Search Issue Tracker
By Design
Votes
0
Found in
2018.4
2019.4.3f1
2020.2
Issue ID
1275967
Regression
No
[Occlusion Culling] Camera invisible objects aren't culled in certain scenarios
Reproduction steps:
1. Open the attached project ("OcclusionIssues.zip")
2. Open "Occlusion" scene
3. Open Occlusion window (Window->Rendering->Occlusion culling)
4. Open Scene and Game windows
Expected result: Objects invisible to the camera are culled
Actual result: Some camera invisible objects aren't culled
Reproducible with: 2018.4.26f1, 2019.4.10f1, 2020.1.5f1, 2020.2.0b2
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
- Texture is not applied on a Custom Render Texture when a Cubemap is selected as the texture
- 2D light leaks through ShadowCaster2D when ShadowCaster2D components are disabled then re enabled at runtime in Player builds
- Unity Hub redirects to The Unity Roadmap when navigating to “Send Feedback” option
- UI Toolkit throws warning and fails to clear references when fields are not typed as UnityEngine.Object
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
Resolution Note (2020.2.20f1):
Umbra occlusion culling is very conservative - that is it will prefer to show something than not, even if it may look occluded. This calculation is handled inside of umbra - as mostly a black box. There are a few things that can be done to improve these situations.
1. Use occlusion areas to better mark where the camera can go. This will help umbra optimize these areas better and you will likely get better results.
2. Changing the smallest occluder (cell size) and minimum hole size can help and should be scaled to a voxel size that is representative of your scene.
3. The backface angle is very important for the testing. Lowing this can improve the result.
There is also a set of visualizer tools included with Umbra - they help to show why things are being displayed.