Search Issue Tracker
Fixed in 5.3.0
Votes
1
Found in [Package]
2.0.4-preview
Issue ID
1058835
Regression
No
[LWRP] Wildly different shadow quality in scene view vs game view
SRP Repo: Issue #1616
What happened?
We have our game camera up fairly high, and we set the Shadow Distance small enough and Near clipping plane close enough on our camera that we can get nice looking shadows with smaller shadow atlas sizes.
This works really well, but it means our scene view is a complete mess to look at!
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 (fix version 5.3.0):
With the ability to now set clipping planes in the scene view directly this means you can replicate the same setup the camera is seeing with regards to shadow distances/quality