Search Issue Tracker
By Design
By Design in 2023.1.X
Votes
0
Found in
2021.3.11f1
2022.1.18f1
2022.2.0b10
2023.1.0a13
Issue ID
UUM-16421
Regression
No
[URP] Flashing light on objects when HDR and Bokeh are enabled, Post Processing on the Camera is active, and the Camera is moving
Steps to reproduce:
1. Open the user’s project
2. Enter Play mode
3. Click the “HDR + Bokeh” button on the screen
Expected result: There are no flashing details
Actual result: There are flashing lights on the cars
Reproducible with: 2021.3.11f1, 2022.1.18f1, 2022.2.0b10, 2023.1.0a13
Could not test with: 2020.3.40f1 (Package errors)
Reproduced on: macOS Monterey 12.5.1 (Intel)
Note: Could not test in the Player because the screen is black and only buttons are visible
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
This is an issue the team is aware of and that we have plans of addressing in the future but it is technically not a bug but a feature request (will explain why), we already have a feature request logged for this and are considering its priority relative to other features we have on our roadmap.
Explanation: As HDR rendering combined with physically based specular materials can produce very bright and small highlights (often smaller than a pixel), the highlight can come in and out of view when in motion, and combined with the reason that Bokeh DoF does uniform weighting of pixels (which produces the even circular effect associated with Bokeh) even individual pixels can create the effect (which will flicker if the bright pixels flicker). This is less noticeable with Gaussian DoF as it weighs pixels based on distance (and the Gaussian function) so less of the screen is affected which is why it is less noticeable then.
Resolution Note (2023.1.X):
This is an issue the team is aware of and that we have plans of addressing in the future but it is technically not a bug but a feature request (will explain why), we already have a feature request logged for this and are considering its priority relative to other features we have on our roadmap.
Explanation: As HDR rendering combined with physically based specular materials can produce very bright and small highlights (often smaller than a pixel), the highlight can come in and out of view when in motion, and combined with the reason that Bokeh DoF does uniform weighting of pixels (which produces the even circular effect associated with Bokeh) even individual pixels can create the effect (which will flicker if the bright pixels flicker). This is less noticeable with Gaussian DoF as it weighs pixels based on distance (and the Gaussian function) so less of the screen is affected which is why it is less noticeable then.