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Fixed
Fixed in 2020.3.39f1, 2021.3.10f1, 2022.1.15f1, 2022.2.0a16
Votes
0
Found in
2020.3.34f1
2021.3.3f1
2022.1.1f1
2022.2.0a8
Issue ID
UUM-846
Regression
Yes
Enabling indirect denoising and gaussian AO filter causes bright halos with HDR lightmaps
Steps to reproduce:
1. Download and import the attached repro project
2. Open the Scene "SampleScene.unity"
3. In the lighting window, ensure that Filtering is set to "Advanced"
4. Ensure Indirect Denoiser is enabled and set to any option (Optix, Radeon, Open Image)
5. Ensure that there is guassian filtering enabled for Ambient Occlusion
6. Generate Lighting
Observed:
- Note that the lightmapped result will display bright halos around intersecting, lightmapped geometry. This can be confirmed using the "baked lightmap" scene view
Expected:
- There should no be bright halos around objects or underneath where dilation is present.
Notes:
- This appears to be related to some interaction between denoising of indirect and guassian filtering when ambient occlusion is composited. The issue is reproducible using any denoiser, but only when guassian is used for filtering. The issue also does not reproduce when using GPULM. The issue reproduces in HDRP, URP and BiRP.
- Only reproduces with HDR light intensities.
- Reproduces in: 2020.1.0a12, 2020.1.0a24, 2020.1.0b7, 2020.1.1f1, 2020.1.9f1
- Does not reproduce in: 2019.1.14f1, 2019.2.21f1, 2019.3.16f1, 2019.4.12f1, 2020.1.0a3, 2020.1.0a9, 2020.1.0a11
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Resolution Note (fix version 2022.1.15f1):
Fixed in: 2022.1.15f1
Resolution Note (fix version 2021.3.10f1):
Fixed in: 2021.3.10f1
Resolution Note (fix version 2020.3.39f1):
Fixed in: 2020.3.39f1