#Colors of HDRI blown out in shader graph
1 messages · Page 1 of 1 (latest)
Just in the preview, or also in scene through a HDR and post processing enabled camera?
Also in the scene, no post processing is used, HDR is disabled (enabled doesn't change it)
It's a very barebones URP setup
So you probably need to decrease the exposure multiplier
If the default color values of the hdri are too high relative to what the camera can render, it'll be blown out
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
Otherwise you'd have to remap and saturate the HDR color values into a range your camera can render
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
Exposure multiplier brightens it when you increase it or when you decrease it?
It brightens when I increase it haha
But when when putting the sample texture directly to the output the color is just completely wrong.
Yes I explained why
So it might not even be them being blown out, but just plain wrong
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
I notice I've used the same HDRis in my shaders before, in HDR color space and not, and haven't noticed this effect
A potentially relevant clue here that seems to be cropped out is the compression format of the texture
I guess it's possible that loading it as an addressable does something to the data as well
Using RGB24 and RGBA Half/Float works yeah, so it is somewhere in the compression?
Seems so
Doesn't Automatic setting work right?
Nope
Tries both eTC2 and ASTC as it is for Quest
Hmmm on windows build profile it does work, but when I switch to Android it breaks
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
Oh, ASTC has HDR compressed texture formats, those seem to be decent.
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