Issue with Atmospheric Scattering in play mode

Hi,

I’m evaluating Cesium for Unity and created an HDRP project following the quick start. But I’m having issues with the atmospheric scattering in play mode.

While not in play mode, the game view looks correct:

After I hit play, it renders like this:

Using the frame debugger, I found the two draw calls that are having issues. The first one is the SubsurfaceScattering. It looks like this:

And the second issue happens in OpaqueAtmosphericScattering:

The draw calls look correct while not in play mode. I’m using version 1.21.0 of the plugin released Jan 2, 2026 with Unity 6000.0.58. Any hints on how to troubleshoot/fix the issue are appreciated.

Hi @eisen.montalvo, welcome to the community!

I’ve upgraded you past “new user” so hopefully you can post the images now. I’m not sure so far what might be happening, but hopefully seeing the images will give some ideas.

Thank you @Kevin_Ring. I have updated the post with all images. If you need me to post anything else, please let me know.

Hi @eisen.montalvo, thanks for adding the images. My best guess is that Cesium for Unity’s tendency to “rebase the origin” (which is necessary for high-precision rendering in Unity’s single-precision environment) is causing problems with the Unity HDRP atmosphere.

As a test, click the Dynamic Camera GameObject, and in the Cesium Origin Shift component, change the Distance property to a very large number (maybe a billion or so). That will effectively disable origin shifting, and may solve the immediate problem.

If that works better, the next move (after turning the Distance back down to 0 or a small number) is to try adding a Cesium Globe Anchor component to the GameObject that is rendering the atmosphere. This should help keep it in place even when the origin is shifted.