Is there a way you guys could add support for Micro shadows for non-directional lights?
Without it most of my materials look really bad, especially materials from quixel-megascan
I think the micro shadow looks very bad. It’s unrealistic and it’s too dark.
I am using Parallax shader. It looks realistic with contact shadow and SSAO.
8K megascan textures in my scene.
Unfortunately, this question has already been asked, and for now, there’s no plan to support more type of light in the near/medium future for micro shadows.
The algorithm has been developed explicitly for Dir Light. It could be technically copy pasted to take care other types of lights (punctuals) but since it was designed for dir light, it could also give unexpected results.
For pointers, you can look at the function “ShadeSurface_Directional” in com.unity.render-pipelines.high-definition\Runtime\Lighting\SurfaceShading.hlsl, there’s a function called “ComputeMicroShadowing” called. You could do the same for the ShadeSurface_Punctuals and see what results it gives
This function is located in com.unity.render-pipelines.core\ShaderLibrary\CommonLighting.hlsl