Search Unity

Bug the problem of the skybox on unity HDRP

Discussion in 'High Definition Render Pipeline' started by tao_unity237, Mar 11, 2023.

  1. tao_unity237

    tao_unity237

    Joined:
    Jul 25, 2022
    Posts:
    19
    when I add a "Visual Environment" in the "volume" component and I choose "Physicaly Based Sky" in the "Sky type" option, the scene becomes white. How to solve this problem ?
    upload_2023-3-11_15-23-31.png
     
  2. ElevenGame

    ElevenGame

    Joined:
    Jun 13, 2016
    Posts:
    146
    add "Exposure" to your post process volume and adjust that to your needs.
     
    tao_unity237 likes this.
  3. tao_unity237

    tao_unity237

    Joined:
    Jul 25, 2022
    Posts:
    19
    I have to do what after adding "Exposure", I have to set it?
     
  4. Homicide

    Homicide

    Joined:
    Oct 11, 2012
    Posts:
    660
    so , you can use exposure as mentioned, or... you can also not use it, but, the reason every thing is white, is because the intensity settings for the light are over powering without exposure. So, calibrate your lights.
     
  5. tao_unity237

    tao_unity237

    Joined:
    Jul 25, 2022
    Posts:
    19
    So what do I do to reduce this light?
     
  6. Homicide

    Homicide

    Joined:
    Oct 11, 2012
    Posts:
    660
    I just told you , change the Intensity.... it will default to around 100,000 if i recall, set it to like ... 15.
     
  7. tao_unity237

    tao_unity237

    Joined:
    Jul 25, 2022
    Posts:
    19
    what intensity, that of the "Sun"?
     
  8. ElevenGame

    ElevenGame

    Joined:
    Jun 13, 2016
    Posts:
    146
    It depends on the lights in your scene. Just set Exposure to fixed at first and find a good average value, after that you could set it to Automatic and adjust the possible Range. There is a good lighting Tutorial for HDRP here:
     
  9. tao_unity237

    tao_unity237

    Joined:
    Jul 25, 2022
    Posts:
    19
    Yes but I want the skybox to look like this:

    what should I do ?
     
  10. HIBIKI_entertainment

    HIBIKI_entertainment

    Joined:
    Dec 4, 2018
    Posts:
    595

    @ElevenGame has provided the easiest answer for you.

    By default when you add Physically Based Sky
    you still have to apply an exposure for your scene for Direct lighting & Indirect lighting contribution that a directional light and a Sky component will produce.

    exposure is 0 (nighttime) by default and that is why you see White; your light and sky are too bright for an exposure of 0

    as previously stated, once you add Exposure component and set EV to a more reasonable number from your Sky + Celestial Object, you will receive the 'skybox look' similar to what you have stated. upload_2023-3-13_9-47-9.png
     

    Attached Files:

    Last edited: Mar 13, 2023
  11. tao_unity237

    tao_unity237

    Joined:
    Jul 25, 2022
    Posts:
    19
    It' s white again :
    upload_2023-3-16_21-17-33.png
    upload_2023-3-16_21-18-46.png
     

    Attached Files:

  12. HIBIKI_entertainment

    HIBIKI_entertainment

    Joined:
    Dec 4, 2018
    Posts:
    595
    That is odd. The only difference there is that the PBS component is static rather than dynamic for the ambient probe ( this is similar to having a baked reflection probe verse a real-time one, the bake is taken from the lighting windows static tab)

    When you enter okay mode and come out again is it still all white?

    The Physically-Based Sky components Exposure is at 0 too? ( It should be by default)


    This is what I'm referring too with regard to static lighting
    https://forum.unity.com/threads/volumes-overriding-problems.1070807/#post-6917240
     
    Last edited: Mar 17, 2023