Search Issue Tracker
Fixed in 12.0.X
Votes
0
Found in [Package]
10.2.0
Issue ID
1312649
Regression
No
Output Mesh casts shadows when shadowcasting if off whenever a VFX system is set to cast shadows
Repro steps:
1. Import the attached package and open the repro scene
2. Observe that both the particles and the capsule are casting shadows.
Expected outcome:
- The capsule to not cast shadows as the Mesh Output's 'Cast Shadows' is 'Off'
Notes:
- Looks like when 'Cast Shadow' is set to 'On' for the particle output, it overrides the 'Off' of the Mesh Output.
- If the Mesh Output is set to cast shadows, but the particles are not, it works as expected.
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
- NavMesh Surface is baked too high above the ground, making the NavMesh Agents hover above the ground when the HeightMesh is not built
- [Android] Crash on ProcessDynamicBatchGeometryJob with OpenGL or on DrawSharedGeometryJobs with Vulkan
- VFX Graph Memory leak when calling the ClearPropertyBinders and AddRemoveVFXProperty
- Entering "Configure Avatar" inside the Inspector locks it
- [Render Graph Viewer] Resource list icons cropped and in inconsistent positions
Resolution Note (fix version 12.0):
C++ has landed, waiting for C# to make its way to SRP master.