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HDRP 5.5 Light Fade Distance not good enough for real games

Discussion in 'Graphics Experimental Previews' started by hippocoder, Feb 22, 2019.

  1. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    The reason the fade distance parameter is useless here because the distance over which it fades is fixed.

    Right now that would mean to work around this, I have to code the dimmer myself, which defeats the point of fade distance parameter?

    What if I wanted the fade to take place over a 64 unit range? Currently I can't, it will begin fading in at fade distance + small fixed value you decided would be best for my game!

    :/

    So I figure that Fade Distance's hardcoded value could at least be exposed in general HDRP asset or something, which would be better than nothing and quite sufficient for my project.
     
    Jick87 and Adam-Bailey like this.
  2. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Noticed in 5.5 the fog volumes also have somewhat twitchy fading going on too, but these have a start and end fade value.