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Fix for discrepancies in saturation and intensity between screen space refraction and probe refraction#4653
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iM0ve
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May 26, 2021
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Thank you for the test showcase. Minor code change, looks good.
sebastienlagarde
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can you check we don't have the same issue in stacklit (iirc stacklit support refraction?)
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Nope, looks like it is not supported
phocodes
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May 27, 2021
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Fix for https://fogbugz.unity3d.com/f/cases/1325298/
The probe version had an additional multiply by the transmittance, it was in https://github.com/Unity-Technologies/Graphics/pull/4653/files#diff-c0279e9ca5f2c9c431c0e83cefb9445734a2f0cbf08e2e3ad5208edb96ff70d9L2004 and https://github.com/Unity-Technologies/Graphics/pull/4653/files#diff-c0279e9ca5f2c9c431c0e83cefb9445734a2f0cbf08e2e3ad5208edb96ff70d9L2017 (removed)
This fixes the most glaring discrepancies. There are still some but are due to different source content and convolution methods to get the output for a given roughness.
Before:
refrDiscr_0.mp4
After:
refrDiscr_1.mp4
I think this will change a lot of screenshots, but given I understood yamato is not in a good state now I didn't re-run. We'd need to to not have red tests.
What did I test: repro and can see what I did in video.