Okay, every time I google this question I see a bunch of angry complaining on the users’ side and doublespeak and feigned confusion on the PR/developers’ side, so before I open this Pandora’s Box of a conversation again, let me first define some terms:
“Good” means I don’t see blocky, angular, jagged black pixels in the realtime shadows. Ever.
“Setting Shadow Type to Soft Shadows in Unity 3” is not “Good.”
“Fallout 3” is an edge case.
“Unreal Engine 3” is not an edge case, that’s why everyone’s USING it.
“Lying” means posting a 256x192 screenshot where a standard jagged Unity 3 shadow is being cast on an extremely busy brick textured floor. If it wouldn’t look smooth on a plain white surface at 1040p, that’s not really smooth, and you know it.
“Modern” means this problem has been solved. That is, solving this problem is necessary, but not sufficient, for making your game look good to modern gamers.
“Easy” means other developers have already solved it, all over the industry, so don’t say it can’t be done. Don’t say it’s only necessary for First-Person games. This guy did it on an iPhone, for crying out loud. In a third-person game. With large outdoor areas. And it looks objectively better. So why can’t I have it in my Unity Pro PC game?


This is not a question of “is this a real feature,” “does this feature matter,” or “is this feature relevant to the types of games people would want to make with Unity.” The answers are all “Yes,” and that’s why people keep asking for this feature over and over again.
There is only one question that needs to be answered in this thread:
Can we achieve this feature with Unity 3, or do we have to wait for Unity 4?
Thank you for your time.
