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By Design
By Design in 6000.2.X
Votes
1
Found in
2022.3.63f1
6000.0.51f1
6000.1.7f1
6000.2.0b5
Issue ID
UUM-109229
Regression
No
[Android] [OpenGLES3] Some of the shadows are not rendered when deployed with OpenGLES3 Graphics API on Android
How to reproduce:
1. Open the “AR Shadows demo.zip“ project
2. Open the “ShadowReceiverDemo“ scene
3. Build and Run for Android
4. Observe
Expected result: All of the shadows are rendered
Actual result: Some shadows are not rendered
Reproducible with: 2022.3.0b1 (ea0f0219deed), 2022.3.63f1, 6000.0.51f1, 6000.1.7f1, 6000.2.0b5
Reproducible environment: macOS 15.4.1 (M4 Max), Windows 11 (Reporters)
Not reproducible environment: No other environment tested
Reproducible with these devices:
VLNQA00511, Samsung Galaxy S8 (SM-G950F), Android 9, CPU: Exynos 9 Octa 8895, GPU: Mali-G71
VLNQA00335, Samsung Galaxy S20+ 5G (SM-G986B), Android 10, CPU: Exynos 990, GPU: Mali-G77
VLNQA00628, Pixel 9 Pro Fold, Android 14, CPU: Google Tensor G4 (GS401), GPU: Mali-G715
VLNQA00319, Google - (Pixel 4), Android 13, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
Not reproducible with these devices:
VLNQA00535 - iPhone XS (MT9F2ET/A), CPU: Apple A12 Bionic, OS: 17.6.1
Notes:
- Only reproduces with OpenGLES3 Graphic API, does not reproduce with Vulkan or Metal
- Does not reproduce in the Editor or Standalone
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Resolution Note:
Thank you for reporting a bug to Unity.
After reviewing the behavior, we have determined that this is an expected behavior connected to low-end device support. Some of the slices of the Shadow Atlas are removed as a safeguard to prevent shadow slices from being allocated too small a resolution. This is further confirmed by a warning message found in the logcat: “Too many additional punctual lights shadows to look good, URP removed 2 shadow maps to make the others fit in the shadow atlas. To avoid this, increase shadow atlas size, remove some shadowed lights, replace soft shadows by hard shadows ; or replace point lights by spot lights”. You can either follow the warning message solution to avoid this behavior, or when using OpenGLES3 as a Graphics API, you can toggle “Require ES3.1” in the “Project Settings > Player > Android > Other Settings” under the Rendering section.
We will close this case as 'As Designed.' If you have feedback on how the feature could better meet your needs, please let us know - we value your input and consider it in future improvements.
Resolution Note (6000.2.X):
Thank you for reporting a bug to Unity.
After reviewing the behavior, we have determined that this is an expected behavior connected to low-end device support. Some of the slices of the Shadow Atlas are removed as a safeguard to prevent shadow slices from being allocated too small a resolution. This is further confirmed by a warning message found in the logcat: “Too many additional punctual lights shadows to look good, URP removed 2 shadow maps to make the others fit in the shadow atlas. To avoid this, increase shadow atlas size, remove some shadowed lights, replace soft shadows by hard shadows ; or replace point lights by spot lights”. You can either follow the warning message solution to avoid this behavior, or when using OpenGLES3 as a Graphics API, you can toggle “Require ES3.1” in the “Project Settings > Player > Android > Other Settings” under the Rendering section.
We will close this case as 'As Designed.' If you have feedback on how the feature could better meet your needs, please let us know - we value your input and consider it in future improvements.