Search Issue Tracker
Won't Fix
Won't Fix in 2023.1.X
Votes
0
Found in
2023.1.0a3
Issue ID
UUM-7691
Regression
No
[HDRP] Refraction does not fallback to Reflection Probe cubemap when GameObject is being rotated
Reproduction steps:
1. Open the user's project
2. Open “Assets/Scenes/Test” scene and enter Play Mode
3. Rotate the "Quad" GameObject
Expected result: Silhouette of pixels appears right
Actual result: Refraction does not fallback to Reflection Probe cubemap
Reproducible with: 2022.1.6f1, 2022.2.0a17, 2023.1.0a2
Could not test with: 2019.4.40f1, 2020.3.36f1, 2021.3.5f1 (no HD RP templates are available)
Reproduced on: Windows 10 (2004)
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
- Crash on CollectAllSceneManagerAndObjectIDs when opening a specific Scene
- GPU device suspended error when replaying a video in the Video Player with NVIDIA Vertical Sync set to Fast
- GPU device suspended error when replaying a video in the Video Player with NVIDIA Vertical Sync set to Fast
- SetComponentEnabled uses class instead of struct when constraining Enableable Component type
- [iOS] Application.deepLinkActivated does not get invoked while app is running when UIApplicationSceneManifest is added in Info.plist
Resolution Note:
There are no fixes planned for this Bug
Resolution Note (2023.1.X):
There are no fixes planned for this Bug
Resolution Note (2023.1.X):
Unless I misunderstand the bug report (if I did please feel free to submit again), the issue is coming from a limitation of our system.
The silhouette is visible because the refracted point in screen space ends up on an object that is in front of the refractive object (the capsule or the big cube), so in those situations we sample the color pyramid at the entry position of the ray (i.e. as if the ray has not been refracted).
We could fallback on cubemap on those situation, but you'll still end up seeing the silhouette and in most cases the data within the area that is covered by an object in front of the camera might end up being even less correct-looking.
If I misunderstood the bug, feel free to re-open it.