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.
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.
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.
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).
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