Search Issue Tracker
Fixed
Fixed in 2022.3.11f1, 2023.3.0a1
Votes
0
Found in
2022.3.10f1
2023.2.0a16
2023.3.0a1
Issue ID
UUM-35755
Regression
No
[VFX] MultiMesh output with ShaderGraph is ignoring no cast shadow
With a Multi Mesh Output and the ShaderGraph integration, disabling CastShadow is only applied on a single mesh index.
Step to repro:
- Import Attached Package in URP project
- Open VisualEffectGraph
- Select Output Mesh
- Untoggle cast shadow
Observe: only half of mesh aren't casting shadow, the capsule still casting shadow
Expected: No shadows
Only reproduce with ShaderGraph.
Doesn't repro on HDRP, only in URP.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Add comment