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Poping particles shadows on dynamic mesh

Open Wenzy-- opened this issue 5 years ago • 7 comments

Your addon's effect is so great.But when i try to generate some procedural mesh https://imgur.com/euTGxR3 There are some particles shadow will pop out and appear randomly.(From the picture it seems aceptable ,by if run in video it looks very anoying )

Is there any way i can avoid this issue happen.The shadow will follow the direction light.And I found it's related to the voxel?When the resolution is low,the particle shadow will become bigger.

This issue seems won't happen in the static mesh.

Wenzy-- avatar Sep 23 '19 09:09 Wenzy--

On the VXGI script in the inspector, you can enable "Visualize Mipmap" property to see where are those voxels at. You can then figure it out or post me a picture with mipmap visuallized so I can help you out.

Looooong avatar Sep 23 '19 10:09 Looooong

https://imgur.com/K4CSUpJ What does it means? i saw some colored voxels pop out.Is it because i generate some useless vertex in the mesh?

Wenzy-- avatar Sep 23 '19 10:09 Wenzy--

https://imgur.com/X2DpSYC https://imgur.com/HrTseoE But it seems impossible,because i have made a clamp function to cut the mesh to avoid it out of the section

Wenzy-- avatar Sep 23 '19 10:09 Wenzy--

You can switch to wireframe mode in Unity to see if there are "tiny" triangles there.

Looooong avatar Sep 23 '19 10:09 Looooong

My guess is that this is a precision error on the GPU side because of extreme steep surface (comparing at one point to another).

Looooong avatar Sep 23 '19 11:09 Looooong

ok, thank u for your suggestions.I have checked my mesh is fine.And i found a temporary solution~When i rotate the plane a little bit.Like set the Rotation (0.1,0,0),the strange particle shadow will disappear.I don't figure out why

Wenzy-- avatar Sep 23 '19 12:09 Wenzy--

Based on the irregularity of the mesh, I guess this is because the steepness of the slope relative to the projection used in voxelization that causes floating point errors. I will think of some way to improve it later on.

Looooong avatar Apr 25 '20 09:04 Looooong