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Shadowcasting with LODGroup.

Discussion in 'General Graphics' started by RegdayNull, Aug 8, 2019.

  1. RegdayNull

    RegdayNull

    Joined:
    Sep 28, 2015
    Posts:
    68
    Hi.
    It is a bit rude, but WHAT THE HECK, UNITY? Sorry.
    I've just discovered, that all meshes in LODGroup get rendered for shadow pass.
    And turning shadow casting off on all except one lods does not change anything.

    5714 objects on scene and 22893 shadowcasters. Only one meshpart, I'm sure. But ~4 lod meshes in object.
    I've just the whole performance. Is this normal?

    Encountered on Unity 2018.3.f10.
     
  2. RegdayNull

    RegdayNull

    Joined:
    Sep 28, 2015
    Posts:
    68
    I want to be clear. LODs are switching and I can see that, but shadowcasters are multiplied by number of lods.
     
  3. BenThomas5

    BenThomas5

    Joined:
    Jul 23, 2019
    Posts:
    10
    You can find out which LOD level is currently active by looking into the names of children GameObjects Renderers which are currently visible.
     
  4. RegdayNull

    RegdayNull

    Joined:
    Sep 28, 2015
    Posts:
    68
    I've found the problem. When I moved prefab to testbed, then LODs became broken and automatic LODGroup was not configured. So there is no problem with builtin LOD system.