Search Issue Tracker
Not Reproducible
Fixed in 2022.3.11f1, 2023.1.13f1, 2023.2.0b8, 6000.0.0b1
Under Consideration for 6000.1.X, 6000.2.X
Votes
1
Found in
2022.3.0f1
2023.1.11f1
2023.2.0b4
2023.3.0a1
6000.0.0b11
6000.1.0a7
6000.2.0a1
7000.0.0a1
Issue ID
UUM-37582
Regression
No
The in-game UI text is blurry and shimmering when using anti-aliasing
How to reproduce:
1. Open the user-attached project “Worldspace UI Test”
2. Open the “SampleScene” scene
3. Enter the Play Mode
4. Observe the text with the applied anti-aliasing
Expected result: The text is not affected by the anti-aliasing
Actual result: The text is blurry and shimmering
Reproducible with: 2020.3.48f1, 2021.3.25f1, 2022.3.0f1, 2023.1.0b16, 2023.2.0a16
Reproducible on: Windows 11 Pro
Note: Also reproducible in Player
Comments (1)
-
Gooren
Jan 24, 2024 07:52
Possibly related to https://forum.unity.com/threads/world-space-canvas-tmpro-shimmering-with-taa-enabled.1539494/#post-9600824
Would it be possible to merge the fix to Unity 2019.3 as well?
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
- "Draw Additional Lights Shadowmap" calls increase when custom MaterialBlockProperty is used
- Crash on _platform_memmove when importing the "Dragon Crashers - URP 2D Sample Project" to a new 2D project
- "Shader is not supported on this GPU" warnings and and shaders are not loading when building the project for non-Chromium browsers
- [iOS][URP] The screen flickers and the "Execution of the command buffer was aborted due to an error during execution" error is thrown continuously
- Shortcut Manager shows empty conflict filter when resolving runtime conflicts involving different contexts
Resolution Note:
The bug was fixed and the remaining ports were merged. This was reopened unnecessarily.
Resolution Note (fix version 6000.0.0b1):
Closing this ticket since a PR with the fix landed already in 2023.3.0a5
Resolution Note (fix version 2022.3.11f1):
TAA affecting the world space UI is expected.
TAA blurs everything before post-processing slightly, which is by design.
Masking TAA is not practical, everything before TAA pass is jittered (shaking).
After TAA resolve the depth is not valid (depth is jittered).
Fixed noise and flicker on TAA Very High option.