Weird artifacts when recording a 360 video in HDRP - odd reflections in HDRP lit shaders

Hiya,

I’m trying to record a 360 video of a VR scene.

The scene usually looks like this & when just doing a normal screen recording with Recorder, it looks exactly the same:

However, when I set it to record a 360 video, I’m getting weird artifacts in the floor tiles (using an HDRP lit shader) - as you can see here:

It looks like the wall beams are being reflected in the floor or something?

I’ve tried using Unity Recorder & AVPro movie capture, setting the colour space to gamma & linear. If the shaders are set to unlit, it works fine.

Does anyone have any ideas on what I can try so I can successfully capture a 360 video?

Thanks,
Laurien

Since camera position of the Ref. probe is in the single place in the World space, the reflection never will be as realistic as ray traced reflections.

Solution 1: blurring the reflection probe’s texture pixels to avoid the lined art affect
Solution 2: changing the ref. probe capture position, so then camera will not capture whole lines inside of the shiny lines zone

Hi,

That’s really interesting. I’m a little confused as I didn’t actually have a reflection probe in the scene - would reflection probes be used when capturing 360, or do you mean the camera position?

It seems that what is directly behind the camera is being projected in front of it:

Deleting the geometry behind the camera stops the lines appearing on screen…

Besides deleting the geometry, did you ever find a solution to this? I am experiencing the exact same thing.