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Question HDRP metallic materials are all black in reflection using reflection probes

Discussion in 'High Definition Render Pipeline' started by StephaneHK6, Nov 23, 2022.

  1. StephaneHK6

    StephaneHK6

    Joined:
    Aug 10, 2022
    Posts:
    3
    Hello I have a very simple HDRP scene with one metallic material (100% chrome) based on the standard shader which is applied to simple objects

    -> I have a Volume with Visual environment and Phisically Based Sky

    -> I have a reflection probe set on realtime & every frame

    but why all reflected objects are black in the reflection ?

    -> I'm using Unity 2021.3.11f1

    2022-11-23_18h34_41b.png
     
    sergsamixon likes this.
  2. StephaneHK6

    StephaneHK6

    Joined:
    Aug 10, 2022
    Posts:
    3
    Hello, I still have some problems with reflection probes.

    I don't understand what is happening !?

    Here more examples with a new HDRP project + one sky/fog Volume + 2 refelction probes :

    2022-11-25_11h59_56c.png
     
  3. SebLazyWizard

    SebLazyWizard

    Joined:
    Jun 15, 2018
    Posts:
    221
    That's the default behaviour for realtime reflection probes.

    Open your HDRP Global Settings and enable "Metallic Indirect Fallback" in Frame Settings -> Realtime Reflection -> Lighting.
     
  4. StephaneHK6

    StephaneHK6

    Joined:
    Aug 10, 2022
    Posts:
    3
    Hi thanks for your answer.

    I activated the "Metallic Indirect Fallback".

    In the manual It says :

    "Enable the checkbox to render Materials with base color as diffuse for this Camera. This renders metals as diffuse Materials. This is a useful Frame Setting to use for real-time Reflection Probes because it renders metals as diffuse Materials to stop them appearing black when Unity can't calculate several bounces of specular lighting."


    This option helps to have the objects not to be black BUT it doesn't help to have correct reflection with multiple bounces.

    In the manual it says : " ... when Unity can't calculate several bounces of specular lighting."

    But why Unity can't calculate several bounces ?

    My goal is to have reflections like on this printscreen with realtime reflection probes :

    2022-11-27_10h01_17.png

    I saw two tutorials on youtube where the authors could manage to have correct reflections with realtime reflection probes but I guess it was not with HDRP because I could not replicate that.

    Do you think it's possible to do it with HDRP ?
     
    Stardog likes this.
  5. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,890
    We need this feature (multiple bounces). Built-in renderer has it and so does Unreal Engine.

    Metallic Indirect Fallback is busted and isn't customisable. It should have its own color setting in the HDRP/Lit shader.