#How can I disable the _VolumetricCloudsShadowTexture to be calculated in Frame Debugger?
1 messages · Page 1 of 1 (latest)
@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
and tonemapping makes the rendering result darker
but that doesn't make the rendering result darker in the original image
it seems to be that somehow the ACES tonemapping doesn't work correctly in Unity 6
I thought you already tried disabling post processing a long time ago and that didn't help.
Was there post processing active in the scene with only the sprites?? I didn't see any volume there.
there are volumes in the scene by default
I mean when only the camera was there, there wasn't any volumes added into the scene
but that doesn't matter I think, tonemapping is a HDRP global setting
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?
and why is that just simply updating Unity 2022 to Unity 6 causes this much visual issue, if all the settings are the exact same?
Where was it enabled?
Because there's like several year difference between them, and there were a lot of render pipeline changes between these points. I don't think hdrp even had a stable version back in 2022.🤔
in the HDRP settings
yeah, but then I can only make them similar looking
Ah, it seems like it defines the default volume settings.
So you're saying that both versions are using the same tonemap settings, yet there's still difference?
yep
Btw, are both versions using the same graphics api? I think some were along the way dx12 became the default.
@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
That's not what I asked.
Or are you saying that this solved the issue?