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.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "Objects are trying to be loaded during a domain backup." errors on entering Playmode
- Transform Node does not have outputs when it is created
- Changing the Default Icon does not change the executable's icon when re-building the project
- Texture is stored upside down when using Blit
- [OpenGLES][XR] Zooming in on the camera's URP opaque texture causes "double vision" on Quest in OpenGLES3
Add comment