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Feature Request

Votes

0

Found in

2021.3.30f1

2022.3.10f1

2023.1.14f1

2023.2.0b10

2023.3.0a6

Issue ID

UUM-49239

Regression

No

Mesh shadow is wrong when using Alpha Clipping in Shader Graph compared to the default "Lit" Shader

-

How to reproduce:
1. Open the attached project "2022.3 URP.zip"
2. Switch to Shadowmask Shading Mode in the Scene view

Expected results: "Plane (1)" Shadowmask looks similar to the mask generated from "Plane (2)"
Actual results: "Plane (1)" Shadowmask looks different from the mask generated from "Plane (2)"

Reproducible with: 2021.3.30f1, 2022.3.10f1, 2023.1.14f1, 2023.2.0b10, 2023.3.0a6

Reproducible on: Windows 10 22H2
Not reproducible on: No other environment tested

  1. Resolution Note:

    The documentation on this functionality is indeed lacking. We plan to improve this and have the work tracked internally. Although this is a valid issue, we do not track documentation improvements via this channel.

    As for the comment about alpha clipping "not working as intended because any calculation inside the shader is being ignored", while this is true, it isn't unintended behavior. The lightmapper supports transparency by generating its own set of transparency textures, based on the material inputs. This is done in order to avoid having to evaluate arbitrary user shaders during baking. Thus, it only supports a limited form of transparency. We'd like to make this behavior more clear and intuitive to use in the future, and we may for example expand the MetaPass (which is invoked just before baking) to also render out alpha, but we have no intention of ever evaluating user shaders during the bake process itself.

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