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Hd/fix backplate globalcubemap #3090
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Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
#3035) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback
… conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)
* adding a shadow mask test * Update reference images
…ity) to improve visual quality. (#3020) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…er (case 1303504). (#3027) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…). (#3029) * - Changed the warning message for ray traced area shadows (case 1303410). * Adds approximation information about ray-traced area shadows Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ale rtao > 1.25 with a 25cm falloff interval. (#3023) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ally work conceptually and caused artefacts.
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No issues found, seems good to go.
Before PR:
After the reflection probe update/bake parts of the reflection would go black. Also, backplate from HDRI would be captured by global reflection probe.
After PR:
No more black parts. The backplate reflection capture was removed from global reflection probe, now reflection of the backplate should be captured by placing a local probe in the scene.
Whats tested:
- Repro project to reproduce black artifacts
- Capturing reflections of the backplate using local probes
closed and reopened here: #3111 |
Purpose of this PR
This PR removes rendering of backplates inside the cubemap generated for lightng in the HDRI sky.
The reason is that it did not make sense conceptually since the backplate needs a position and the cubemap is rendered at infinity. This caused artefacts in reflections coming from the sky cubemap.
This will fix https://fogbugz.unity3d.com/f/cases/1276692/
Testing status
Tested the repro scene provided in the case.
@Unity-Technologies/gfx-qa-hdrp it could be good to test a bit more thoroughly the backplate feature as I'm not 100% familiar with it so I might have missed some cases. Also please test local reflection probes. They should still contain the backplate.