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Question HDRP SSR (Screen Space Reflections) Strange reflections cut-off.

Discussion in 'High Definition Render Pipeline' started by Asaioki, May 26, 2020.

  1. Asaioki

    Asaioki

    Joined:
    Aug 1, 2016
    Posts:
    43
    Hey there,

    So I am fairly new to HDRP. But can someone explain to me why this happens and how to solve it? (see image)



    As you can see in these two images, the reflections in the water get cut off in a straight line around the center of the screen. The left image (where the camera is moved lower so the reflections are above the cut-off line) is how i would like it to always be, but this cut-off effect occurs to any reflections on the bottom half of the screen regardless of any settings in my scene settings volume.
     
  2. Asaioki

    Asaioki

    Joined:
    Aug 1, 2016
    Posts:
    43
    Bump, issue still unsolved :(
     
  3. dmchaderer

    dmchaderer

    Joined:
    Nov 13, 2019
    Posts:
    23
    double bump
     
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,064
    SSR in general is a poor technique, but Unity’s implementation is especially bad and artifact ridden. I don’t think there’s a lot you can do.
     
  5. Asaioki

    Asaioki

    Joined:
    Aug 1, 2016
    Posts:
    43
    Hmm wow, really? So how do other people do this?
     
  6. dmchaderer

    dmchaderer

    Joined:
    Nov 13, 2019
    Posts:
    23
    i know that there is a lot of artifacts due to the screenspace nature, missing backfaces etc.
    but other engines (like unreal) do a much better job on this effect and also on concealing its shortcomings by clever use of blur and and dithering.
    there even is some promising stuff on the asset store that looks better than unity's implementation. but none of the creators have adapted their stuff to hdrp yet.