Horizontal lines in scene and game view

Hey, I have an issue with these horizontal lines showing up on objects in my scene. I’m using URP/Lit shader for all of these materials. The lines show up on all objects in my scene with textures using these materials. They show up in the scene editor even when the game is not running, but they also appear in game as well.

I haven’t done made any modifications on the URP asset nor have I done anything exotic on the materials themselves. Most are Metallic and Opaque with just a base map and GI as baked.

In the picture below, I’ve zoomed into the object so you can clearly see the lines. But they are visible any time the player is looking at them.

Thanks!

Could maybe be shadow acne

I checked out the only light I have in the scene and actually disabled the game object, but they are still there. I rebaked lighting and they are still there. What’s weird about it is that in the scene view, the lines move with the movement of my mouse or scene-view camera. So, if I hold right click and pivot around in the editor’s scene view, the lines appear to move up and down on the game object. But they aren’t visible in the sky, only on the game object. I’ve uploaded a video. Hopefully that demonstrates it.

9672632--1378265--Recording2024-02-29125305-ezgif.com-gif-maker.gif

In case anyone finds this, I discovered that it was the Render Pipeline Asset being used in my Project Settings > Quality. When changing the level to Performant, the lines went away. I haven’t nailed down which setting in the pipeline asset was causing it, but now things look much better.

2 Likes

In case people are still experiencing this issue, I managed to solve it by, on the URP renderer used (I used balanced), at the bottom of the inspector there is an “Screen space ambient occlusion”. In the quality tab, by changing the source from depth to depth normals, the issue was fixed. Hope this helps someone in the future!

5 Likes

Thank you so much !!!

Thanks

FYI: the technical name for this artifact is self-occlusion. It’s caused because screen-space ambient occlusion uses the depth of each pixel to determine whether it occludes nearby pixels. However in completely flat surfaces this may incorrectly lead to the conclusion that a pixel is occluding another -even if it isn’t- just because it is closer to the camera. Adding surface orientation information (changing from “depth” to “depth normals”) allows ambient occlusion to correctly determine that all pixels in a flat surface are facing in the same direction and should not occlude each other.

Hope this sheds some light on the issue :slight_smile:

1 Like