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2019.3.0f6 Spotty Volumetric Fog quality

Discussion in 'High Definition Render Pipeline' started by iceb_, Feb 10, 2020.

  1. iceb_

    iceb_

    Joined:
    Nov 10, 2015
    Posts:
    95
    There's a toggle in HDRP settings called volumetric fog Reprojection. It seems to smooth out volumetric fog during camera movement, but when standing still, it looks very spotty. I see that in 2019.2 there was a PostProcessing override that can adjust the quality of the Volumetric Fog.

    Yes, I currently have Volumetric Fog set to high quality in HDRP, without high quality turned on, it's even worse than the screenshot below.

    Anyone have any ideas how to get non-spotty volumetric fog in Unity 2019.3, especially when standing still?

    Preferably without Reprojection too, since that sometimes bugs out for me and makes the screen go black.

    thanks!

     
  2. Bordeaux_Fox

    Bordeaux_Fox

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    I get fairly good results with volumetric fog, despite I'm have not the high quality volumetric enabled (which costs too much frames and the difference is not worth is, like you discovered and you cannot enable it on PS4, if you don't want say goodbye to performence).
    Are you using the advanced fog settings? With filter on and less slice distribution, the noise goes away.
    Before they had introduced the fog filter, the volumetrics were indeed very noisy.
     

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    Last edited: Feb 10, 2020
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  3. iceb_

    iceb_

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    OMG you are the best. I missed that "additional options" little button in the Fog panel. I'm starting to dislike that little toggle. They should rename that little toggle to be named "April Fools Button" when the hidden options are so useful. Wonder if there's any way to perm maximize those, or remove the button entirely. Thank you!!
     
  4. Bordeaux_Fox

    Bordeaux_Fox

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    There are indeed a lot of cool features hidden behind the cog icon. So check out other properties, where you missed it so far, especially for the Light component and some post process effects like Motion Blur.

    And they really should set the filter parameter to enabled by default, because I cannot imagine that someone want that pixelated lighting, even when it is more cheap to render.
     
    Last edited: Feb 10, 2020
  5. iceb_

    iceb_

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    yes, I feel we need better script defaults, so that it'll elevate the quality of everyone using Unity.
     
  6. Bordeaux_Fox

    Bordeaux_Fox

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    Maybe they don't want newbies get the best settings by default. ;)
    Instead they think the volumetrics are worse, then they buy an asset or switch to Unreal, who knows.
     
  7. iceb_

    iceb_

    Joined:
    Nov 10, 2015
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    Guilty. I couldn't figure out this Volumetric issue for a week or two before posting today. So I went and reinstalled Volumetric Light Beam asset, which works mostly, but their geometry intersecting beam visuals are much inferior to the default Unity volumetrics.

    I just started plugging in Distortion shader again too for explosions. Couldn't figure out how to do a soft opacity outer edge with billboards until just now, it's those 2 variable boxes on the right side, wasn't explained in a way that was easily understood to me.
    Here's volumetric light + explosion shockwave