Hey all,
I'm hitting a wall with a weird shadow issue using a point light and a cubemap for Gaussian Splatting and could really use some fresh eyes on this.
I'm getting these big, ugly, U-shaped black artifacts where the faces of my shadow cubemap meet. This isn't the usual single-pixel seam bleeding; it's a much larger pattern.
I've already tried messing with the bias. If I crank _ShadowBias way up to something crazy like 1.0, the U-shape disappears, but then I get horrible Peter Panning, so that's not a real fix.
What's really confusing is that my old implementation didn't have this problem. It was slow, but it worked. I was using 6 separate 2D textures instead of a single cubemap and manually picked the right View-Projection matrix in the shader for each face. This makes me pretty sure the problem is specifically with how UNITY_SAMPLE_TEXCUBE is behaving at the seams, not an issue with my scene data itself.
So, it really seems like this has to be a sampler problem, but I'm not sure how to approach debugging it from here. Is this a known issue with projection distortion near the 90-degree frustum edges? Or maybe the GPU is calculating wild derivatives at the seams and messing up the sample?
Any ideas on what could be causing this or how to investigate it further would be a huge help.
Thanks!