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The standard shader sometimes emits extra geometry to the following G-buffer textures:
Albedo
Normal
Metallic
Position
Roughness
ObjectID
Depth (black, meaning close to the camera).
The geometry appears as a singular pixel in the buffers. It is not visible in the final rendered image, but can be seen in the debug render modes.
If the wireframe debug render mode is enabled, two wireframe lines can be seen, higher of them intersecting with the emitted pixel:
In the image, the camera is positioned inside a sphere mesh, and the camera has been slowly rotated until the anomaly is visible. Wireframe mode is enabled.
2024-08-08.12-09-14.mp4
This might have something to do with depth sorting, as the emitted geometry resembles the back faces of drawn objects.
The issue has been first noted can be reproduced with the latest repo state at the time of speaking.
The text was updated successfully, but these errors were encountered:
The standard shader sometimes emits extra geometry to the following G-buffer textures:
The geometry appears as a singular pixel in the buffers. It is not visible in the final rendered image, but can be seen in the debug render modes.
If the wireframe debug render mode is enabled, two wireframe lines can be seen, higher of them intersecting with the emitted pixel:

In the image, the camera is positioned inside a sphere mesh, and the camera has been slowly rotated until the anomaly is visible. Wireframe mode is enabled.
2024-08-08.12-09-14.mp4
This might have something to do with depth sorting, as the emitted geometry resembles the back faces of drawn objects.
The issue has been first noted can be reproduced with the latest repo state at the time of speaking.
The text was updated successfully, but these errors were encountered: