Search Issue Tracker
Active
Fixed in 6000.3.6f1, 6000.4.0b6, 6000.5.0a3
Under Consideration for 6000.4.X
Fix In Review for 6000.0.67f1
Votes
0
Found in
6000.0.62f1
6000.3.3f1
6000.4.0b3
Issue ID
UUM-126164
Regression
Yes
The light range of HDRP realtime spot lights is halved when HDRPAsset Lit Shader Mode is set to Forward or Both
How to reproduce:
1. Open the attached “SampleProject_IDG_lights_shadows.zip” project
2. Open the SampleScene
3. Observe the Scene View
Expected result: Spot light lights up the entire way
Actual result: Spot light cuts off halfway through its range
Reproducible with: 2023.3.0a16, 6000.0.62f1
Not reproducible with: 2023.3.0a15
Could not test with: 6000.2.12f1, 6000.3.0b9, 6000.4.0a4 (Project constantly throwing errors every frame)
Reproducible on: Windows 11 Pro (24H2)
Not reproducible on: No other environments tested
Notes:
-Trees are not affected and are lit properly
-Does not reproduce on Lit Shader Mode - Deferred
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
- Different text alignment in the column header in Entities "System" window
- Objects with Universal Render Pipeline/Particles/Lit shader are always lit up when changing their Rendering Layer Mask
- PolySpatial “Trying to set shader on a Material Variant.” error is printed in the console when entering Play Mode
- Error “Shader error in 'YSCloudCover': call to 'tex3D' is ambiguous at Assets/YSCloudCoverText.shader(606) (on d3d11)“ is present when compiling tex3D shader with DXC
- Placeholder asset is not loaded with Advertisement Legacy sample when using the latest version of the package
Resolution Note (fix version 6000.5.0a3):
Shadow shader code no longer uses real but instead uses float to cover larger scenes.
Resolution Note (fix version 6000.4.0b6):
Fixed in 6000.4.0b6
Resolution Note (fix version 6000.3.6f1):
Fixed in 6000.3.6f1
Resolution Note (fix version 6000.0.67f1):
Fixed in 6000.0.67f1