#URP Shadow Dithering

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candid basalt
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Can see in the screenshot only with ugly dithering will the cube look correct with back faces... if you want it rendered without dithering where it looks better, it also looks visually broken... I'm sure BIRP this dithered version smoother ..either way URP just seems broken and I've never seen a decent examples of transparency like a tinted %50 black window where the shadows from it are dithered/smooth ie look correct.. instead of just fully dark as if it wasn't a glass object

sacred dragon
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Are you asking how to smooth out a dithered opaque surface, or how to ensure that the dithered shadow is correctly projected and filtered? These seem like two separate issues