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Duplicate
Votes
0
Found in
2022.3.38f1
6000.0.11f1
Issue ID
UUM-76244
Regression
No
[XR]Shadows in the Player are hard when using soft shadows
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/DevDunkStudio/ShadowReceiverURP/Samples/Scenes/ShadowReceiverDemo.unity” Scene
3. Switch to Android Platform
4. Build and Run
5. Observe the Player
Expected result: The first 4 shadows from the camera are soft
Actual result: Mostly hard shadows are present
Reproducible with: 2022.3.38f1, 6000.0.11f1
Could not test with: 2021.3.40f1 (error CS0246: The type or namespace name 'PointerOverLinkTagEvent' could not be found)
Reproducible on:
Windows 10 Enterprise 21H2
Play Mode (Windows Platform)
VLNQA00325, Samsung Galaxy Note10 (SM-N970F), Android 12, CPU: Exynos 9 (9825), GPU: Mali-G76
VLNQA00318, Oneplus OnePlus 7 Pro (GM1913), Android 11, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00231, Samsung Galaxy A5(2017) (SM-A520F), Android 8.0.0, CPU: Exynos 7 Octa 7880, GPU: Mali-T830
Not reproducible on:
Play Mode (Android Platform)
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
Notes:
- Reproducible with Mono and IL2CPP
- Reproducible with OpenGLES3 and Vulkan
-
Resolution Note:
This is a dup of soft shadow issue for Android based XR, which is a feature request to remove the soft shadow disable logic in favor of the validation warning messages.
The current states is that:
Per light softshadow is disabled for android based XR and other untethered XR devices such as (Quest and Hololens)
Soft Shadow global setting configured through URP asset should still work.
Duplicate of another internal issue: UUM-76563: [Android][URP][XR] Soft Shadows not working in the Player when using ARCore XR Plug-in
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This is a duplicate of issue #UUM-76563