Search Issue Tracker
Won't Fix
Votes
5
Found in
4.1.0f4
Issue ID
533079
Regression
No
[Shadows][Quality] There is 1px white border in Forward+MSAA (because of Screenspace Shadow Collect pass)
When using standard MSAA in the Unity quality settings, with forward rendering, I'm getting a 1px white border between my object and its shadow. This is on a Radeon 5850. Changing the shader between diffuse or specular makes no difference, and neither does implementing the specular shader fix which some people have posted on the forums for a similar issue (adding o.Normal = fixed3(0,0,1);). Using no AA, FXAA etc, are all OK and have no issues.
To reproduce:
1 Open attached project
2 Open scene "Scene"
3 Look at the chassis_small object
If using no Anti Aliasing - it works fine.
Comments (2)
-
geroppo
Jan 08, 2017 02:56
Same issue here, I wish I could post screenshots
-
chillersanim
May 16, 2014 11:31
I think that this error is caused, because the anti aliasing process uses the unshaded background to smooth the edges. Shadows are ignored in this process. Try a scene where a cube is on a red ground and a spotlight. When you now look at the cube, you can see a red line between the cube and the shadow.
It's a problem with many graphic cards, I use the AMD 7950 HD
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
- The cursor moves into wrong place when renaming folder/asset
- Assertion error "(dx - width < padding) || (dy - height < padding)" when using Pack Preview
- [Memory Profiler] The EntryType.NativeAllocationSites_MemoryLabelIndex of snapshots only reports -1 or 0 instead of the MemLabel used for allocations made from any call site.
- [Vulkan] Artifacts appear in the Player when using Screen Space shadows with orthographic camera
- Errors OnGUIDepth changed & GUIUtility:ProcessEvent when opening Textures with Third Party App
Resolution Note:
Scriptable render pipelines are the way forward, and this issue has already been fixed in HDRP and URP. It will not be fixed in Built-in RP.