Rendering artefacts

In have typical scene (terrain, 1024 heightmap, 4 textures, default settings - fantastic mode, 1x directional light, uninity 3.1), I see wierd rendering artefacts for close terrain:

http://img163.imageshack.us/img163/5267/renderri.jpg

Any idea? Thanks.

Theese artefacts are visible both in editor or in published game.

Have you tried to change the shadow bias of your main light?

yeah, looks like shadow artefacts. I found similar problems in Gamebryo if an object was self shadowing.

play with your lights and see if you can at least determine what might be causing the problem. then you can figure out what needs fixin’

Changing bias makes it more or less visible, but it is still there.

I tried to change bias and rotation of light, but is is still there. It looks like shadows have some problem with terrain engine. I am using default settings, no custom shaders, ets…Probably bug in terrain shader?

What is your near/far plane of the camera?

Also, are you using lightmaps?

No lightmaps, near plane 0,3, far plane 1000 (default settings of 3d person controller). This bug occurs even in the clear project. I import height map, put terrain texture, make directional light and its here. I am suspecting, that there is some problem in terrain rendering, if there is bigger height change between two height map neighbouring pixels.

Well the only possible solution right now would be to lightmap your terrain and try forward/deferred renderer and single/dual lightmaps.

A ligthmapped terrain should not have these artifacts.

Thanks, this could probably work. Our game is far from finished, so no problem. But I would like to know opinion of unity team, because this looks like shader/render/shadow bug.

It would be great if you could file a bug report for this (menu: Help > Report A Bug). It would certainly be worth investigating even if it turns out to have another explanation.

I have blocked pop3 and smtp ports, so this feature does not work, but i can try to make sample project and sent it to support directly, this can be easy reproduced.

That’s just as good, thanks.

There is a simple scene. Nothing special, just made some terrain, put texture and light…

http://vyveska.endor.cz/unity/bug.rar

Well, it is a biasing issue. And also you have your light “hitting” the slope of the hill in a way that it maximizes the problem.

Using “fantastic” quality in the quality settings and your light bias to 0.1 minimizes the problem.

But if you lightmap your terrain using the dual lightmapping / deferred renderer approach there is no artifact anymore.

Sure, baked lightning solves the problem. But we are planning dynamic day/night cycle with and so we need real time shadows (sun will move). I made this scene just like example, in real enviroment it can be MUCH stronger (picture in my first post) and no bias settings make big difference.

I tried deffered rendering, but no change. Anyway I dont see reason to use deffered renderer with 1 light (sun) in the scene.

Does anybody have similar problems? Ot it can be problem in my graphic card?

Yes, I get this with terrain that casts dynamic shadows on itself. I imagine everybody does, and playing with the bias and camera clipping doesn’t fully fix the issue. Increasing the shadow bias to maximum is about the best I can do.

I tried the pine trail demo from showcase forums and had this same issue with it what looks like the shadow artifacting i had with unity 2.6 point lights.

So this definitely looks like bug.