Search Issue Tracker
Feature Request
Feature Request in 6000.3.X
Votes
0
Found in
2022.3.45f1
6000.0.18f1
6000.1.0a7
6000.2.0a1
6000.3.0a1
Issue ID
UUM-79362
Regression
No
Reflection Probes cause artifacts and texture offset when moving camera at the edge of the Probe
How to reproduce:
1. Open the attached “repro.zip” project
2. Open the “RefractionProblem” scene
3. In Scene View, attempt to move the camera left and right at the position shown in the reproduction video
4. Observe the result
Expected result: No artifact or texture offset on the edge of the Reflection Probe
Actual result: Texture offset and artifact appear on the edge of the Reflection Probe
Reproducible in: 2022.3.45f1, 6000.0.18f1
Could not test with: 2021.3.43f1 (Too many errors to convert project properly)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
There are 2 issues reported in this case:
1. When using multiple reflection probes with screen space refraction, you get harsh 'snapping' when the selected reflection probe changes, as there is no blending of any sort. This happens quite frequently for large meshes when moving around the camera.
2. When using a single reflection probe with screen space refraction, there are blocky seams near the border of the reflection probes influence range, when the refractive object isn't fully contained within the reflection probes range.
The second issue is by design, and should be worked around by making the reflection probe's range larger, or by cutting the mesh into multiple smaller pieces.
The first issue is an unfortunate shortcoming of the current implementation. We could alleviate it by either adding blending for refractions, allowing for excluding reflection probes from refractions, or having a refraction-specific importance value. We consider this better suited as a feature request. For that reason, this bug is being closed, and we have added the potential solutions to this sub-issue to our feature backlog instead.
Resolution Note (6000.3.X):
There are 2 issues reported in this case:
1. When using multiple reflection probes with screen space refraction, you get harsh 'snapping' when the selected reflection probe changes, as there is no blending of any sort. This happens quite frequently for large meshes when moving around the camera.
2. When using a single reflection probe with screen space refraction, there are blocky seams near the border of the reflection probes influence range, when the refractive object isn't fully contained within the reflection probes range.
The second issue is by design, and should be worked around by making the reflection probe's range larger, or by cutting the mesh into multiple smaller pieces.
The first issue is an unfortunate shortcoming of the current implementation. We could alleviate it by either adding blending for refractions, allowing for excluding reflection probes from refractions, or having a refraction-specific importance value. We consider this better suited as a feature request. For that reason, this bug is being closed, and we have added the potential solutions to this sub-issue to our feature backlog instead.