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LightAttenuationTexture & LightAttenuationTextureSampler are returning garbage in 4.17.1

Hello guys,

We're using custom shader for making shadows from movable directional light on a plane with unlit material. Here is the code:

 float s = Texture2DSampleLevel(LightAttenuationTexture, LightAttenuationTextureSampler, UV, 0).x;
 s = saturate(s);
 return float4(s, 1-s, s, s);


Last engine's version where it works properly is custom dev-ar-kit branch. After release of 4.17 and 4.17.1 LightAttenuationTexture looks like garbaged data or some another texture from memory and depending on camera position.

Thank you :)

Product Version: UE 4.17
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asked Aug 24 '17 at 06:55 AM in Rendering

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gamescodedogs
190 4 14 21

avatar image NivalVR Sep 05 '17 at 05:06 AM

Anybody? We are now living with ugly modulated shadows :(

avatar image Wilfried.Ayel Jul 11 '18 at 03:15 AM

This post is kinda old but will try my luck. I am having similar issues on my side with mobile builds...zulman, did you guys sort out a solution for that shadow issue? If so, would love to hear about it!

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1 answer: sort voted first

LightAttenuationTexture is only bound when using the deferred or desktop forward renderer which explains why you're getting junk data.

There should be a way to lookup the CSM shadowmap data with the mobile renderer which should look a lot better than modulated. In MobileBasePassPixelShader.usf, something very similar to all the code in the block under "// Cascaded Shadow Map" should do what you want although you only want the MOVABLE_DIRECTIONAL_LIGHT path, the other case is for blending CSM with lightmaps.

Cheers Jack

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answered Sep 07 '17 at 08:39 AM

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JackP STAFF
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