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Fixed in 2022.3.26f1, 2023.2.20f1, 6000.0.0b15
Votes
1
Found in
2022.3.21f1
2023.2.13f1
2023.3.0b10
6000.0.0b11
6000.1.0a7
7000.0.0a1
Issue ID
UUM-65682
Regression
No
HD RP Shader Graph with a Baked GI node flickers when Probe Volumes and TAA are enabled
How to reproduce:
1. Open the “VolumeProbeBakedGiNodeTAAIssue” project
2. Open the “SampleScene”
3. Make sure to rebake the lighting (Window > Rendering > Lighting > Scene > “Generate Lighting”)
4. Wait until all Background Tasks are finished
5. Open the Game view window
6. Observe the “Sphere” GameObject
Expected result: The “Sphere” GameObject’s mesh does not flicker
Actual result: The “Sphere” GameObject’s mesh flickers
Reproduced with: 2022.3.21f1, 2023.2.13f1, 2023.3.0b10
Could not test with: 2021.3.36f (Could not find a way to enable Probe Volumes in the SRP)
Reproduced on: Windows 10 (by reporter), Windows 11
Not reproduced on: No other environment tested
Notes:
1. Not reproducible when using any other Post Anti-aliasing other than “Temporal Anti-aliasing (TAA)”
2. Reproducible in the Player
3. Could not reproduce in URP
4. Not reproducible when the lighting rebake step is skipped when upgrading/downgrading the project
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Resolution Note (fix version 6000.0.0b15):
Note that you should likely use the 'Override Baked GI' option in the advanced options of the graph settings rather than setting GI inside the emissive slot of the material