Camera FOV and distance causes hard edge circle

If you take a look at the images you’ll be able to notice a hard edged circle surrounding the focus of the camera.

  • Moving the camera higher/ lower can “hide” the problem, but the look changes https://gyazo.com/5a0eb0bc9eb08dc0964837f2a608e05d

  • Changing the FOV moves the hard edge farther away.
    This requires the camera to be lower than I want it to be. Also, the camera can see too far ahead as the player progresses around the track, so the problem is still visible

I’ve got my camera setup almost how it will be in the release build, is there a way to fix this without having to change the camera FOV + height + follow distance?


@Carwashh is the issue happening only with realtime shadows? If yes, it means you’re dealing with shadow cascades. Go to Quality Settings, and either play with the cascade limits or set the max Shadow distance to something lower, so you are spending your shadowmap only for the distance you need (from the screenshot, it seems like 50-80 units?)

Sorted, thanks. Shadow distance was set to 200 (default? - start this project a long time ago, probably on 5.6), lowering to 120 solves it → more reading required about this.

Getting some flickering now though (around the trees), going to see if that’s gone after a light bake.