Light injection into the Translucent Light Grid voxels does not use the correct location for clipping or attenuation.
Both of these points are outside the voxel that is being updated.
Light attenuation is also not clamped, which can lead to voxels being brighter than the light affecting them.
Also tested on //UE5/Release_5.5, CL: 37954758
Because the Licensee's debugging code is for 5.4, you can observe the intense brightening in 5.5 by placing the point light at: "(X=60.963324,Y=60.784282,Z=95.930941)"
1. Download the Licensee's test project (see addl info URL)
2. Apply the patch file found within. This patch adds shaderprint debugging visuals to the TranslucentLightInjectionShader. The modified files are shelved in CL: 37937433 on //UE5/Release-5.4
3. Compile and open the test project
4. Run the following console commands:
r.TranslucencyVolumeBlur 0
r.ShaderPrint 1
r.ShaderPrint.MaxLine 128
r.ShaderPrint.FontSize 14
5. Observe the shader print information:
A. red sphere, with white box around it - the Clipping point for the voxel
B: Yellow box: the actual location of the voxel in the light grid
C: Green Sphere: Point that attenuation is calculated from
6. Observe that neither the clipping point nor the light attenuation point are inside of the voxel being calculated. (Bug)
7. Observe the following behaviors, which result from the incorrect positions of the attenuation point and clipping point:
A: When the light's attenuation radius contains some of the yellow box, but does not contain the red sphere, the light's effect on the voxel is clipped incorrectly.
B: When the light is placed at the green sphere, the light in the voxel is much brighter than the light's actual brightness, and the attenuation readout approaches 1.0.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-230633 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.5, 5.4.4 |
Target Fix | 5.6 |
Created | Nov 15, 2024 |
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Updated | Nov 18, 2024 |