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Resolved Reflection Probes on Skinned Mesh Renderer in HDRP

Discussion in 'High Definition Render Pipeline' started by xX0Survivor0Xx, Sep 22, 2021.

  1. xX0Survivor0Xx

    xX0Survivor0Xx

    Joined:
    Apr 27, 2013
    Posts:
    6
    I can't find the reflection probes property of the skinned mesh renderer component (in Unity 2021.1.17f1). The problem is that when the character using the skinned mesh renderer is in a closed (dark) building (lightmapped, using reflection probes) it is very bright. What is the work around for this? Thanks!

     
  2. Tomas-Kiniulis

    Tomas-Kiniulis

    Unity Technologies

    Joined:
    Apr 27, 2017
    Posts:
    55
    Hey,

    This sounds more like an issue with Light Probes. Does anything change if you disable all Reflection Probes in the scene? Do you have Light Probes placed in the building? Could you share an image how your Light Probe setup looks?

    Also, is the behavior any different on non-static object with "Mesh Renderer" component compared "Skinned Mesh Renderer"?
     
  3. xX0Survivor0Xx

    xX0Survivor0Xx

    Joined:
    Apr 27, 2013
    Posts:
    6
    Hello,

    Thanks for response. I uploaded 4 images: the first one is with reflection probe on,
    the second one shows the scene view (selected object is the reflection probe),
    the third one shows the game when the reflection probe is off (with the sky reflection inside the building) and
    the fourth one contains a non-static object with mesh renderer; with reflection probe enabled.
    I see that non-static mesh renderer objects are also visible in the dark. I don't have light probes, I placed them near the robot but it didn't help. All the building objects are set to "Static".

    Imgs:





    Edit: solved using a local volume with indirect lighting controller
     
    Last edited: Sep 26, 2021
    Tomas-Kiniulis likes this.
  4. chadfranklin47

    chadfranklin47

    Joined:
    Aug 11, 2015
    Posts:
    217
    I am seeing something similar, though I am attempting to use SSGI and RTXGI which according to the docs state "It is a more accurate alternative to Screen Space Global Illumination, Light Probes and lightmaps." Accordingly, I cleared all baked lighting data when using RTXGI but the materials glow in the dark as seen in the attached screenshot (the screenshot is actually SSGI using ray-marching, but with ray-tracing the hair and eyes glow very similarly). I went ahead and baked lighting with light probes and that stopped the hair and eyes from glowing.

    The only affected items seem to be transparent materials, whether on a skinned mesh or a mesh renderer.

    I am using a CC3 character and the eyes and hair are using the HDRP/Lit shader.

    Also, after baking the lighting, the lighting seems to be far too dark for the eyes. I attached screenshots of the character as well as the eyes alone in both a darker and a directly lit area.

    I would appreciate any advice.
     

    Attached Files:

  5. chap-unity

    chap-unity

    Unity Technologies

    Joined:
    Nov 4, 2019
    Posts:
    718
    Hey, if only transparents are affected by the issue, it's most likely not a bug. It's just a limitation that transparent objects don't receive SSGI/RTGI, so it's probably why your lighting is off on those.