Search Issue Tracker
By Design
Votes
0
Found in
2018.2.0f2
Issue ID
1072481
Regression
No
Shadows are incorrectly computed when Shader modifies vertex positions
To reproduce:
1. Open the project (shadow_bug.zip)
2. Open MainScene from the project
3. Enable Material Animation
Expected results: shadows computed from the side of the light
Actual results: shadows appear glitchy on the moving cubes
Reproducible with - 2017.4.9f1, 2018.1.9f1, 2018.2.5f1, 2018.3.0a9
Not tested with earlier versions because the feature was not yet introduced there
Notes:
- The 2 cubes share the same material. Cloning the material fixes the issue.
- The issue seems to depend on the relative position of the 2 cubes. Playing with the cubes positions can make the issue disappear.
- In the frame debugger, we can clearly see the depth map + shadow map pass are not in sync with vertex positions used in forward render pass; it looks like the time passed to the shader is not the same during the different jobs. This does not occur when deferred rendering is used.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on GUIManager::DoGUIEvent when focusing on the Game view window on a specific project
- Asset creation in the Project Browser is not always undone/inconsistent when the undo shortcut is pressed right after creating an asset
- JobTempAlloc memory leak warning is thrown when the Player is shut down
- Graphics State Collection warm-up does not work when using with Addressables Shaders
- "Baked Shadow Radius" field is visible but inactive when when the Shadow Type is set to "Hard Shadows" under the Light Component
Add comment