Search Issue Tracker
Fixed in 12.0.0
Votes
1
Found in [Package]
10.0.0-preview.26
Issue ID
1300753
Regression
Yes
[URP] ShadowCaster2D casting Shadows to incorrect Layers
Reproduction steps:
1. Open attached Project "ShadowCast"
2. Disable and enable the ShadowCaster2D Component on the Player GameObject
Expected result: The shadows are cast the same
Actual result: The shadows start casting onto the Player GameObject even though Self Shadows is disabled
Reproducible with: 10.0.0-preview.26, 10.2.2 (2020.2.3f1)
Not reproducible with: 7.5.2, 8.3.1 (2019.4.19f1), 9.0.0-preview.72 (2020.2.3f1)
Could not test with: 11.0.0 (2021.1.0b4, 2021.2.0a3) (No Shadows are cast)
Notes:
Shadows also break when overlapping with other ShadowCasters
Shadows are targeting the wrong layers
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 12.0.0):
A fix for this issue is available on Universal RP package 12.0.0 and above with Unity 2021.2.0a9