hey.
I was trying to get a volumetric shadow pointing towards the camera, but i get this low res grainy/spotty/dust particle effect where its suppose to be as black as possible.
What is wrong?
Its only a sphere in the way of a direcitonal light. Inside a density volume
Alternatively, in your camera’s custom frame setting, enable Fog Reprojection. The effect only works in the game view, not in the scene view, however.
If performance isn’t a constraint, activate both. And in later versions of HDRP (9 and above), you can set custom settings for the slices used for the volumetrics fog. The cost can rapidly increase though.
question, what do you mean by “activate both”? Both what?
The performance and cost isnt an issue due to my hardware. And this is just for show, not to be played other then on my pc which can handle the stress.
but thanks for the reply.
sorry, didnt see Fox reply. i will try both suggestions.
Thanx guys
Is that in edit>preference>graphics?
It’s in the Fog component of your game Object with the Global Volume or Sky and Fog Volume.
Roger roger.
Thanx
I used both of youre suggestions and it worked out perfectly. The grainy particle thing is gone, but there is a slight cloudy shadow now, but its so vauge you can hardly see it.
Thanx guys.
edit:
this also helped me with some jagged borders of my spotlight.
thanx Fox
And in case anyone has trouble finding the “Filter” property on the Fog override, note that you need to click the little “More Options” button first:

Hey guys, sorry for reviving this topic, but it was the only place I found were people were talking about an issue similar to what I’m having.
I’m using Local Volumetric Fog to build a “Hevenly Sky Scene”, and the shadows are very weird and grainy:
I’ve tried everything you guys mentioned here in ths thread, did not fix it. Anyone has more info on it?
Camera dithering on
That’s because you don’t have enough sample count. Also, using volumetric fog to create large cloud is not a very good idea.

