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HDRP: tile/cluster lights rendering bug

Discussion in 'Graphics Experimental Previews' started by SKoptev, Apr 24, 2019.

  1. SKoptev

    SKoptev

    Joined:
    Jan 15, 2019
    Posts:
    37
    Hello, Unity team!

    There is a problem with spot light in HDRP. Steps to reproduce:
    - get default HDRP scene
    - add multiple (40-80) light sources, to achieve well visible result.
    - no shadows, no AO, no volumetrics - just simple spot light, default HDRP settings

    There is noticeable flickering, in shape of squares. Size of it squares equals size of lighting tiles, displayed when "render pipeline debug" -> "lighting" -> "tile/cluster debug" option enabled. Seems strange that each tile contains 24 or less lights (maybe that is cause of problem - we have ~80 light, but only 24 of them affects tile).
    Maybe, some settings can be changed to avoid problem - cannot found something like "tile lights list maximum size".

    Thanks in advance!
    Light_bug_0.png Light_bug_1.png
     
  2. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Look inside the asset for hdrp, you will find the max lights for each type.
     
  3. SKoptev

    SKoptev

    Joined:
    Jan 15, 2019
    Posts:
    37
    Default settings in "Lighting" section are:
    Maximum Directional on Screen: 16
    Maximum Punctual on Screen: 512
    Maximum Area on Screen: 64

    Changing these values does not affect the problem described (also, there are no "24" anywhere).
     
  4. Remy_Unity

    Remy_Unity

    Unity Technologies

    Joined:
    Oct 3, 2017
    Posts:
    704
    andywatts and SKoptev like this.
  5. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    934
    Hi,

    currently the limit of light per tile (8x8) is restrict to 24. This is hard coded and can't be change. (i.e this is not a single number to change, the code is optimize for a uint (so technically this could be increase with a bit of work to 31).

    so sadly, currently your scenario don't work in HDPR... The question is do you have a real scenario where this is required or was it just a stress test? Reaching such amount of light per tile is very expensive for a game.
     
    SKoptev likes this.
  6. SKoptev

    SKoptev

    Joined:
    Jan 15, 2019
    Posts:
    37
    Our case - rendering cinematic video (using HDRP + Recorder). So, we are not limited in FPS so much, and there are really many light sources.
     
  7. Peripeman

    Peripeman

    Joined:
    Sep 8, 2019
    Posts:
    1
    Hi,

    I had the same problem with the HDRP and area lights. I was able to fix it reducing the RANGE of the lights. They were Overlaping.
     
    andywatts likes this.
  8. valarnur

    valarnur

    Joined:
    Apr 7, 2019
    Posts:
    440
  9. PutridEx

    PutridEx

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    Feb 3, 2021
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  10. valarnur

    valarnur

    Joined:
    Apr 7, 2019
    Posts:
    440
    Is it possible to double the amount of lights per tile to 128 lights in HDRP 15?
     
  11. Remy_Unity

    Remy_Unity

    Unity Technologies

    Joined:
    Oct 3, 2017
    Posts:
    704
    Not, the limit is still 63.
    If you're using more lights than this per tile, maybe rethink how you did your lighting and use baked lighting.

    If you want to exceed the limit and don't care about performances (movie rendering), you can force disable "Deferred Tile" in the frame settings : https://docs.unity3d.com/Packages/c...0/manual/Frame-Settings.html#light-loop-debug .
     
    hippocoder likes this.