Hi! I’m experiencing strange behaviour with Oculus Quest 2 and Unity 2021.3.6f1, URP 12.1.7.
I have a small scene which uses 1 realtime directional light. I want to disable AO, but keep the shadows from that light. I see shadow in the editor and in play mode (quality settings the same - Balanced) all the time (whether or not SSAO is enabled). But when I build and run it on Oculus Quest 2 there are no shadows if SSAO is disabled.
I’m probably missing some other settings, but not aware of any relevance of how SSAO can affect shadows.
Does anyone have a tip for me? Any other important information I did not mention?
Updated to 2021.3.16f1. Tried a blank project. Still same problem. As soon as I disable SSAO shadows also disappear.
Make sure realtime shadows are enabled
How to make sure realtime shadows are enabled? Well I did not find exactly checkbox “realtime shadows” I think I looked everywhere in project settings and in rendering pipeline asset - everything containing word “shadows” looks enabled, made sure my light is realtime.
Unfortunately no, but I have discovered that it’s not really Quest-related. It’s more of differences in behaviour between play mode and build. I have tried to make a Desktop build and have the same results - standard balanced URP profile with disabled SSAO has missing shadows.
If you tried it in a blank project and just disable the ssao (maybe make a video recording of it), it sounds like a bug. You could also loop up some kind of sample project so you can test it on your device
Heyhey!
This seems like a bug.
I have one pretty similar to this one but that one doesn’t make the Shadows disappear.
I’m currently working on backporting the fix for that to 2022.2 and 2021.3.
Can you send a bug about this one so I can verify that my fix also solves your issue?
Does that also include the bug report I made about a shader not displaying when shadow cascades keyword is used but shadow cascades is disabled in the URP asset? (IN-30157)