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By Design
By Design in 6000.1.X
Votes
2
Found in
6000.0.25f1
6000.1.0a2
Issue ID
UUM-86078
Regression
Yes
Shadows are not rendering when using the "On Demand" shadow update mode with GPU Resident Drawer and additional camera render texture
Reproduction steps:
1. Open the attached “repro_IN-87480“ project
2. Open the “Assets/Scenes/SampleScene.unity“ Scene
3. Enter the Play Mode
4. In the Hierarchy, select the “Minimap Camera“ GameObject
5. Disable the “Minimap Camera“ GameObject
6. Observe the Game view
Expected result: The shadows in the Scene don’t change
Actual result: The shadows in the Scene stop rendering
Reproducible with: 2023.3.0a8, 6000.0.25f1, 6000.1.0a2
Not reproducible with: 2021.3.45f1, 2022.3.51f1, 2023.3.0a7
Reproducible on: Windows 10 (22H2)
Not reproducible on: No other environments tested
Notes:
- Reproducible in Player
- Reproducible with both DirectX11 and DirectX12
- Not able to test if the issue is reproducible on Vulkan because the Editor freezes after changing
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Resolution Note:
HDRP does not support separate directional light cascade atlas caches for each cameras which can be updated separately when the shadow update mode is set to OnDemand. A single atlas is used for all cameras with the consequence that cameras which have no shadow casters (for instance because they are filtered out with culling masks) may invalidate the shadow maps of other cameras. In the use case described in this ticket, disabling the GPU Resident Drawer actually displays a behavior that seems to be working because the way the SRP batcher handles culling compared to the GPU Resident Drawer. In this case, when the other camera doesn't need shadow casters, users should disable shadow mapping entirely for that camera by enabling Custom Frame Settings in the Camera component, enabling the Shadow Maps override in the Lighting section of the frame settings and disabling Shadow Maps (see https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/frame-settings-reference.html#lighting).
Resolution Note (6000.1.X):
HDRP does not support separate directional light cascade atlas caches for each cameras which can be updated separately when the shadow update mode is set to OnDemand. A single atlas is used for all cameras with the consequence that cameras which have no shadow casters (for instance because they are filtered out with culling masks) may invalidate the shadow maps of other cameras. In the use case described in this ticket, disabling the GPU Resident Drawer actually displays a behavior that seems to be working because the way the SRP batcher handles culling compared to the GPU Resident Drawer. In this case, when the other camera doesn't need shadow casters, users should disable shadow mapping entirely for that camera by enabling Custom Frame Settings in the Camera component, enabling the Shadow Maps override in the Lighting section of the frame settings and disabling Shadow Maps (see https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/frame-settings-reference.html#lighting).