Search Issue Tracker
By Design
Votes
2
Found in
5.6.1f1
Issue ID
912590
Regression
No
ShadowCaster culling executed for each light even when light itself is culled due to culling mask
Steps to reproduce:
1. Open attached project
2. Open "asdf" scene
3. Enter play mode
*there are two cameras in the scene: 'Main Camera' with the culling mask set to everything and 'UICamera' with the culling mask set to UI*
4. Open the profiler and navigate to Camera.Render->Culling->SceneCulling->CullAllVisibleLights->Shadows.CullDirectionalShadowCasters
Expected behavior: directional light is not drawn in the UICamera AND culling is not executed (Shadows.CullDirectionalShadowCasters being called only once in this scene for the 'Main Camera')
Actual result: directional light is not drawn in the UICamera but culling is executed nevertheless (Shadows.CullDirectionalShadowCasters being called twice)
Reproducible with: 5.6.0f1, 5.6.1p1, 2017.1.0b6
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
- Window preview appears on a different monitor when undocking and dragging a window with a high-resolution monitor set up on the right and a low-resolution monitor on the left.
- Probe Volume Baking Set Reference Documentation is missing
- Crash on RendererScene::NotifyInvisible when entering Play mode after undoing a change within the scene with Ctrl+z
- [iOS] Final Image misaligned when using "ScalableBufferManager.ResizeBuffers" to resize
- GameObjects are not updating when Materials and Cubemaps are updated from Environmental Reflections
Antony-Blackett
Apr 26, 2018 05:14
This is also an issue if you have turned off shadows in Quality settings. Precious time is wasted culling shadow casters even though shadows is off.
David-Lindsay
Dec 16, 2017 10:07
I have the same issue.
Occlusion Culling is culling shadow casters that should not be culled, resulting in popping shadows everywhere.