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
- “Label” name in Sprite Library Editor window lacks character limit causing long names go under the Object Field
- Preview image (screenshot) is not available after capturing snapshot in Memory Profiler
- Crash on UNITY_FT_Stream_ReadAt when changing TMPro properties after unloading an AssetBundle
- Particles spawn at the same position when using raw byte address buffer in VFX Graph
- Decal Shader Graph - Custom vertex interpolators are always 0
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.