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Votes

2

Found in

2018.4

2018.4.30f1

2019.4

2020.3

2021.1

2021.2

Issue ID

1327776

Regression

No

[Graphics] LOD assets at certain angles get incorrectly culled when using Occlusion Culling

Culling

-

Reproduction steps:
1. Open the project in "OcclusionTest.zip"
2. Open TerrainExample scene
3. Have Game window visible and move the camera in Scene window

Expected result: the most right visible tree does not get culled incorrectly
Actual result: the most right visible tree does not gets culled incorrectly

Reproducible with: 2018.4.35f1, 2019.4.27f1, 2020.3.9f1, 2021.1.8f1, 2021.2.0a18

Notes:
1. The project uses terrain for tree placement, the same tree is placed manually on the terrain and gets incorrectly culled
2. There is a video attached (check gif in customer's report)

  1. Resolution Note:

    I tracked the problem down and have concluded that it is not a bug.

    The problem occurs because the "Occludee static" checkbox is checked in the Window > Rendering > Occlusion Culling window's Object tab.

    The Umbra occlusion culling system uses a different code path for static and dynamic geometry. An impostor is a mesh that rotates to face the camera, and so it is inherently non-static. Marking it static leads to the flickering observed in the bug. Simply uncheck the checkbox, and the bug is resolved.

    Edit: Jakub, Thanks for following up. Rebaking fixing the issue is agreement with my hypothesis and my own tests. I should've explicitly mentioned this in the resolution report before. I'm closing this issue for now. Feel free to reopen it if you run into the same problem. :)

Comments (2)

  1. Jakub_Machowski

    Jun 10, 2021 22:26

    Seems Like it needs scene to be rebaked (oclussion)

  2. Jakub_Machowski

    Jun 10, 2021 21:36

    The fix dont fix problem, I see still some flicker of Impostor on some angles / movements

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