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”
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
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!
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.
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
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?
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?