Search Issue Tracker
Won't Fix
Votes
0
Found in
2022.2.0a13
Issue ID
UUM-1969
Regression
No
[HDRP DRX] Clamping rtx reflections for opaque objects
This is a workflow issue im not sure if we can solve. Recently we improved the clamping of transparent surfaces, in my case it can be visible on car windows. However now its difficult to match the reflections for smooth opaque objects. I wonder if we could provide a similar option for opaques.
Reproduction:
1) Open the sample scene
2) Look a the reflection on the glass part and the plastic part of the door
Result: The plastic part reflections are clamped too much and hard to match the transparent ones
Workaround: I found a workaround but maybe its not a good one, simply change the plastic part to be Transparent with 0% transparency (show in the workaround.mp4)
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
- Text is unreadable when DLSS is applied to the Canvas with Render Mode set to World Space
- NullReferenceException errors appear in the Console when changing the values of Visual Effect Control Clip Events' Attributes
- Crash on TextCore::OTL_TableReader::GetOpenTypeLayoutTables when using Japanese Font as TMP Fallback
- TreeView.AddItem performance regression when opening EditorWindow
- Shadows are not visible in Player when using DX12 with Forward+ or Deferred+ rendering in URP
Resolution Note:
After giving it a second thought, it is better to keep the system this way. The alternative being:
For opaque objects, if perfectly smooth, no clamping if perf or quality with one bounce
For opaque objects, if perfectly smooth, no clamping if it hits an unlit or the sky.
For both cases, it will introduce a big visual difference as soon as the surface is not perfectly smooth, which will be a big issue.