Search Issue Tracker
Active
Votes
0
Found in
6000.0.43f1
6000.1.0b11
6000.2.0a7
Issue ID
UUM-100526
Regression
No
Distant Shadowmask does not cast Shadows on Terrain when baking with Adaptive Probe Volumes
Reproduction steps:
1. Open the attached “IN-97367.zip” project
2. Open the “ZeeLightingTestScene” Scene
3. Open the Lighting window (Window > Rendering > Lighting)
4. Click Generate Lighting
5. In the Scene focus on the “Castle Tower” GameObject (In the Hierarchy - Environment > BE_GO_M_LOD1_5_5_1 > Castle_Tower)
6. Zoom in on the shadow of the “Castle Tower” GameObject
7. Observe the Realtime shadow cast correctly
8. Zoom a little out to observe the Baked shadow
9. Observe the shadow on the terrain and the “ValidDistantShadowReceiver” GameObject
Expected result: The shadow is correctly cast on all GameObjects and Terrain
Actual result: The shadow is only cast on the “ValidDistantShadowReceiver” GameObject and separate Meshes, but not on Terrain or Terrain Detail Meshes
Reproducible with: 6000.0.43f1, 6000.1.0b11, 6000.2.0a7
Couldn’t test with: 2022.3.60f1 (APV not supported)
Reproducible on: Windows 11
Not reproducible on: no other environment tested
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- All newly created color markers of Gradient Editor get removed at once when trying to remove one of them
- Nested Canvases with the same Order in Layer ignore Z position for render order when sharing parent Canvas
- ShaderGraph Material subasset loses texture reference when reimporting all assets while using a scripted importer
- Values changed on a prefab are not retained when entering Play Mode
- Shadow Caster 2D shadows partially disappear in specific spots when used with Composite Collider 2D in the Game view
Add comment