Search Issue Tracker
Fixed in 9.0.0-preview.29
Votes
0
Found in [Package]
2017.4
2019.2.3f1
2020.1
Issue ID
1209255
Regression
No
Unrealistic reflections are rendered when using an orthographic camera
Steps to reproduce:
1. Download and open attached "PBRShadingCameraOrtho" project
2. Press "Play"
3. Observe the left capsule in the Game view
Expected result: The left capsule in the Game view does not change its appearance when the camera is moved
Actual result: The left capsule in the Game view keeps changing its appearance, according to the camera position
Reproducible with: 2017.4.36f1, 2018.4.15f1, 2019.2.18f1, 2019.3.0f4, 2020.1.0a18
Note: Reproducible with URP, LWRP, and built-in RP reflective shaders, not reproducible with HDRP shaders and non-reflective URP, LWRP and built-in RP shaders
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
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
ctmctm5
Oct 27, 2020 20:51
This happens because in the frag function in Internal-DeferredReflections.shader eyeVec is calculated as normalize(worldPos-_WorldSpaceCameraPos).
This calculation is correct for a perspective camera but not for an orthographic camera. You'd need to replace _WorldSpaceCameraPos with the ray's origin point on the camera.