#Blocky artifacts on HDRP water when looking through transparent material with depth prepass enabled
1 messages · Page 1 of 1 (latest)
If you use any kind of upscaling techniques(like TAA, DLSS, FSR4, etc..), it could be the cause. Try disabling upscaling to see if it happens or not.
That's what I thought too, but that doesn't seem to be the case. These artifacts show up even with no antialiasing at all and dynamic resolution completely disabled.
If you look at the frame debugger, where does the issue originate?
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
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.
The water is using a compute shader? What does it use it for?
I'm not sure, but it is definitely the water causing the frame debugger to break. When i turn water rendering off it's completely stable.
Interesting. I'll give it a try later.
What Unity version are you using BTW?
Thanks! Latest version of 6.0, should be 53f1.
Okay I just figured out what part of the water is causing the frame debugger issue, it was the last thing I expected.
The water decals were causing it, I have no idea how those could be using a compute shader.
The artifacts first show up at the beginning of ColorPyramid, which comes right after WaterDeferredLighting
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.
It's a compute shader. Since it doesn't have a render target, it's normal to not see anything. This is likely the output from the previous pass.
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.
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.