I’m new to HDRP. Can I enable and use SSGI for one scene and use baked lightmaps/global illumination with light probes in another scene that is in the same project? I have read that in order to use SSGI you have to enable it in the hdrp asset in project settings, but when you do that does that enable it in all scenes in the project? Or does it not effect the baked scenes because it is not set up as a volume in those scenes?
SSGI is enabled through a volume, so it’s not project wide. Enabling it in the HDRP asset just makes it possible to enable SSGI in a volume override.
You can even use a local volume to enable SSGI inside a certain zone and disable it outside.
thanks for the response. so I don’t even have to make different hdrp asset profiles for different scenes right? even if every scene uses the same hdrp profile, the actual volume is what turns them on is what you are saying, right?
yes, HDRP has a post process volume by default with some features turned on (motion blur etc), give that a look in case it has something you don’t want enabled, in global HDRP settings
ok thank you for the explanation
Yeah it’s much easier to hierarchy order HDRP, if you think of each HDRP assets quality requirements (per hardware levels)
And then use the volume system locally at camera level per scene/ globally for some cases.
One thing that you might want to do is keep volumes global, but I’d advise building a hierarchy for that too, since you don’t always need scene and game view to look the same. Especially in low light of thick fog scenarios