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sh0v0r
Up and Coming
October 25, 2014

Realtime Shadows Broken in 4.3 (Forward Rendering)

Firstly this is a great release, I'm happy to report my Camera Layering & Image Effects are working nicely, but shadows seem to be broken. I can see them in the Scene View but not in the Rift.

I am using Unity 4.5.5f1

Edit

Just discovered that if I enable 'Skybox' in the camera clear field the shadows appear. However I can only enable them on the World cameras which are at depth layer 0, if I try that on the Cockpit layer, depth 1 the skybox writes on top of the first layer.
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    5 replies

    Inspiring
    October 25, 2014
    Do you see a very faint version of them? Are you using OVRMainMenu or modifying RenderTexutre.active during the frame? We have seen some cases where setting RenderTexture.active at any point during the frame will make shadow intensities (and other rendering state) take unexpected values.
    sh0v0r
    sh0v0rAuthor
    Up and Coming
    October 25, 2014
    "vrdaveb" wrote:
    Do you see a very faint version of them? Are you using OVRMainMenu or modifying RenderTexutre.active during the frame? We have seen some cases where setting RenderTexture.active at any point during the frame will make shadow intensities (and other rendering state) take unexpected values.


    No they are completely missing... I'm not using Main Menu or fiddling with the render targets.

    I tried to use DX11 thinking that might fix it but Unity just crashes.
    Inspiring
    October 25, 2014
    Have you tried varying the shadow distance and clipping planes or the number of cascades? Unity's shadows may be doing something unexpected for the clear-to-depth case.
    sh0v0r
    sh0v0rAuthor
    Up and Coming
    January 2, 2015
    "vrdaveb" wrote:
    Have you tried varying the shadow distance and clipping planes or the number of cascades? Unity's shadows may be doing something unexpected for the clear-to-depth case.


    Tried playing around with those settings but nothing makes them appear other than setting the Clear Flags to Skybox or Solid Color.

    It used to work fine, I'll do some tests with a normal Unity camera layered setup, with render targets.
    Inspiring
    January 5, 2015
    Were you able to reproduce this with a layered camera setup that doesn't include the Oculus integration?