Grass Textures and Detail Meshes in Beta 2018.3.0b10, 11, 12 and f1 aren't rendered.

Note: I already posted this in the beta forum. Was advised to post it here.

I’m unable to draw grass textures or detail meshes on any terrain. Or at least it doesn’t get rendered.

I have tried various combinations of brush size, opacity, target strength, detail distance etc. I even tried to add details via script. Nothing worked. No error messages are printed. It says “One or more selected brushes are read-only” in terrain inspector though.

When disabling billboard on the grass texture settings pink squares are being rendered.

Steps to reproduce:

  • Create Terrain in Unity 2018.3.0b10, 2018.3.0b11, 2018.3.0b12 or 2018.3.0f1 with HDRP
  • Update HDRP (up to 4.3.0)
  • Add a Grass Texture or detail mesh
  • Try to paint

I don’t seem to be the only one with the problem. There are at least 2 posts in “Graphics Experimental Previews”

and one on the Unity3D subreddit

https://www.reddit.com/r/Unity3D/comments/a3z7cu/hdrp_grass/

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Is this fixed in the release version of 2018.3?

EDIT: this is still happening with the release version.

Does anyone have a workaround that doesnt require to place grass as trees?

This is a known issue that grass/details don’t work in HDRP at the moment. We have a bug case open for this.

“One or more selected brushes are read-only” - this just means that you can’t edit that particular brush preset/asset. It’s part of the engine’s built-in resources

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Do you have a workaround for now? If there is a way to make a compatible shader in shadergraph or by hand and get the terrain to use that for now, then that would suffice! Even if you can only give super high level advice on that matter, it would help me and a lot of others who in the meantime need this! :slight_smile:

I’m looking for workaround as well, I wasn’t able to get it to work with shadergraph shaders as well…

@wyatttt would you be able to direct us on what is required to get some sort of grass working using shadergraph, or using anything for that matter?

This is the only thing stopping us testing HDRP with projects, currently stuck on LWRP because of this

Currently the detail shaders are looked up by name, so if you create your own shader with the same name, it will override the built in one. So for HDRP, you would probably want to combine the existing detail shader vertex behavior and the HDRP lit pixel behavior.

The specific shaders used are named:
“Hidden/TerrainEngine/Details/WavingDoublePass”
“Hidden/TerrainEngine/Details/BillboardWavingDoublePass”
“Hidden/TerrainEngine/Details/Vertexlit”

Note that this override happens globally, ignoring what your active render pipeline is. For example, even if you disable HDRP as your active pipeline, it will continue to try to use the overridden shaders, and won’t work properly for the built-in renderer. We are fixing this soon by making the detail shader lookup go through the SRP resource, instead of a global name search.

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Thanks a bunch this is exactly the info we needed to stop blocking progress, thanks again!

And I look forward to the fix

Thanks for the info.

Detail Meshes dont’t get rendered with LWRP either though.

Really? they do for me currently?

@wyatttt are you / the worldbuilding team aware of this?

EDIT: anyone interested, I have posted our current workaround to this problem in this thread: https://discussions.unity.com/t/725542

Simple Objects (Quad, Imported Models) get drawn. Composed Objects or Prefabs don’t.

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Any updates on this?

Still broken in 2019 beta. Unbelievable.

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Сurrently this is in RenderPipelineResources. Just little bit wrong to setting not working shader by default

4472410--411877--1.png

Any updates on this? Can I paint Detail Meshes that are Prefabs in HDRP?
Currently, all the Details that I paint are just Pink. They are a Prefab with an HDRP/Lit Material and MeshRenderer.
@ChrisTchou @wyatttt

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I’m on 2919.1.9f1 and I’d like to second Sonorpearl’s question. Details Meshes still showing up as pink.

I’m also noticing that with detail meshes it doesn’t like it if I have a Prefab parent node, this makes it so I can’t have LODs on my Detail Meshes correct? anyone else encounter this or know the current workaround?

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Having the same issue with detail meshes showing as pink, holding up development on a project at the moment too as we can’t find a fix!

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Same problem on 2019.2.5f1…

I reported a bug for it also

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Still having this issue in 2019.3.7f1 at the moment.
Also now getting the error message “The current render pipeline does not have all detail shaders”. Any updates?