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Won't Fix

Won't Fix in 1.1.X

Votes

0

Found in [Package]

1.15.2

Issue ID

BPSBP-136

Regression

Yes

[Addressables] Static objects do not cast shadows when Light Mode is set to Mixed

Package: Content Build Including SBP

-

How to reproduce:
1. Open the user's attached project "SceneLosesShadowmask.zip"
2. Go to Window > Asset Management > Addressables > Groups
3. In the Addressables Groups window, go to Build > New Build > Default Build Script
4. In File > Build Settings, make sure that _Scenes/boot is added to Scenes In Build
5. Build and Run

Expected results: all of the objects in the scene cast shadows
Actual results: static objects affected by mixed light do not cast shadows

Reproducible with: 2020.1.0a20, 2020.3.15f1, 2021.1.16f1, 2021.2.0b5, 2022.1.0a4 (Addressables 1.16.19, 1.18.13)
Not reproducible with: 2019.4.29f1 (Addressables 1.16.19, 1.18.13)
Couldn't test with: 2020.1.0a19 (Addressables 1.5.1) as Addressables failed to be built

Notes:
- Tested on Windows Standalone builds, but user has reported that it can happen in Game Core builds as well

Workaround:
Set lightmap modes in shader stripping to custom and select all, then everything works in the player.

  1. Resolution Note:

    This will not be fixed

  2. Resolution Note (1.1.X):

    The Built-In Renderer has several "Hidden" shaders that control certain features. In this case the hidden shader controls mixed lighting mode. These hidden shares are only ever built and included as part of player builds and never end up in asset bundles. So as a result this means that player builds should be aware of the lighting features used by asset bundles, which can be done by updating the Shader Stripping options in Graphics Settings window.
    https://docs.unity3d.com/Manual/class-GraphicsSettings.html#stripping

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