HDRP makes greybox prototyping annoying

I don’t know about any one else but trying to make quick levels in HDRP is a pain when you also need to setup a global volume and general graphical setup just to start making a level. Its a pain.

I zoom in and the surrounding area brightens so i can’t see the area properly and all these other fancy visuals that I don’t need to see in the editor window when prototyping.

In URP it’s far less of a problem i can get straight into it without fiddling with the graphics setup. HDRP really needs a much better workflow its just so overwhelming and so many things to sort out just to get going…

A couple of things that might help:

  • You can modify the default profile settings pretty easily, turning off all the post-processing if you don’t want to see it. No need to set up a volume or anything.
  • More and more, I disable Scene lighting, and use Matcap instead: 6456516--723660--upload_2020-10-26_0-31-10.png This avoid the need to set up any lighting at all. I personally also disable “Mix albedo in the Matcap” in HDRP preferences, which makes everything much easier to see. Definitely useful when blocking things in.

I tried turning that off and my objects go to some strange harsh colours like bright cyan, almost looks like a shader error type output lol - theres no shading so it all looks flat which makes things difficult with that switched off too.

Matcap is specifically designed to do what you want. It’s not supposed to be flat at all (it’s a constant spherical lighting function).
The cyan color you are seeing is just a temporary material showing that the actual shader is being compiled asynchronously.