Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in [Package]
10.7.0
Issue ID
1392571
Regression
No
[HDRP] Realtime lights do not pass through transparent materials
Steps to reproduce:
1. Download and open the repro project (EnterTheRoom-HDRP-Stripped.zip)
2. Open scene EnterTheRoom-Scene01-Stripped
3. Select the Inner_Curtains GameObject
4. In the material properties (Curtains > Surface Inputs), begin modifying the Alpha channel value
5. Notice, that directional light still does not pass through
Notes:
- Observed in: 2020.3.25f1
- Affects all render pipelines (BiRP, URP, HDRP)
- Issue reproduces with all light types
- Does not reproduce with baked lighting when using fully baked lights
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:
The user expectations was to see semitransparent shadows from the curtain. HDRP currently only supports opaque shadows, disabling shadows entirely for an object, or alpha clipped shadows ("Shadow Threshold") for transparent objects, and true semitransparent shadows is not currently supported.