Search Issue Tracker
Fixed in 5.3.0
Votes
39
Found in
5.0.1f1
Issue ID
690961
Regression
Yes
Realtime shadows cast on terrain from directional light do not fade properly when using deferred rendering path
Reproduction steps:
1. Open the attached project "DefferedShadowPopping"
2. Open the scene "Main"
3. Camera in the scene is set to deferred rendering
4. Move it up and down to see how shadows suddenly pop in and out
5. Switch camera to forward rendering path
6. Again, move camera up and down, notice that shadows fade in and out gradually
7. See video in one of the edits
Notes:
1. Only works with shadows cast on a terrain
2. Not reproducible with orthographic cameras, only perspective
Comments (2)
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
- Memory leak when a lot of UI elements are spawned and despawned
- Warnings are not logged in the Console window when using external code analyzers
- Errors “TLS Allocator ALLOC_TEMP_TLS, underlying allocator ALLOC_TEMP_MAIN has unfreed allocations, size 288“ appear constantly when Prefab is open
- Crash on PPtr<Shader>::operator or NullException errors spammed in console when calling Dispose() on null GraphicsBuffer with baked Reflection Probes
- “EndRenderPass: Not inside a Renderpass” and other Render Graph errors in the Player when Render Graph is enabled and Overlay UI is used
alan-lawrance
Aug 17, 2015 14:43
This issue is blocking us from being able to efficiently use SSAO, as we cannot use the Deferred render path (which generates render targets used by SSAO).
alan-lawrance
Apr 24, 2015 22:13
This issue is a big one for our project, which is outdoors and relies on Deferred Lighting.