Search Issue Tracker
By Design
Votes
3
Found in
4.5.0f6
Issue ID
614101
Regression
Yes
Missing realtime shadows on Windows editor DirectX 11
1.Make new project
2.Add object "plane"
3.Add object "cube"
4.Add object "directional light" and turn on hard shadows
5.Check if Player settings option "Use Direct3D 11" is enabled
6.Switch to Android platform or iOS and there will be missing shadows on editor
---
By design:
It works the way it supposed to work. When you switch platform to Android or iOS it turns on graphics emulation mode to fit device graphics. Our GLES 2.0 "emulation" clamps the graphics features, which causes the shadows to no longer work (because the desktop versions of the shadow shader code are a good bit more complex than the mobile ones, and they won't fit into the limits imposed by the graphics emulation mode).
If you want to see shadows you can go to Edit>Graphics Emulation and select No Emulation.
Comments (1)
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
- "IndexOutOfRangeException" and "NullReferenceException" are thrown and Element disappears from UI Builder when undoing rename of element in "Open Instance in Context" menu
- Select Scriptable Object window freezes and becomes unresponsive when currently opened UXML Template is selected for binding's Data Source
- [Linux] “ReleaseButton expects buttonId >= 0” error is thrown when importing Assets via drag and drop
- Asset gets unselected and added Subgraphs list item is not undone when performing Undo in Heatmap with Default Values asset Inspector
- Black square “shadow” artifacts visible when using Screen Space Reflections without maximum smoothing
timthecoder
Oct 09, 2014 01:40
How is this "By Design"? Unity should have the same shadows in the editor on Windows as it does on a Mac.