Meta Quest shadows unsmoothed, low resolution regardless of settings

Hey all-

I’m currently working on porting an app from VisionOS to Meta Quest. I’ve run into a problem with shadows. Regardless of the settings used, the shadows appear highly pixelated/aliased. I’ve essentially cranked every value I can think of up as far as it will go- anti aliasing, shadow resolution, cascade count, soft shadows (enabled and high quality), the works. We have the main scene light enabled and one (1) directional light in the scene. Quality is still low, at least visually. Here’s the settings we are currently using, and the resulting shadow:

Anyone have any suggestions? Thanks in advance!

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A few questions:

  1. Have you tried to see if you can repro this in an empty project without the polyspatial / vision os settings? It’s possible that some of those packages are hijacking settings.

  2. I see that your editor settings have medium set for standalone. Quest link uses the standalone build target for configuration settings.

  3. Have you tried lowering the shadow resolution? It’s possible that you’re hitting some platform limits and there’s a fallback happening?

Some context on this shadow situation:

  • In Unity 2020, the editor would force shadow quality to low on Quest
  • In 2021 that was changed so each light would control quality settings, but this led to a regression in perf on Quest
  • A fix was put out for 2021+ that made the shadow quality settings on lights ignored for quest, but the URP setting is what controls it now. It should support all 3 tiers, but it’s a global setting.

If the global shadow setting is not working in Unity 6, it’s possible something broke. I would see if this works in Unity 2022, and if it does and not in 6, I’ll need to have you file a bug.

Hey Eric! Thanks for the reply!

I went through each of your suggestions. Here are the answers in order:

  1. I tried the demo VR project here. I manually configured the quality settings and the shadows looked great. This makes me think we’re likely hitting some sort of issue with polyspatial.
  2. We’re not using the quest link to test, only building to device.
  3. Reducing the shadow resolution had not effect (besides the shadows being lower resolution).

Looks like the issue was the shadow cascades! I was able to more-or-less copy the shadow settings from the demo project and got it to work! Thanks!