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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
5
Found in [Package]
Issue ID
1208395
Regression
No
[Universal RP] Alpha clipping in shadergraphs is not factored in during lightmapping
Reproduces on master (60b2b4b521), as well as all other versions of SRP tested (7.1.6, 7.0.1, and 4.10.0)
Steps to reproduce:
1. Download attached project
2. Open SampleScene.unity
3. Bake the lighting
Expected result: Both planes shadows have holes (see pic)
Actual result: The plane that uses shadergraph material has a solid shadow
Notes:
Previous repro steps were wrong. It turns out that clipped pixels through the color alpha on a lit shader do not stop the object from baking a shadow to the lightmap. Only using a texture with an alpha channel in the albedo texture will bake holes into the lightmap shadow. This technique, however, does not allow you to make a shadergraph material with holes in the lightmapped shadow.
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cyanryanlion
Mar 07, 2024 22:05
Unity 2023 and HDRP and this is still a problem. Where is it being tracked? Are there any updates?
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Resolution Note:
It's a limitation of the current fixed-function approach to transparency and alpha clip. We will change this approach, but it's quite a big task and it will hence be tracked outside of the bug system.