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Bug URP 12, Unity 2021.2B reflection proble blending is done wrong

Discussion in '2021.2 Beta' started by MP-ul, Jun 28, 2021.

  1. MP-ul

    MP-ul

    Joined:
    Jan 25, 2014
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    I tested the new urp features that came out in the beta but the reflection probes work partialy. upload_2021-6-28_14-5-31.png
    Normaly when you are inside a reflection probe zone you have 100% influence from it but in urp somehow it blends 50-50 with the world/environment probe.
    upload_2021-6-28_14-8-6.png
    This is the standard RP.This is how is supposed to look compare to the urp above .The reflection looks clean
    upload_2021-6-28_14-11-12.png
    this is urp without probe blending
     
  2. MP-ul

    MP-ul

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    Let me know if anyone has this happening to them.
     
  3. Jebtor

    Jebtor

    Unity Technologies

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    Apr 18, 2018
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    Do you have box projection enabled on your reflection probe? Also, just to confirm; do you have both reflection probe blending and box projection settings disabled on the URP asset? In the first screenshot it looks as if probe blending is enabled on the asset.
     
  4. adamgolden

    adamgolden

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    Upgrade from 2021.2 alpha to beta breaks planar reflections in my project but I haven't looked at probes yet. I'm pretty sure I did confirm Screen Position node in Shader Graph was working but didn't dig further into what's wrong - I have other upgrade issues that I think are already being worked on so I'm sticking with alpha for the moment, but figured I'd mention I do also see reflection-related issues (at least in my project) despite not being related to probes, could be due to the same underlying cause and maybe that gives someone a bit more to go on.

    Edit: The issue noted above only happens in builds (tested in WebGL). It works fine in the editor.
     
  5. MP-ul

    MP-ul

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    Jan 25, 2014
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    @Jebtor
    In the first screenshot all settings are on but you can see that is blending 2 reflection probes together instead of having the full influence of only 1
    upload_2021-7-5_15-30-2.png
    upload_2021-7-5_15-35-53.png
    upload_2021-7-5_15-33-47.png



    and this is with the probe blending off and as you can see the reflection is clean without the ghostin of the sky probe.
    upload_2021-7-5_15-34-35.png
    upload_2021-7-5_15-35-39.png
     
    Last edited: Jul 5, 2021
  6. MP-ul

    MP-ul

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    Jan 25, 2014
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    This is with the objects at the reflection probe in urp upload_2021-7-5_15-39-35.png
    and this is in standard rp upload_2021-7-5_15-41-37.png

    Edit: I think is something to do with the blending distance. Is like you start blending from the middle of the reflection probe and not from the edges of the volume
     
    Last edited: Jul 5, 2021
    Prodigga likes this.
  7. MP-ul

    MP-ul

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    well atleast I can give you credit for the urp 12 making models look better compare to and older one.
    Urp 12
    upload_2021-7-5_16-5-22.png
    Urp 7.6
    upload_2021-7-5_16-5-40.png
     
  8. Jebtor

    Jebtor

    Unity Technologies

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    Apr 18, 2018
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    This is by design. The blend distance in URP is designed to work inwards instead of outwards as seen in built-in. This change was made to position us in a better spot for future work in this area. You will also notice that in URP the blend weight between probes is per pixel instead of uniform across the whole object (in the case of forward).

    In your case you should get similar results if you extend the probe volume by the blend distance in every direction. Alternatively you can play around with the blend distance.

    We have docs explaining all of this in the pipeline but there is a rather big backlog due to the big feature set for this URP release. Apologies for the wait.
     
  9. MP-ul

    MP-ul

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    Hmm well in certain conditions you will have reflection leaks because of the reflection probe boundry being to close to a surface and it gets cought in the reflection blend zone.
    0.3 blend distance upload_2021-7-6_12-28-44.png upload_2021-7-6_12-27-50.png

    this is with the standard rp.
    upload_2021-7-6_12-30-41.png
    Well It is what it is.
     

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  10. Jebtor

    Jebtor

    Unity Technologies

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    This is why I suggested extending the probe volume with the blend distance in every direction. It is important to understand the volume works slightly different between built-in and URP. When considering only a single probe;
    • The volume in built-in signifies the volume in which the probe is fully weighted in.
    • The volume in URP signifies the volume in which the probe weight is non-zero. You can get the volume where the probe weight is 100% by moving into the volume according to the blend distance.
     
    MP-ul likes this.
  11. adamgolden

    adamgolden

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    Jebtor and LeonhardP like this.
  12. Trevir

    Trevir

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    Dec 1, 2015
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    Extending the probe volume isn't an ideal option for me. I want to use box projection and align the volume to the walls of an interior space, but needing to extend the volume means I can't line up the box projection with the interior walls