Search Issue Tracker
By Design
Votes
2
Found in [Package]
7.1.2 release
Issue ID
1188029
Regression
No
Keywords _ADDITIONAL_LIGHT_SHADOWS and _SHADOWS_SOFT get turned off in build even if they're on in edit and play mode
Repro steps:
1. Download example project
2. Open Samplescene
3. Press play and take a look at what the scene looks like
4. Build the project
5. Look at what the scene looks like in the build
Expected result: the scene should look the same
Actual result: the main light is no longer soft, the spotlight no longer has a shadow, and the colors, representing both the _ADDITIONAL_LIGHT_SHADOWS and _SHADOWS_SOFT keywords, are changed. Take a look at CustomLightingShadows.shadergraph to see how this is set up.
Note: if _MAIN_LIGHT_SHADOWS keyword bug is fixed so that the shadergraph will compile once it is added, there is a high probability that that keyword will suffer the same problem.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UI Toolkit meshes are fully rendered and rasterized when opacity is 0
- Light rendering artefacts appear in the Editor when assigning unsupported 3D Custom Render Texture in Camera’s Output Texture, unclearable errors and warnings spammed
- Memory leak when running a test with "GfxThreadingMode" set to "SplitJobs"
- Loading Unloaded unsaved Scene throws “ArgumentException” error in the Console
- Crash on std::__1::__tree_const_iterator when opening the Build Profiles window in a specific project
Resolution Note:
This is by design as we strip all variants that have _ADDITIONAL_LIGHT_SHADOWS, but not _ADDITIONAL_LIGHTS. Simply add an _ADDITIONAL_LIGHTS keyword (global and multi-compile) into your shadergraph shader. This fixes _SHADOWS_SOFT as well.