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Question Artifacts around edges of some objects with SSR enabled

Discussion in 'HDRP Ray Tracing' started by Deleted User, May 10, 2022.

  1. Deleted User

    Deleted User

    Guest

    I've been getting these weird visual artifacts around some objects in my scene when SSR is enabled. What could be causing these?
     

    Attached Files:

  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,794
    It looks like it is SSR falling back to the global reflection probe in a less than graceful manner.

    Not sure what you can do about it, hopefully someone else that used Unity's recent SSR will chime in.
     
  3. chap-unity

    chap-unity

    Unity Technologies

    Joined:
    Nov 4, 2019
    Posts:
    766
    Hum, this looks like an issue we fixed recently about artifacts tiles visible on reflections when the material has clear coat.

    Can you try to disable clear coat on your material ? (Coat mask value to zero) and see if that fixes the problem?
     
    CATByte_Studio likes this.
  4. Deleted User

    Deleted User

    Guest

    Interesting.. So, outright disabling clear coat and setting clear coat between 0 and 0.01 causes the artifacts to appear. Set it to 0.02 however, and they don't show up. But now it seems.. off? It's hard to describe but simply put, I like the look of it better without clear coat.
     

    Attached Files:

    Last edited by a moderator: May 11, 2022
  5. chap-unity

    chap-unity

    Unity Technologies

    Joined:
    Nov 4, 2019
    Posts:
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    I checked and the issue is fixed and verified but has not reached the mainline yet.
    If you want to fix it locally, it's only a one liner fix.
    upload_2022-5-11_21-15-2.png

    To expand a little on why it feels different even though you added only 0.02 of clear coat.

    Bsically, when you enable clear coat (puting a value greater than 0.01), you "activate" clear coat on your object, it's a binary state modulated by a multiplier.
    When "activated", HDRP uses SSR only for the transparent smooth clear coat specular reflection.
    The specular reflection of the base layer of the material falls back to the next reflection method in the reflection hierarchy. (which would be either reflection probe or sky).

    In your case, SSR now only contribute for 0.02 for your smooth clear coat specular reflection (so it will be very faint) and what used to be rendered using SSR (the base layer) is now using reflection probe or sky, so the result will look very different.

    Hope this helps.
     
  6. Deleted User

    Deleted User

    Guest

    When I try to change that line, unity switches it back to what it was and this shows up in the console:

    The package cache was invalidated and rebuilt because the following immutable asset(s) were unexpectedly altered:
    Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl


    Also, the line is supposed to fix artifacts for clear coat above 0.0 right?
    This still won't fix the artifacts appearing for when clear coat is set to 0 and turned off,
    am I correct?
     
    Last edited by a moderator: May 12, 2022
  7. Deleted User

    Deleted User

    Guest

    When "activated", HDRP uses SSR only for the transparent smooth clear coat specular reflection.
    The specular reflection of the base layer of the material falls back to the next reflection method in the reflection hierarchy. (which would be either reflection probe or sky).


    Are there future plans to have SSR for both clear coat and the base layer?
     
  8. chap-unity

    chap-unity

    Unity Technologies

    Joined:
    Nov 4, 2019
    Posts:
    766
    Sadly, no. :|
     
  9. CATByte_Studio

    CATByte_Studio

    Joined:
    Jun 4, 2018
    Posts:
    8
    Had the same issue with (unity 2021- HDRP- Raytracing), and your suggestion worked. Thank you!
     
    Deleted User likes this.