I can’t take this anymore, why HDRP workflow requires a multiple hidden panels options to be set with precise values that have to perfectly balance other options?
Setting HDRP is like trying to start the F16 fighter engine except you are blindfolded and someone scrambled all the buttons under the seat.
Why all these options can’t be placed in one place so we can find them easily, can we simply this a bit?
I have 4 months on and off that I try to figure out how this HDRP works. Checking tutorials on youtube is pointless as by the time I’m watching them all options they describe had already been changed and hidden probably just to troll any youtubers that may try to create a tutorial.
Looking at the unity help reference doesn’t help either as they just describe options but they don’t tell WHERE most of them are especially the critical ones.
I’m trying to understand where this error can be fixed:
Max shadow requests count reached, dropping all exceeding requests. You can increase this limit by changing the max requests in the HDRP asset
good luck finding an answer on that page that talks about shadows
Then we get the sample scene with the HDRP setup, well that is great but what if I want to set an interior scene? Would had been great if an interior sample scene was present just to see how it works.
Now it may be there is some recent tutorial that explains how to use HDRP for the rest of us so if you know any please let me know.
While I can navigate these just fine (I keep close eye on all HDRP changes), I can totally understand how these would be super confusing to a user trying to learn this first time.
To summarize my thoughts I’ll just put this quote from that thread:
and I think it is even worse now. Right now we can see some of the settings in HDRP Global Settings that seem to be at a higher level than the regular HDRP Asset. It’s too scattered and tangled to my liking.
The Global HDRP settings is the top most settings for the RP, this is the core Render Pipeline asset, it is visualised as a typical Scriptable object right at the top of that page and you only really have one of this ‘master version’ and it is for the entire project.
All quality settings are still the same Render pipeline asset type scriptable object files, just displayed with the HD file icon instead.
They are the next lower level and act as an override for use on per platform or global quality settings in a non initiated gameplay ( like a start menu)
From that lower again start to see Volume Profiles.
These are volume file icons and local to Hierarchy use.
These override on a local or global per project basis and again override the previous.
Beyond that the final level of override is the priority values on the volume profiles, these are per project again since you can’t use the same profile differently per scene.
Priority values work as the higher value wins if there are competing overrides under.
Any non competing overrides will pass through.
You never know what hdrp asset is used. I too often modify the wrong asset. It would be nice to have some labels on each hdrp asset:
Active - the one currently used
In Use - used in quality settings
Unused - not used innproject
Additional settings - probably 90% of users don’t even know they exist. And they often show only a few settings per component, settings that can be can change how you approach your workflow, like light layers, are hidden by default.
There will be work done to tackle this and centralize the settings.
In the meantime, something very practical that can be done is docking the Project Settings and the “Properties” of the active HDRP asset (right click > Properties…) next to each other. This way, you have access to all settings you need in the same area. Then dock the Light Explorer (Window > Rendering) next to these, and you’ll be even happier, hopefully.
^ +1 to creating your own layouts.
creating and distributing them with your team is good too.
Everyone works differently and in some cases, you may only want to open the engine for debugging, animation, VFX, UI etc.
Even down to a layout for building a project without scene and game views can help.