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Fix erroneous tile coordinate calculations in contact shadows #4335
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Fix erroneous tile coordinate calculations in contact shadows #4335
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It appears that you made a non-draft PR! |
@FrancescoC-unity can we add a contact shadow test that cover this cases? Hard to figure out how this can't be catch by our automated test. Thanks |
Yes, we can indeed, will add one soon. |
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Looks good
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Waiting for test
I managed to change a test to cover this test, gonna run yamato and update screenshots as soon is done. |
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Wrong parenthesis strikes again :)
Because both values being divided where constant integer and the division was in brackets, the tile coordinate was always computed as 0, leading to unexpected behaviour when looping through the lights.
This fixes an issue reported by Alix on slack ( https://unity.slack.com/archives/GHD5LADU7/p1619513674480600 )
What did I test: the repro scene Alix provided me slightly modified. Essentially to repro is sufficient to have a light that has contact shadows and that as the camera moves such light hits or not the first "lightlist" tile.