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Fixed

Fixed in 2021.3.32f1, 2022.3.12f1, 2023.1.17f1, 2023.2.0b12, 2023.3.0a6

Votes

0

Found in

2021.3.29f1

2022.3.8f1

2023.1.10f1

2023.2.0b6

2023.3.0a3

Issue ID

UUM-46922

Regression

No

Blending real-time shadows with the baked shadows leaves unshadowed space when using distance shadowmask

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Reproduction steps:
1. Open the attached project “ShadowmaskBlend”
2. Open Scene “Assets/OutdoorsScene.unity”
3. In the Hierarchy, select the “Sky and Fog Volume”
4. In the Inspector, modify the “Max Distance” property under the Volume component’s Shadow Override
5. Observe the Scene view

Expected result: Realtime shadows and baked shadows blend without leaving unshadowed marks
Actual result: There is a ring of unshadowed area at the outermost cascade

Reproducible with: 2021.3.29f1, 2022.3.8f1, 2023.1.10f1, 2023.2.0b6)

Reproducible on: Windows 11
Not reproducible on: No other environment tested

Note: No reproduction with URP

  1. Resolution Note (fix version 2023.3.0a6):

    Fixed

Comments (2)

  1. larsbertram1

    Nov 23, 2024 16:58

    i can confirm that it is still broken in Unity 2022.3.20f1 using HDRP.
    and it clearly seems that unity culls shadows casters within the transition range which it should render to the real time shadow maps.
    in the marked area neither the stretched cube nor the trees cast real time shadows. so either shadow caster culling is broken or the shadow mask fades out too early.

    https://discussions.unity.com/t/baked-shadowmap-shadow-cascade-transition/949625/15

  2. joaojots9

    Aug 25, 2024 14:04

    I'm on 2022.3.42f1, and the exact same problem still persists, tried everything, more than a week spent on this issue alone and no solution found.
    Also tried on almost every other newer version, up to unity 6, with an EMPTY project.

    HDRP 17.0.0 changelog mentions: "Fixed blending between cascaded shadowmaps and shadowmask as well as cascades border ranges."

    TL:DR still broken with the exact same artifacts.

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