Glass shadow problem

In this picture you can see the light passes through a window and ends on a surface… unfortunately you can see a lot of tiny points on the surface, but the glass is transparent. I don’t know why this happens: shadow resolution and strenght are at maximum.

Anybody knows how to solve this?

What you’re seeing is the result of working around the shadow mapping’s limitation that it is (almost, but not exactly) all-or-nothing in the shaders.

I’m assuming you’re using the Standard Transparent shader, which supports a rather fascinating form of shadow casting. Specifically, it’s using a 3-dimensional dithering texture to generate shadows based on the alpha value of the texture/color casting the shadow.

In the shader, it looks something like:

alphaRef = tex3D(_DitherMaskLOD, float3(input.pos.xy*0.25, alpha*0.9375)).a;

The texture consists of a black and white texture (all or nothing), ranging from completely unshadowed to shadowed (0-1) for its z-axis depth, then following dithering patterns to add more and more interwoven pixels to transition between colors across the x and y axes.

Here the material properties

Bias adjustment “solve” the problem, but i think that i have to modify material properties

If you are willing to eliminate the shadow completely: You could put the glass on a layer that is ignored by the light (light’s culling mask field). This way it won’t cast any shadow (alas, NOR be lit normally).