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[XR][HDRP] Rendering artifacts appear when adjusting Focal Length of Phy...
Reproduction steps: 1. Open the attached "case_1360539.zip" project 2. Load the "SampleScene" 3. Enter Play mode 4. Enable "Physical... Read more
DLSS with Custom Quality Modes produces unexpected results and causes ar...
How to reproduce: 1. Open the user's attached "dlss-bug.zip" project 2. Open the "DLSSTest" Scene 3. Enter Play Mode 4. Select the "... Read more
Shadowmask Mode is exposed in the Light component even when Shadowmask L...
Steps to reproduce: 1. Download and open repro project (case_1361180-AltRepro) 2. Open SampleSceneA 3. In the Lighting window, set ... Read more
[HDRP][DXR] Ray Tracing reflection isn't lit when using Screen Space Glo...
How to reproduce: 1. Open the user's attached "dlss-bug.zip" project 2. Open the "SSGI" Scene 3. Observe the Game view 4. In the Hie... Read more
[HDRP] Planar reflection probe range compression factor
Steps to reproduce: - Create a mirror object (create > 3D Object > Mirror) - Create a sphere with a highly emissive material - Place... Read more
Volumetric Cloud shadows jitter when moving in Scene/Game view
How to reproduce: 1. Open attached project "case_1355981.zip" 2. Enter Scene "CloudShadow" (Assets>1355981_CloudShadow) 3. In the Sc... Read more
[HDRP] Path tracer does not support Physically Based Sky
Physically based sky is know for controlling Sunlight color and intensity based on Directional light angle, among other things. When... Read more
[DXR] Area light shape not occluded in shadow
The reflexion of area light shape is visible in the shadow of an object. Read more
Sorting Priority does not work when Receive SSR Transparent is enabled o...
Reproduction steps: 1. Open the attached "1362609.zip" project 2. Open "OutdoorsScene" Scene 3. Go to "River 2" GameObject and expan... Read more
[Light Anchor] Pivot drift when using high distances
When using a very high "Distance" value beyond 10.000 units, the pivot used for the anchor will start to translate, and the light wi... Read more
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