#Shadow seams with realtime procedurally generated worlds URP

1 messages · Page 1 of 1 (latest)

velvet compass
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Im building a randonly generated maze/backrooms style game and I’ve encountered some issues with the lighting. Firstly, im using only realtime lights since baking isnt an option due to the procedular nature of the maze. My maze is basically a 2d grid with each cell being either a block or empty. The issue is with the shadow seams between blocks. My bllocks are simple default cube with a texture and normal map. My ceilling lights are simple realtime point lights with soft shadows and an emissive material. Attached is a picture of the seams issue. Any tips or help about this or the right way to do procedurally generated worlds with lights would be greatly appreciate!

mossy veldt
wide pike
#

You can solve it by using quads instead of cubes
The shadows come from the faces between adjacent walls
Adjusting Depth Bias can mitigate it, but is not very effective with values small enough not to cause bias issues elsewhere

mossy veldt
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Yeah, I guess that could be the cause as well.