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Reflection Probes Don't Respect Ground Tint


GameDevZach

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The reflection probe profile always uses light grey for ground, instead of whatever you set for the sky ground. Is it only rendering the upward slices of the environment map? Or perhaps ignoring the HDRP ToD volume? The result at night causes objects to reflect a brighter environment beneath them than above them.
Edit: Pay no mind to the dithered SSR on the edges of the sphere 😅
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  • 2 weeks later...

I can replicate the same issue in a fresh project in the demo scene of HDRP TOD. Do we have to bake exr files for each reflection probile profile entry by hand? Looking at the existing .exrs, they all appear blank, so I assumed HDRP TOD would bake their initial state when the clock strikes the appropriate hour. Documentation doesn't exactly cover this.

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On 9/21/2023 at 2:40 PM, GameDevZach said:

I can replicate the same issue in a fresh project in the demo scene of HDRP TOD. Do we have to bake exr files for each reflection probile profile entry by hand? Looking at the existing .exrs, they all appear blank, so I assumed HDRP TOD would bake their initial state when the clock strikes the appropriate hour. Documentation doesn't exactly cover this.

Thank you for this information, I am talking with the team to sort this issue out! 

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