#yes its active

1 messages · Page 1 of 1 (latest)

neon oar
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You could also show the Lighting tab above the Shadows

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You'll want the Split distances to put them somewhere useful

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A Split 1 of 0.56 means you get full resolution shadows only within half an unit from the camera

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The original Split distances were probably a better after all, but I'm guessing your shadow resolution is just really low

hollow root
neon oar
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Is the directional light Baked?

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If so, these aren't the right settings at all

hollow root
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yes directional light baked

neon oar
# hollow root yes directional light baked

In that case your only practical option is to increase the texel density resolution of the bake, or the Size in Lightmap of that particular mesh so it gets more resolution

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However you shouldn't expect perfectly sharp shadows when baking as the system is fundamentally inefficient for that task

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You'd rather use a mixed light with shadowmasking to render the direct shadow with a realtime light and benefit from shadow cascades and keep the lightmap resolution low

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HDRP or Bakery might let you increase directional light diameter for the bake, so it's blurry rather than pixelated, but I really don't know for sure if they have that specific capability

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If you can't use mixed lights and are really desperate, you may be able to blur the shadows on the lightmap manually but I don't really recommend that

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Mixed lights should be your first option unless you have specific limitations preventing you from using them

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We could've avoided hunting for the problems in the wrong places earlier if you had provided more info about what you're working with
There's no such thing as too much information when describing an issue

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The solutions I would recommend also depend heavily on the technical limitations you're working around, if any, but I don't know anything about those