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By Design
Votes
8
Found in
2022.3.13f1
2023.1.20f1
2023.2.0b17
2023.3.0a14
6000.0.0b11
Issue ID
UUM-56017
Regression
No
Reflection Probe does not overwrite the Environment Reflections when Rendering Path is set to Forward+
How to reproduce:
1. Open the “ForwardPlusReflection“ project
2. Open the “ReproScene“
3. In the “Assets/URP Renderer“ set the Rendering Path to Forward or Deferred
4. In the Control area of the Lighting window select Bake Reflection Probes
5. Observe the reflections on the “TestSphere“ GameObject
6. In the “Assets/URP Renderer“ set the Rendering Path to Forward+
7. In the Control area of the Lighting window select Bake Reflection Probes
8. Observe the reflections on the “TestSphere“ GameObject
Expected result: The “TestSphere“ reflects the other GameObjects placed in the Scene with all the Rendering Path options
Actual result: The “TestSphere“ reflects the other GameObjects in the Scene with the Rendering Path set to Forward or Deferred but with the Rendering Path set to Forward+ it reflects the Skybox material
Reproducible with: 2022.3.13f1, 2023.1.20f1, 2023.2.0b17, 2023.3.0a14
Could not test with: 2021.3.32f1 (Forward+ is not an option for the Rendering Path)
Reproducible on: macOS 13.5.2 (Intel)
Not reproducible on: No other environment tested
Notes: Reproducible in Player
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Resolution Note:
The URP's GardenScene sample gives an example how we can solve the reflection probes for Forward+ using a custom function as a RG node
Here is the code:
#ifdef SHADERGRAPH_PREVIEW
reflection = 0;
#else
half3 reflectionVec = reflect(-viewDirectionWS, normalWS);
reflection = GlossyEnvironmentReflection(reflectionVec, positionWS, 0, 1.0h, screenspaceUV);
#endif
Resolution Note:
The URP's GardenScene sample gives an example how we can solve the reflection probes for Forward+ using a custom function as a RG node
Here is the code:
#ifdef SHADERGRAPH_PREVIEW
reflection = 0;
#else
half3 reflectionVec = reflect(-viewDirectionWS, normalWS);
reflection = GlossyEnvironmentReflection(reflectionVec, positionWS, 0, 1.0h, screenspaceUV);
#endif