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noise & clipping issues with lights in HDRP
Hello there,
I am recreating a laser that I had in the built-in render pipeline (right in the picture below) inside the HDRP. One would think that I can get a better result in HDRP but I'm having a hard time making it work. I have followed several guides:
1) Volumetric Lights in HDRP with Unity 2019.3! (Tutorial)
2) Converting a Project from the Built-in Renderer to the High Definition Render Pipeline
3) Expert Guide - Create High-QualityLight Fixtures in Unity
I am however still getting very ugly noise and as I zoom out the beam starts to get 'clipped'. I am wondering if anyone can help me with this.
Comparative image showing my attempts to recreate my laser light (right) in the HDRP (left)
So I made the ray a little thicker using a wider cookie and although a helps slightly I am still seeing some weird behavior, is there some sort of settings for light clipping planes or something? cuz it seems the camera starts to chip away at the light beam in both noise quality and ray distance.
Sorry for poor quality. Unity forums don't allow for higher resolution gif
Volumetric lighting is an expensive effect, as such it can only be drawn with so much precision without a massive impact in performance (hence the noise in this example). You could decrease the intensity of the noise by increasing the width of your lasers such that more samples contribute to lighting. How are you creating the effect in the built in pipeline, and can you not do the same thing in HDRP?