#Point light with hard shadows creates NaN-like artifacts from distance (Deferred+, 6000.2.15f1)

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spring ore
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Alright, here's a weird one. Would really value any outside thoughts, as it's cropped up in a few projects now.
You can see it in action in the video down there. Here's some other fast facts:

  • Getting close enough to the light results in the black tiles disappearing, and the light rendering normally.
  • Tested with all post-processing and renderer features off - when checking in Frame Debugger, it indeed happens in the lighting pass.
  • This project uses Deferred+ URP, but I've had this exact issue in Forward+ as well. Reproduced consistently across computers.
  • The issue doesn't occur with Soft Shadows or No Shadows set. It only affects Hard Shadows.
  • It happens in both Scene and Game view
stark grove
spring ore
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Ah! Doesn't occur in normal deferred.

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So there's probably something funky with the clustering

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No major editor version upgrades. I did give it a shot on latest 6.3 LTS version, but it's still happening there too (Deferred+):

stark grove
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And on forward+?

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I would try to repro on 6.0 if it occurs there
6.1 through 6.3 have all been painfully buggy

spring ore
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Yeah, forward+ too

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Normal forward is fine

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It's just the paths that do clustering. I'll give 6.0 a shot for the sake of completeness, but we'll likely keep to the standard Deferred path on our current Unity version until they fix it. It's a bummer how consistent this problem's been, I've been running into it for all of 2025 across multiple projects :(
I did look for an existing bug report of this but couldn't find it - do you happen to know of any off the top of your head?

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Weird potentially-inconsequential wrinkle, when I disable HDR in the Rendering Debugger, it goes from black to like, this overlay

stark grove
stark grove
spring ore
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Mhm, just shaped super wrong. Still messing about in the render debugger, the clusters go red when Hightlight NaN, Inf, and Negative Values is enabled

spring ore
stark grove
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Without HDR the shadow color is clamped to 0-1 so with HDR it's clearly outside of that

spring ore
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Yup - and since it's the same broad behavior on and off, I doubt the problem is on that level

stark grove
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I would make test builds of the repro using different graphics API, and see if it replicates there, and testing on more different machines
If I wanted to poke at it

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Ultimately you'll just need a workaround, or a version where it works

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Most curious that it doesn't occur with soft shadows
I was under the impression those are just filtered hard shadows so issues should be inherited

spring ore
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Yeah, right? It's really strange.
I appreciate your thoughts! I think the workaround for now is just switching to standard Deferred.
Gonna try a few graphics APIs for the sake of building a case, and then I guess casting it into the abyss of the forum to see if it gets picked up by Unity as a bug.

stark grove
spring ore
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Fair enough

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I'll make a repro project and do that. Probably update this forum post a couple times just for my own bookkeeping, then merge it all together in a report.
Thanks!