Search Issue Tracker
By Design
Votes
0
Found in [Package]
4.6.0-preview
Issue ID
1117129
Regression
No
[HDRP] Volumetric fog blocks Directional light pointing up
Steps to reproduce :
- In an HDRP scene
- Add a sphere, a directional light, and scene settings
- Set fog type to volumetric in the scene settings
- Rotate light to make it point up
Result: The light doesn't affect anymore the sphere.
Expected: The light should still affect the sphere, even when lit from bellow.
Notes: The volumetric fog applies an attenuation of intensity to the directional lights, I guess that some math is going wrong (NdotL ?) when the light is coming from bellow.
Comments (1)
-
Ava42
Jan 12, 2023 16:57
Unreal engine have this:
"Extinction Scale" (Controls how much the participating media blocks light.)we must have same feature.
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
- Unity Version Control window Pending Changes tab’s Item checkbox is unresponsive when clicked and the item list is empty
- Audio stuttering occurs when heavy processing is performed while OnAudioFilterRead is in use
- Inconsistent Node search results in VFX Graph
- Standalone Profiler stays in Dark Theme after switching Editor theme to Light on Ubuntu
- Inconsistency in capitalisation and styling across various nodes and block in VFX Graph
Resolution Note:
A directional light is a light that is infinitely far away. If you add global exponential fog, it extends infinitely far downwards. Therefore, all light is attenuated over this infinitely long light path. If you need local lights, use box lights instead.
Fog always affects lighting. The volumetrics check box only enables the volumetric contribution of light.