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Bug Roughness is not consistent between different cubemap resolutions.

Discussion in 'Global Illumination' started by WonkeeKim, Jun 20, 2022.

  1. WonkeeKim

    WonkeeKim

    Joined:
    Apr 8, 2013
    Posts:
    19


    Hi,
    As you can see the attached gif, the roughness is inconsistent between different cubemap resolutions.
    Unity uses lower level mipmap textures for it but I think it should be adjusted by the cubemap resolution so the roughness won't be different between different reflection source.

    I know you recommend to use low resolution cubemap (like ~256) for reflection probes, but my case has a cubemap of the scene captured runtime for other purpose, and I will just use that cubemap to a custom reflection probe without any extra calculations for it. But because of the resolution, everything looks so shiny.
    And you don't support changing width of cubemap on runtime.

    Is Unity aware of this and have a plan to fix it in the future?

    I tested Unity version 2021.2.8f, built-in and URP both.

    Thanks.
    Wonkee
     
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,716
    What are the cubemap settings? (specifically convolution), also better set filtering to triliear.

    I think what you're seeing is expected, just not to that extreme degree.
     
  3. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    This is a known limitation both in BiRP and URP. HDRP does not suffer from this issue. It will be addressed in the upcoming IBL shader refactor for URP.