#would changing the scale factor of it

1 messages · Page 1 of 1 (latest)

neat lantern
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Shadow resolution, distance and cascades operate in world unit scale, so generally bigger geometry should get better shadows

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I'd check what your quality leve's shadow settings are

valid yew
neat lantern
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Your shadowmap resolution looks to be 512
Default high quality asset seems to consider "medium" to be 1024

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Cascades look fine, although the smaller your max distance is, the more resolution the shadows get

valid yew
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125 is the closest i can get it to render shadows base on where my camera is to the object im trying to cast them on

neat lantern
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The scene does place limits on that variable

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In that sense

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Just so you know "shadow atlas" is the map where all the shadow caster shadowmaps will be compiled to

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Did you yet try rotating the light source?

valid yew
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Yea, didnt effect anything

neat lantern
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The pixels of the cast shadowmap are in relation to light rotation, as if it were a camera

valid yew
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it fixes the jags on some places, then gives jags some other places

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(rotating light sources on the Z)

neat lantern
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Ye, it's a situational tradeoff thing
But in some very specific cases can make a huge difference

valid yew
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Should these things be changed

neat lantern
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Yea, try setting the high resolution tier to 2K for example

valid yew
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i have 4 quality settings, i dont know what this low,medium and high is

neat lantern
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Those are the default setting presets you might expect the user to choose from options, or which you might want to enforce per platform

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Each settings asset defines resolution tiers for shadowmaps

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Such as my URP-HighQuality here

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Each light component can choose from those tiers, or define its own

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I'd try to bump up that light source's resolution a bunch to see if that fixes it

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Either with custom or by defining a higher high quality tier

valid yew
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oh wow. the tiers is what did it!

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2048 and it smooth

neat lantern
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These gaps in the shadow are colloquially known as "peter panning"

valid yew
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well, good enough, its smooth enough at a distance

neat lantern
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Which the documentation advises about as

A high Bias value makes the shadow appear “disconnected” from the GameObject

valid yew
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hm odd.

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it says URP_High here.

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but if i change the render scale of my URP_GODLIKE asset, it changes the render scale

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So what gives

neat lantern
valid yew
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How do i know what is actually being used in the editor?

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i would think its godlike... but that light says otherwise

neat lantern
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You tend to always get problems if you stray from default bias settings, which I believe are 1 for both bias and normal bias

valid yew
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I think ths is good enough in all honesty, it looks smooth at this distance

neat lantern
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Looks just about totally fine to me

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You might still get light leaking through corners of meshes

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Which is the exact same issue we discussed back in june if you recall

valid yew
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Yea i remember, why does lighting in unity have so many caviats

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when i used Unreal, it was just dead simple and just worked normally out of the box

neat lantern
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It's all raster renderers
They either suffer from it or are trying to work around it

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Unreal has a lot of clever systems and workarounds for these kind of details, but I guess that's what makes it harder to strip down and generally heavier to work with

valid yew
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Thank you once again for the assistance my friend

neat lantern
neat lantern
# sonic sinew How would you fix this one?

If they're only at select places, then extra shadow caster geometry should work
But if there's a lot all over, especially when using low-poly meshes, it may be better to instead use a shader that allows smooth-shaded geometry to be rendered with flat normals

valid yew
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what is "extra shadow caster geometry"?

neat lantern
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So it appears as solid and continuous to the shadow caster, but as flat-shaded to the viewer

neat lantern
valid yew
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Aaa i see! Fake it till you make it

sonic sinew
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but indeed, i always used shadow casters for this kind of problem

neat lantern
sonic sinew
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thx

neat lantern
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AleksiH did some magic to add a fix for floating point errors