diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 881e3514dc0..d3a776d433c 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -207,6 +207,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed AxF debug output in certain configurations (case 1333780). - Fixed white flash when camera is reset and SSR Accumulation mode is on. - Fixed distortion when resizing the window in player builds with the Graphics Compositor enabled (case 1328968). +- Fixed an issue with TAA causing objects not to render at extremely high far flip plane values. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 3b815da8478..4f3dd35a2f1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1675,6 +1675,11 @@ Matrix4x4 GetJitteredProjectionMatrix(Matrix4x4 origProj) planes.top += planeJitter.y; planes.bottom += planeJitter.y; + // Reconstruct the far plane for the jittered matrix. + // For extremely high far clip planes, the decomposed projection zFar evaluates to infinity. + if (float.IsInfinity(planes.zFar)) + planes.zFar = frustum.planes[5].distance; + proj = Matrix4x4.Frustum(planes); }