#Is there a way to avoid NaN rendering in HDRP?

1 messages · Page 1 of 1 (latest)

proper quest
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I receive some flickering blue rectangles in the screen, when 3D objects gets rendered. It can happen anywhere, and there are very rare times, when the whole frame gets rendered as blue under the UI (so the UI gets kept as it is).
Its not a normal homogenic blue though, instead it looks like a fog, because the shapes of the 3D objects can still be seen and recognized.

uneven rock
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How do you know it's NaN?
Anywaye, the correct way to address it is to debug and understand where it originates, then fix the cause.

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I think there was a setting on the camera to prevent NaN, but I'm not sure at what stage that check is applied, and it has impact on performance.

proper quest
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@uneven rock actually its not NaN I think, but I have zero idea what it is

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the only thing I know that these rectangles work like small windows showing the same scene rendered by the same camera, but differently

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and I know that if I use Rendering Debugger runtime, and I try to use material overrides, it works