Search Issue Tracker
By Design
Votes
0
Found in
2021.3.28f1
2022.3.4f1
2023.1.2f1
2023.2.0a21
Issue ID
UUM-41622
Regression
No
Black random circle is rendered on a GameObject when a shadow is cast on it
How to reproduce:
1. Open the "IN_45853" project
2. Open the "OutdoorsScene"
3. Zoom in to the "Plane" GameObject
4. Observe the Scene view
Expected result: no random black circle is rendered on a "Plane" GameObject
Actual result: random black circle is rendered on a "Plane" GameObject
Reproducible with: 2021.3.28f1, 2022.3.4f1, 2023.1.2f1, 2023.2.0a21
Reproducible on: Windows 10 Pro
Notes:
- Issue is not present if "Plane (1)" GameObject is moved and no shadow is cast on a "Plane" GameObject
- The same black circle is rendered on other GameObjects
- Reproducible in the Scene view, Game View and Player
- Not reproducible on URP
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- NavMesh Surface is baked too high above the ground, making the NavMesh Agents hover above the ground when the HeightMesh is not built
- [Android] Crash on ProcessDynamicBatchGeometryJob with OpenGL or on DrawSharedGeometryJobs with Vulkan
- VFX Graph Memory leak when calling the ClearPropertyBinders and AddRemoveVFXProperty
- Entering "Configure Avatar" inside the Inspector locks it
- [Render Graph Viewer] Resource list icons cropped and in inconsistent positions
Resolution Note:
Working as intended.
The issue is caused by the current implementation of directional shadow maps. We use cascaded shadow maps.
Each cascade is basically a sphere around the camera. Outside the last cascade, everything is unshadowed.
If you set up your directional light shadows so that there is an object at the edge of the last cascade, the part of the object outside the last cascade (sphere) will be unshadowed.
Inside the sphere, it may be shadowed, which is indeed the case in your scene setup.
The reason the black circle is sharp is because, in your setup, the last cascade does not have a border.
The distance, the number of cascades, and their borders can be configured in the shadow volume override:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@16.0/manual/Override-Shadows.html