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Fixed in 6000.0.7f1
Fixed in 6000.3.X
Votes
11
Found in
2022.3.61f1
6000.0.47f1
6000.1.0b15
6000.2.0a9
6000.3.0a1
Issue ID
UUM-103384
Regression
Yes
Light is culled incorrectly when Deferred+ and Forward+ Rendering Paths are used
How to reproduce:
1. Open the “IN-97819.zip“ project
2. Open the “SampleScene”
3. Enter Play Mode
4. Move the mouse to look more toward the ground
5. Use the “W” key to move forward toward the intense light
6. Observe the Game view
Expected result: The light is not culled while the camera frustum is within range
Actual result: The light is culled on certain camera angles sometimes in a straight line
Reproducible in: 2022.2.18f1, 2022.3.61f1, 6000.0.47f1, 6000.1.0b15, 6000.2.0a9
Not reproducible in: 2022.2.17f1
Reproduced on: Windows 11 Pro (24H2), macOS 15.3 (M4)
Not reproduced on: No other environment tested
Notes:
- With Deferred and Forward Rendering paths, the issue is not reproducible
- The severity might depend on the GPU or the project size
- Reproducible on any Graphics API and likely all builds
- In the user’s built project, the bug can be observed on multiple other light sources from different angles by just walking around in the scene
Comments (2)
-
CELL9
May 13, 2025 16:54
I have the culling bug since upgrading my project from 6000.0.32f1 to 6000.1.2f1. In my case, having one point light in the scene, and looking directly at it in game view and rotating the camera causes it to turn off and on in certain angles, the lower the cameras near clipping plane, the worse it gets. Increasing it to >=1, or changing to forward rendering path fixes it, but that is not an acceptable solution.
-
KomradeArt
May 01, 2025 08:50
Crucial detail is that it happens when the camera has lowest possible near clip plane value.
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Resolution Note (fix version 6000.0.7f1):
Fixed.
Resolution Note (fix version 6000.3):
Fixed.