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HDRP Emission dead on arrival?

Discussion in 'High Definition Render Pipeline' started by DracoBlanc, Apr 23, 2020.

  1. DracoBlanc

    DracoBlanc

    Joined:
    Dec 10, 2013
    Posts:
    4
    I've been trying to follow a few tutorials in (what seems like a vain attempt) to learn how to use shader graphs effectively.

    At first I thought the issue was the scene depth node was not working in HDRP, but a simple test involving a sphere, a scene depth node and the alpha on the master node showed that it was working. To be fair I can't tell that is working correctly, but it is generating some output.

    Next likely culprit was the emission on the master node itself. An even simpler test involving a colour property and the emission input on the master node showed that the emission input has no effect at all on the output.
    This is the setup: The cube should be magenta, not grey. Any help would be appreciated.

    upload_2020-4-22_20-1-23.png
     
  2. Vestergaard

    Vestergaard

    Unity Technologies

    Joined:
    Oct 20, 2016
    Posts:
    31
    One possible explanation can be that the lighting in your scene is much stronger than the emissive value you picked, if you notice the color value is a HDR value (high dynamic range) and as such should be set to an appropriate intensity in relation to the lighting, try opening the color picker and increasing the intensity.
     
    nadyakushnir likes this.
  3. DracoBlanc

    DracoBlanc

    Joined:
    Dec 10, 2013
    Posts:
    4
    Fairly sure I tried that..took the intensity up to the point that the emission was white..still no effect.

    I appreciate your reply, but this may not be a good issue to spend time on. I've jettisoned HDRP for now and am using URP (with much better/stable) results. I'll come back to HDRP once it is less....unpredictable.
     
  4. yeahimsteve

    yeahimsteve

    Joined:
    Jul 28, 2020
    Posts:
    4
    I am having this issue as well and have found that the answer that Vestergaard gave is most likely the case: The shader emission is weaker than the lighting in the scene and so you can't see it. You can confirm if this is true by clicking on your directional light and then looking in the inspector under the "emission" section, then under "intensity" choose LUX and set a value of 1 or less. Check the emission again and see if it's working (it started working for me). When your scene is then too dark, you could add "exposure" to your post processing volume and set it to brighten up the scene so that you aren't boosting the directional light intensity but still making the scene bright enough, if that makes sense.
    My issue now is that I have dynamic day/night cycles and so the HDRP material's emission value needs to change as the light intensity in the scene changes.
    @Vestergaard do you know how we should be addressing day/night cycles and having the shader emission value change so that it's not too bright during night scenes, and vice versa? Or am I thinking about this incorrectly?
     
  5. XRA

    XRA

    Joined:
    Aug 26, 2010
    Posts:
    265
    I had some confusion with this as well, but the Emission Node solves all issues, intended for use with HDRP.

    If you set exposure weight to 0 it should always be full intensity no matter the camera exposure. (similar to a purely Unlit shader or Emissive in URP)

    You can also use the Exposure node to scale up or down intensity based on the camera's current exposure, or also set the type to Inverse Current so that it is always the same intensity.
     
  6. bok

    bok

    Joined:
    Feb 24, 2014
    Posts:
    44
    Thank you Vestergaard, Yeahimsteve and XRA. All three tips were very useful. Using the Emission Nodes and setting the weight Exposure Weight to 0 like XRA described worked like a charm in HDRP! Thanks again!