Search Issue Tracker
By Design
Votes
0
Found in [Package]
3.0.1
Issue ID
1291070
Regression
No
[Post Processing] Inconsistent effect with different resolutions when using Multi Scale Volumetric Obscurance mode
Full title:
Inconsistent post-processing effect on different resolutions when using Ambient Occlusion effect with Multi Scale Volumetric Obscurance mode
How to reproduce:
1. Open the user's attached "AO bug.zip" project and open the SampleScene
2. Focus the Game Window
3. Switch between 2560x1440 and 3840x2160 resolutions
Expected result: Shadow between the cubes stays the same
Actual result: Shadow gets bigger on lower resolutions
Reproducible with: 2.0.17, 2.1.7, 2.2.2, 2.3.0, 3.0.1 (2018.4.29f1, 2019.4.15f1, 2020.1.14f1, 2020.2.0b12)
Could not test with: 2021.1.0a6 (console errors, no shadow between the cubes at all)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Quest] Texture appears grey when doing CopyPass with Single Pass instanced rendering
- [Mac] Menu sometimes renders empty when using help
- Animation is not played when using Object.InstantiateAsync
- Meshes flicker when Wireframe Draw Mode is selected and Graphics API is set to Direct3D12
- [URP][XR] Spotlight shadows flicker when Deffered Rendering Path is selected and rotating the HDM view in XR
Resolution Note:
This is inherent to the algorithm used in Multi Scale Volumetric Obscurance and as such is considered "by design".