Search Issue Tracker
By Design
Votes
1
Found in
2021.3.6f1
2022.1.9f1
2022.2.0b2
2023.1.0a4
Issue ID
UUM-9859
Regression
Yes
Ambient Occlusion with Forward Rendering Path shader does not have effect if value is larger than 1
Steps to reproduce:
1. Open the attached user's project "TestAO.zip"
2. Open the "SampleScene.unity"
3. Select "Assets/matShader.mat"
4. Switch to Game View
5. In the Inspector, change the float value of "ambient" increasingly from 0 to 20 (to any number larger than 1), you will notice that the "Cube" GameObject will stop getting affected by the value if it is larger than 1
Expected results: Ambient Occlusion with Forward Rendering Path shader does have an effect if the value is larger than 1
Actual results: Ambient Occlusion with Forward Rendering Path shader does not have an effect if the value is larger than 1
Reproducible on: URP 12.0.0 - 15.0.0 (2021.2.0b1, 2021.3.6f1, 2022.1.0b2, 2022.2.9f1, 2023.1.0a4)
Not reproducible on: URP 10.10.0 - 12.0.0 (2020.3.37f1, 2021.2.0a15)
Tested macOS 10.15 | 3,2 GHz 6-Core Intel Core i7 | Intel UHD Graphics 630 1536 MB and macOS 12.2 | 2,5 GHz Quad-Core Intel Core i7 | AMD Radeon R9 M370X 2GB
On macOS it reproduces everywhere in 2021.2.x stream
On Windows 2021.2.0a16 - 2021.2.0a21 shader no longer works and recreating it does not help (ShaderGraph throws a bunch of errors)
Notes:
-Changing the Rendering Path to Deferred will let the model get affected by values larger than 1 and this should be the case for Forward Rendering Path
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- The Scrollbar becomes unusable when adding Elements to the List
- "One or more data file missing for baking set NewScene Baking Set. Cannot load shared data." error in Player when a specific project is built
- Choosing new HDR Colour using RGB values breaks colour on Intensity Selectors
- Rendering/Decal Layer Mask options are different inside Prefab Mode and outside Prefab Mode when the project is upgraded to Unity 6
- Incorrect Realtime GI Light Probes baking when more than one Light Probe Group is used and "Baked Global Illumination" is enabled
Resolution Note:
The Ambient Occlusion value behaves correctly in the Forward Rendering Path. The correct behaviour for AO is to have the value clamped between 0 and 1.