HRDP makes replaces darkness with grey-ness

Hi! I’ve asked this question on several places with no luck, so I’ve decided to ask here since someone posted the same question back in 2010, but they didn’t follow up and thus the answer didn’t work for everyone. I’m completed new to HDRP but I really like what it’s able to do, and this is currently the only problem I’m having. Like I said in the title, for some reason all objects that should be getting darker when i turn down the intensity of my directional light are instead getting more grey. The project was converted to HDRP and not a template, so I assume that it’s either something major that I’m missing about how the system works, or a setting that I have to fix to make light work properly. Any help would be appreciated. Thanks!

Side note - I just noticed that the landing pad (square on the right next to the obstacle) is in the game view, but not the scene view. The shader is HDRP/Lit, and I’ve already upgraded everything in the project to support HDRP. There are no errors in the wizard, though.



Place a reflection probe in the middle of the room, and expand it’s area to cover the entire room then bake it

I did it but it doesn’t seem to have any effect


I didn’t forget to bake it either

Mark all your objects/cubes of that room as Static (click on them, and top right in the inspector tick static) then bake again

It was very finicky, but that got it to work. Thank you! Since you’re here, do you know why this happened? I thought that reflection probes were only if you want something to reflect (I.E on the surface of water) so you could get a cube map of the surroundings. It’s just a bit confusing for me since I know only some people have this issue with grey material, but my entire converted project has it, so I suppose the only way to fix it is to reflection probe the whole room. In either case, thank you for your help! I thought I was never going to be able to fix it.

To be honest I’m not sure what the problem is, On the first scene it worked after messing with the baking for a while but on the second scene it isn’t.

In PBR every surface has some degree of reflection, even if small in very rough materials. The reflection capture provides reflection data not only for shiny surfaces like water but also “indirect specular” for everything else.

Oh okay, that makes a lot of sense. Thank you for the explanation Neto and Putrid!