Search Issue Tracker
By Design
Votes
1
Found in
5.4.0f3
Issue ID
831448
Regression
No
RenderForwardOpaque.CollectShadows steps don't calculate correctly if one of the objects don't have shadow caster pass
How to reproduce:
1. Open 'ShadowMaps' project
2. Open 'main' scene
3. Look through game view, no shadowmap is visible
4. Change platform to android
5. Look through game view, shadow map is visible
6. Switch back to standalone, uncomment line 14 of plane.shader
7. Shadowmap is now visible on standalone
Expected behaviour: Identical behaviour of shaders in different platforms
Actual behaviour: Custom shader only works for android
Reproduced on: 5.2.4f1, 5.3.6.p8, 5.3.7f1, 5.4.2p2, 5.5.0b10
Reproduced on: Standalone, WebGL platforms
Not reproduced on: Android platform
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
Add comment