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Bug SRP LensFlare different position in scene and game view.

Discussion in 'Universal Render Pipeline' started by UltraRobot, Oct 29, 2021.

  1. UltraRobot

    UltraRobot

    Joined:
    Dec 6, 2019
    Posts:
    24
    I'm making a skybox shader where I position a sun disc with a clamped dot product based on the direction of the directional light. When I add a Lens Flare to the directional light, it is offset in scene view, but correct in game view. The sundisc itself stays in the same position in both modes, so it's not the one moving.

    I've made a flare that is just a black checkmark to show the problem. Is this a bug or are there some things I could try to make them sync up. Disabling dynamic clipping didn't work. FOV is the same for both cameras.

    upload_2021-10-29_10-54-14.png
     
    laurentlavigne likes this.
  2. Jonas-Mortensen

    Jonas-Mortensen

    Unity Technologies

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    Jan 3, 2020
    Posts:
    98
    This does seem like a bug. Could you try and reproduce with the procedural sky box? And file a bug if the problem persists.
     
  3. UltraRobot

    UltraRobot

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    Dec 6, 2019
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    Thanks for the reply!

    Same results with procedural skybox. Bug submitted, Case 1382241.

    GameViewFlare.png SceneViewFlare.png
     
  4. UltraRobot

    UltraRobot

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    Dec 6, 2019
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    I can't seem to find the bug I reported which I believe was ID 1382241. Does take a while to appear in the Issue Tracker?
     
  5. Jonas-Mortensen

    Jonas-Mortensen

    Unity Technologies

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    Jan 3, 2020
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    Hey @UltraRobot
    Based on this page you should have gotten an email with a link to the issue tracker. Did you not get that?
    The good news is that this was fixed as part of another lens flare fix. This is the PR.
    It hasn't been backported to 2021.2 yet so it will be some time before it lands in the released version of URP.
     
  6. UltraRobot

    UltraRobot

    Joined:
    Dec 6, 2019
    Posts:
    24
    Ah. I tried to find it in the Issue Tracker, but I see it's in FogBugz. Cool that it's been fixed though!