#How can I disable the _VolumetricCloudsShadowTexture to be calculated in Frame Debugger?

1 messages · Page 1 of 1 (latest)

spiral lodge
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@left fjord okay, I can see that if I disable post process on both Unity's camera, and I set the rendering color the same, then the rendering result is the same

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and tonemapping makes the rendering result darker

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but that doesn't make the rendering result darker in the original image

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it seems to be that somehow the ACES tonemapping doesn't work correctly in Unity 6

left fjord
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I thought you already tried disabling post processing a long time ago and that didn't help.

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Was there post processing active in the scene with only the sprites?? I didn't see any volume there.

spiral lodge
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I mean when only the camera was there, there wasn't any volumes added into the scene

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but that doesn't matter I think, tonemapping is a HDRP global setting

left fjord
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Not according to the docs.

spiral lodge
# left fjord Not according to the docs.

then why was that I only had a camera, and the rendered image was different when ACES tonemapping was enabled on both, but got the same, when I disabled on both?

spiral lodge
left fjord
spiral lodge
spiral lodge
left fjord
left fjord
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Btw, are both versions using the same graphics api? I think some were along the way dx12 became the default.

spiral lodge
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@left fjord since I had a lot of other task as well, I just set everything to look 99% like the original.
this involved:
setting global volume priority 2
added tonemapping: none to global volume
global volume bloom intensity was reduced to 0.065
set the exposure to be fixed in project settings - graphics - HDRP

left fjord
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That's not what I asked.
Or are you saying that this solved the issue?