Render with artifacts or heavy distortion in my WebGL build

Hi everyone,

I’m currently running into a frustrating issue with WebGL shadows in my URP project (Unity 6.5.4f1).

The problem:
Shadows look perfectly fine in the Unity Editor’s Game View, but they render with artifacts or heavy distortion in my WebGL build. I have tested the build on multiple different GPUs, and the distortion is consistent across all of them.

What I’ve tried:

Adjusted Quality Settings and Shadow Resolution.,
Checked for differences between Render Pipeline Assets.,
Tested with different Rendering Paths (Forward vs. Forward+).,
Even though I’ve disabled “Cast Shadows” on my character mesh, the shadows still seem to render incorrectly or “float” in a distorted way.,

Since I am aiming for a stable, lightweight experience for web visitors, I have currently disabled shadows entirely on my Directional Light as a temporary fix, but I would love to understand why this is happening.

Has anyone encountered this specific discrepancy between the Game View and WebGL, or does anyone have tips for stable shadow implementation in WebGL URP?

Any insights would be greatly appreciated!


What does it mean?


Just for clarification, here are Additional instructions for Quality Levels :slightly_smiling_face:

The Default Quality for the target platform is set with the arrow below all quality levels, and it is indicated by the green color.

You can select any Quality Level by Name clicking on its name, and it will be shown in the Unity Editor, but it will not be set as the default level for the target platform.

“That solved it! I unchecked the mobile setting and changed the shadow quality to medium as you suggested, and it looks great now. Thanks for the quick help, I really appreciate it!”