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Fixed
Fixed in 2020.3.45f1, 2021.3.18f1, 2022.2.2f1, 2023.1.0a20
Votes
0
Found in
2020.3.37f1
2021.3.8f1
2022.1.12f1
2022.2.0b3
2023.1.0a4
Issue ID
UUM-11364
Regression
No
[HDRP] Spot Light won't cast shadows at certain world positions
Reproduction steps:
# Open the user attached project
# In the upper left corner of the Game view switch between “Display 1” and “Display 2“
# Observe the Game view
Expected result: Both “Display 1” and “Display 2” have shadows
Actual result: Only “Display 2” have shadows
Reproducible with: 2020.3.37f1, 2021.3.8f1, 2022.1.12f1, 2022.2.0b3, 2023.1.0a4
Reproduced on: Windows 10
Note: the problem starts to appear roughly after moving for 5500 units on the Z axis from (0,0,0). Might be a floating point number rounding error. Reproducible only in HDRP
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Resolution Note:
The fix for this issue to enable camera relative light culling is disabled by default, as it chnages behaviour, and the problem is specific to certain scene configurations.
To enable the fix, enable this setting:
Edit => Project Settings => Graphics => Culling Settings => Camera Relative Culling => Lights
When enabled, if the camera is actually further away from the world origin, then the problem will persist, and in those situations, the default behaviour should be used.
Resolution Note (fix version 2022.2.2f1):
The fix for this issue to enable camera relative light culling is disabled by default, as it chnages behaviour, and the problem is specific to certain scene configurations.
To enable the fix, enable this setting:
Edit => Project Settings => Graphics => Culling Settings => Camera Relative Culling => Lights
When enabled, if the camera is actually further away from the world origin, then the problem will persist, and in those situations, the default behaviour should be used.
Resolution Note (fix version 2020.3.45f1):
The fix for this issue to enable camera relative light culling is disabled by default, as it chnages behaviour, and the problem is specific to certain scene configurations.
To enable the fix, enable this setting:
Edit => Project Settings => Graphics => Culling Settings => Camera Relative Culling => Lights
When enabled, if the camera is actually further away from the world origin, then the problem will persist, and in those situations, the default behaviour should be used.
Description