x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

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
Tags:
more ▼

asked Aug 24 '17 at 06:55 AM in Rendering

avatar image

zulman
185 4 13 20

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!

(comments are locked)
10|2000 characters needed characters left

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

more ▼

answered Sep 07 '17 at 08:39 AM

avatar image

JackP STAFF
540 16 6 19

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question