VAB casts strange shadows at KSC
When the sun sinks behind the VAB at KSC, its shadow fades out partway up the screen, dependent on camera elevation but regardless of camera azimuth.
The first screenshot (attached) shows the broken shadow, with the relative positions of the sun and VAB for reference. The second screenshot shows a better view of the bug; note how the shadow starts at the expected place, but then fades out toward the VAB, leaving the area close to the VAB in ordinary daylight. The third screenshot shows how the bug manifests regardless of camera azimuth -- note how the sharp shadow edge parallel to the VAB on the left side of the screen changes to a blurry edge, whose Y coordinate is affected only by terrain height, when it reaches the crawlerway.
My rendering settings are:
- Render Quality: Simple
- Texture Quality: Full Res
- Aerodynamic FX Quality: Normal
- Edge Highlighting (PPFX): disabled
- Surface FX: enabled
- Underwater FX: disabled
- Orbit Line Fade Strength: 100%
- Orbit Line Fade Reversed: enabled
In case it's a hardware-specific or driver-specific issue, I'm using an NVIDIA GTS 450 with the NVIDIA driver version 367.18.
#3 Updated by TriggerAu about 3 years ago
Hi achurch - same as http://bugs.kerbalspaceprogram.com/issues/9365#note-14
Not an indication of an issue wit hthe bug report, just trying to make sure it exists in 1.1.3 and we can get it confirmed
#4 Updated by achurch about 3 years ago
- Status changed from Needs Clarification to Updated
- % Done changed from 0 to 10
Sorry, I thought I had reported this under 1.1.3. Yes, the problem is still present in 1.1.3, same symptoms.
Also, thanks for the pointer to the forum post -- I saw the mass update but hadn't been able to find any explanation of why it was done.
#6 Updated by JPLRepo about 2 years ago
- Status changed from Updated to Need More Info
- % Done changed from 10 to 0
The shadow in the VAB is different to the one outside. Do you still see the issue on the outside of the VAB?
Inside the VAB is a different camera setup.
Essentially what you are seeing is a Unity "feature" of shadows called far clipping plane shadow fade out.
#7 Updated by achurch about 2 years ago
Fair enough; Unity lossage noted.
That said, shadows are still broken outside the VAB -- but in a different way: it's as though the shadow is being generated as a sphere around the camera position, leading to strangeness like the area immediately in front of the VAB being lit even when the VAB is casting shadows far away (screenshot9.png) or "candy-wrapper" shaped shadows (screenshot10.png).
#9 Updated by achurch about 2 years ago
Graphics render quality was set to "Simple" - changing it to "Good" fixed the spherical shadow problem. It looks like the behavior of "Simple" changed between versions 1.2.2 and 1.3.
At "Good", I still see something similar to the original problem if I zoom very far out (I guess it's another case of Unity), but it's no longer an issue at normal zoom levels, so you can go ahead and close out this bug.