Check out how to start using HDRP to make some truly gorgeous games! 🌐 Have you found the videos Helpful and Valuable? ❤️ Support on Patreon www.patreon.com/unitycodemonkey or get the Game Bundle unitycodemonkey.com/gamebundle.php
this tutorial basically saved my game when I decided for some reason to switch to HDRP and the messed up my project because I had no idea what to do lmao. thanks for helping me fix my project.
Great guide to start out! I've not used HDRP before and have struggled a bit to get started with it, this showed me the basics in a very easy to understand way!
Nice, Code Monkey with yet again another great tutorial. Detailed information, step by step showcase and a moderate semi fast pace (depending on the viewers experience level) Keep it up
Brilliant! Everything I wanted to know about basic HDRP but never dared ask! Got my light emissions working just great but no go on the self illumins.....any suggestions please? Great video. Thanks for your time.
I did the exact same steps to add HDRP to an existing project only to have Unity repeatedly crash. So annoying. BTW, Best tutorial on the subject! Thanks for sharing.
I've aquestion about mono behaviours and game objects. For example, if i've builded house in my game, what way to "store" this house is better: a) Create house game object on map and attach "Building" mono-beh class on it. b) Create instance of standart c# class (not mono-beh) "Building", make "GameObject" field in it and attach created house GameObject to this field. ? Both looks logical, but, for me, the way "b" is better cause i'm not stick to game objects and unity logics, but idk what the "best practices" way.
Great video. I was working with hdrp, all was good but one day my entire project turned pink. My material are all hdrp lit so converting doesn't work. Do you have any suggestions?
Select a material and look at it, what shader is it using? When upgrading a HDRP version you probably also need to upgrade the materials Or maybe you're not really using HDRP, check the project Quality settings to see what render pipeline asset you're using
DOTS is still under development so there's no official central resource yet. Check out my playlist th-cam.com/play/PLzDRvYVwl53s40yP5RQXitbT--IRcHqba.html And the various official manuals docs.unity3d.com/Packages/com.unity.entities@0.6/manual/index.html
Usually you just have a second camera rendering only the weapon, should work both in URP and HDRP. Doesn't HDRP have a camera stack? I haven't used it in a while
No its doesn't work, the hdrp camera doesn't seem to have a camera stack option and when I follow those tutorials step by step, I would only see the gun and the ground and all other meshes would dissappear.
i have a graphics settings menu in my project...all works fine..but after install HDRP all settints stopped working...im trying to edit them but nothing happens
When using HDRP, my Preview Window (the little window that appears at the bottom of your Inspector tab for viewing previews of prefabs/animations/materials) displays everything in a bright, washed-out white color. Objects look like white silhouettes against a black background, with maybe some light blue here and there. Things look normal in the scene, in the game, and in prefab editing mode, but they look awful in the preview window. It's really distracting when I am trying to preview animations. I've started fresh projects w/ the HDRP preset and the results are still the same. I remember I once manually converted a project over to HDRP and could somehow see objects normally in the preview window, but I don't recall what I did exactly. Does anyone else have this problem?
@@CodeMonkeyUnity Yes HDRenderPipelineAsset it was set Automatically. I tried playing with the settings on the asset Directly but still the scene is black and pink.
@@CodeMonkeyUnity I found solution. I had to add 3 more things: 1.Upgrade terrains to High Definition 2, Adjust metallic mode slider on all materials 3. Add Sky and FogVolume Everything worked afterwards. Thanks for amazing tutorials
@@CodeMonkeyUnity that might be the issue, but it is also black with the default construction example. Both render just fine in the game view. It is using ray Tracing also
Good video. However, the part about MSAA and forward rendering makes it look like using forward rendering and MSAA is just something you can do for better visuals, which is not the whole story as both have their advantages., which you can probly explain better than i could.
Hello! Can you make a tutorial how to Layer Objects in Render using HDRP? Like FPS Weapon always on top of everything to not clip though walls, Planets and Moons being rendered in the background without having to render the entire map at once for It, etc? Since Camera Stacking has been abandoned by Unity as a solution in HDRP
@@CodeMonkeyUnity I've looked for It, the docummentation says It's located at Window>Render Pipeline> Graphics Compositor but It's not here Instead we only got Look Dev, HDRP Wizard and RP Debug. Also I can't find any videos on TH-cam on the topic.
@@Pascalleke_ well then you have to assign a render pipeline asset in project settings->graphics & make sure that scripts are compiling in your project.
That did not exist back when this video was made. And HDRP is a lot more than Raytracing, nowadays almost no one can use raytracing yet, check out how many RTX cards are in the Steam hardware survey, it's under 10%
The Lightweight Render Pipeline was renamed into the Universal Render Pipeline. That one is meant for broad compatibility whereas HDRP is meant for high end systems and consoles.
@@Hello-qg4yk I'm not surprised my computer runs hdrp but I have very bad performance if use hdrp if have worsh computer for what I have i thing is not handle hdrp But urp and unity render is perfect for my I don't need hdrp to make my work
Am I right in thinking the new render pipelines are Unity`s version of PBR based workflow, like how Blender and Unreal work and are going to be a replacement for the Unity standard shader, It was real pain to have to bake the roughness map in to the metallic maps red channel. That post process volume thing is a bit confusing because I thought you where talking about volumetrics like fog not just a post process stack.
Volumes apply effects in an area or Globally. They are used for adding Post Processing Effects but also other effects like Fog, Shadows, Exposure, etc.
Check out how to start using HDRP to make some truly gorgeous games!
🌐 Have you found the videos Helpful and Valuable?
❤️ Support on Patreon www.patreon.com/unitycodemonkey or get the Game Bundle unitycodemonkey.com/gamebundle.php
you should do a video showing how to access these values in c# with HDRP
this tutorial basically saved my game when I decided for some reason to switch to HDRP and the messed up my project because I had no idea what to do lmao. thanks for helping me fix my project.
I'm glad the video helped you! Thanks!
Just the primer I needed. I haven't touched Unity in a LONG TIME... now I feel better seeing this
Great guide to start out!
I've not used HDRP before and have struggled a bit to get started with it, this showed me the basics in a very easy to understand way!
Keep making such awesome videos and you will shortly surpass most of the big game dev channels out there.
Nice, Code Monkey with yet again another great tutorial. Detailed information, step by step showcase and a moderate semi fast pace (depending on the viewers experience level) Keep it up
Brilliant! Everything I wanted to know about basic HDRP but never dared ask! Got my light emissions working just great but no go on the self illumins.....any suggestions please? Great video. Thanks for your time.
I did the exact same steps to add HDRP to an existing project only to have Unity repeatedly crash. So annoying. BTW, Best tutorial on the subject! Thanks for sharing.
Actually I was also working on the same topic...😀 By the way you explained it very well 👍👍
Thanks! Yeah mainly based on notes I took during the workshop!
@@CodeMonkeyUnity Yeah I realized that when I was watching your video.
more HDRP tutorials pliss!!!!
Good
Thank you.
After building the project in HDRP to convert for APK (to see in oculus without USB )
I've aquestion about mono behaviours and game objects. For example, if i've builded house in my game, what way to "store" this house is better:
a) Create house game object on map and attach "Building" mono-beh class on it.
b) Create instance of standart c# class (not mono-beh) "Building", make "GameObject" field in it and attach created house GameObject to this field.
?
Both looks logical, but, for me, the way "b" is better cause i'm not stick to game objects and unity logics, but idk what the "best practices" way.
You are the best
Great video. I was working with hdrp, all was good but one day my entire project turned pink. My material are all hdrp lit so converting doesn't work. Do you have any suggestions?
Select a material and look at it, what shader is it using? When upgrading a HDRP version you probably also need to upgrade the materials
Or maybe you're not really using HDRP, check the project Quality settings to see what render pipeline asset you're using
@@CodeMonkeyUnity thanks…got it working.
This is very helpful and useful
Hi I was just wondering if you know why every time I use the HDRP in Unity my screen becomes grey and I cannot see my items in my scene?
I would not go back to forward rendering just for MSAA, there are other AA techniques as well.
hi codemonkey,here is a huge fan requesting if there is a written document for dots, something that covers all of em. TNX buddy
DOTS is still under development so there's no official central resource yet.
Check out my playlist th-cam.com/play/PLzDRvYVwl53s40yP5RQXitbT--IRcHqba.html
And the various official manuals docs.unity3d.com/Packages/com.unity.entities@0.6/manual/index.html
@@CodeMonkeyUnity you are always awesome BRO.
Can you do tutorial on gun clipping problems in hdrp because all the other tutorials on it only works on unity 3d and not hdrp.
Usually you just have a second camera rendering only the weapon, should work both in URP and HDRP. Doesn't HDRP have a camera stack? I haven't used it in a while
No its doesn't work, the hdrp camera doesn't seem to have a camera stack option and when I follow those tutorials step by step, I would only see the gun and the ground and all other meshes would dissappear.
Good video
good job
Is there a way to remove the default post processing In the hdrp template?
Sure, just find the game object with the Volume and disable it.
My post processing is not working in game view. Any solution to this?
You mean it works in the Scene view but not the game view? That is very strange. Make a new Volume and make it Global just for testing
@@CodeMonkeyUnity yes, only working in scene view. Alright, i'll try that.
i have a graphics settings menu in my project...all works fine..but after install HDRP all settints stopped working...im trying to edit them but nothing happens
When you set up Camera Body - Sensor Type to 70mm. How did you change it back to Custom? If I click on custom it still be 70mm.
When using HDRP, my Preview Window (the little window that appears at the bottom of your Inspector tab for viewing previews of prefabs/animations/materials) displays everything in a bright, washed-out white color. Objects look like white silhouettes against a black background, with maybe some light blue here and there. Things look normal in the scene, in the game, and in prefab editing mode, but they look awful in the preview window. It's really distracting when I am trying to preview animations. I've started fresh projects w/ the HDRP preset and the results are still the same. I remember I once manually converted a project over to HDRP and could somehow see objects normally in the preview window, but I don't recall what I did exactly. Does anyone else have this problem?
Help! Everything turned pink. Hdrp/lite shader is selected on materials but not changing from pink.
Did you set the Project Settings to use the Render Pipeline object?
@@CodeMonkeyUnity Yes HDRenderPipelineAsset it was set Automatically. I tried playing with the settings on the asset Directly but still the scene is black and pink.
@@CodeMonkeyUnity I found solution. I had to add 3 more things:
1.Upgrade terrains to High Definition
2, Adjust metallic mode slider on all materials
3. Add Sky and FogVolume
Everything worked afterwards. Thanks for amazing tutorials
Thank you......
If I use it my scene view is black
Do you have lights?
@@CodeMonkeyUnity that might be the issue, but it is also black with the default construction example. Both render just fine in the game view.
It is using ray Tracing also
Good video. However, the part about MSAA and forward rendering makes it look like using forward rendering and MSAA is just something you can do for better visuals, which is not the whole story as both have their advantages., which you can probly explain better than i could.
7:30 I can't enable MSAA. It just won't allow me. Unity 2020.3.31f1.
Hello! Can you make a tutorial how to Layer Objects in Render using HDRP? Like FPS Weapon always on top of everything to not clip though walls, Planets and Moons being rendered in the background without having to render the entire map at once for It, etc? Since Camera Stacking has been abandoned by Unity as a solution in HDRP
In HDRP you have something called the Compositor Tool
@@CodeMonkeyUnity I've looked for It, the docummentation says It's located at Window>Render Pipeline> Graphics Compositor but It's not here Instead we only got Look Dev, HDRP Wizard and RP Debug. Also I can't find any videos on TH-cam on the topic.
Why i do not have the 'Render Pipeline' tab on the 'Window' tab?
you have to install one of those from package manager first.
@@thFaust i did xD
@@Pascalleke_ well then you have to assign a render pipeline asset in project settings->graphics & make sure that scripts are compiling in your project.
Did the Package install all the dependencies correctly? Are you using 2019.3?
@@CodeMonkeyUnity Yes i installed the 2019.3 version
the main feature of HDRP is the ray tracing, however, u forget to focus that.
That did not exist back when this video was made. And HDRP is a lot more than Raytracing, nowadays almost no one can use raytracing yet, check out how many RTX cards are in the Steam hardware survey, it's under 10%
Isn't it called URP now?
URP used to be called Lightweight Render Pipeline.
The Lightweight Render Pipeline was renamed into the Universal Render Pipeline.
That one is meant for broad compatibility whereas HDRP is meant for high end systems and consoles.
@@CodeMonkeyUnity awh, I see! Thank you =]
i want it in 2017 ugg
Code Monkey in 3D..
Something new, like!
Hdrp is but is to heavy this the reason I use only urp and the standard unity rendering
Water Cat me too
my computer cant handle it
@@Hello-qg4yk I'm not surprised my computer runs hdrp but I have very bad performance if use hdrp if have worsh computer for what I have i thing is not handle hdrp
But urp and unity render is perfect for my I don't need hdrp to make my work
Am I right in thinking the new render pipelines are Unity`s version of PBR based workflow, like how Blender and Unreal work and are going to be a replacement for the Unity standard shader, It was real pain to have to bake the roughness map in to the metallic maps red channel. That post process volume thing is a bit confusing because I thought you where talking about volumetrics like fog not just a post process stack.
Volumes apply effects in an area or Globally. They are used for adding Post Processing Effects but also other effects like Fog, Shadows, Exposure, etc.
First
I would love to see something on 3d rigged animations in ECS. Any chance?
Haven't looked at the DOTS Animations yet but it's on my list. The new DOTS sample should be a good starting point.
If you make semuler video for urp I by useful
I get some error about my cpu when I create a project using this
please make another one but with newer unity version
PLEASSSSEEEEE
u should show people to draw more object outside and render it in hdr
Yup there u go :) hhh
8th comment
and it's that easy >: - (
Second
i upgraded to hdrp and completely ruined my project :(