Search Issue Tracker
By Design
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
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)
-
Jakub_Machowski
Jun 10, 2021 22:26
Seems Like it needs scene to be rebaked (oclussion)
-
Jakub_Machowski
Jun 10, 2021 21:36
The fix dont fix problem, I see still some flicker of Impostor on some angles / movements
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
- Any small change in UI Builder Inspector refreshes Editor Inspector
- Inaccurate Box Collider boundaries on a rotated child Cube when the parent GameObject Scale is non-uniform
- [Android] "SHADOWS_SCREEN" set as shader Keyword when no "_ShadowMapTexture" is bound leads to freeze on a build on some Mali GPU devices
- The global scene list is overridden in a project built with command line when the Override Global Scene List setting is disabled in the build profile
- Global Scenes are not included in the Build when building multiple Build Profiles at the same time
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. :)