Artifacts when using projectionPlaneTilt and SSAO2RenderingPipeline

Hello!
I’m using SSAO in a project and had to use the camera’s projectionPlaneTilt to match a render made in 3D Studio Max. I was able to match the image correctly using this, but it introduced a visual artifact when it is used in conjunction with the SSAO2RenderingPipeline:

I’m not sure what is happening here but it seems that the rays used in the SSAO2 effect doesn’t take into account the changes made by the projection plane tilt.

This only seems to affect the SSAO2RenderingPipeline, but not the original SSAORenderingPipeline.

@Evgeni_Popov any clues ?

No clue unfortunately, I don’t understand what the code is doing…

The projection matrix is passed to the shader, so we should be good in that regard, the tilt value should be taken into account when projecting the view space coordinates. But we also pass a depthProjection matrix that I don’t understand what it’s used for… I can only assume that the code expects the projection matrix to be the standard projection matrix when converting fro NDC to view space.