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Thank you for replying! In the meantime I have figured out that my problem seems to be not the scattering intensity but the baked diffuse...
I often feel like the indirect transmission on foliage that HDRP calculates is too low, is there a way to boost it?
Love seeing the progress this plugin is making! Can I ask how H-Trace performs with foliage? Does it look good?
How do I setup the probe correctly? edit: found a workaround, attach a post volume with a tiny sphere trigger to the reflection probe that has...
I have a question about the realtime reflection probe: won't it be incorrect because the probe doesn't see any diffuse GI?
Wow that is pretty embarassing.
The MIP bias can be used to increase the rendering quality of certain types of foliage for example.
I think the reflection probe also has an intensity multiplier, maybe try that first as well.
Very impressive result!
That looks like diffuse bounce lighting from below. If you look closely, it's also present on the screenshot with the sun on the face.
You can enable Screenspace GI + Reflections for the reflection probes.
I think you can actually skip the lightmaps and only use reflection probes.
Looks like you are using alpha blending for the trees, but you have to use alpha clipping (cutout).
The model appears broken if there are too many triangles in the source file. Actually, after testing it again its seems to be working. Perhaps it...
Ah, I wasn't looking at the inner panel. That does indeed look wrong, perhaps one of the floor planes is flipped? In that case you may have to...
Looks correct to me? You need to keep in mind that you are looking at world space normals in the viewport.
Cool, thank you very much Anthony! I'll check these things once I have time!
You need to bake reflection lighting. The grey sheen is caused by reflection energy being too high.
The reflection is generated by a reflection probe, the resolution for the reflection probe can be set in the HDRP asset.
I think you have to validate/compile the material before the changes take effect....