Disable spot light's shadow pancaking in Urp. #8081
+18
−2
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Purpose of this PR
When a Spot Light casts shadows from a large triangle, shadow splitting can occur. This issue arises because the Shadow Pancaking, used in the vertex shader to optimize the light range for directional lights, cannot handle the rendering of large triangles correctly. However, most Spot Lights have an acceptable effective range. Therefore, it is desirable to add a toggle to disable Shadow Pancaking for Spot Lights.
issue:
fixed:
Testing status
A simple test scene was used and tested on PC with DirectX11 and on Android with GLES (without Reverse Z).