Search Issue Tracker

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

  1. 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

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.