When either the editor camera or the camera in play mode look a the mirror (object with material that is fully metallic and perfectly smooth), you can see the directional light hitting the left wall. This light cutoff changes depending on the direction or distance of the camera in respect to this mirror.
No light should be allowed in the room besides from a window on the right wall, as they are 3D objects and not planes with a open backside.
I have looked though almost all the settings of the HDRP assets, the volumes, project settings and the directional light itself.
The attached videos show this issues happening with both runtime camera and the editor camera.
HDRP_Raytracing_BugReport_Videos.zip (10.7 MB)
The issue in the mirror when moving the editor camera

The issue in the mirror when moving the “player” camera

It looks like your directionnal shadows fallback to “no shadows”.
I’m going to suggest you play with a few parameters and let me know if that helps.
- Add a raytracing settings override in your volume stack and change the directionnal shadow fallback from 1 to 0. This means that outside the shadow cascade, your objects will be considered in the shadows instead of in light.
- If that doesn’t help, you can check extend shadow culling as well there, it shouldn’t have an effect on dir lights cascades but sometimes, that helps a little depending on the context.
- Lastly, add a light cluster override in your volume stack and increase the camera cluster range here, maybe it’s too low depending on your scale and the rays stops too early.
Hope that helps.
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Ok, setting the directional shadow fallback from 1 to 0 seams to have fixed the issue.
Thank you very much!
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