#Achieve crisp toon shadows

1 messages · Page 1 of 1 (latest)

bitter echo
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Hello there! I would like some ideas on how to achieve this crips shadow effect present in many games like in Boomerang Fu.

I have some ideas but I don't know how to get there...

  • Applying some sort of filtering to the shadows via a Render Pass or Material
  • Using Shadow Volumes / Stencil shadows?

I would love knowing your take on this effect! Thank you everyone!

lapis girder
bitter echo
# lapis girder They look like pretty ordinary shadows to me Might not even be using any type of...

https://www.youtube.com/watch?v=T9D_KYeu9RI They look super clean tho despite being a top down game 🤔 They would need a lot of shadow resolution for that, wouldn't they?

Slice and dice your friends with boomerangs in this frantic physics party game for up to 6 players. Coming to Nintendo Switch on August 13th, 2020. Learn more: https://www.nintendo.com/us/store/products/boomerang-fu-switch/?utm_source=SW&utm_medium=soytnoa&utm_campaign=P1021-01&utm_id=P1021-01

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▶ Play video
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I'm looking to get these extremely crisp shadows, normal materials do not seem to do the trict as the shadow mapper is not good with that case, that's why I was looking for a Shadow Volume or Stencil shadows approach

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But maybe with a filtering it can already work

lapis girder
bitter echo
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As the game is top down... Maybe I would have to up to 4K shadow resolution

lapis girder
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Cost is relative

lapis girder
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Higher shadow distance, the lower the shadow resolution is relative to world space

bitter echo
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Because the game is seen from far away

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It it somewhat improved with cascades

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But still...

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Also tried to mess around the camera far and near plane, which helped a bunch

lapis girder
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I think near plane being as close to the world as possible should ensure the distance doesn't matter
Shadow distance is used instead of far plane, but far plane shouldn't be further away than needed, in any case

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Unity 6 URP has higher quality shadow filtering methods
But if your shadow resolution is high enough and you happen to be using TAA it can smooth shadow edges too

lapis girder
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If you need to have a very narrow light angle, rotating the directional light around its Z axis may align the shadowmap's pixels better with the most prominent object silhouettes, but it's a tradeoff

bitter echo
lapis girder
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Maybe it'd be viable to use a shadow volume instead, particularly as the perspective is fixed, number of objects is predictable and their polycounts low
But I don't know what the rendering cost of that will be, or if there are any solutions that can scale to that many objects out of the box

bitter echo
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I think it was used long time ago but because the models were relatively low poly

lapis girder
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Even mobile GPUs are getting good in terms of vram and parallelization, so I expect the overhead cost of features like shadowcasting is bigger than scaling the feature to have more resolution or more shadowcasting objects

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Probably a case by case thing, and depends on what else you need to fit in your rendering budget

bitter echo
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That's why also I thought of just creating a render pass or a shader that smooths out the shadow, as a tradeoff of having less consistent shadows

lapis girder
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That's called shadow filtering, which URP already does

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If you need to change it, it may be more efficient to modify the way URP implements it rather than doing it in a separate step afterwards