I’m using relatively dense (2m vertices) Nanite meshes as walls, the mesh contains both the interior and exterior surface, they’re water-tight (all vertices are welded, but they do use sharp edges) and I’m finding that in low lighting, they leak light like crazy in the form of obnoxious sparkling pixels around the screen.
The leaks are exactly 1 pixel typically but occasionally appear as long horizontal lines, the appearance is amplified by bloom. The problem is also visible in the Nanite debug views (Note the long string of pixels on the upper left corner):
Much to my immense frustration, it also affects the shadow pass, producing holes in the shadow depths for both Cascaded Shadow Maps and Virtual Shadow Maps:
Antialiasing methods can be used to hide the issue, specifically TAA. With No AA / FXAA producing the worst results by far:
The problem with simply adjusting the AA method is that:
- TAA is worse quality than TSR in most cases
- It still doesn’t fix the shadow leaking
This doesn’t seem to be a problem for low-poly Nanite meshes, as I blocked out my entire set with simplified nanite meshes and they worked fine.
Can anyone tell me, is this something that can be fixed? If so… how?