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Reflection probes appearing too dark in hdrp

Discussion in 'High Definition Render Pipeline' started by vlastan, May 30, 2021.

  1. vlastan

    vlastan

    Joined:
    Nov 15, 2015
    Posts:
    49
    Hi, i've just started working with hdrp and i have a problem with reflection probes.
    In my scene they appear too dark, ignoring ambient lighting completely. Here's a pic:
    upload_2021-5-30_10-2-50.png

    Anyone can help me knowing what's going on?
    I'm on Unity 2020.3 and hdrp 10.5
     
  2. vlastan

    vlastan

    Joined:
    Nov 15, 2015
    Posts:
    49
    upload_2021-5-30_10-8-50.png
    As you can see in this screen, i can see the darker version of my scene that appears in the reflection probe when i change quality settings. The scene then turns back after a couple of seconds to the correct lighting values as stated in the volume.
     
  3. vlastan

    vlastan

    Joined:
    Nov 15, 2015
    Posts:
    49
    upload_2021-5-30_10-18-56.png
    So, if i render the probes from the lighting tab (before i was manually hitting bake on the single reflection probe), the result is better. However i can still see one of the cubemap faces to be rendered without the correct setup.
     

    Attached Files:

  4. vlastan

    vlastan

    Joined:
    Nov 15, 2015
    Posts:
    49
    upload_2021-6-1_13-49-35.png
    Setting the probe to Realtime type fixes the issues ? May it be a bug?
     
  5. jjejj87

    jjejj87

    Joined:
    Feb 2, 2013
    Posts:
    1,117
    Its been like this for awhile now, my guess is that it is the intended behavior. As for why, I have no idea :)
     
  6. muazshihab

    muazshihab

    Joined:
    Jun 2, 2019
    Posts:
    2
    am having the same issue here . did any one solve it
     
  7. muazshihab

    muazshihab

    Joined:
    Jun 2, 2019
    Posts:
    2
    haha i just solved it few seconds after my post lol.
    you need to go the lighting settings in Windows >> Rendering >> Lighting Settings.
    in the lighting settings go to the Environment tab and match the (profile and Static Lighting Sky) with your sky and fog global volume(profile and sky).
     

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