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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
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
Comments (2)
-
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
-
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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Resolution Note (fix version 2023.3.0a6):
Fixed