Search Issue Tracker
Fixed in 6000.0.0b1
Fixed in 6000.0.X, future release
Votes
0
Found in
2023.3.0a3
2023.3.0a4
2023.3.0a5
2023.3.0a6
2023.3.0a7
2023.3.0a8
2023.3.0a9
2023.3.0a10
2023.3.0a11
2023.3.0a12
2023.3.0a13
2023.3.0a14
2023.3.0a15
2023.3.0a16
6000.0.0b11
Issue ID
UUM-56515
Regression
No
Light intensity is clamped to a visible sphere volume with HDRP path tracer
With the HDRP path tracer when the exposure value is low (-5 for instance), and with volumetric fog enabled, the effect of the light on the fog is limited to a visible sphere volume, even if the range is larger than the radius of that sphere.
The effect is also visible without volumetric fog on a surface when the light intensity is also relatively low, still with the low exposure value, and with a neutral tone mapping setting.
Below, visible effect on surface followed by visible effect on volumetric fog:
!image-2023-11-17-11-28-38-970.png!!image-2023-11-17-11-28-39-050.png!
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
- [Android][IL2CPP][ARMv7] Struct field value corrupts when invoking a generic delegate with a large struct by value
- Highlights persist throughout Options Panels in the Rendering Debugger Window
- Typing numbers in Matrix node’s numeric fields stretches Node
- Streaming is misspelled as "Steaming" in "Enable GPU Streaming" and "Enable Disk Streaming" tooltpis
- "IndexOutOfRangeException" thrown when moving caret left at start of TMP Input Field with rich text
Resolution Note (fix version 6000.0):
Fixed visible light clamping in the HDRP path tracer with very low exposure settings and neutral tone mapping.
Closing this ticket since a PR wiht a fix has alrady landed in 2023.3.0a18 before it was transitioned to 6000.0.x