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HDRP with no fog results in a regular material that is blindingly bright

Discussion in 'High Definition Render Pipeline' started by ZeroSinner, Jan 26, 2020.

  1. ZeroSinner

    ZeroSinner

    Joined:
    Apr 12, 2013
    Posts:
    13
    Hey I tried disabling fog in an empty scene with a single cube in the center with a default new material, and as soon as the cube is visible on camera is becomes blindingly bright.

    upload_2020-1-26_17-41-39.png

    Am I doing something wrong?

    [EDIT]

    Forgot to mention I'm using 2019.3.0f5, with the latest HDRP 7.1.8
     
  2. fuzzy3d

    fuzzy3d

    Joined:
    Jun 17, 2009
    Posts:
    217
    Last edited: Jan 28, 2020
  3. ZeroSinner

    ZeroSinner

    Joined:
    Apr 12, 2013
    Posts:
    13
    Thanks for the reply @fuzzy3d.

    In general do you know if there is anyway to keep bloom in check without enabling fog? or is that simply a requirement for HDRP to give sensible results?

    To me it kinda feels like a bug?
     
  4. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    927
    Hi,
    We advice to always create a new scene either from the template or from the HDRP wizard so it is properly configure.
    We have default settings with default volume profile when you create a scene in this case:
    https://docs.unity3d.com/Packages/c...ition@7.1/manual/Default-Settings-Window.html
    you are free to provide your own default profile.
    Then you can use volumes in scene to override those default settings, you can disable/enable any effects at the granularity of volume component.
    https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Volumes.html
     
  5. ZeroSinner

    ZeroSinner

    Joined:
    Apr 12, 2013
    Posts:
    13
    Thank you @SebLagarde. I will experiment with that later today.