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Fixed in 6000.0.35f1
Fixed in 6000.0.X, 6000.1.0b2, 7000.0.0a17, future release
Votes
0
Found in
6000.0.22f1
6000.1.0a2
Issue ID
UUM-83459
Regression
No
The Shadowmask mode doesn’t take the Shadow Strength parameter into account.
Lights have a Shadow Strength parameter, which currently only affects real-time shadows, not shadowmask shadows. This creates a discrepancy and a hard transition when switching between the two modes at a distance.
This parameter is found under the Realtime Shadows section, so technically it makes sense. However, from both a workflow and visual perspective, we want the shadow to behave consistently, regardless of the viewing distance. Especially since using transparent shadows is an artistic choice that shouldn’t depend on whether the underlying system is using real-time shadows or baked shadowmask.
!image-2024-10-01-16-46-31-434.png!
Steps to reproduce:
1. Create a project using URP
2. Create a few static cubes in the scene, either using Lightmaps or APV (add a Probe Volume in the scene)
3. Set the directional light to Mixed
4. Set the Shadow Strength to 0.5 for this directional light
5. Set the Mixed Mode to ShadowMask in the Lighting Window
6. Generate Lighting
7. Move the camera backward to switch between realtime shadows and baked distant shadowmask
Actual results:
Shadows using the baked shadowmask don't account for the Shadow Strength parameter, which results in a noticeable difference compared to real-time shadows.
Expected results:
Both real-time shadows and baked shadowmask shadows utilize the Shadow Strength parameter, ensuring a consistent and uniform appearance.
Reproducible with versions:
Not reproducible with versions:
Can’t test with versions:
Tested on (OS):
Notes:
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