Search Issue Tracker
Won't Fix
Votes
0
Found in
2021.3.38f1
Issue ID
UUM-71924
Regression
No
Lens Flare occlusion is slightly delayed when Anti-aliasing is set to TAA
How to reproduce:
1. Open the “lensflare“ project
2. Open the “SampleScene“
3. Enter Play Mode
4. Move to the right while observing the Lens Flare
Expected result: Lens Flare disappears as soon as it is covered
Actual result: Lens Flare disappears a split second later than it is covered
Reproducible with: 2022.3.27f1, 6000.0.1f1, 2021.3.38f1
Not reproducible with: 2022.3.29f1
Fixed in: 2022.3.28f1, 6000.0.2f1
Reproducible on: Windows 10, Windows 11 (user’s device)
Not reproducible on: No other environment tested
Notes:
- Reproducible in Player
- It might be difficult to see the issue sometimes
- Move using the arrow keys
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
- Erratic behavior while editing UI in prefab when Canvas "Render Mode" is set to "Screen Space - Camera" option
- The Selection Wire Gizmo is not being rendered in the Scene View when GPU Resident Drawer is enabled
- Visual Effect with Single Burst Spawn System stops playing when an Additive Scene is loaded asynchronously with SceneManager.LoadSceneAsync
- The sprite draw calls are batched in the Player when the Sprite Atlas is uploaded from an AssetBundle and the Sprite Atlas Mode is set to Disabled
- The Joint Anchor position remains the same when the GameObject is dynamically scaled
Resolution Note:
Temporal anti-aliasing works over multiple frames. It accumulates and blends previous frames (history) into the current frame. This can add ghosting which can appear as a delay for effects that turn on/off in an instant.