First one has 2 directional lights, which is why it’s darker; doesn’t seem like URP supports them. And I know the normal bias issues causing the seams in URP, although it seems more difficult to fix. But ignoring those, the shadows just look pixellated and bad. I tried 4096x4096 and it was twice as “good”? but that’s not saying much.
Hi, can you try reducing the camera far plane or the shadow distance? Also, adjusting the cascade splits will help. Built-in does a close fit approximation by default, but the SRPs currently only support stable fit, so if you switch built-in to stable fit, it will increase the shadow texel space and cause more perspective aliasing.
OK; I reduced the camera far plane to 100 (and increased near plane to 1). Had no noticeable impact. I was able to achieve much greater precision by reducing shadow distance, but the default is 50, and anything under about 40 starts showing up with shadows dropping off.
Cascades work, but won’t that just multiply the shadow rendering cost. Like I can get close to the fidelity of the first image by doing 4 cascades, but that’s 3 more render passes and twice the texture size, right? Or am I misunderstanding cascaded shadow maps?
Also, the splits end up looking really obvious, and the normal bias issues just get worse: