Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Let us know your feedback about the Global Illumination changes in the 2023.2 beta.
    Dismiss Notice
  3. Dismiss Notice

Bug HDRP Compositor Tool + UI

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

  1. Soaryn

    Soaryn

    Joined:
    Apr 17, 2015
    Posts:
    325
    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:
    11
    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:
    325
    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:
    30
    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