I’ve been trying to create a beam light for a spotlight using HDRP’s volumetric light system, and I’m having some issues with the quality of the beam. When I increase the light intensity, It’s possible to see some black dots, like the beam has an low resolution and I’m seeing its pixels. I even tried changing the volumetric script, but It seems it’s hard coded and there is only an option for High Quality inside the HDRenderPipeline Asset (which is already checked).
What you are seeing here is intentionally added noise (dithering). This is done to reduce banding and get more consistent results from the volumetric raymarching, and if you removed it I can guarantee the results would look significantly worse. Generally, you can implement some form of noise filter to make the results more smooth, but I would imagine they haven’t done that here intentionally.
Fortunately, there is a way to help reduce this kind of noise; Temporal Anti-Aliasing. Using the post-processing stack (or whatever it’s called now), enable TAA. If you can, increase the jitter radius/amount and decrease sharpening to help smooth out the results of the volumetric lighting. This will rely on the noise being updated every frame (which it should be), and will not work in scene view.
Alright, I’ve installed the Post-Processing Stack and started using TAA. Just by activating it on Unity, I’ve noticed a small diference from before, the only thing left is messing with the jitter radius and the sharpening to get better results. Right now, I’ve activated TAA on my camera’s general settings, but I can’t see any properties showing up, does the properties stay somewhere else, or It should’ve been shown to me when I activated TAA?