset to low, and turning of alot of rendering functions) i cant seem to get a good Fps in my project. Anyone has good knowledge of how to optimize with HDRP? Or where i can find a good knowledge base?

mellow condor
mellow condor
#

don't overthink it. create the materials and do a reassignment using the import settings window

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it just doesn't take that long

mellow condor
dawn sorrel
#

Make the build not take 5 hours.

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Well, Jason Booth has confirmed it's a shader compiler bug.

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So I guess I won't write a shader variant stripper.

mellow condor
#

i mean what betterlit feature do you really need?

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maybe try to achieve that with shader graph

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does anyone have experience baking substance materials?

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is it possible to save out the material and texture unity assets it creates, directly from the editor?

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i'm trying to work around an issue:
(1) when you assign substance materials to material reassignment slots in a model importer and (2) the machine is opening the scene for the first time
(3) the instanced prefab in a scene is missing the references to those substance materials

#

HDRP is riddled with issues like this, where i have to open the project once on a build machine

safe kelp
mellow condor
#

it could also be scripts

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without looking critically at the profiler you'll never know

safe kelp
#

Okay:) thank you!

summer glacier
#

the only issue is it can't detect games that only use il2cpp, although my steam list has some il2cpp games I checked personally to find the RP they used

dawn sorrel
#

Huh, HDRP's normal buffer isn't cleared by design. That's pretty weird.

inner parcel
mellow condor
mellow condor
mellow condor
#

anyone know the significance of Inl_ versus not, and what Render New Game Object might be referring to?

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is there a way to view all the game objects that are hidden from the scene /editor?

mellow condor
#

it was the planar reflection probes

odd drum
#

I'm messing around with HDRP and I can't add any detail meshes to my terrain object because the rendering component is missing, am I missing something stupid? Grass meshes also don't work, nor do instanced meshes

mellow condor
#

is there a way to reduce the amount of time spent in HDAdditionalLightData on baked lights?

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does HDAdditionalLightData do anything for baked lights?

mellow condor
#

the answer is no

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i can just turn it off

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reduces render per frame by 20%!

inner parcel
eternal laurel
scarlet hull
#

Wait what ?

scarlet hull
# mellow condor reduces render per frame by 20%!

I need more info on that please 😅
I did a very quick and dirty scene with 64 baked lights of various types.
Indeed HDAdditionalLightData.LateUpdate() adds some overhead , but in my case that's 0.10 ms total, and 1.3% of frame time.
I'd be curious to know your setup for 20% of frame time :/

eternal laurel
#

I mean I get it if its mixed but baked should not even be part of any loop

scarlet hull
eternal laurel
#

Just wrap the whole component in a (!baked) 🤣 😆

scarlet hull
#

Well, that's an idea 🙂
Also @mellow condor are you profiling in the editor ? Because a lot of the logic in the component is editor only, it might be drastically lower at runtime.

distant hazel
#

Lateupdate should be skipped entirely unless your lights are animated

mellow condor
mellow condor
scarlet hull
mellow condor
#

i should have followed my own advice and profile runtime

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New Game Object -> Reflection Probe would also be helpful

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overall though the tools were helpful in diagnosing the runtime issues

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and all this stuff i'm learning will let me help other people too

scarlet hull
mellow condor
#

i meant that

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in the profiler

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instead of showing Render New Game Object

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it says Render Name of Reflection Probe @scarlet hull

scarlet hull
#

I don't understand @mellow condor 😕

eternal laurel
mellow condor
#

#archived-hdrp message @scarlet hull in this screenshot you'll see the profiler showing time in HDRenderPipeline::Render New Game Object

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there is no object named New Game Object in my scene, or even as a hideFlags hidden object

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it turns out after trial and error that the profiler was referring to a realtime planar reflection probe

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i'm sure in the HDRP source somewhere there's new GameObject() and a camera is attached to it

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that's used for the reflection probe

scarlet hull
#

Ohhhh, that kind of makes sense, as the planar probe creates a hiden camera.

mellow condor
#

mmhmm

#

would it be helpful to ticket this stuff formally? perhaps through the Graphics repo instead of maybe unity bug reporter

scarlet hull
mellow condor
#

i wish there was a github account Unity QA i could just add to my projects to share the source files with you guys

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instead of trying to upload a project directory which never works

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in my experience, with my real stuff

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alternatively i can attach an ssh key to the bug

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the project upload is the most cantankerous part of the experience

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uploading my 10GB project files

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even on my gigabit symmetric fiber

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is tough

scarlet hull
#

You can upload your project to a google drive or some sort of online storage and share the link also

mellow condor
#

i wanna make the QA folks lives as easy as possible 🙂

scarlet hull
#

And stripping out "unecessary" folders (hello my friend Library) makes it smaller

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Maybe the ssh key is a solution also, but I never tried this personally 😄

eternal laurel
#

I just take the time to make small repro projects

turbid matrix
#

I've always verified that the project does load with the files I've submitted but apparently it may break some of systems on your end

turbid matrix
#

it's happened multiple times for me now

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in fact I should probably push new project for one URP bug they closed because my repro was "corrupt"

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nobody investigated the actual bug because the repro was broken on their end

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my repro project was probably like URP template scene etc

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I kinda got the response back in unfortunate moment when I didn't have access to my work computer and kind forgot about it so the case got closed

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oh wait

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lol, this is even worse

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case #1387325 in case any unity employee wants to see it

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from staff reply "Unfortunately, the project you provided crashes on every attempt to open it."

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I mean, wouldn't that alone be a reason to investigate some issue here?

#

also...not 100% sure if I stripped the library folder from that case

#

in addition to this... if you strip library when you submit your bug report, you may actually "fix" the issue by clearing the cache

#

so when I initially submitted the report, I wiped the library folder and got response back that issue can't be reproduced 😄

#

so... while it's slower to upload the whole thing, I'm now just pushing everything with it. Will still make simplified repro-projects to keep things somewhat reasonably sized

loud leaf
#

I've also ran into this with QA, not sure how it happened, the projects are just clean/empty templates with no library folder.

inner parcel
# turbid matrix I've done this in past always but then recently I've had many reports from vario...

so you mean uploading a unity project without Library causes the project to get corrupted?
how is it possible? i thought Library was auto generated based on Assets Packages ProjectSettings
technically the gitignore also excludes Library folder https://github.com/github/gitignore/blob/main/Unity.gitignore and i've never faced any corrupt project issues with any of my project, or any bug report. so this sounds like a news to me

#

i also delete Library when i do a version update just to keep the cache clean

turbid matrix
#

@inner parcel not sure if it really is because of that but it's something that i've done when they've mentioned the corruption

#

it's also possible that QA automation expects some files from there to be present

#

they have some automatic deployment for various unity versions I think

inner parcel
#

oh i see. hmm that might be quite possible

lament brook
#

i know addressables data files may end up in library

turbid matrix
#

"Take a deep dive into the tech behind the latest real-time cinematic work from Unity's award-winning demo team to learn how photorealistic protagonists come to life. Highlights will include how Unity's Ziva was used to create realistic AI-assisted facial animation, as well as details about new cutting-edge real-time hair technology, all deployed within the Unity Editor. Advanced HDRP lighting and shaders will also be explored."

eternal laurel
#

, as well as details about new cutting-edge real-time hair technology god I hope that by real time they mean for games and not cinematics 🙂

turbid matrix
#

I'd really want to see their pricing

#

Art Engine was complete disaster

eternal laurel
#

I still think at least pro users should get the SpeedTree libs for free

turbid matrix
#

can already tell that's not going to happen

eternal laurel
#

yep

turbid matrix
#

I doubt we'll even get speedtree editor for free

#

which is something Unity really should do to give Unity some competitive edge

eternal laurel
#

honestly I just want nice hair and water that are game ready

turbid matrix
#

there's been bunch of game engines in past that shipped free speedtree editor

#

lumberyard and udk

#

well, two 😄

#

altho ST editor was only free for first years LY

eternal laurel
#

I member using unity's own tree creation tool

turbid matrix
#

yeah I used it for my first Unity project too

eternal laurel
#

it was sorta graph based too. We can only dream that speedtree can be part of the engine one day

turbid matrix
#

kinda sad they never developed it further

#

yeah that would be something

#

full ST integration inside Unity

#

I mean they have runtime engine they license but I don't think we can have it with Unity today unless you go with source code license

#

I'm also still waiting for them to integrate those virtual textures :p

eternal laurel
#

wait arent VT's already in ?

turbid matrix
#

would love to know what happened to that setup.. they acquired industry leading VT company... and feels like nobody is actively working on it

#

there's experimental HDRP support for VT.. it's been pretty much the same for past year or two

#

no URP support, no procedural VT support, no mobile support

eternal laurel
#

I remember a demo I played with about a year ago yeah

turbid matrix
#

yeah I've played with their implementation in past

#

both with Granite and the HDRP one

#

but it just feels like someone dropped the ball on this one now

#

you can't even use addressables for VT's

#

so you'll basically end up with yet another file structure for VTs alone... that still tie down to your regular project files for the lowest MIPs I think

eternal laurel
#

well we will get there eventually. I have faith haha

turbid matrix
#

hmmm, there's also this https://schedule.gdconf.com/session/the-making-of-unitys-latest-flagship-demo-an-achievement-in-graphics-and-rendering-presented-by-nvidia/886894 "Unity’s award winning demo team built Enemies to showcase the latest advancements in graphics and rendering, made achievable on consumer grade hardware through Unity’s High Definition Render Pipeline and implementation of NVIDIA graphics features. Learn how the latest generation of Unity’s digital human pushes the boundaries for the achievement of realistic digital characters with stunning details."

#

so there's both Unity session and Nvidia session for the demo

eternal laurel
#

yeah but I feel all this stuff is not really game ready you know?

#

sure we can have really great digital humans that are alone in a simple scene at 30 fps

turbid matrix
#

probably not 😄

#

these tech demos rarely are

#

even if you could run them on high end hardware at reasonable cost, the workflows to achieve the results wouldn't work in regular production

#

at least not with Unity's target audience

eternal laurel
#

my problem with unity's flagship tech demos is that they always build so much custom stuff to achieve them

#

and dont show most of if

#

I still remember that first progressive lightmaper demo

#

even on the best current gpu's it still doesnt bake like in that video 😄

turbid matrix
#

heh yeah

#

I really thought it would work like their demo

#

like you just turn the camera and it instantly updates that part in few seconds

eternal laurel
turbid matrix
#

yeah, I remember that one

eternal laurel
#

thats like the biggest lie unity have told by far

turbid matrix
eternal laurel
#

proceeds to wait 30 minutes on a 3080 😄

#

for the previz bake

#

cause you never have enough vram for a proper bake

#

not to mention the HackWeek distributed like baking tech that got silently killed for some reason

#

I'm still salty about that one too

dawn sorrel
#

@eternal laureland i blame my rtx 2060 for not even starting the baking process!

#

so why is that ?

loud leaf
#

Yeah, GPU baking most of the time doesn't start for me, and if it does, it runs out of vram. (RTX 3080), CPU baking is a lot faster and more accurate anyways. (if you count in the 30 minutes the GPU baker is basically doing "nothing")

#

I wish they'd improve the RTGI denoiser and/or implement reflection probe luminance/sky luminance importance sampling. No baking, more details, real time, just needs improved sampling and motion rejection.

#

You can stick to baked lighting forever, but it will always be a waste of baking time, static and low quality, while GPU's keep moving forward and can easily do this in real time now.

#

I've been working on (real time) reflection probe luminance importance sampling for RTGI for the past 2 weeks, but I feel like it would be way better if the core HDRP team focused on this.

#

It's a game engine, thanks to static geometry + baked reflection probes, or dynamic geometry + real time time sliced reflection probes we know exactly where light is coming from, but we're still shooting samples in random directions.

eternal laurel
#

You got any reading material on this technique sounds interesting

loud leaf
#

There are a lot of articles/lectures on importance sampling in general, for a 2D sky/HDRI you basically calculate the per pixel luminance of the source image and divide this by the total luminance of the source image, which is the PDF (probability density function), then use that to create a CDF (cumulative distribution function) X and XY table, generate a random sample, look up the closest match in the CDF and use those sampling coordinates for biased sampling (towards points with higher luminance), then divide by the PDF to get the unbiased result. To make this work in doors, or with dynamic objects, instead of the HDRI sky, sample the luminance of the (optional real time, time sliced) reflection probe to create a CDF of the RTGI/RTR pixel hemisphere.

eternal laurel
#

I will look into this thanks

loud leaf
#

Let me know if you need any help, I can host a sample if needed. 👍

eternal laurel
#

If you are willing to share stuff on github gist for examole I do prefer to look at actual code too

#

Im so bussy with other stuff Im not sure when I will be able to get around to it haha

eternal laurel
loud leaf
#

A lot of it can be simplified, I have a very tiny HLSL version of this running on top of RTGI now, but the code from the repo should make it easy to understand exactly what's happening.

eternal laurel
#

I still don't get the main idea( note I have yet looked at the code). When you say RTGI do you mean RayTraced or RealTime? is the idea to somehow sample real time GI from a reflection probe ? Or do we still need to ray trace the scene ?

loud leaf
#

Ray tracing, using the sky / reflection probe to find out where the light is coming from

summer glacier
main rune
#

Is it possible to bake emissive lighting into light probes?

#

I can get the emission to work with lightmaps, but not probes :/

indigo summit
edgy wyvern
#

Hey there! What do you guys think about the difference in difficulty when using URP and HDRP? I m not very familiar with the pipelines yet and i m making a game probably only for PCs. While it will be low polygon i am tempted to use HDRP because of the big difference in lighting. Also will it be difficult to convert from HDRP to URP if needed in the future?

glacial fossil
edgy wyvern
indigo summit
#

Out of curiousity, which AO tech are used in HDRP? GTAO?

mossy nymph
#

sooo, why cant i apply this skybox matrial

mellow condor
#

it looks like it's all black everywhere

#

doesn't look like a cube map

indigo summit
mellow condor
#

is there a way to set the resolution and compression on a baked reflection probe?

#

nvm

#

it's just on the asset

#

what about compression on a shadowmap?

#

and why are mip maps generated for the reflection probes at runtime?

#

nevermind

#

there's a checkbox lol

cobalt arch
#

does HDRP support android platform?

glacial fossil
dawn sorrel
#

@glacial fossil

#

is there away to convert urp to hdrp material ?

#

script maybe ?

whole fossil
#

nothing built-in afaik

glacial fossil
unreal agate
#

im not sure which was the right channel specifically to ask this q

#

but is there any way i can make this ball look better? like less pixellated

inner parcel
unreal agate
fluid cove
#

Hello. I need help. We changed our project to hdrp. But we are still having trouble. It is fixable. But we must try to fix it kinda everytime we start project. Can it be because we are using different versions of unity?

#

2021 and 2022?

meager bobcat
#

waittt. can i not use multi pass if i wanna use HDRP in Vr?

delicate yoke
#

why do my particles look like this ? they are supposed to be perfect spheres......

fluid cove
delicate yoke
#

thats just two trail renderers

ebon plinth
#

Hiya!
Newbie here. Does anyone know how to reduce lighting artefacts along UV seams, for HDRP pipeline?
Cheers

lament brook
barren goblet
#

hi, why HDRP cannot be used on mobile? nowadays phones can perform deferred rendering well

shrewd moon
barren goblet
#

If I make cross platform, use full features on PC, with some features disabled on mobile.

#

HDRP supports render graph, it's much easier than URP to do this.

barren goblet
#

render graph is a different thing

#

it's a coding level tool, to manage resources life cycles, and figure out dependencies.

#

I tried URP a year ago, but it's too small compare to HDRP, HDRP supports many things including raytracing, these are not easy to move to URP

#

implement all these things in URP is much tougher than redo in HDRP

#

so the render graph is solving this, I can use SSAO on mobile, HDRP supports SSAO, RTAO,

#

I can choose one.

scarlet hull
#

IIRC we tried running HDRP on mobiles a long ago, and it could just not follow up with fill rate in particular.
Some games successfully shipped on cross platform by using both URP and HDRP, but from what I heard it was very painfull.
We are working on workflows and tooling to help users have cross pipelines projects, but it's not here yet.

#

Even in newer versions it's very hazardous 😅

barren goblet
#

is it because HDRP's tile lighting?

#

though his post process is heavy.

#

with things like TAA stuffs.

scarlet hull
#

I haven't tried myself forcing HDRP to run on mobiles for I think 4 years now. Rendergraph is a tool to help monitor and share the ressources used by the GPU like you mentioned it yourself, not a magic wand that makes HDRP faster.
For curiousity I could try again maybe, but currently the ways to go if you want to ship to a broad range of devices (from low end mobiles to g@mer pcs) and a lot of visual features are :

  • Built-in RP + plugins
  • URP with customisations
  • Fork of URP with your changes
  • Custom RP
  • XPipeline, changing between URP and HDRP depending on the platform
barren goblet
#

yes, I want to find which visual features cannot be used on mobile, and redo it inside HDRP

#

and remain the heavy things that can run on PC.

#

then, with render graph, to dynamic disable some of them, between PC and mobile.

#

mine is fork of HDRP, lol

scarlet hull
# barren goblet mine is fork of HDRP, lol

Since you're already working on a fork :
There is no "hard" limitation for building on mobile, if you check in our code, there is some pre-build functions where we do a check on the target platforms you're building to and just force stop the build if it's not on the supported list.
Comment out this code and you should theorically be able to build on mobiles

ripe quail
#

Does anyone else use IL2CPP with HDRP? I'm having issues with part of it stripping on the high setting

inner parcel
viscid juniper
#

My texture is not applying to the plane in HDRP.

shrewd moon
viscid juniper
#

If you mean the single directional light, nothing happens

shrewd moon
#

@viscid juniper There should be a light bulb icon among the scene window's buttons

viscid juniper
#

oh

#

wait i see it

#

Well now this is what happens

shrewd moon
#

Wait for it

viscid juniper
#

ok

shrewd moon
#

That color means it's compiling shaders

viscid juniper
#

ahhh

#

Ok

#

thanks!

shrewd moon
#

Anyway, disabling the light in scene view would let you see the material even if your scene's exposure values are off

meager bobcat
#

ok, so why is something like this happening?

dawn sorrel
#

I just upgraded to the latest version of HDRP (12.0) so I can use additive normal blending for decals

#

However, I must be blind, because I enabled it in project settings:

#

Yet I see no option for it all?

#

I can barely find any posts about additive normal blending online, could someone please help if you know the solution?

#

Thanks

shrewd moon
dawn sorrel
#

Yea its on

#

But that's just enabling it to be useable in the project

#

I assume there's a toggle for it somewhere on the decal itself, right? @shrewd moon

shrewd moon
dawn sorrel
#

Well I am trying to find the option but I can't find it anywhere

#

Where else would it be?

shrewd moon
#

I mean make a decal with a normal map

dawn sorrel
#

Done

shrewd moon
#

See if it's additive with the setting on

dawn sorrel
#

It's not

shrewd moon
#

See if it stops being additive with the setting off

dawn sorrel
#

Yea it's not doing anything

#

but even then, you should always have the option to toggle on additive blending for each individual decal because that makes sense

#

Did you get it working for your project?

shrewd moon
#

Working is a strong term, but it does change the appearance a bit
Got a link to the page that introduces the additive normals?

dawn sorrel
#

Here's an example, I slapped a decal with a random normal map facing on my ground

#

and I am toggling affect normal

shrewd moon
#

Additive normal blending is a method that can be enabled per project

dawn sorrel
#

You can see the seam where it stops using the grounds normal map and replaces it with the one I chose

shrewd moon
#

If you look closely, so does the example image

dawn sorrel
#

Oh wait

#

wtf

#

you're right

#

Wait whaaat

shrewd moon
#

additively blended with the underlying object normal
I guess this means object normal specifically, not texture normal

#

Could've fooled me

dawn sorrel
#

Oh no

#

That's exactly what it means

#

wait

#

How the hell are you supposed to do decal normal blending then 🤔

shrewd moon
#

Hmm normal maps with alpha transparency?

dawn sorrel
#

Maybe

#

hmm damn

#

If I go in substance painter its so easy

shrewd moon
#

Try this

dawn sorrel
#

you can just change the normal blending mode to choose if you wanna replace or add

#

I did earlier yea

#

That's very unfortunate

#

Yep I am testing in my other unity version and its just for object normals

#

hmm

shrewd moon
#

I can't seem to find any way to do actual additive normal blending with decals with some searching, but alpha masking the flat parts out should get you a pretty similar effect

dawn sorrel
#

Yea that would definitely be the go to

#

There's no way to fetch the normals of a surface that a decal projector is hitting right?

shrewd moon
#

Worst case you can blend normals in the shader itself

dawn sorrel
#

Because I wonder if you could somehow solve this in a shader

shrewd moon
#

Can't say, way outside of my expertise

dawn sorrel
#

Damn

shrewd moon
#

If it's critical you could make a shader graph material that blends the normal textures as you want without any decal projectors

dawn sorrel
#

Part of what I wanted to do is use a decal projector with a lump normal map and be able to drag it across a surface

#

while retaining the normal map data of the surface its on

#

I may need to just get creative to find an alternative

meager bobcat
#

anyone got any ideas why this happens?

keen pivot
#

stupid question time, apologies in advance. can one limit framerate and not have to vsync? that is to say i'd like to never go above 60fps, but i dont want to keep skipping to 30fps if i dont hit it from time to time

#

(DX12 btw)

loud leaf
#

Application.targetFrameRate = 60; should work afaik.

loud leaf
keen pivot
#

its mostly as i get dips to 55fps from time to time and it doesnt really affect things much but it stutters with vsync

loud leaf
#

Nope, actual post processing exposure

meager bobcat
#

where do i find that

loud leaf
#

I'm not on my PC but you should be able to just add a new override for "Exposure" on your post processing volume (assuming you have one)

loud leaf
meager bobcat
#

i dont even think i have one, this is what my hierarchy looks like

loud leaf
#

Ok, you can just create a new game object, add a volume component, set it to global, add an override for exposure, set it to automatic histogram

meager bobcat
#

ok, so the Sky and fog volume is not a post processing one right

loud leaf
#

Nope. You can add post processing to it but it's nicer to put it in a separate volume/gameobject.

meager bobcat
#

ok thx

#

oh ok, wait, maybe i shouldve said this, but its only hyper bright in scene view but not like it at all in game view

loud leaf
#

Sounds like post processing is disabled for the scene view

#

Currently loading a Unity HDRP project on my chromebook to take a screenshot for you but it will take a while to load

meager bobcat
#

oh ok, but why would it be disabled in scene view

loud leaf
#

No idea. Project won't load here but it shouldn't be too hard to find

meager bobcat
#

ye hopefully

#

now i have a different problem xd, i found override exposure under the camera settings in scene view, but now my moon is so dark instead xd, but it works ig

inner parcel
# keen pivot its mostly as i get dips to 55fps from time to time and it doesnt really affect ...

Vsync 1x caps the fps to your monitors refresh rate.
Theoretically it gives much smoother fps than setting targetFps to your monitors refresh rate.Your gpu waits until your monitor finishes drawing the complete frame before it pushes the new frame.
But when you set targetFps, unity will induce some delay on the cpu side, depending on how much time is left in the current frame frame, and how much extra time you have left. The cpu induced delay is very unreliable because its very hard to achieve precise thread.sleep duration in modern system

#

Vsync also reduces screen tearing (that is its main purpose)

dawn sorrel
#

Since camera stacking doesn't work in HDRP, how do people typically go about handling UI without a second camera?

#

I saw some postings on the Graphics Compositor but I am unsure if that's the best solution

#

Typically in URP, you just add a second camera, set it to orthographic, make sure your UI canvas is set to "screen space - camera", set up some masking, and then you're done

#

but in HDRP you can't do that :\

sharp linden
#

hello, i just upgraded my project to HDRP and everything seems to go fine, but im trying to create an area with a bunch of torches on the wall, but some of the lights arent working when i play.

#

the lights are visible in the scene, with crazy high lighting settings. but when i play they turn off.

sharp linden
#

see wtf is this?

#

all of these torches have the exact same light settings

#

but some are on, and some are off ><

dawn sorrel
#

See if changing your exposure changes anything

sharp linden
#

yeah i have the exposure maxed out to 15

#

as you can see here i have many torches, but only some of them light up and not others.

#

concidering all of the torches have the exact same settings. i just cant wrap my head around why only some light up and not others.

spare goblet
#

Hello
I am having a strange problem where my terrain is appearing completely white and too bright in hdrp
Even if i remove lights from scene it remains same

sharp linden
#

alright i got it. so apparently a high exposure is bad. low is good

shrewd moon
#

UI already has its own overlay system, no camera stacking required
Unless you need to render non-UI objects as part of the UI

safe kelp
#

Olla, would anyone know why my shaders bug wheni put my lights on Mixed? iam still baking, but i encoutered this problem before and couldnt figure it out. but now i have dynamic objects in my scene so i also need realtime lighting.

shrewd moon
safe kelp
#

so i need to put the range down, or delete some lights?

safe kelp
safe kelp
true zealot
#

Baked lights are in a texture so there isn't a complex calculation per frame that is limited

safe kelp
safe kelp
dawn sorrel
#

If I want stuff like particle systems on my UI, screen space overlay doesn't cut it

#

My current work around is a second camera set up with a render texture

#

And using a raw image on the UI canvas with said render texture

meager bobcat
#

i have a question, how can i turn an image of space from NASA into a cubemap to use in space emission texture?

inner parcel
meager bobcat
#

oh ok thx

meager bobcat
inner parcel
meager bobcat
#

what does cookie in directional lights do?

#

can i for example take a pic of a moon and make it a sprite ontop of the light?

sharp linden
#

Hello, i have a script that changes the alpha of an object when you enter a collider. It changes the alpha when you enter, but doesnt change it again once you leave the collider. (im trying to make a tree's leaves fade in and out if you go under the tree.)

#

it doesnt make any sense that it would fade out, but not fade back in.

#

all of the breakpoints and debug.logs are saying its changing, but its not actually changing.

#

this is the code im using . OnTriggerEnter calls fadout, and works properly, but OnTriggerExit, doesnt work for some reason. to turn the alpha back to 1f.

sharp linden
#

also doesnt work with changing the material at runtime either.

#

seems to be an issue with the OnTriggerExit only.

harsh forge
#

So im new to hdrp, I was wondering since HDRP uses its own post processing implementation, can I still change it to apply a cell shade post process, and how much more complicated is it to do so ?

meager bobcat
#

does HDRP not have Volumetric Clouds anymore?

scarlet hull
meager bobcat
#

where can i find it tho, cant find the check box in settings

scarlet hull
meager bobcat
#

sooo, when the volumetric clouds check box dosnt exist what do i do then

scarlet hull
#

It was introduced with HDRP 12 in unity 2021.2

meager bobcat
mellow condor
#

in hdrp

#

from spots

#

what is the approach to fix it

#

i can't reduce per-shadow filtering quality

#

i need the size of hte spot to be what it is

#

why does this happen

#

the filter settings helped

#

under additional properties

shrewd moon
meager bobcat
shrewd moon
#

Most likely

meager bobcat
#

can i just switch or is it gon be a problem

meager bobcat
#

is it dumb to make a script to slightly change the space rotation in a phyically based sky

#

wait, is volume a script?

meager bobcat
#

anyone got any good moon settings?

iron flame
celest adder
#

does anyone know how to use RTGI with Lightmaps?

#

so I want to ignore static things that are prebaked

ivory flint
#

Hi dev bros, I'm optimizing a scene in HDRP, can anyone jump in and give me some tips on it.
Currently I'm cpu bound with RenderPipelineManager.DoRenderLoop takes up 65.2ms which is the real killer in this scene, while the rendering takes only 2.3ms
https://twitter.com/iamspikebor/status/1502908387767762955?s=20&t=yT51V_szRuqnJTUGN8zROg

Decide to give HDRP optimization learning a go.
Everyone are welcome to give me a tips in this 🧵
Will update the thread every time I make some changes

Unity 2021.2.15f1 | HDRP 12.1.5
The asset used is Snaps Art HD | Sci-fi Urban
#gamedev #madewithunity https://t.co/HW4G4q9f4X

iron flame
inner parcel
#

Do you have a multi cam setup?

ivory flint
eternal laurel
#

Have you tried proffiling a build ?

#

Also expand it and see what inside is taking resources

shrewd moon
#

Profiling the build is the only "correct" way to troubleshoot performance
Editor does all kinds of extra business which can skew the result, and the stats window is especially inaccurate from what I hear

eternal laurel
#

If by especjally inaccurate you mean flat out broken and wrong then I agree haha

bold wadi
#

hi everyone, Im pretty confused here xd

#

When I press Fix, nothing happens, and the SRP batcher is already enabled

wise olive
#

Hi, I imported HDRP into my project because I'm experimenting with shader graphs, but now my lighting is messed up. Whenever the camera looks towards an object, the intensity of the light goes up, and whenever the camera looks away from an object, the intensity goes down.

loud leaf
#

That's auto exposure

hollow snow
#

so i have this setup in my 2d scene right but when i put my shadow intensity to 1 i still want to be able to see the edges of the walls that the player can see. Is there a way to do that?

ivory flint
#

their mainthread raytracing code improve from 65ms to 12ms (80% improvement)

#

will profile in build and let you guys know

ivory flint
#

135 fps bros

#

with all the raytracing goodies
Vulkan 188-200 fps.

bold wadi
#

Hey everyone, how do I get rid of this weird lightning effect that disappear when I get closer ?

ivory flint
#

at least give before-after bro

loud leaf
ivory flint
loud leaf
#

😄 it happens

#

It's easy to test if you create a mirror material (100% metallic & smoothness) and try to reflect an object that is not on screen

ivory flint
#

yea gonna do that

#

thanks for the tip

cunning ledge
#

so im a little confused now
why is my hand pure white even after applying the hand texture?

#

oops, wrong channel i think

shrewd moon
cunning ledge
#

uh yeah, havent added anything to it
used 3d core on my previous place and i only have a few weeks experience with unity
so dont really know how to change any of those settings to make it work

lime thistle
#

Hey Guys,
So I made a procedural Material in Blender and baked a diffuse map and a normal map.
Now both the Maps are 4K and High detailed, however when I make a Unity-Material out of it it looks like in the picture.
I dont really now where the issue is, however if someone had a similar problem and knows a solution, I´d appreceate any help...

glacial fossil
bold wadi
#

Heya everyone, anyone knows what could cause this weird lightning? It fades away when I get closer

iron flame
#

Compress with RGB(A) Compressed BC7 and set the aniso level to 16.

iron flame
# bold wadi

Directional light shadow resolution is not high enough. Also, you need to add Shadow to your volume profile on the stage and adjust the cascades. This noisy image is due to the transition between shadow cascades.

iron flame
bold wadi
#

Its exactly what I was starting to think about those weird lines, and boom, the solution x)

#

Though, where can I change that?

#

It doesn't seem like I have this setting in my light component

iron flame
#

First thing I did when I created HDRP project 😄

iron flame
shrewd moon
#

Flat-shaded and non-solid meshes tend to have problems with shadow casting

#

For such you would usually have smooth shaded variants of the mesh which handle the shadow casting

bold wadi
# iron flame

Thanks! Though some of the lines appear to be created by an area light, and changing the bias does make it better, but I can't go above 1, and it seems like the good value is above 1 x)

iron flame
bold wadi
#

I did it but it doesn't seem to change the problem, this light affects it (and can't activate the contact shadow)

lime thistle
#

Thx for reminding

iron flame
#

and area light does not support contact shadow.

bold wadi
#

I want my light to be rectangular

iron flame
shy ivy
#

Does anyone have any experience with using a CustomPass to blit a render from an inactive camera to a RenderTexture? I'm trying to avoid having more than one active camera in the scene for perf reasons—I'm able to use SetRenderTarget and RenderFromCamera to render from inactive cameras for overlays, but when I try to use a RenderTexture, the RT seems to only be updated sporadically (so its content is always out-of-date).

dawn sorrel
#

hey

#

whats the best way to disable dxr per object ?

coral atlas
#

I would like a short explanation about camera stacking in HDRP. I have read the Unity documentation about graphics compositor but I can't make it work. Help please!

whole fossil
#

don't go that way unless you are working on non-realtime application

#

if you are going realtime consider custom pass with render from camera or something

iron flame
iron flame
tight ibex
#

when baking lights with the gpu lightmapper in hdrp 10.5.1 and unity version 2020.3.13f1 (as well as previous versions of both, this has been a long-running problem), lights disable themselves seeming at random after a lightbake. pictured are before and after. the only way to reenable the lights and volumetrics is to delete and recreate it

#

experimenting a bit further shows that this only happens on lights with shadow map enabled
anyone know why this is happening or have a fix?

dawn sorrel
#

@iron flamethanks

iron flame
tight ibex
#

they are mixed lights, i will try that, thank you!

bold wadi
#

Heya everyone! Im having a little problem there with my light, in fact, I have two.

  1. Why is the light passing through the object when it's close to it? The shadows work properly but the closer the light is to the object (without being Inside) the bigger the spot gets
  2. How can I make it so the light source isn't affected by the bloom effect?
dawn sorrel
#

Try to change the lights shadow near plane

#

Or maybe there is issues with the model

#

I am not sure how young could make it unaffected by bloom because bloom effects all game objects.

dawn sorrel
dawn sorrel
dawn sorrel
#

How could I change the anti aliasing settings on runtime through script?

#

The camera anti aliasing I.e: smaa, fxaa, and Taa.

bold wadi
#

Though the affect specular isn't working, the bloom effect is still active

dawn sorrel
bold wadi
#

It doesn't have contact shadows :/

iron flame
keen pivot
#

what level of catastrophe can be expected if one was to upgrade the HDRP from 10 to 12 in 2020.3?

#

assuming its even possible nowadays to do that

bold wadi
bold wadi
# iron flame

About this, what actually are reflection probes? It doesn't seem to change anything at all in my scene

bold wadi
#

I think that I use mixed mode atm

iron flame
bold wadi
iron flame
#

auto bake is on in the lighting window. that floating bake button is not visible.

iron flame
bold wadi
#

Doesn't change a thing when I press it :/

iron flame
# iron flame

Are the objects' reflection probe statics turned on?

bold wadi
#

Yes

#

Its showing properly in the probe

scarlet hull
keen pivot
#

but then some kind of alignment happened

bold wadi
iron flame
#

ok then for an effect like mine. you need to increase the emission value of fluorescent lamps and bake again.

#

When HDR is enough, it will reflect like light specular on the surface.

bold wadi
safe kelp
#

Anyknow know why this is happening?

shrewd moon
safe kelp
#

You tell me XD i have no clue it should look something like this

#

Same model, Same Scene, Different textures

#

But why it looks so jacked up i would know

#

i Found out it has to do with the AO

#

but how can that ***** the lighting so bad?

shrewd moon
#

I dunno
Which texture did you switch?

safe kelp
#

well we remade the textures for the first screen, cause the lower one had alot of Setpasses to go through. So i deleted the AO from the one on top and i get this result

#

but now alot of color is missing, and it doesnt make sense, because AO doesnt hold color info

scarlet hull
#

Could it be some lighting issue ?
Like, ambiant (sky) lighting is very intense compared to the directional (or other) light source

safe kelp
scarlet hull
#

Honeslty, I didn't really understand what you've changed between your 3 screenshots, I made assumption based on what I saw on this last one only

inner parcel
bold wadi
toxic pewter
#

boys

#

i need help

#

when the camera is close to a model it is pink as if the texture/material is missing, but when it is further away it regains its texture

turbid matrix
#

@toxic pewter your first lod has incompatible shaders?

#

does the model have lods?

crimson citrus
#

Hey everyone, I have a problem with some Unity assets that were made for HDRP and I have no idea how to use their textures. This is the Base Color texture (that should go in Albedo) but I have no idea how to turn it to standard.

#

and that is the texture for the calendars(big round things, 1 golden 1 rock)

#

anyone knows how to convert them into "albedo" textures?

turbid matrix
crimson citrus
#

how does that convert into an Albedo?

#

i put it on a standard material but nothing shows up

#

i belive they use shader graphs with nodes

turbid matrix
#

you have to remap the standard materials texture inputs

#

but if they use SG's, there's probably more to the setup than just assigning the textures

#

in which case I'd contact the asset publisher

#

if it's not SG, then HDRP Lit's textures use channel packing that is mostly compatible with built-in's standard shader.. it's not all that well known thing but I think only detail mask is in different channel when using HDRP or built-in (and majority of assets don't use detail maps)

inner parcel
bold wadi
#

It's activated everywhere :/

bold wadi
#

How can I make it so the light lights up the room in a realistic way? Because that :

#

Doesn't look realistic

#

When I get rid of the light, the light level on the walls etc is the exact same, it doesn't "bounce" on walls etc

bold wadi
#

Thanks!

#

oh, now I have those weird lines, I tried playing around with the parameters in volumes but nothing seems to be changing it

indigo summit
#

With CustomPass can you render/copy buffer but using different environment volume settings? ie showing two different world setting at the same time ?

dawn sorrel
#

ey

#

is there support for nano vdb ?

eternal laurel
inner parcel
# bold wadi oh, now I have those weird lines, I tried playing around with the parameters in ...

Don't take me wrong but it seems like you're an absolute beginner in unity (or hdrp)
I recommend this video to all who wish to grasp the basics and workflow of hdrp. its a bit old but should really make you understand a lot.
https://m.youtube.com/watch?v=yqCHiZrgKzs

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

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

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

▶ Play video
bold wadi
inner warren
#

Does anyone know how to get the rays cast by the ray tracing to acknowledge the changes in shape of a skinned mesh renderer? I have been trying to create a depth map via using rays to record the depth but the maps I create don't show the fish animating at all. They animate fine in the scene, but that animation doesn't show up in the depth map itself.

shrewd moon
bold wadi
#

I wanted to have the best results, even if it meant spending hours learning on how to use it

#

that's why Im using it

shrewd moon
bold wadi
#

Well that's what Im going for

#

gives the best results for a horror game

#

and if I never learn, I'll never be able to use it, we all start somewhere

shrewd moon
glacial fossil
#

Wish I knew this server existed back in the days I tried using hdrp and then gave up because of some weird bugs

ebon panther
#

guys, i made a bake here at unity using hdrp and i don't understand why some "planes" of the modular wall were all stained, and the same ones from above are duplicates of the same plane stenciled as prefab. the same thing happens with the floor, can someone help me?

shrewd moon
ebon panther
# shrewd moon Check console for errors and the lightmap debug views to see if it's lightmap UV...

so, no errors appeared in the console, when I put in the debug lightmap... It did not point out any area that was with overlapping uv, nor in the part of overlapping uv... these panels that are on the wall and floor, are gameobjects of unity itself, I just played a material on top and created a prefab of each... practically the q is on top correct is the same asset of the bottom... are several planes next to each other... I do not know how it can be uvs.

ebon panther
shrewd moon
#

Texel validity problems then, if not UV map?

ebon panther
#

ait

#

wait*

dry rock
#

no

noble basalt
#

could someone please take a look at my problem in #archived-urp I've been waiting for 12+ hours now, asked multiple times yesterday and still got no help.

ebon panther
#

I just think my unity is bugged

shrewd moon
#

Hard to guess what else it could be besides one of the two
Overlapping UVs often cause lighting in wrong places just like that, and Unity can be kind of random with the overlaps
Texel invalidity on the other hand causes blocky artifacts, so they seem like likely culprits

ebon panther
#

I have already cleaned the cache too

#

How could I solve both, since they are unity's own gameobjects?

shrewd moon
ebon panther
#

why when it is baking, the bottom part gets darker, how bizarre

shrewd moon
#

The bake might not look correct at all until it's 100% finished

ebon panther
#

this I know, but... this dark color is only in the parts that are giving these grotesque errors

#

no uv's overlapping

#

@shrewd moon

#

validity texel disbugged

shrewd moon
#

Huh, wonder why it didn't show up earlier

ebon panther
#

I have no idea, unless I needed to bekear again to unbug

shrewd moon
ebon panther
#

the overlapped ones don't point to anything, they should be red, correct?

shrewd moon
#

Yes, and there should also be console errors so I think that's fine

ebon panther
#

I marked all the materials as two-sided and it worked

#

thank you very much @shrewd moon

keen tulip
#

I'm having problems with shadow and mixed light. Someone please help me out. Baking mode: Baked Indirect

scenario 1:
I use baked directional light. I use mesh with static checkbox ticked (all flags). If i bake light, it works

scenario 2:
I use mixed directional light. Mesh with static checkbox ticked. Cast shadows to on, static shadow caster + contribute GI enabled and receive global illumination set to lightmap. When i dont bake light, i can see the shadow well and good. But after baking the light, the shadow is gone

scenario 3:
Same setup as scenario 2. Mesh renderer gameobject without static checkbox. Now after baking, the shadows are visible.

From what i observe, any gameobject on which I remove the Static checkbox, receives the shadow. When i enable that, it doesn't receive any Mixed light shadow.
Anything wrong with my setup or is it a possible unity bug?
unity 2021.2.12f1

main rune
#

Anyone know if it's possible to intercept the shadowmaps before the scene is rendered with them? I want to perform some post-processing on them

main rune
#

You might have already considered that but I'm not sure if that's included in "same setup as scenario 2"

#

You might also want to check the lighting window's light maps to see whether they have colour written to them

main rune
#

Ugh, how do I draw directly to a display? I cannot figure it out for the life of me. I've tried:

  • Blitting against null. This renders to... one of the two camera's render textures for god knows what reason (Camera.main?)
  • Blitting into null after setting the render target to Display.displays[0]'s colorBuffer and depthBuffer. This breaks with an error saying the depthBuffer is invalid
  • Blitting into null after setting the render target to a RenderTargetSetup with the above buffers. This crashes unity

I really don't want to have to make a camera render to Display 1 and then overwrite it, but I can't seem to get anything to render to the first display otherwise.

main rune
#

It looks like Unity ties the existence of a buffer for the screen to a camera.... Appreciate if someone could confirm

main rune
#

Aaaand now the camera is rendering a background colour of (r,g,b,0) as (r,g,b,1)... Why?

#

Turning post processing off did not fix this issue

main rune
#

HDRP ostensibly has had camera stacking since 9.0.0, but cameras can't seem to render with alpha < 1 background colours. This seems like a severe issue which entirely invalidates camera stacking in the first place

true zealot
inner warren
#

How do you get rays to properly hit deforming meshes like skinned mesh renderers? my rays never hit the meshes in my scene properly when they animate.

turbid matrix
#

@inner warren what you mean by rays?

keen tulip
inner warren
turbid matrix
#

that doesn't tell anything more

#

you mean like physics raycasts now, raymarching on compute shader or hardware raytracing?

#

if last option, then I guess make sure your mesh renderer has RayTracingMode set to DynamicGeometry?

#

@inner warren

inner warren
# turbid matrix that doesn't tell anything more

its the last one of the three. The mesh renderer I have is already set to dynamic geometry, and I still get this problem where the mesh is treated like it isn't deforming when in the scene itself the mesh is deforming.

turbid matrix
#

you have new enough HDRP to support skinned mesh rendering with raytracing?

#

that being said, I think that has been supported since HDRP 10 / Unity 2020

inner warren
#

I am on hdrp 10.2.2

dawn sorrel
#

hey

#

when i can see this women in editor ?

#

finally unity looking like unreal engine

prime wolf
#

Do you think there will ever be an analogue of nanite for unity? Maybe the developers are thinking about it, I'm probably sure we'll get something similar in the future, do you think?

sinful locust
#

ever is a long time, so I will go with yes 🙂

glacial fossil
#

would be actually fun to try that on my potato laptop

eternal laurel
glacial fossil
#

Id still be surprised if it can perform well on 144hz monitor no matter the resolution (now I sound like I have no idea what demo means 😅)

#

that's fantastic piece of artwork anyways. I honestly thought it was rendered in blender and was still amazed when I first saw that on some stream

turbid matrix
#

that being said... we are not getting the full demo so none of that directly apply to us

#

we'll get the digital character, just like we got with heretic

eternal laurel
#

I dont care as long as the hair package performs well enough for games I will be happy

whole fossil
glad tartan
#

yea we never get the full project in editor for any of these demos.
We were only able to download and run built versions on our PC. The First Adam Demo and The Blacksmith were the only ones that we got this for.
Everything else after that was just the full videos and parts of the project that could help us learn and things like that we got in editor.

turbid matrix
#

book of the dead environment was probably most intact of the demos we got some playable content ourselves

#

it still missed the cinematics and part of the environment but we at least could run part of the demo

glacial fossil
#

you gotta hurry to gdc if you want to run that on editor 🙂

inner parcel
whole fossil
#

I've read somewhere that it supposed to be a vanilla editor this time - but don't quote me on that

#

oh yeah, didn't had to look too far: https://twitter.com/robcupisz/status/1505876192519499784

Together with Unity R&D we’ve been improving the engine and HDRP during the production. All improvements have either already been released, or are in PRs that are about to land in the coming weeks.

In other words the project runs on a vanilla editor and HDRP.

Likes

126

summer glacier
#

To be honest the whole demo is just about the character. It's pretty small scale. I wasn't that interested in it

#

I find gigaya a lot more interesting. Spaceship demo as well.

#

The hair package is gonna be cool though.

glacial fossil
#

Yeah, that gigaya stuff is super interesting. It would be nice to move the camera around the scene and see how the lighting works tho

turbid matrix
eternal laurel
past geode
#

hi everyone, how can i change "LocalVolumetricFog", FogDistance value inside a script?

lethal sandal
#

Just setting up an hdrp project and I'm getting some nasty aliasing at the edge of the first shadow cascade, more noticeable at higher shadow map res

lethal sandal
#

^ I "fixed" this by overriding shadow distance, doc on converting to hdrp mentions 50 but that made it even worse, default value of 500 seems to work well with my current shadow map res

turbid matrix
turbid matrix
dawn sorrel
#

Hey together 🙂

I have a problem. I want to create a "master material" for my environment in the HDRP, which I use for several different assets. But I also want to add a second normal map for each asset to give each asset individual details.
It is important that the master material is only calculated once and only the additional normal maps are recalculated so that the performance remains good.

Does it work that if I take the HDRP/layer shader and specify the master material as the main layer, that the master material does not have to be recalculated for each HDRP/layer shader? I do not change the master material, but it is present in many different HDRP/layer shaders. Do my thoughts make sense or not? 😄

Would appreciate some help 🙂

dawn sorrel
#

this is amazing

dawn sorrel
#

whats best for unity hdrp ?
rtx 3060 12gb or rtx 3060 8gb but with more speed ?

loud leaf
#

Really depends on what you're doing in HDRP, if you rely heavily on screen space / volumetric effects, or dealing with 8k PBR, for example. To be honest, I wouldn't buy a GPU now, prices are dropping like crazy, in my area you can currently get a RTX 3080 for the same price the RTX 3060 was 2-3 months ago.

hidden seal
#

Is Flora in Gaia Pro the best option right now to get grass details on terrain in HDRP?

I see people talking about painting them as trees but that would drop frames too much for me to do.

I see ppl talking about assets on the store that paint grass in HDRP, can anyone point me to one? I do own Gaia Pro so if Flora is a decent method I will stick with that.

dawn sorrel
#

hey