forked from BilalY/Rasagar
158 lines
7.7 KiB
Markdown
158 lines
7.7 KiB
Markdown
# Troubleshooting
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This section provides examples of common issues you might encounter when using a Custom Pass component, and how to fix them.
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## Display scaling issues
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![](images/Custom_Pass_Troubleshooting_01.png)
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A scaling issue can appear in your built scene when you have two cameras that don't use the same resolution. This is most common between Game and Scene views. This can happen when:
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- Your code calls [CommandBuffer.SetRenderTarget](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetRenderTarget.html), and `CoreUtilsSetRenderTarget` sets the viewport.
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- You haven't multiplied by `_RTHandleScale.xy` in your shader code for UVs when sampling an `RTHandle` buffer.
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To fix the causes in these cases:
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- Use `CoreUtils.SetRenderTarget` instead of `CommandBuffer.SetRenderTarget` to set the viewport.
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- Use `_RTHandleScale.xy` in your shader code when sampling an `RTHandle` buffer.
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## History buffer scaling issues
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Scaling issues can happen when you write a custom pass that uses or modifies a history buffer. This is because history buffers use different scale properties from RTHandles (`_RTHandleScale.xy`). To avoid scaling issues, use `RTHandleScaleHistory.xy` to sample a history buffer.
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If you bind another buffer instead of a history buffer, make sure you allocate the buffer using the correct render texture size. The render texture size can be different for every camera. To get the correct size of the render texture to use for a history buffer, use `HDCamera.historyRTHandleProperties.currentRenderTargetSize`.
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## Opaque objects disappear during build
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If GameObjects with an opaque material in your scene disappear when you build your application, you might need to reconfigure your HDRP Asset settings.
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To fix this:
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1. In the **Project** window, navigate to your **HDRenderPipelineAsset** (if you are using the default HDRP build, go to `Assets > Settings`).
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2. In the HDRP asset, change the **Lit Shader Mode** to **Both**.
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## Jittering GameObjects
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Sometimes when you enable [Temporal antialiasing (TAA)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.1/manual/Anti-Aliasing.html?q=anti#TAA), some GameObjects appear to jitter.
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![](images/Custom_Pass_Troubleshooting_02.gif)
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Jittering can happen when both of the following conditions are met:
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* The object is rendered in the **AfterPostProcess** [Injection Point](Custom-Pass-Injection-Points.md) . To fix this, change the **Injection Point** in the [Custom Pass Volume](custom-pass-reference.md#custom-pass-volume-component-properties) component.
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* The object has **Depth Test** enabled. To fix this, disable **Depth Test** in the [shader properties](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/Lit-Shader.html), or set the Depth Test property in the [draw renders Custom Pass component](custom-pass-create-gameobject.md#draw-renderers-custom-pass) to **Disabled**.
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## Particles face the wrong direction
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The following conditions can cause particles in the scene to face the wrong direction:
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- The particle system is only visible in a Custom Pass.
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- There is no override implemented for`AggregateCullingParameters`.
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Unity calculates the orientation of the particles in the Built-in Particle System when it executes `AggregateCullingParameters` during the culling step. This means if there is no override, HRDP doesn't render it properly.
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## Decals aren't visible
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The following conditions can make a decal in your scene invisible:
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- You applied the decal to a GameObject that Unity renders in a Custom Pass
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- The decal is on a transparent object that Unity renders before the **AfterOpaqueDepthAndNormal** [Injection point](Custom-Pass-Injection-Points.md)
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To fix this issue, change the Injection point of the GameObject to any Injection Point after **AfterOpaqueDepthAndNormal**
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## Culling issues
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If you can’t see some objects in your scene, this might be because the `cullingResult` you receive in the `Execute` method doesn’t contain objects that HDRP only renders in a Custom Pass.
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This can happen if you disable the layer of your objects in the [Camera](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.3/manual/HDRP-Camera.html) **Culling mask**.
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This happens because this `cullingResult` you receive in the Execute method is the camera `cullingResult`. To fix this issue, override this method in the `CustomPass` class:
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```c#
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protected virtual void AggregateCullingParameters(ref ScriptableCullingParameters cullingParameters, HDCamera camera) {}
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```
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You can then add more layers or custom culling options to the `cullingResult` you receive in the `Execute` method using [ScriptableCullingParameters](https://docs.unity3d.com/ScriptReference/Rendering.ScriptableCullingParameters.html) .
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## Screen turns black when Unity loads shaders
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If your screen turns black when Unity loads shaders, this could be because Unity is trying to render a shader that's not referenced in the scene. This can happen when:
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- The Custom Pass only uses `Shader.Find` to look for your shader.
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- Your shader isn't in your project’s Resources folder.
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- Your shader isn't referenced in the Custom Pass.
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To fix this, you can add the following lines of code to reference your shader in the Custom Pass:
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```C#
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[SerializeField, HideInInspector]
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Shader shaderName;
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```
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For example:
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```C#
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using UnityEngine;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering;
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class Outline : CustomPass
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{
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public LayerMask outlineLayer = 0;
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[ColorUsage(false, true)]
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public Color outlineColor = Color.black;
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public float threshold = 1;
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// To make sure the shader ends up in the build, we keep a reference to it
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[SerializeField, HideInInspector]
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Shader outlineShader;
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Material fullscreenOutline;
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RTHandle outlineBuffer;
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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{
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outlineShader = Shader.Find("Hidden/Outline");
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fullscreenOutline = CoreUtils.CreateEngineMaterial(outlineShader);
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// Define the outline buffer
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outlineBuffer = RTHandles.Alloc(
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Vector2.one, TextureXR.slices, dimension: TextureXR.dimension,
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colorFormat: GraphicsFormat.B10G11R11_UFloatPack32,
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// We don't need alpha for this effect
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useDynamicScale: true, name: "Outline Buffer"
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);
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}
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protected override void Execute(CustomPassContext ctx)
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{
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// Render meshes we want to apply the outline effect to in the outline buffer
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CoreUtils.SetRenderTarget(ctx.cmd, outlineBuffer, ClearFlag.Color);
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CustomPassUtils.DrawRenderers(ctx, outlineLayer);
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// Set up outline effect properties
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ctx.propertyBlock.SetColor("_OutlineColor", outlineColor);
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ctx.propertyBlock.SetTexture("_OutlineBuffer", outlineBuffer);
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ctx.propertyBlock.SetFloat("_Threshold", threshold);
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// Render the outline buffer fullscreen
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CoreUtils.SetRenderTarget(ctx.cmd, ctx.cameraColorBuffer, ClearFlag.None);
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CoreUtils.DrawFullScreen(ctx.cmd, fullscreenOutline, ctx.propertyBlock, shaderPassId: 0);
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}
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protected override void Cleanup()
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{
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CoreUtils.Destroy(fullscreenOutline);
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outlineBuffer.Release();
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}
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}
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```
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## My effect is not rendered when MSAA is enabled
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When enabling MSAA on your camera, make sure that the color buffer and depth buffer format matches. This can be done by ensuring that you use both "Camera" buffers or "Custom" buffers at the same time.
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The graphics API doesn't support mixing MSAA buffers and non-MSAA buffers when binding render targets, doing so can result in undefined behavior or the API will just discard your draw call.
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