Search Unity

Realtime Point / Spot light shadows in Unity 5.2.2f1

Discussion in 'Global Illumination' started by jimmikaelkael, Oct 28, 2015.

  1. jimmikaelkael

    jimmikaelkael

    Joined:
    Apr 27, 2015
    Posts:
    513
    Hi,

    Yesterday I updated my project to unity 5.2.2 and at first I didn't noticed anything wrong as my scene only uses a few realtime light shadows. However after checking it I do no longer have realtime spot and point light shadow casting (at least for dynamic objects, didn't have checked for static objects) while it was fine in 5.2.1f1...

    I reverted to Unity 5.2.1f1 and it's OK.

    Anyone else having the same problem ?
     
  2. jimmikaelkael

    jimmikaelkael

    Joined:
    Apr 27, 2015
    Posts:
    513
    I tried Unity 5.2.2p1 yesterday and I still have the same problem with it.
     
  3. jimmikaelkael

    jimmikaelkael

    Joined:
    Apr 27, 2015
    Posts:
    513
    After more tests, I noticed that even the light is disabled, not only shadows.
    If I set my realtime light to cast no shadows, it works again...

    All this seems to be related to occlusion culling: if I bake occlusion culling I have realtime light/shadows casting problems, if I clear the occlusion data no more problem.
     
  4. jimmikaelkael

    jimmikaelkael

    Joined:
    Apr 27, 2015
    Posts:
    513
    Well, I've filed a bug report with a repro project: #740841
     
  5. jimmikaelkael

    jimmikaelkael

    Joined:
    Apr 27, 2015
    Posts:
    513
    This bug is fixed in 5.2.2p2.
    Thank you Unity Team!
     
  6. kanda76

    kanda76

    Joined:
    Sep 4, 2013
    Posts:
    20
    Got the same issue. Installed patch 5.2.2p3, and the problem is still here, but not for all lights !!! If i disable the occlusion culling, it works fine for all lights in the scene....
     
    Last edited: Nov 30, 2015
  7. jimmikaelkael

    jimmikaelkael

    Joined:
    Apr 27, 2015
    Posts:
    513
    Yeah I noticed that too... The problem has not been fixed entirely. It solved the problem in some of my scenes but some others have flickering realtime lights as soon as occlusion culling is baked.

    I hope they'll be fixing it soon.
     
  8. electrolyte

    electrolyte

    Joined:
    Dec 11, 2012
    Posts:
    15
    Yep, have the same problem. Works when there's no occlusion but real times stop when occlusion is on ...
     
  9. SpiriTx

    SpiriTx

    Graphics QA Unity Technologies

    Joined:
    Apr 12, 2012
    Posts:
    251
    Could you please share your scenes in bug reports? The one from #740841 seems to work fine now
     
  10. jimmikaelkael

    jimmikaelkael

    Joined:
    Apr 27, 2015
    Posts:
    513
    @SpiriTx yeah the previous bug case I submitted is fixed by 5.2.2p2 but more complex scene still have problems.

    On my side the scene is quite big but I'll try to shrink materials and texture to see if the problem persist and get a lightweight sample scene.
     
  11. jimmikaelkael

    jimmikaelkael

    Joined:
    Apr 27, 2015
    Posts:
    513
    I've been able to reproduce it in a small scene. I've just submitted a bug report, case #744169
     
  12. jimmikaelkael

    jimmikaelkael

    Joined:
    Apr 27, 2015
    Posts:
    513
    @SpiriTx QA closed my bug report already and says it's fixed in an upcoming release... I just hope they aren't mixing it with the previous bug.
     
  13. SpiriTx

    SpiriTx

    Graphics QA Unity Technologies

    Joined:
    Apr 12, 2012
    Posts:
    251
    I'll recheck

    Edit: Yep, it's already fixed in 5.2.2p4 oc.png
     
    Last edited: Nov 13, 2015
    jimmikaelkael likes this.
  14. jimmikaelkael

    jimmikaelkael

    Joined:
    Apr 27, 2015
    Posts:
    513
    Great ! :)
    5.2.2p4 is for the next week ?
     
  15. mpgholden

    mpgholden

    Joined:
    Aug 21, 2014
    Posts:
    16
    Gave this a shot in 5.2.2p4 and it appears realtime point lights no longer cast shadows regardless of whether or not occlusion culling is enabled.

    (However, lights without shadows appear to work fine even with occlusion culling, which wasn't the case before)

    Edit: This appears to be only affecting mixed lights - realtime lights are casting shadows.
     
    Last edited: Nov 17, 2015
  16. SpiriTx

    SpiriTx

    Graphics QA Unity Technologies

    Joined:
    Apr 12, 2012
    Posts:
    251
    Are you using Deferred rendering path?

    This might be it:
    http://issuetracker.unity3d.com/issues/no-shadows-from-mixed-lights-in-deferred-rendering-path
     
  17. mpgholden

    mpgholden

    Joined:
    Aug 21, 2014
    Posts:
    16