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Fixed in 6000.0.23f1
Fixed in 6000.0.X, future release
Votes
11
Found in
2022.3.19f1
2023.2.10f1
2023.3.0b7
6000.0.0b11
6000.1.0a7
Issue ID
UUM-63692
Regression
No
Motion Vectors bleed through any Geometry when using URP Temporal Anti-Aliasing
How to reproduce:
1. Open the “MotionVectorArtefacts.zip” project
2. Open the “SampleScene“
3. Enter the Play Mode
4. Observe the Game view
Expected results: Motion vectors do not bleed through the “Wall“ GameObject
Actual results: Motion vectors bleed through the “Wall” GameObject
Reproducible in: 2022.3.19f1, 2023.2.10f1, 2023.3.0b7
Could not test in: 2021.3.35f1 (No TAA)
Reproduced on: Windows 11 Pro (23H2)
Not reproduced on: No other environment tested
Notes:
- The reporter states, that the issue is also reproducible with third-party scripts (DLSS and FSR, both are attached to the project)
- The issue does not reproduce if the “Main Camera” is within around 30 units of the moving GameObject
- The issue is also reproducible in the Player
Comments (2)
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AlteregoGames01
Feb 27, 2024 16:20
Reports say it seems to come from object motion vectors using this Z bias and camera motion vectors not using it.
AlteregoGames01
Feb 27, 2024 16:17
BIRP, URP and HDRP all have this issue. BIRP only when Dynamic Batching is enabled, it is fixed when the motionvector depth bias is removed from the following lines:
BIRP:
o.pos.z -= _MotionVectorDepthBias * o.pos.w;
URP:
output.positionCS.Z -= unity_MotionVectorsParams.z * output.positionCS.w;
HDRP:
input.vmesh.positionCS.Z -= unity_MotionVectorsParams.z * input.vmesh.positionCS.w;
For Unity 2021 URP its also broken when using custom TAA, like FSR 3 or DLSS, so it is highly recommended to backport it to 2021 and 2022 as well.