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How is UI supposed to work in HDRP with one camera?

Discussion in 'Graphics Experimental Previews' started by Flow-Fire-Games, Dec 16, 2019.

  1. Flow-Fire-Games


    Jun 11, 2015
    We need some guidance with how to handle the ingame HUD with just one camera as demanded by HDRP.

    HDRP demands only one camera as of now, but this means post processing and everything also affects our UI
    And if you want to enable TAA, the UI gets extremely blurry when moving the camera, which is making it unusable. FXAA on the UI is out of question. SMAA is somewhat acceptable.

    Tonemapping/other effects make the UI very poorly readable
    (Also all UI frames constantly wobble if not rounded 100% perfectly
    Given how unity never rounds when moving, that feels very unpolished)

    We tried following that one FPS demo tutorial but that is for LWRP with the render passes and the options do not exist in HDRP.

    What is the intended workflow for overlay UI? How do we properly seperate the UI from the game world?
    Last edited: Dec 16, 2019