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Bug HDRP Compositor Tool + UI

Discussion in 'Graphics Experimental Previews' started by Soaryn, Aug 7, 2020.

  1. Soaryn

    Soaryn

    Joined:
    Apr 17, 2015
    Posts:
    328
    Using the new Compositor tool, utilizing UI is non-supported in the slightest.

    Camera Space UI was the endeavored use case; however the UI elements don't display.
    World Space UI Shows up in editor, but not in Build.


    Use case:
    2 Cameras.
    - 1 Camera for external Capture card sources to not be post processed
    - 1 Camera for scene based objects and rendering that should receive post process. (Note, bloom fx on this camera should overlay onto the non post processed camera)

    Problems:
    - UI is non-supported
    - Tone mapping affects regions that are alpha-ed
     
    Last edited: Aug 7, 2020
    CelesteMarina likes this.
  2. CelesteMarina

    CelesteMarina

    Joined:
    Jul 28, 2013
    Posts:
    13
    Weighing in to confirm this. The compositor refuses to render any UI - making it entirely useless in my case.

    Still an issue on 9.0.0 preview 35
     
  3. Soaryn

    Soaryn

    Joined:
    Apr 17, 2015
    Posts:
    328
    This is true for all versions thus far of HDRP where available: HDRP 9 as well as 10.

    I have also noted there is a flickering issue that can occur when dealing with more than 2 camera sub layers. This seems to clear the sub layer every frame, then put it back the next frame. The gif is 25fps so not a true indication of the result.
     

    Attached Files:

  4. PavlosM

    PavlosM

    Unity Technologies

    Joined:
    Oct 8, 2019
    Posts:
    31
    Thanks for reporting this. It's not very clear what do you mean by "alpha-ed".
    By design, post-processing on a composition sub-layer is only applied on pixels where alpha is greater than zero. This would prevent for example applying post-processing on pixels without any objects drawn on them (where alpha = 0). Is this not what you are seeing (in this case there is a bug) or is this not what you want for your use-case?

    Regarding the flickering issue with a stack of more than 2 sub-layers, this was fixed recently (https://github.com/Unity-Technologies/Graphics/pull/1485) but we don't have an ETA yet for the next public release that will include the fix.
     
    Last edited: Sep 1, 2020