#Blocky artifacts on HDRP water when looking through transparent material with depth prepass enabled

1 messages · Page 1 of 1 (latest)

tribal isle
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These dark blocky artifacts did not use to show up, I'm not sure when this issue was introduced but it must have been in 6.0 since that is what I started my project on. Does anyone have an idea how to work around this? I already reported it but issues like this take years to get fixed, if they get fixed at all.

pure pier
tribal isle
pure pier
tribal isle
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I would love to check, but unfortunately the frame debugger is still completely unusable. It's flickering rapidly and will give you a migraine immediately if you look at for longer than 5 seconds, you also can't select anything since it's jumping back and forth between events constantly. ⁠https://discord.com/channels/489222168727519232/1393351440814047313

tribal isle
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Okay so the water itself is what is breaking the frame debugger since it relies on a compute shader, and the frame debugger can't handle even internal HDRP compute shaders. Amazing.

pure pier
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The water is using a compute shader? What does it use it for?

tribal isle
pure pier
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Interesting. I'll give it a try later.
What Unity version are you using BTW?

tribal isle
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Thanks! Latest version of 6.0, should be 53f1.

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Okay I just figured out what part of the water is causing the frame debugger issue, it was the last thing I expected.

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The water decals were causing it, I have no idea how those could be using a compute shader.

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The artifacts first show up at the beginning of ColorPyramid, which comes right after WaterDeferredLighting

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I don't know how to make any sense of what is happening in WaterDeferredLighting though, it's 6 frames in a row showing nothing but the depth buffer.

pure pier
tribal isle
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Okay, got it. By looking at the textures of each of the WaterDeferredLighting frames it looks to me like it's going wrong straight away, I can already see the shape of the artifacts in the first frame.

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Could this be variable rate shading gone wrong? I know that trying to do that in deferred can cause artifacts that look exactly like that.