Search Issue Tracker
Fixed
Fixed in 2021.3.22f1, 2022.1.24f1, 2022.2.0b14, 2023.1.0a12
Votes
0
Found in
2021.3.7f1
2022.1.9f1
2022.2.0b1
2023.1.0a3
Issue ID
UUM-10520
Regression
No
[URP] Shadows are jagged when Shadow Atlas Resolution is set to 4096
Steps to reproduce:
1. Open the user’s attached project
2. Open Assets/Scenes/IvyTable.unity
3. Open the Game view
4. Select Assets/Settings/UniversalRP-HighQuality.asset
5. In the Inspector window set Shadow Atlas Resolution to 4096
6. Observe the Game view
Expected result: Displayed shadows aren’t jagged
Actual result: Displayed shadows are jagged
Reproducible with: 12.1.7 (2021.3.7f1), 13.1.8 (2022.1.9f1), 14.0.3 (2022.2.0b1), 15.0.0 (2023.1.0a3)
Couldn’t test with: 10.9.0 (2020.3.37f1) (Shadow Atlas Resolution setting doesn’t exist)
Reproducible on: Windows 10
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
- Text is unreadable when DLSS is applied to the Canvas with Render Mode set to World Space
- NullReferenceException errors appear in the Console when changing the values of Visual Effect Control Clip Events' Attributes
- Crash on TextCore::OTL_TableReader::GetOpenTypeLayoutTables when using Japanese Font as TMP Fallback
- TreeView.AddItem performance regression when opening EditorWindow
- Shadows are not visible in Player when using DX12 with Forward+ or Deferred+ rendering in URP
Resolution Note (fix version 2023.1.0a12):
Fixed wrong shadowmap size used in soft shadows. It now uses the actual shadowmap size instead of the requested size. This fixes incorrect shadow filtering with atlases that are larger than required to fit all lights.
However, shadows are still resolution dependent. A high resolution shadow map will get downgraded to a lower resolution when the atlas does not have enough space.
The filtering is still done in pixels instead of area. This means lower resolution shadows will be blurrier and softer than high resolution shadows.
This is by design.