Search Issue Tracker
Active
Under Consideration for 6000.6.X
Votes
1
Found in
6000.3.9f1
6000.4.0b10
6000.5.0a8
6000.6.0a1
Issue ID
UUM-135654
Regression
No
Terrain with Terrain Lit Shadergraph material does not receive shadows when Deferred or Deferred+ Rendering Paths are used
How to reproduce:
- Open the “TerrainShadowsBug.zip“ project
- Open the “SampleScene“
- Select the “Assets/Settings/PC_Renderer.asset” Asset
- Change the Rendering Path to “Deferred” or “Deferred+”
- Observe the Scene view
Actual result: There is no shadow cast onto the terrain
Expected result: There is a shadow cast onto the terrain
Reproducible in: 6000.3.0a5, 6000.3.10f1, 6000.4.0b10, 6000.5.0a7
Could not test in: 6000.0.68f1, 6000.3.0a1 (No Terrain Lit Shadergraph available)
Reproduced on: Windows 11 Pro (25H2)
Not reproduced on: No other environment tested
Notes:
- Not reproducible with Forward and Forward+ Rendering Paths
- Not reproducible with either the default URP Terrain Lit material or the default URP Lit material
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
Add comment