We use the HDRP pipeline, and we have discovered that sometimes parts of the scene turn white-ish at certain angles if Sky Reflection in the Camera Frame Settings is turned on.
The white parts have a bit of flickering noise inside, but apart from that they stay as they are unless the camera angle is moved enough - then other parts turn white-ish. Which parts turn white-ish seems to be dependant on the angle. If move the camera between two angles, I could reliably switch between two specific parts turning white-ish.
I haven’t found a good way to reproduce it yet. In my experience it doesn’t happen at all for a while, and during that time I can rotate the camera all I want, everything looks okay. And then when it suddenly starts happening, most camera angles produce a white-ish areas of various sizes and positions.
Here are a few screenshots demonstrating wandering spots at various angles with Sky Reflection turned on, and that the problem vanishes when Sky Reflection is turned off.
Hi @TobiasW,
Hmm that’s a tough one, I’m not sure what to make of that. First thing to check: are you running the latest version of Cesium for Unity (v1.13.0)? We made some HDRP-related changes to the material in v1.12.0, which might help (but this is admittedly a bit of a long shot).
Are there any messages in the log when this happens?
If you can reproduce this in the Editor, it may be useful to turn on “Show Tiles In Hierarchy” on the tileset, which will make individual tiles show up in the Hierarchy view in the Editor. Then, when you see this problem appear, you should be able to click on the problematic area and get some useful information. For example, are entire tiles turning white, or only parts of tiles? Is the problem that there’s a missing texture on the material associate with the tile?
I think we solved the problem today. We were running an old version of Cesium that was still triggering the “Destroying assets is not permitted to avoid data loss.” error message with a material set. As soon as unset the material so that it uses the default material instead the problem went away.
(I don’t know whether it has anything to do with above error message though, and I don’t know why it only happened sometimes, and only in the build, and only for some angles; it’s all a bit mysterious. I think it might also have something to do with our material having the green texture for metalicRoughnessTexture that it gets by default when creating a new material with the CesiumLit shader, which I think your default material doesn’t have; no idea why that’s there? But either way I think the problem is gone now, so all’s well.)