Hi All
I am trying to write my own lighting and make use of shadows and therefore using the unlit graph and adding in the various shadow pragams to ensure I do actually get shadows.
However, when calling the methods to sample the shadow maps.
- MainLightRealtimeShadow()
- AdditionalLightRealtimeShadow()
My shadows look like this for a point light.
Where the same point light in the lit shader, produces this:
Showing some shadow acne, though if I change the depth bias in the setting live, both are affected. I can only imagine that I am missing some settign, pragma or some slight manipulation of the world space posiiton being passed into the methods.
Both contain artifacts but there’s more fighting and unstable shadows from when I sample the shadow map vs Unity.
Any thoughts welcome.
Cheers
p.s. I would just go with the lit shader path and use the emission channel, but it appears emission is added on top of final lighting, so shadows are scrubbed.
p.p.s. soft shadows, high quality and 4K shadow textures in use