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!
#Shadow seams with realtime procedurally generated worlds URP
1 messages · Page 1 of 1 (latest)
This is likely due to a floating point error creating small gaps between the vertices of separate walls.
Maybe try adding a small offset to the objects positions that would make the meshes overlap a little bit. Something like 0.001. Other than that, it would probably make sense to generate the geometry of the walls as one mesh, instead of stacking separate cubes.
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
Yeah, I guess that could be the cause as well.