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
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
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
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.