Hello everyone, I have trouble when using the Unity 6 preview URP.
I have attached a video describing the problem I encountered.
Specifically, there was a circle of light inserted somewhere in an area that should have been dark.
Does anyone have a workaround for this? Thank you very much.
Unity 6 Preview - Shadow issue
I’m also clearly seeing the same thing, it appears like the first shadow cascade is broken. It’s blatantly obvious so I’m assuming a bug report is already open for this.
Thanks for your answer.
I hope this will be resolved soon.
I believe this is the issue you were experiencing. If so, then this has been fixed in 6000.0.14f1
A temporary fix is jack up the near cull distance in the light settings
Thank you, I will wait for the 0.14f1 release.
Unfortunately, this issue remains unresolved in version 6000.0.14f1 URP. ( I just updated my project to URP 6000.0.14f1)
It seems the near plane setting is a big factor here but I don’t really understand exactly if this is normal.
You can see the cull plane in the shadow map causing the problem (I think umbra gives it a depth map appearance, not sure thats why my shadows get blurrier)
So i’m trying to understand whats happening here, this is a issue that is inconsistent?
I made this test scene
Looking at this ball the distance is no problem…
Near plane is default
But in this scene:
We have this problem where the culling is very agressive, I can’t even induce the problem in the test scene! But here unless Near plane is set to a very high number objects are culled agressively and I don’t know why.
Does this have something to do with camera draw distance and maybe using physical objects for a sky, sun or moon?
Even attempting to replace the sky light or sky prefab causes the same problems in the scene.
The issue also does not appear to be a issue with my graphics settings, it seems to be a scene specific issue somehow. Moving the test scene to my own project produced expected results.
Okay I tried combining the test scene and my actual scene, and now i’m seeing strange behavior, the objects from the test scene shadow properly, but the objects from my game scene have the visible culling on it still.
Oh I think I see what’s happening, it’s custom shaders, I use amplify and I think something in the shader is causing this shadow culling.
Changing shaders to lit, solved the issue, now to find out what part of the shader causes this…
EDIT: I remember they recently made some changes to shaders so maybe this is related…
EDIT2: So far my theory is amplify is unnecessarily culling shadows? I’m seeing a lot of extra functions the lit shader doesn’t seem to have?
I have discovered the issue.
I commented out this line in the shadowcaster pass of the lit template in amplify.
Perhaps the need for this function was removed if it existed formerly.
You can see the cube here remains unculled, give me a bit to update all my shaders.
EDIT:
Problem solved! I have also notified amplify of this issue.
Thanks for the information, I just try to increase the Shadow near plane, but it cause FPS down.
And I try to test on Built-in, the shadow work well, so I think it’s an issue on URP.
If you use custom amplify shaders (or any custom shader) try making my edit to the template/shader you use.
Ok, thank you very much.