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Won't Fix
Votes
0
Found in
2021.3.31f1
2022.3.10f1
2023.1.16f1
2023.2.0b12
2023.3.0a8
Issue ID
UUM-52892
Regression
No
Custom Pass is rendered at a lower resolution when using Dynamic Resolution
Reproduction steps:
1. Open the attached project “ARTIFACTS“
2. Enter the Play Mode
3. Select “Main Camera“ GameObject and enable “Allow DLSS“ in Rendering
4. Observe the artifacts
Expected result: Cubes are rendered in front of the UI
Actual result: Custom pass is rendered at a lower resolution and cubes appear behind the UI
Reproducible with: 2021.3.31f1, 2022.3.10f1, 2023.1.16f1, 2023.2.0b12, 2023.3.0a8
Reproducible on: Windows 11
Not reproducible on: No other environment tested
Note: Can also be reproduced by using TAA Upscale and setting “Maximum Screen Percentage“ to less than 100% in the HDRP Asset
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Resolution Note:
Hello, In your repro scene, you are trying to render the world space UI after the post processes. This use case is not supported in HDRP, especially when using dynamic resolution.
The problem is that the Canvas UI needs the depth buffer of the scene to make the UI blend correctly in the world. After the post processes, the depth buffer is not upscaled like the color buffer, so there is a mismatch in size between the color and depth which makes it impossible for the UI to depth test the scene.
If you want more information about the problem, you can see this forum post: https://forum.unity.com/threads/viewport-is-incorrect-in-a-custom-pass-running-in-afterpostprocess-when-using-dynamic-resolution.1008029/#post-9386468