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Converted to HDRP, everything is shiny and skybox is on every surface?

Discussion in 'High Definition Render Pipeline' started by CWOnline, Dec 14, 2020.

  1. CWOnline

    CWOnline

    Joined:
    Dec 4, 2020
    Posts:
    2
    I just converted my demo house to HDRP.
    I followed this tutorial: https://docs.unity3d.com/Packages/c...-definition@7.1/manual/Upgrading-To-HDRP.html

    Unfortunately, every surface is now reflective and shows the Skybox.
    If I turn off, or down the Directional Light (main lightsource), this stops. But then I have a dark scene. Any adjustment of increasing the Lux value to light it up, results in the included screenshot.

    I'm using ProBuilder, and it's default HDRP material. I'm also using a bunch of other textures to test with the same result.

    Please help
     

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  2. valarus

    valarus

    Joined:
    Apr 7, 2019
    Posts:
    430
    You need to set Directional Light to mixed and bake the lighting, maybe place reflection probe inside the room so that it doesn't reflect sky, set fixed exposure in post-porcess volume.
     
  3. CWOnline

    CWOnline

    Joined:
    Dec 4, 2020
    Posts:
    2
    Unfortunately that didn't work either.
    You can see the floor material is meant to be red, but is coming out silver too.

    You can see in my second screenshot, the skybox floor is affecting the materials in my scene too. Even indoors, how do I fix this?
     

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    Last edited: Dec 14, 2020
  4. Bordeaux_Fox

    Bordeaux_Fox

    Joined:
    Nov 14, 2018
    Posts:
    589
    Hard to say without a screenshot of your material setup. What if you turn down the smoothness for the brick material? Is there a proper mask map with a smoothness texture? Also check the smoothness remap.
     
  5. pierred_unity

    pierred_unity

    Unity Technologies

    Joined:
    May 25, 2018
    Posts:
    431
    Hey, I cannot see any reflection probes in your hierarchy. Did you add any?

    Until you add a least one reflection probe for the interior, the sky will leak indoor.