Unity 2019.1.of2 and HDRP 5.13.0
Measured Materials Livrary FabricSuedo Shader looks green.
you can see the bottom of balls.
I create only stucklit shader and transmission option on!!
I reproduce the green.
if the option is off , no problem.
Unity 2019.1.of2 and HDRP 5.13.0
Measured Materials Livrary FabricSuedo Shader looks green.
you can see the bottom of balls.
I create only stucklit shader and transmission option on!!
I reproduce the green.
The green tint is coming from this PR: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/3354
What you see is just small issue, if you use things like Bloom filter, it tints the whole image green
They changed the default diffusion profile to bright green to indicate you should change it. Apparently this works fine for new projects but can be really painful to change on existing projects.
From the PR:
This would be fine it it worked, at least in my projects the HDRP Asset nor Volume overrides did nothing to get rid of the green tint when I tried to override the profiles with new diffusion profile on both mentioned places. On the other hand, I don’t see the green tint on new HDRP projects. To fix this on my test project, I had to hack it a bit to get it back to normal.
Maybe @SebLagarde can shed some light over this?
It would be good to update the library for 2019.1 because some materials from older hdrp don’t work on older DX11 GPUs like AMD 7870 and other.
Hi rizu,
Thank you for your advice.
The problem is fixed.
and I got whole image green in another project…
again fixed too.
I have all screen green too when the bloom is on, though I create new diffusion profile, but nothing changed.
Hi, the bug about the bloom propagating the green color over all the screen have been identified and a PR to fix this is currently in progres here: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/3406.
Another workaround for this bug is to disable the material classification in the HDRP asset.
If you still see some green on your materials, it means that your diffusion profiles was not set correctly, please refer to this doc for how to setup diffusion profiles: https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/master/com.unity.render-pipelines.high-definition/Documentation~/Diffusion-Profile.md (it does not include the whole green thing but will be updated shortly)
i’am not sure what’s happen here but it’s green for me
I had this problem also and I was able to fix it in a few somewhat easy steps.
Add new diffusion profile by right clicking in an assets folder and selecting Create-Rendering-Diffusion Profile
Open the newly created diffusion profile and edit it to your liking or leave it alone for now.
Find your HdPipeline Asset or create one by right clicking in an assets folder and selecting Create-Rendering-High Definition Render Pipeline Asset
Make sure this is your active asset by clicking on Edit-Project Settings and selecting the correct hdrp asset under “Scriptable Render Pipeline Settings” (or just drag it into the box)
Open up the HD pipeline asset you are using by clicking on it in the assets window (the one mentioned in steps 3 & 4) and find the tab labeled “Material”. Add a new diffusion profile by dragging in the profile you made in step 1
To attach the diffusion profile to the vfx graph, open up the effect you are having issues with. Click on the Lit Quad Output node and make sure you can see the inspector in the regular Unity editor. You should see a list with Lighting (in bold) being at or near the top. Under the Lighting section is a box called Diffusion Profile Asset and here is where you can drag the created Diffusion Profile into your graph.
Anything you create with that diffusion profile attached should now show up without the green tint but with whatever tint/changes you made in the diffusion profile in step 2.
Also if you have placed any of these vfx objects into the hierarchy you will have to replace them with the newly edited vfx graphs. Sounds like there may be a workaround but I don’t know about that.
i did just that and got rid of the green, however i have another issue which i had with green as well. When i change camera the smoke particle change drastically breaking the illusion and looking fake
It looks like you set the flipbook to follow the camera so I don’t think that is the problem. I would just make a copy and mess with the settings in either the vfx or the diffusion profile. Maybe try it with a low powered spot light near it to get a better idea of how the diffusion profile is affecting it.
I did it and fixed, but when I close and re-open the unity the issue returns even with previous modificantions