Fog PostProcess Overwrites ParticleSystem and anything not in the depth buffer
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- Dominant language
- C#
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Description
Release Type: Official Release/GitHub (please choose appropriate option)
Version: 4.3.0.2507
Platform(s): Windows (but likely everywhere)
Describe the bug
Enabling the Fog Post-Process effect prevents particles and any texels not written to the depth texture to be replaced with the fog output value. As a result, attempting to modify a particle system inside a prefab will not render at all unless you bring in a floor/wall geometry to put behind the particle system.
To Reproduce
- Create a new Stride project using the General -> New Game template. Settings: Platform Windows D3D 10 HDR (settings may not actually matter)
- Open the Graphics Compositor, select Post-processing effects, and tick the Fog checkbox
- In the MainScene add a new entity and add a ParticleSystem Component. Set the ColorShade to a bright red to make it visible. Click Add under emitter and then click add "Per Second" under Spawners so you get a red blocky particle appearing in the scene.
- Orbit the editor camera around the particle system in the scene and notice the particle disappear if you look into the sky from below or any angle not covered by the ground plane.
- Further more, creating a prefab and opening the prefab editor view with only a particle system in it prevents you from seeing/editing it unless you disable fog or add geometry behind it.
Expected behavior
It's expected that enabling fog should not prevent you from seeing particles in the editor or in game without geometry behind it.
Screenshots
Log and callstacks
N/A
Additional context
Workaround is to turn off fog post processing or ensure particles always have geometry behind them.
Contributor guide
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 in a Stride project from the Graphics Compositor's Fog post-processing effect and reproduce the issue with a particle-only scene and prefab editor view. Compare the result with fog disabled or geometry behind the particles; done means fog no longer hides particles or other content that is absent from the depth buffer.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 48/100