Search Issue Tracker
Fixed in 2017.3.0f3
Fixed in 2017.1.X, 2017.2.X
Votes
0
Found in
5.6.1p1
Issue ID
941966
Regression
No
[MotionVectors] z-bias applied to motion vectors reduces precision
z-bias is applied to motion vectors to match the z-bias required for precision loss when multiplying matrices for dynamic batching. This reduces precision in motion vectors even when dynamic batching is disabled.
Repro steps:
1) Open project and scene "Repro"
2) Enter play mode (motion vector debug is enabled)
3) Notice how the motion vectors are "leaking" through the front cube
Actual result: Motion vectors are "leaking" through the front cube
Expected result: Motion vectors do not leak
This is fixed by this PR: https://ono.unity3d.com/unity/unity/pull-request/50387/_/graphics/motion-vectors-precision-fix
Fix is tested and confirmed against this repro in trunk
Reproduces in 5.6+
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
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
- [Dragon Crashers] Readme text is white on light grey
- Cursor stays in front of the first character when entering text in the TextMeshPro field
- Searching in Hierarchy causes unwanted component calls
itadakiass
Feb 10, 2022 10:28
and 4 years more :) Thats unfortunatly is how Unity designed it:
https://issuetracker.unity3d.com/issues/urp-motion-vectors-clip-through-other-geometry-when-the-camera-is-40-or-more-units-away-from-it
I have no idea how to use TAA without artifacts :|
SmShadows
Aug 01, 2018 19:34
I still have the motion vector issue bleeding trough walls on all 2017 versions I tried (even in 2017.3.0f3).
This is sad that such an obvious bug is still present. Object behind walls are casting motions blur from behind walls, and TAA is unusable, I have seen that bug in a couple of shipped unity games. This makes motions vectors useless, and it has been like that for years.