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Bug This fugly smearing has been haunting me for

Discussion in 'High Definition Render Pipeline' started by Rowlan, Jan 3, 2022.

  1. Rowlan

    Rowlan

    Joined:
    Aug 4, 2016
    Posts:
    3,819
    several Unity and HDRP versions now and I'd like to get rid of it once and for all. Does anyone know what causes this? I can't possibly be the only one that has this:



    At some point in time I got rid of it my removing Screen Space Reflections. But in my current project even without SSR it's there. It's not Global Illumination either.

    Thanks a lot for the help, much appreciated! :)
     
  2. AcidArrow

    AcidArrow

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    May 20, 2010
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    11,002
    Looks like TAA artifacts.
     
  3. Enigma229

    Enigma229

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    Aug 6, 2019
    Posts:
    135
    It is TAA related. You can tweak the speed rejection settings but in my opinion motion blur is broken in HDRP.
     
  4. Rowlan

    Rowlan

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    Yeah, it's TAA. Thanks guys. But if TAA causes this, then what good is it in HDRP.
     
  5. PutridEx

    PutridEx

    Joined:
    Feb 3, 2021
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    1,120
    It looks like it's missing motion vectors. Look at the object with the camera and go to Window > Analysis > Rendering Debugger > (in the menu that opened up: Rendering > "Full screen debug mode: Motion Vectors")

    Don't move the camera, While the object is animating in front of you, do you see object motion vectors?

    TAA is very important and HDRP's TAA in 2020.3 and up is usually pretty good.
    But it needs motion vectors otherwise it's hard for it to do it's job properly.
     
  6. Simunek

    Simunek

    Joined:
    Jul 15, 2016
    Posts:
    48
    I think you need to set TAA quality to high and play with "speed rejection"
     
  7. HIBIKI_entertainment

    HIBIKI_entertainment

    Joined:
    Dec 4, 2018
    Posts:
    548
    I've pretty much defaulted most projects to MSAA X2 / or FXAA mix or SMAA because of a lot of notable motion vector content in our scenes and projects.

    Unfortunately there is more an more an apparent break between Anti alias solutions and the technologies that work well with one or the other.

    -Anisotropic filtering forced on forces off MSAA
    -TAA working great with skies volumetrics and clouds but not motion vectors.

    TAA is a great step forward in most cases, however handling ghosting from motion vectors is something we'll either have to accept (hopefully for now) based on the project or find an alt solution that doesn't make a critical change to another feature that would also ghost less with TAA enabled.