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Bugfix 1359282: Emissive decal silhouette issue #5532
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* Fix AxF debug output in certain configurations. * Update comment
* Fix white flash * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Show info box when ray tracing is enabled. * Changelog * Move below MSAA Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…phics Compositor enabled (#4593) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…DRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…side is updated. (case 1335737, related to 1314040) (#4691) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ing only the RTSSS Data (case 1332904). (#4626) * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). * Add test scene Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
…e refraction and probe refraction (#4653) * Delete the second transmittance mul * Changelog Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
#4636) * Initialize the shading normal to a non-zero value for anisotropy * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…cal volumetric fog volume (#4728) * Fixed nullref when deleting the 3D mask of a density volume (case 1339330) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Yamato is good (error from master). Ready for test |
iM0ve
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Sep 20, 2021
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I have verified the fix. It doesnt cure the issue 100% but its a lot better. See the results below(enlarge images):
Before the PR:
After the PR:
To completely get rid of the outline there are a few options:
- Enable Always Refresh + Temporal anti-aliasing
- Have geometry behind the object (not sky as background)
ormNNNseHY.mp4
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* [HDRP] fix screenshots after cache server reset * Bugfix 1359282: Emissive decal silhouette issue #5532 * Force scalarization of shadow index data off (#6007) * [HDRP] Merge Hd/bugfix #5999 * Fix PBR Accumulation for 10.6 (#5991) * Fix PBR Accumulation for 10.6 * Add ChangeLog * Update CHANGELOG.md * Fix shadow mask fade and optimize it at same time #5911 * Revert: Fixed tooltip not showing on labels in ShaderGraphs #5877 * Update CHANGELOG.md * update reference screenhsots Co-authored-by: Jarkko Lempiäinen <79095390+JarkkoUnity@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
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Purpose of this PR
Emissive projected decals suffer from artifacts in object silhouettes because UV discontinuities and how GPU uses the UV screen derivatives to calculate texture LOD. Fogbugz: https://fogbugz.unity3d.com/f/cases/1359282/
Testing status
Added 1715 graphics test and got expected results on different platforms
Comments to reviewers
Calculates texture LOD manually and clamps to given max based on depth screen derivatives. This is not perfect solution but reduces the issue. This solution also requires GetDimensions() to be available (#ifdeffed in shader) and otherwise samples from LOD 0 (which suffers from projected emissive texture aliasing but at least doesn't have the artifact). Only platform that doesn't support GetDimensions() is Metal, which graphics test shows more texture aliasing artifacts on the floor. There also seems to be some issue with depth derivatives that required clamping the device depth to a small but larger-than-0 value in shader, which was showing artifacts in sphere silhouette against sky background. The graphics test camera is oriented so that shows the issue in the sphere silhouette if this depth clamp isn't present.