#Colors of HDRI blown out in shader graph

1 messages · Page 1 of 1 (latest)

muted magnet
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I had to make a custom shader graph to display a skybox (on a sphere), but for some reason my HDRIs from Polyhaven are super blown out. Any idea why this is?
When using the texture on a regular skybox shader it works fine and the preview in editor is fine, just the default shader graph sample is blown up

shrewd helm
muted magnet
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It's a very barebones URP setup

shrewd helm
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If the default color values of the hdri are too high relative to what the camera can render, it'll be blown out

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If you are using HDR textures, your renderer needs to be using HDR and linear color space, and your camera should have post processing and tonemapping enabled

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Otherwise you'd have to remap and saturate the HDR color values into a range your camera can render

muted magnet
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The exposure only brightens it, but it doesn't fix the colors. It should look like the left image, not yellow :/

It works fine on another HDRI I got, so only the ones from Poly Haven are broken

shrewd helm
muted magnet
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It brightens when I increase it haha
But when when putting the sample texture directly to the output the color is just completely wrong.

shrewd helm
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Yes I explained why

muted magnet
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So it might not even be them being blown out, but just plain wrong

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Yeah I can look into tone mapping and see if that fixes it, currently away from office, but just confused by how wrong it is and why it does work with the Unity skyboxes

shrewd helm
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I notice I've used the same HDRis in my shaders before, in HDR color space and not, and haven't noticed this effect

shrewd helm
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I guess it's possible that loading it as an addressable does something to the data as well

muted magnet
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Using RGB24 and RGBA Half/Float works yeah, so it is somewhere in the compression?

shrewd helm
muted magnet
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Nope

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Tries both eTC2 and ASTC as it is for Quest

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Hmmm on windows build profile it does work, but when I switch to Android it breaks

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So desktop compression works from what I see. For mobile RGB24 works best, but makes a huge file.

Hmm RGB Compressed ETC2 4 bit seems to work as well

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Oh, ASTC has HDR compressed texture formats, those seem to be decent.

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Thanks for pointing me to compression Spazi!
File a bug report since this should not break rendering this much, but good to have a fix for now