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Under Consideration for 2022.3.X, 6000.0.X, 6000.1.X, 6000.2.X
Votes
8
Found in
2022.3.61f1
6000.0.47f1
6000.1.0b15
6000.2.0a9
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
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KomradeArt
May 01, 2025 08:50
Crucial detail is that it happens when the camera has lowest possible near clip plane value.