Planar reflections fail to use occlusion culling

anonymous_user_c94f194d
Thu, 27 Oct 2016 09:18:13 +0000
World Creation

Minimal project attached that show how planar reflections fails to use occlusion culling. This usually occur when you have large reflection body(eg. water). I managed to track the bug to code line where SceneOcclusion.cpp(line 498) test is occlusion bound test allowed.

if (View.bHasNearClippingPlane)
{
	bAllowBoundsTest = View.NearClippingPlane.PlaneDot(OcclusionBounds.Origin) < -(FVector::BoxPushOut(View.NearClippingPlane, OcclusionBounds.BoxExtent));
}

https://github.com/EpicGames/UnrealEngine/blob/e528f9f7fa161504dd629c3b390deac93650e43a/Engine/Source/Runtime/Renderer/Private/SceneOcclusion.cpp#L496

MinimalTestCase

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