How do Sky Gamblers make their self shadowing?

Hi, I was playing sky gamblers and find that their self shadowing of aircraft is fantastic. I tried unity shadow system on my own aircraft but there are always artifacts, even I used the highest resolution of shadow texture and set appropriate camera far clip, near clip and low shadow distance, the artifacts still exist.

I did all in

But it not work.

Does anybody know how sky gamblers do it or some other way to improve quality of self shadowing?

You can ask in the “Shadow Softener” asset forum thread if their PCF softening improves the situation. I have it but never tried it yet (got it in a sale for “the future”)…

If you like to get your hands dirty, then also look at CRYENGINE - Crytek"s powerful game development platform

Sometimes if your model units are too large or too small the shadows will not be crisp.

Thank you. Do you have any suggestion for Unity?

My model units are 1 unity meter for 1 real meter. The aircraft model is about 20 unity meters. The far clip of camera is about 50 unity meters.

For Unity? Yeah, either try/ask the “ShadowSoftener.com” asset-package authors, or “get your hands dirty” and rewrite all internal shadow-casting and shadow-collecting shader passes based on the insights you gained from Cryteks presentation I linked above :smile:

If you’re thinking “maybe there’s a secret config flag #pragma _enable_2014_shadow_quality_levels” or something like that in Unity or ShaderLab — nnnope…

OK. I searched “Shadow Softener”, maybe it can solve my problem. :wink: