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Won't Fix
Votes
0
Found in
2021.3.47f1
2022.3.56f1
6000.0.34f1
6000.1.0b1
6000.2.0a1
Issue ID
UUM-92407
Regression
No
The dithering node returns a blocky effect when the Render Scale is set to some values below 1
How to reproduce:
1. Open the “IN-92140_DitherNodeBug.zip“ project
2. Open the “DitherNodeBug“ Scene
3. Enter Play Mode
4. Observe the dithering effect on the Sphere in the Game view
5. Select “Settings > PC_RPAsset” Asset in the Project tab
6. Change the “Quality > Render Scale“ to 0.51 in the Inspector
7. Observe the dithering effect on the Sphere in the Game view again
Expected result: Dithering is pixel-sized
Actual result: Dithering is blocky
Reproducible in: 2021.3.47f1, 2022.3.56f1, 6000.0.34f1, 6000.1.0b1
Reproduced on: Windows 11 Pro (23H2)
Not reproduced on: No other environment tested
Note: It seems only the dithering with “Default“ and “Tiled“ Screen Position is affected while the others keep their normal dither sizes
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Resolution Note:
Thanks for reporting this issue. We're going to take a bit more time to review the dither node implementation and perhaps reimagine how we can help everybody achieve outcomes with dithering.
In the meantime, I recommend using the "Pixel" setting for screen position, as it will scale more accurately at a variety of render scales. You can also create a "Screen Position" node and manipulate it before passing it into the dither node. In this way, you could better control how the dithering effect scales and potentially take the screen resolution or other factors into account.