Hey there I’m working on a top down game, and since switching between basic RP and HDRP I’ve had to ditch my day/night cycle which worked through adjusting weight of post-processing volumes causing them to blend. I then tried doing this with HDRP volumes but whenever I hit the pause gametime (gametime manages hours variable 0-23 and minutes variable 0-59) key whilst the HDRP volume weight was being modified through code, the renderer creates a strange flash that fades away smoothly after a short while (all happens in a second or so).
So I was wondering if I should be doing my day-night cycle by blending HDRP volumes (If so, how do I fix the weird flash) or maybe use some other method? What would be the best performance+quality -wise for my situation?
Here’s an image of what I am working with (Pretty much all objects are static, and I don’t really plan on adding moving ones, not ones that need shadows at least, the light however does move as of this moment in order to create moving shadows)
Well, for something like day and night cycle with proper indirect lighting you need a Realtime GI system. There is Enlighten for projects until version 2019.4. Any versions higher has no Realtime GI system. So such project is not really doable with Unity in an artist-friendly way. There will be a new Realtime GI for Unity in the future. But by the time it will be production ready, you would miss any project deadlines by years.
This sounds like it could be related to your exposure settings. Try to make sure you have an “Exposure” override in each volume and use the “Fixed Exposure” mode at first. See if it gets rid of the flashes. Then for each volume, you could also experiment with the Automatic exposure mode, and use the Limit Min and Max values to have the exposure free-floating between these 2 exposure values.
You might potentially need another volume between those 2 states, to ensure a good transition, depending on your exposure range, and how much your night and day intensities differ.