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Fixed in 6000.0.0b15



Found in




Issue ID




[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.

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