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By Design
By Design in 6000.2.X
Votes
0
Found in
2022.3.49f1
6000.0.23f1
6000.1.0a7
6000.2.0a1
Issue ID
UUM-83748
Regression
No
Shadow artifacts appear when using a merged mesh with a specific Near Plane value in the Play Mode in URP
How to reproduce:
1. Download Blender and make it a default application for “.blend“ files (Reason for this in the comments)
2. Open the “ReproProject“ project
3. Open the “ReproScene“
4. Enter the Play Mode
5. Wait for a bit for the meshes to load
6. Observe the Game view
Expected result: No light artifact
Actual result: Light artifact appears around “StandLampLightson” GameObject
Reproducible with: 2022.3.49f1, 6000.0.23f1
Could not test with: 2021.3.44f1 (Some scripting properties not present that are required for reproduction)
Reproducible on: macOS 14.6.1 (Intel), Windows 10 Pro (Reporters)
Not reproducible on: No other environments tested
Notes:
- Seems to depend on the light elements in the merged mesh has different pivot points in the world
- According to the reporter did not reproduce on a new project, even after migrating the merged mesh
- If you navigate to the “StandLampLightson“ after entering the Play Mode and change the Near Plane value to be “<0.34” the artifact will appear, if it “>0.34“ artifact will not be visible anymore
- Lights that are not merged perform as expected
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Resolution Note:
As we have already communicated to the user, the issue in question is not a bug.
When merging the meshes, the positions of the vertices shift slightly, which in turn affects the results of the Point Light shadow calculations.
Since the vertex positions are only altered minimally, the mesh appears visually identical before and after the merge.
However, because the Point Light is positioned very close to the mesh, even a tiny difference can result in significant variations in shadow calculations.
Resolution Note (6000.2.X):
As we have already communicated to the user, the issue in question is not a bug.
When merging the meshes, the positions of the vertices shift slightly, which in turn affects the results of the Point Light shadow calculations.
Since the vertex positions are only altered minimally, the mesh appears visually identical before and after the merge.
However, because the Point Light is positioned very close to the mesh, even a tiny difference can result in significant variations in shadow calculations.