[Bug] HDRP 5.13 terrain basemap black

As per topic.

+1

Same bug here. Unity 2019.1.1 with HDRP 5.13

Same here, but only in built standalone (with accompanying Missing default terrain shader error even tho I included my HDRP terrain material in the build).

Fixed in 5.14 for 2019.1 (this week)
Also in 2019.2 with 6.x but check release notes.

Thanks for the info. I’m a bit lost at the current package versioning. Are these statements correct?
Current version is 6.7.0, which is the next version for 2019.2?
And 5.14 will consist of backported fixes? Or am I completely lost? Is there any changelog regarding the 2019.1 HDRP versions? The master changelog doesn’t contain such versions.

Hi,

correct fix is coming in 5.14.
Yes, we are all lost with the version :), quick recap.

5.X.X family are 2019.1 next version 5.14
6.X.X family are 2019.2 next version 6.7
7.X.X family are 2019.3 next version 7.0

A higher major version don’t mean more feature or fix, it just mean it is compatible with a unity binaries for example 5.14 have more fix and feature than 6.5.2. So always use the latest package available.

We haven’t upgrade 19.2 and 19.3 package for a while (i.e public promotion) and current one in HD template are in very bad state, you can’t work with them. We plan to update package 6.7 and 7.0 in two weeks including the respective HD template.

5.14 should come end of the week.

Hope this help

2 Likes

Thanks for clarification! Looking forward to the new release. :slight_smile:

I switched to staging packages today to test the HDRP 5.14 and terrain is still darkened/black-ish in standalone build, the error about missing default terrain shader is still there. I’m using MapMagic asset to generate the terrain in runtime, but I have the terrain material referenced in the MapMagic GameObject in the scene, so there should be no striipping happening. In editor mode, the terrain works fine.

EDIT: @SebLagarde Yes, it is due to stripping. When I pin the terrain to the scene (adds the terrain gameobject) and don’t create it at runtime, the shader is applied properly in build. In standard render pipeline, I solved this by including the terrain shader in the Always Included List in project settings, which is not possible for compute shaders. How am I supposed to do it in HDRP?