Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice

HDRP - Normals in shadow areas looks inverted

Discussion in 'High Definition Render Pipeline' started by Spy-Shifty, Nov 14, 2019.

  1. Spy-Shifty

    Spy-Shifty

    Joined:
    May 5, 2011
    Posts:
    546
    Hi there,

    we are using the latest version of HDRP (7.1.2) with Unity 2019.3.0b10
    And we've encountered some weird behaviour with our lighting / normal map.

    As you can see, in the right part of the image, where the sun shines on the model, the light calculation is correct. On the left side, where the shadow is, the light comes from below.
    upload_2019-11-14_21-25-53.png

    I believe it has something todo with the indirect light.
    I use almost the default scene setup of HDRP. I have just added the HDRI to the scene.

    In Quixel the lighting looks good


    As well in unity without scenelights
    upload_2019-11-14_21-36-35.png


    Can anyone help us?
     
  2. neoshaman

    neoshaman

    Joined:
    Feb 11, 2011
    Posts:
    6,493
    It's the light that bounce from teh ground
     
  3. Grimreaper358

    Grimreaper358

    Joined:
    Apr 8, 2013
    Posts:
    789
    Yes, it's the ground of the HDRI.

    You would need to use an HDRI with a darker ground or one with black as the ground. YOu can also use the Physically Based Sky and set the ground color to black or close to black.
     
  4. Spy-Shifty

    Spy-Shifty

    Joined:
    May 5, 2011
    Posts:
    546
    Thanks, I thought so.