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Under Consideration for 2022.3.X, 6000.0.X, 6000.1.X, 6000.2.X

Votes

6

Found in

2022.3.61f1

6000.0.47f1

6000.1.0b15

6000.2.0a9

Issue ID

UUM-103384

Regression

Yes

Light is culled incorrectly when Deferred+ and Forward+ Rendering Paths are used

-

How to reproduce:
1. Open the “IN-97819.zip“ project
2. Open the “SampleScene”
3. Enter Play Mode
4. Move the mouse to look more toward the ground
5. Use the “W” key to move forward toward the intense light
6. Observe the Game view

Expected result: The light is not culled while the camera frustum is within range
Actual result: The light is culled on certain camera angles sometimes in a straight line

Reproducible in: 2022.2.18f1, 2022.3.61f1, 6000.0.47f1, 6000.1.0b15, 6000.2.0a9
Not reproducible in: 2022.2.17f1

Reproduced on: Windows 11 Pro (24H2), macOS 15.3 (M4)
Not reproduced on: No other environment tested

Notes:

* With Deferred and Forward Rendering paths, the issue is not reproducible
* The severity might depend on the GPU or the project size
* Reproducible on any Graphics API and likely all builds
* In the user’s built project, the bug can be observed on multiple other light sources from different angles by just walking around in the scene

Comments (1)

  1. KomradeArt

    May 01, 2025 08:50

    Crucial detail is that it happens when the camera has lowest possible near clip plane value.

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