Search Issue Tracker
By Design
Votes
0
Found in [Package]
3.0.1
Issue ID
1291070
Regression
No
[Post Processing] Inconsistent effect with different resolutions when using Multi Scale Volumetric Obscurance mode
Full title:
Inconsistent post-processing effect on different resolutions when using Ambient Occlusion effect with Multi Scale Volumetric Obscurance mode
How to reproduce:
1. Open the user's attached "AO bug.zip" project and open the SampleScene
2. Focus the Game Window
3. Switch between 2560x1440 and 3840x2160 resolutions
Expected result: Shadow between the cubes stays the same
Actual result: Shadow gets bigger on lower resolutions
Reproducible with: 2.0.17, 2.1.7, 2.2.2, 2.3.0, 3.0.1 (2018.4.29f1, 2019.4.15f1, 2020.1.14f1, 2020.2.0b12)
Could not test with: 2021.1.0a6 (console errors, no shadow between the cubes at all)
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
- Crash when total memory consumption is over 2GB
- Red dots are rendered when copying texture with ASTC format and CompressGpu
- [Linux] "Trying to load color backbuffer into a complex RenderPass setup" error is thrown after entering Play mode in AR Mobile template project
- [Android] Neither of the callbacks are called when several videos with VideoPlayer are spawned on the target on the Google Pixel devices
- Texture2D memory allocation size is significantly increased when running on iOS device
Resolution Note:
This is inherent to the algorithm used in Multi Scale Volumetric Obscurance and as such is considered "by design".