I have flickering shadows in my game with a near clip plane set to 0.01m. I thought 5.5 was supposed to fix this, but it is still an issue for me. If I set it at 0.1 or higher then it doesn’t happen anymore. I really need it at 0.01 though.
Anyone?
Can you reduce your far clip plane?
Not as a permanent solution. I currently have the far clip plane set to 2k. I reduced it to 512 as a test, and the shadows problem is still there.
It’s the same for me but that’s kind of expected as the precision is now more evenly distributed as opposed to the old behaviour of having max precision at the near clip and very little as you go out.
Well, I’m glad it’s not only happening to me then. Was 5.5 supposed to fix this though? That was my understanding when they talked about the z buffer changes.
Unity 5.5 should reduce the problem, but only when using DirectX 11+ on Windows. If you’re working on a Mac you’re out of luck as the inverted depth buffer trick doesn’t work with OSX’s current OpenGL version.
It does appear to be better than 5.4, but still in no way good. I’m on Windows 10 with a GTX 970.