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.

HDRP Weird "cone" volumes

Discussion in 'High Definition Render Pipeline' started by Gushgarak, Dec 17, 2019.

  1. Gushgarak

    Gushgarak

    Joined:
    Mar 21, 2018
    Posts:
    12
    Hello fellow unity users.

    I am currently trying the new HDRP and I am pretty newby so please forgive me if the answer to my problem is pretty simple.

    I am using unity 2019.3 and the last version of HDRP (7.1.6). The project was open using unity 2019.3 default HDRP Template.

    First I don't know why but it seems that both my sky and fog volume (Global) and any Density volume (to have local fog) is kind of bound by a "cone" in the center of the scene camera.

    Its a bit difficult to explain so please refer to the print screen below (the red "stuff" is suppose to be a square density volume of red fog)

    I've litteraly tried any option on the camera, directional light, HDRI Skybox, sky and fog volume, HDRP ressource profile, HDRP default setting. I've clicked everywhere, tried every option and changed every parameter but nothing change this.

    Secondly while I can change the size of the Density Volume by inputing manually values in X, Y and Z - I cannot edit directly the volume as I would do with a Box Collider. Indeed when I click on the option in editor the gizmo simply disappears and I don't see the "Box" of the volume (see second print screen).

    Any help would be most appreciated as I really want to play with Density volume.

    Many thanks to you.

    Kind Regards

    upload_2019-12-18_0-2-28.png

    upload_2019-12-18_0-13-41.png
     
  2. Gushgarak

    Gushgarak

    Joined:
    Mar 21, 2018
    Posts:
    12
    Bump - anyone as an idea ? I really want to use the Density Volumes but so far I got no luck. Do I need to add a texture to it to make it work ?
     
  3. laurent-h

    laurent-h

    Joined:
    Sep 29, 2016
    Posts:
    77
    Hi,
    What you're seeing might be the limit of the volumetric lighting in the fog.
    By default HDRP computes volumetric lighting in the fog within a distance of 64 meters from the camera.
    After that only the environment lighting affects the fog.
    You can tweak that distance by toggling advanced parameters in the fog volume override
    Check
    https://docs.unity3d.com/Packages/c....high-definition@7.1/manual/More-Options.html
    and
    https://docs.unity3d.com/Packages/c....high-definition@7.1/manual/Override-Fog.html
    Making that distance bigger will however result in coarser resolution in the volumetric lighting.
    If you can't find a value that works for you you could also disable volumetric lighting in the fog.
     
    SirWolf likes this.
  4. Gushgarak

    Gushgarak

    Joined:
    Mar 21, 2018
    Posts:
    12
    Many thanks. Using this and the toggling the "Filter" option in the Fog definitly help (see below). But this "circular stripes are still visible - and its even more obvious when the character/camera is moving.

    Even in editor (see other print screen) I can see there is a kind of circular projection acting as boundary to a Density volume which is supposed to be square.

    I have the impression that HDRP was built with FPS/Third person game in mind (so a camera pretty close from the player).

    Another point (which may or may not be linked) I can't see the handle on the Density volume. I can only edit it by inputing values.

    I've tried with a brand new HDRP project (last version) and got the same issue. I've also tried a new project with the default rendering pipeline and manually upgraded it to HDRP and same issue - invisible handles on the Density volumes. I haven't this issue with any other "regular" volume (like the handle of a box collider).

    Again many thanks for your help

    Kind Regards

    upload_2020-1-2_17-29-13.png

    upload_2020-1-2_17-29-25.png
     
  5. laurent-h

    laurent-h

    Joined:
    Sep 29, 2016
    Posts:
    77
    I believe this case makes the imprecisions in the fog more obvious because there is high density inside the local density volume and low density outside.
    When the camera moves away the density volume is no longer taken into account so it falls back to the fog density as set with the fog attenuation distance.

    If you're trying to achieve a globally dense fog it's recommended to set the fog attenuation distance lower in the fog override and tweak the base height and maximum height to get the overall density distribution you want in both distance and height.
    This way you will get smaller difference when the fog falls back to "non volumetric fog".

    Also what helps in general with local density volumes is to avoid too small "blend distance" because they also make the imprecisions more obvious.