The video shows that Lens Flare (SRP) with Screen Space Occlusion enabled may not work properly when using Temporal Anti-aliasing (TAA). Sometimes it works fine, but sometimes it doesn’t appear.
Disabling Screen Space Occlusion will work correctly.
Or changing TAA to any other anti-aliasing or without it.
What should I do and how can I fix this? Or will I have to abandon TAA?
Unity 6000.3.2f1 HDRP DX 11 Windows
Hey, screen space occlusion for SRP Lens Flares works by sampling randomly inside a circle at the location of the flare (usually the light itself if you put your component there). I just checked quickly on 6.3 and it seems to work fine with and without TAA.
Eventhough it shouldn’t explain the TAA thing, the only questionnable thing I see here is maybe your occlusion radius seem too large ?
Do you have a simple repro by any chance ?
I don’t know how to easily reproduce this, but I’ve come across similar complaints about Lens Flare (SRP) with Screen Space Occlusion + TAA enabled several times here on the forum. And so you understand, not specific Lens Flare sources are turned off, but everything in the scene, and it is not clear for what reason and how to track this.
In the end, I decided to abandon TAA in favor of SMAA, which looks worse in places, but does not have such problems.
I tried multiple times on my side and couln’t find any meaningfull repro, so unless you have one and are willing to file a bug, this probably won’t get addressed sadly.
