HDRP Lighting questions

Hello

So as in the hdrp demo i see that unity team used a mesh as shadow proxy to shadow the interior scene

I’m really confused, why doesn’t unity automatically creates a shadow for the meshes

is it because of the cull mode?, and instead of enabling Double sided option on the material setup they used the shadow proxy? is it for performance?

And in here I’m inside a cube, front cull mode

reflection probe inside it and i baked the lightings & reflection probe

Why does it reflects everything outside the cube?, how i can prevent that?

Reduce smoothness to 0 and set it to shadows only

For single sided Meshes/Materials, the shadow proxy is used to as a more straight forward approach to complex scenes.

If this strategy was at scale. It’d be way more performant than having the faces present even if you merge geometry.

The second effect that the box has is that it removes any chance of light leaks in corners for bakes.
Light leaking can’t become apparent if you use an infinite thickness mesh like a plane for a walk, instead of an actual thickness, you do also have Normal bias controls however this generally is a cleaner more scalable approach to internal scenes like this.

Hope that helps[/QUOTE]

I don’t want that

I don’t think you got the point

I want the cube material to be reflective, but i don’t want it to reflect whats outside the cube, just inside it

Hi, do you mean if i have a thicker cube i will get rid of this unwanted effect? @HIBIKI_entertainment

For light leaks in HDRP it’s good practice to have dimensions to your meshes yeah. Or walls that have thickness and are not planes yes.

You could compare with an A/B test if you like, inside a cube that is 6 planes verse 6 cubes.

The reflection probe is really dependent on its set up and the reflection probes set up as it’s very situational.

If you’re inside a sealed space your probes volume and its capture position should be in this situation.

Secondly the cube needs a static check for reflections to be considered by the probe when baked.

Thirdly there may also be cases where you are in a very large or very cave-like room with little outside light or only ambient/other lights, in that instance you’d remove the sky from the probes render target.

Finally, probes are size priority automatically. Since you’re in the demo scene, ensure that the probe you’re using is smaller than the general rooms probe, smaller probes win the rendering game.

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[quote=“HIBIKI_entertainment, post:6, topic:891591, username:HIBIKI_entertainment”]
For light leaks in HDRP it’s good practice to have dimensions to your meshes yeah. Or walls that have thickness and are not planes yes.

You could compare with an A/B test if you like, inside a cube that is 6 planes verse 6 cubes.

The reflection probe is really dependent on its set up and the reflection probes set up as it’s very situational.

If you’re inside a sealed space your probes volume and its capture position should be in this situation.

Secondly the cube needs a static check for reflections to be considered by the probe when baked/real-time.

Thirdly there may also be cases where you are in a very large or very cave-like room with little outside light or only ambient/other lights, in that instance you’d remove the sky from the probes render target.

Finally, probes are size priority automatically. Since you’re in the demo scene, ensure that the probe you’re using is smaller than the general rooms probe, smaller probes win the rendering game.
[/quote] @HIBIKI_entertainment

I have placed a cube inside a cube with a material with no maps, color set to green and the smoothness is set to 1, i tried front cull mode and i tried double side mode, i tried real time lighting and baked lighting, i tried reflection probes inside the both of the cubes but i get the same result, the reflections from outside the cube and literally my brain is cooked, i have no light leaks but the reflections are reflected from outside the cube…

Hey, have you ticked this flag on the objects that need to appear in the baked reflection probes as @HIBIKI_entertainment suggested?

(real-time reflection probes don’t need it, they will see any object)

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Finally!, I’ve been struggling with this for a long time! Thanks a lot.

Also i wanted to note than when i expanded the xyz of the reflection probe more than the cube the reflection probe did the job correctly