Search Issue Tracker

Fixed

Fixed in 6000.0.0b15

Votes

0

Found in

2023.2.6f1

2023.3.0b3

6000.0.0b11

Issue ID

UUM-60917

Regression

No

[HDRP][Performance] Expensive Culling for Non-Rendered Shadow Cascades

--

-

Reproduction steps:
1. Open the attached project “ReproProject”
2. Open the “Assets/OutdoorsScene.unity “scene
3. Enter Play Mode
4. Open the Profiler Window, In CPU Usage, Observe the time spent on "BRG Cull Split 0", "BRG Cull Split 1", "BRG Cull Split 2", and "BRG Cull Split 3" corresponding to the four total directional shadow cascades
5. Open the Frame Debugger and go to the Render Shadow Maps section
6. Observe the number of shadow cascades being rendered

Expected result: Only one BGR Cull Split is executed in the CPU because only one shadow cascade was updated
Actual result: Four BGR Cull Splits are executed

Reproducible with: 2023.1.0a23, 2023.2.6f1, 2023.3.0b3
Not reproducible with: 2021.3.34f1, 2022.3.17f1, 2023.1.0a22

Reproducible on: macOS(Intel) 14.2.1, Windows 10 Pro 22H2

Note: In the repro project the time spent for culling is around 2-3 sec, but in a bigger project this could be a potentially large performance issue.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.