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Question Getting Celestial Body Custom Sun/Moon Disk to work properly with PBR sky & HDRP volumes

Discussion in 'High Definition Render Pipeline' started by TheWhispers, Dec 6, 2020.

  1. TheWhispers

    TheWhispers

    Joined:
    Mar 10, 2020
    Posts:
    19
    So I'm having this huge frustrating dilemma that I've been trying to figure out for a week. I really wanted to try and figure it out myself but I am giving up and coming here now lol.

    So I'm using HDRP and the PBR sky, paired with a minimal Sky and Fog Volume.
    Attached is a gif of a active rendering. https://gyazo.com/305557e29cdaf4459f6a1e4b1a807988

    Hopefully you immediately notice the problem. The moon looks disgustingly discolored and just faded out of the scene. Currently I have an ocean sitting on a 6000 x 6000 meter plane, and a hacked spherical skydome of stars made real quick with shadergraph. The scene lighting looks perfect to start and then I'll add other volumes in as I begin making the island.

    So what are some ways I can have a beautiful moon in here? Because the vanilla disk is nasty for nighttime for the likes of an HDRP project. Ideally I'd like to exclude the disk from the changes the global volume makes, if not, well, what can I do? This isn't acceptable.

    ALSO, the lux on the directional light is near impossible to get dark enough for a night time game. So right now I have it set to 0.30 lux, and I had to use a Shadows, Midtone, and Highlights override to scale down the brightness of the scene immensely. Like.. I have the Shadows at 0, and the Midtones at 0.10, no highlights. That's the only way I can achieve a scene like this. Is this normal? And when I turn down the lux even more, it gets brighter instead of darker.

    HDRP VERSION 8.3.1 and Unity Version 2020.1.15f1

    Edit: Also is there a way I can have these stars not sit in front of the moon disk?
     
  2. SebLazyWizard

    SebLazyWizard

    Joined:
    Jun 15, 2018
    Posts:
    220
    Seem's your auto exposure settings are way off.

    You better use the "Sky Emission Texture" on the PBR Sky override to simulate stars.
     
  3. TheWhispers

    TheWhispers

    Joined:
    Mar 10, 2020
    Posts:
    19
    Right because thats the only way to pin emissive stars into the sky. I wish I could compute an image from my star shader and then convert it into a cubemap. How do I fix this exposure? Camera settings?

    Im not using auto exposure, I don't think. My lux is insanely haywire though. Like 0.09 is REALLY bright and then 0.10 is dark. I have no idea whats goin on
     
    Last edited: Dec 6, 2020
  4. SebLazyWizard

    SebLazyWizard

    Joined:
    Jun 15, 2018
    Posts:
    220
    Auto exposure is on by default, so either add an exposure override to your volume or change it in the HDRP Default Settings (Project Settings).
     
  5. TheWhispers

    TheWhispers

    Joined:
    Mar 10, 2020
    Posts:
    19
    Yeah turning off Exposure Control in the project settings worked. But the moon disk still looks gross but with the intensity of the lux being a lot more forgiving, the scene is easily achievable with some post-processing overrides. And as for making the skybox emission map for space for the pbr override I just blew up the render on my monitor and screenshot a sky of dense stars and colors I made in shadergraph, did some design in gimp real quick with some free space pictures and, imported the image into unity as a cubemap texture and it works great! Thanks for the help! I hope maybe this helps someone
     
    Last edited: Dec 6, 2020