Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
10.0.0-preview.27
Issue ID
1256971
Regression
No
[HDRP] Black and white spots appear on the Sprites when the exposure value is above 8
How to reproduce:
1. Open user's attached "HDRP Flicker Test" project
2. Open the "SampleScene" Scene
3. Look at the "New Sprite" GameObject in the Scene view
Expected results: The "New Sprite" GameObject is a solid color
Actual results: The "New Sprite" GameObject has black and white spots
Reproducible with: 6.5.2, 10.0.0-preview.27 (2019.3.0a10, 2019.4.8f1, 2020.1.3f1, 2020.2.0a21)
Could not test with: 0.1.21, 5.16.1-preview (2018.4.26f1, 2019.3.0a12) because the exposure option was not added
Notes:
- Reproducible with Nvidia GPU, doesn't reproduce with AMD GPU
- Turning off the Skybox fixes the issue
- On High Definition RP version 6.9.2-preview and lower the exposure value required for the issue to appear is 15 or higher
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
- [URP][OpenGL] "Trying to load color backbuffer into a complex RenderPass setup, results undefined" error is thrown when using Decal Projector
- Top and bottom color channels are swapped when lighting an object with Six Way Shader Graph in URP
- "Problem detected while importing the Prefab file" errors on Learning Templates import
- Crash on RaiseException during Socket.BeginConnect in Player when application connection is blocked through commercial firewall
- Decal Projector produces artifacts when the normal and decal are projected in negative z-direction and Normal Blend is set to 1
Resolution Note:
The issue seems to be due to some imprecision when doing HW blending with a very bright background (your over exposed sky) and a not so bright foreground (the sprite) with sprite shaders.
At the moment the sprites shaders live outside of HDRP and not currently actively supported so this won't be fixed for now.
I would suggest the user to have the environment to not be so overly bright (if you fixed exposure is used, just set the intensity of the sky accordingly to the fixed exposure selected) and the issue should be less visible.