NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix
[Runtime Bug]: Skybox Reprojection Breaks Alpha Blending on Elements that are in the 3d Skybox.
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Description
Describe the bug
As of later versions of Remix including 1.0.0, Reprojecting the Skybox to the Main camera in the Sky Tuning Tab
Makes the skybox work largely correctly, however, transparent objects now render oddly or incorrectly, regardless of sort order or render method.
How do you reproduce the bug?
Go into a game like Vampire: The Masquerade Bloodlines
Go to a map like sm_hub_1
Look at the sky, note the rotating clouds in the skybox
Enable Reproject Sky to Main Camera, take note of the clouds alpha blending fix this issue.
It's possible this is an issue with the skybox reprojection not truly changing the sorting order for the alpha?
Please note that no amount of opacity micromap setting changes or changes to stochastic alpha maps fix this issue.
Without Reprojection:
With Reprojection:
What is the expected behavior?
The runtime should correctly blend the transparent materials whether they are re-projected or not.
Version
1.0.0
Logs
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Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the issue in Vampire: The Masquerade Bloodlines on sm_hub_1, using the Sky Tuning Tab and toggling Reproject Sky to Main Camera. Compare transparent-object rendering with and without reprojection; done means transparent materials blend correctly in both modes. The issue names no files or tests, so the relevant runtime entry point must be located first.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100