Hdrp rt reflection probe glitches (black and blocky tiles)

Since beginning to use hdrp (v1.xx - 3.0.0) I’ve noticed that real-time reflection probes (both box and especially the newly available planar) can often flash to a frame or more of totally / partially rendering black. This black extends beyond the object effected in a way that seems to make the entire screen based tile / bucket render black (as I understand the rendering style of deferred hdrp is a tile renderer).

This makes rt probes completely unusable imho. I find it odd too that I can’t find anyone else mentioning this in the forums or answers, since it’s happened to me on every version of unity and every version of hdrp I’ve ever tried together, even across many different projects.

The only solution I’ve found to remove it from frame is to enter hdrp diagnostics /debug window and override all material smoothness to 1.
However setting only the material of the surface in question to 1 (ie not through the debug window) does nothing. I will post screenshots tomorrow.

Anybody else seen this?
Thanks

Here are some screen shots showing the glitch with a planar reflection probe on the water.
The trees in the foreground have a opacity clip on the hdrp lit shader, though as you can see in shot 3 removing those objects has no effect.

The only change between these images is that I tilted the camera down in pitch (same world position)


Below you can see the effect of using the debug panel to override smoothness values. Which makes be believe it has something to do with mip filtering. Also that the clip opacity shader of the trees is not the issue.

Im experiencing issues in my project. have you had any leads?

Sadly, I have not.
And my focus has taken me away from this project for the time being.

It appears to be a NaN propagation like issue but I’ve had no response from unity as to an expected time frame for a fix.

+1

Unity 2019.1.1 with HDRP 5.13

Realtime Reflection Probes are rendering completely black pixels (big, squared pixels) for the whole inluence volume. From my tests it looks like it’s caused by NaN values on renderers captured by the specific probe.

In my case it’s about SpeedTree barks. Some SpeedTree8 models in HDRP are not rendered properly at the moment (parts of branches are completely black). If the Reflection Probe captures one of these trees the influence volume of this probe is completely black too. If tree isn’t captured, same Reflection Probe works fine.

Any workarounds? It is very annoying.

It is still there! FYI it happens only when I switch to 4k reflections. 2k and less work fine

What version of HDRP?

Is it caused by NaN propagation in your case?

@SebLagarde

Were there any changes/fixes related to this added in the latest versions of HDRP?

Thank you.

  1. It was 2019.1.12. Guess it’s still there in 2019.14.
  2. How can I check it and get rid of it if yes?

Looks like the problem still exists.

Unity 2019.3.0b1
HDRP 7.1.1

Reflection Probes still make the affected area pitch black with blocky borders. As far as I understand, it happens only when there is any NaN pixel inside the caputre volume.

Maybe there could be a toogle to stop NaNs in reflection probes, same as for cameras? Or maybe reflection probes could stop NaNs by default.

It only happens in Realtime mode (Every Frame, OnEnable and OnDemand).

1 Like

I have similar issue in 2020.1, any update on this?

I have the same issue with Unity 2020.3.20f1. Reflection probe causes black scene

2022.1.0b14.2951, have a mirror and its black head on and works if i look at it from the side, then on top of objects its full of low quality tiles even on 512 rays

update, turns out “visual enviroments” was off, this needs to be on for reflections to work