Search Issue Tracker
By Design
Votes
0
Found in
5.0.0b4
Issue ID
633622
Regression
Yes
Shadows are pixelated on WSA player
Steps to reproduce:
1. Download attached project
2. Run it on Windows Phone 8.1 or Windows Store Apps ARM device
3. Change quality settings to see difference.
Why this was not fixed?
This is a by-design change from 5.0, "Windows Store/Phone: Shadows on mobile devices there now work just like on iOS/Android - no cascaded shadow maps (i.e. not "too slow on mobile" anymore)."
Now they work just like on all other mobile platforms (e.g. iOS/Android) - meaning there's no cascaded shadow maps, and they are at acceptable performance (instead of being "horribly too slow for any real game").
To reduce pixellation: use shorter shadow distance in quality settings; use larger shadowmap resolution; set light to use "soft shadows"
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Add comment