Search Issue Tracker
By Design
By Design in 2023.1.X
Votes
0
Found in
2023.1.0a11
Issue ID
UUM-14750
Regression
No
HDRP Volumetric Fog jitters when moving the Camera
How to reproduce:
1. Open the attached project “FogJitterFinale“
2. Open the Scene “Test“ (Assets)
3. Place the Scene and Game view windows side-by-side
4. Move the “Main Camera“ Camera in the Hierarchy away from the “Fog“ GameObject
Expected result: Fog doesn’t jitter in the Game View
Actual result: Fog jitters in the Game View
Reproducible with: 14.0.3 (2022.2.0b7), 15.0.0 (2023.1.0a9)
Can’t test with: 10.10.0 (2020.3.39f1), 12.1.7 (2021.3.9f1), 13.1.8 (2022.1.15f1) (Errors in the Console)
Reproduced on: macOS (12.5)
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
- Diagnostics logs are missing, duplicated, or out of order when viewing Player sessions in Cloud Diagnostics
- Prefab Overrides “Apply” button is too big and overlaps with the context menu’s outline
- Prefab Overrides “No Overrides” text is too large, and the the Context Menu of the Parent GameObject has a lot of empty space when opened
- “Screen position out of view frustum...” errors are thrown when zooming out in the Scene view after creating UI GameObject
- CurveTexture is not being released when unloading AssetBundle containing a Scene with ColorCurves post-processing component in Global Volume
Resolution Note:
Depending on your scene, the volumetric system needs to be finely tuned to be able to perform both in terms of speed and visually.
The scene in the repro project uses a high detail 3D procedural noise and it's very hard to tune the volumetric system system to render those kind of fog since they need both high resolution and high depth slice count.
There are multiple ways of reducing the jittering in your scene:
- Increase the resolution % of the fog, though you may go over budget
- Reducing the Volumetric Fog distance and tweaking the Slice Distribution Uniformity
- Modifying the noise in parameters to be less detailed and smoother. Scale the amount of detail based on the camera distance so that high frequency noise disappear in the background.
Resolution Note (2023.1.X):
Depending on your scene, the volumetric system needs to be finely tuned to be able to perform both in terms of speed and visually.
The scene in the repro project uses a high detail 3D procedural noise and it's very hard to tune the volumetric system system to render those kind of fog since they need both high resolution and high depth slice count.
There are multiple ways of reducing the jittering in your scene:
- Increase the resolution % of the fog, though you may go over budget
- Reducing the Volumetric Fog distance and tweaking the Slice Distribution Uniformity
- Modifying the noise in parameters to be less detailed and smoother. Scale the amount of detail based on the camera distance so that high frequency noise disappear in the background.