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// We can see that the guard angle is roughly proportional to the inverse of resolution https://docs.google.com/spreadsheets/d/1QrIZJn18LxVKq2-K1XS4EFRZcZdZOJTTKKhDN8Z1b_s
Debug.LogWarning("Too many additional punctual lights shadows to use Soft Shadows. Increase shadow atlas size, remove some shadowed lights or use Hard Shadows.");
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// With such small resolutions no fovBias can give good visual results
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m_IssuedMessageAboutPointLightSoftShadowResolutionTooSmall=true;// Only output this once per shadow requests configuration
Dictionary<int,ulong>m_ShadowRequestsHashes=newDictionary<int,ulong>();// used to keep track of changes in the shadow requests and shadow atlas configuration (per camera)
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@@ -342,7 +336,6 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came
@@ -407,7 +398,6 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came
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Debug.Log($"Reduced additional punctual light shadows resolution by {shadowSlicesScaleFactor} to make {totalShadowSlicesCount} shadow maps fit in the {atlasSize}x{atlasSize} shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame");
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m_IssuedMessageAboutShadowMapsRescale=true;// Only output this once per shadow requests configuration
// This case can especially happen in Deferred, where there can be a high number of visibleLights
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Debug.Log($"There are too many shadowed additional punctual lights active at the same time, URP will not render all the shadows. To ensure all shadows are rendered, reduce the number of shadowed additional lights in the scene ; make sure they are not active at the same time ; or replace point lights by spot lights (spot lights use less shadow maps than point lights).");
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m_IssuedMessageAboutShadowSlicesTooMany=true;// Only output this once
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