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Duplicate
Votes
0
Found in
2021.3.33f1
2022.3.16f1
2023.2.4f1
2023.3.0b1
Issue ID
UUM-59249
Regression
No
Ray-traced SSGI and SSR outputs are very dim/dark on "StackLit" and "Lit" material shaders when the "Clamp Value" of the SSGI/SSR override and the "Metallic" property of the material are low/close to 0
SSGI/SSR in the title - Screen Space Global Illumination/Screen Space Reflections
Reproduction steps:
1. Open the reporter-attached “T1716331_Stacklit.zip“ project
2. Open the “OutdoorsScene”
3. Enter Play mode (to see further changes take effect immediately but it’s not required)
4. Select the “Studio_ExteriorVolume” GameObject in the Hierarchy
5. In the Inspector, go to “Volume” > “Screen Space Global Illumination” > “Clamp Value” and increase it to 5 or more
6. Notice how all the spheres in the Game view are near-white (this is the desired/expected result)
7. Change the Clamp Value back to 0.001 (minimum value)
Expected result: All the spheres continue to be near-white in colour
Actual result: The top spheres (the ones with the “Metallic” value set to 0) turn black
Reproducible with: 2021.3.33f1, 2022.3.16f1, 2023.2.4f1, 2023.3.0b1
Reproduced on: Windows 11 Pro (23H2)
Not reproduced on: No other environment tested
Notes:
- The dim/dark results are not reproducible if the “Path Tracing” override is enabled in the “Studio_ExteriorVolume” or the “Tracing mode” property is set to “Ray Marching” (“Mixed” is affected by the issue similarly to “Ray Tracing”)
- Reproducible in Player
- Reproducible in a new project
-
Resolution Note:
Duplicate, puting all the info inside a single issue
Duplicate of another internal issue: UUM-37732: SSGI, Ray traced GI, Path traced GI and No-GI doesn't match when using an IBL
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This is a duplicate of issue #UUM-37732