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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

1

Found in [Package]

4.1.0

Issue ID

1184381

Regression

Yes

[URP] [LWRP] Multiple Spotlights affect each other's shadows when close to each other

Package: Scriptable Render Pipeline Universal

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Reproduction steps:
1. Open project in "URP2020.1.0a9Repro.zip"
2. Open "SampleScene.unity"
3. There are 2 Spotlights "SPLBlue" and "SPLDefault"
4. Their Shadow Types are set to Hard Shadows and No Shadows respectively
5. Change "SPLDefault" Shadow Type to either Hard or Soft Shadow
6. Inspect Scene or Game window

Expected result: changing one Spotlight's Shadow Type does not influence other Spotlight's created shadows
Actual result: changing one Spotlight's Shadow Type influences shadows created by other Spotlight

Reproducible with: LWRP 4.10.0 (2018.4.9f1), LWRP 6.9.1 (2019.2.8f1, 2019.3.0a1), URP 7.1.2 (2019.3.0b7, 2020.1.0a9)
Not reproducible with: LWRP 4.0.1 (2018.4.0f1)

Notes:
1. If Spotlights are too far from one another, the bug will not reproduce
2. Direction at which the Spotlights are facing does not influence the results

  1. Resolution Note:

    This issue is caused because our shadow atlasing system only supports shrink to fit mode. This means we pre-allocate a size for the shadow atlas and lights are packed accordingly to that size. When more shadow casting lights become visible we "shrink" them causing the behaviour you see that reduced the quality. It's more noticeable when you go from 1 -> 2 lights. Less noticeable with more lights.

    We need to expose a more robust system. This work is planned to when we add support for point light shadows. I'm closing the issue as postponed until we deliver point light shadows. You can check the public roadmap here: http://bit.ly/UniversalProductBoard

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