Deferred Rendering shadow flickering (URP - Unity 2023.2.5f1)

We’ve been experiencing a strange shadow flickering whenever we attempt to use deferred rendering. I thought it might have been an issue with our project somewhere but have been able to replicate the problem in a new project.

Here’s an example of what we’re seeing:

I’ve tried a few things, such as adjusting shadow cascade settings, however that seems to just move the problem around.

Here’s an example with different shadow cascade settings:

The problem seems to at least be loosely associated with distance from origin (the further away you get, the more likely it is to occur), and it’s very particular about the camera angle, but I’ve found it difficult to accurately pinpoint contributing factors. The box I have in the videos isn’t necessary to cause the flicker, I just found it easier to use as a point of reference when trying to locate buggy camera angles.

The flickering affects both the editor and in-game camera, Mac and Windows builds, and I’ve found it significantly easier to get this flickering to occur in our game than it is in a blank project.

I’ve been considering making a bug report about this, but thought I’d try getting some feedback here before I do.

Thanks!

In the event that someone stumbles across this thread experiencing similar issues, I had submitted a bug report about this and it was confirmed. Seems to be related to using a 16:10 aspect ratio. Whether this aspect ratio is strictly the cause or just makes the bug to happen more readily, I don’t know.

Issue Tracker link:

This has been a bug plaguing me for quite a while as well. Happening on both 1980x1200 and 1920x1080 resolutions. Possibly partially related to this? Either way I have the same issue as you have on the video and know of few others. I will share the bug report so we can bump this even higher!