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HDRP: shadows in mixed mode for lighs

Discussion in 'Graphics Experimental Previews' started by SKoptev, May 23, 2019.

  1. SKoptev

    SKoptev

    Joined:
    Jan 15, 2019
    Posts:
    37
    Hello, Unity team!

    Cant get the right behavior for mixed lights in HDRP. As described in documentation (https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/Shadows-in-HDRP), if light's mode set to mixed, and its shadowmask mode set to distance shadowmask, when the distance between the Light and the Camera is greater than the fade distance, HDRP uses shadowmasks for static GameObjects instead of real-time shadows.
    But in simple test scene consisting of "mixed" point light, static sphere and static plane - shadows are disappear completely when the camera moves away from plane further than fade distance. "Generate lighting" was pressed; shadow mask option checked in HDRP asset.
    The same scene, assembled in built-in pipeline-looks as expected.

    What additional settings are required for distance shadowmask to work?

    Thanks in advance!
    upload_2019-5-23_14-13-40.png

    upload_2019-5-23_14-14-17.png

    upload_2019-5-23_14-17-24.png
     
  2. laurent-h

    laurent-h

    Joined:
    Sep 29, 2016
    Posts:
    78
    In your default frame settings for camera (in HDRenderPipeline asset) are shadowmasks enabled ? also in the lighting settings windows Mixed lighting should be set to Shadowmask.
    Which version of unity and HDRP is this ?
    If all these conditions are true can you upload the scene ?
     
  3. SKoptev

    SKoptev

    Joined:
    Jan 15, 2019
    Posts:
    37
    Actually yes, problem was in "mixed lighting" -> "lighting mode" settings; by default its value is baked indirect.

    Thanks for your quick answer!
     
    Last edited: May 23, 2019
    laurent-h likes this.
  4. KingKadriK

    KingKadriK

    Joined:
    Jul 1, 2015
    Posts:
    15
    any solution ?

    Edit:

    To use shadowmasks in HDRP, you must set up your Project to support them. To do this:

    1. Enable Distance Shadowmask for every Quality Level in your Unity Project:
     
    Weendie-Games likes this.