Tube (Area) lights claim to cast shadows, but don't? (HDRP 7.5.1)

Is there a special settings that needs to be enabled for Tube Area lights to cast shadows? In the screenshot below, you can see a Tube light I’ve selected. Its indirect lighting is set to 0, so all the light should be direct lighting. I have “Cast Shadows” set to “On”, but I’m not seeing shadows. All of the nearby meshes are set to cast shadows.

Is this a bug? Or just an unsupported feature that’s unfortunately not hidden in the UI?

Hey @dgoyette , regarding your question I can send the post over and see if we can get you a response!

Thanks. Send it over where, exactly? Should I have posted this somewhere else?

(I think he means he’ll send it over to the devs responsible for this feature / someone who knows the answer to your question, and then he’ll get back to you here)

In past HDRP area light shadows totally broke if you used it with really long and narrow area light. More square the shape the better shadow casting worked.

That’s an interesting issue. I tried experimenting with other area lights, and was able to get some shadows from Rectangular shapes. But it’s like you said, the less square the rectangle, the worse the shadows got, similar to how shadows look on Spotlights as the cone angle approaches 180. I wonder how tube lights are trying to create shadows, and whether its equivalent to 4 thin area lights rotated 90’ from each other.

Probably a miss UX wise, tube lights don’t cast shadows.

[Edit] I missed an important point : the “cast shadows” option is for the emissive mesh : When emissive mesh is enabled, should the mesh cast shadows projected from other light sources ?

I see. So I misunderstood. Thanks for clarifying that.