Please someone help me with that. I am creating a mobile game, so I need performance, but I don’t want to bake anything and want to keep real-time shadows calculated.
However, my app is pretty tuned from all sides and it runs in 60fps, but if I can get out even more perfromance, that would be great. So I came across “screen space shadows”, which I couldn’t get to work. I see nothing. Turning Depth Texture on in URP settings, also doesn’t bring a result.
How does my setup need to look like?
I have one directional light, with shadows on.
Where to do what to get rid of the usual shadow cascades? Or whatever this “screen space shadow” thing does? xD
By not seeing it? …after they say “After you enable this Renderer Feature, URP renders screen-space shadows in your scene.” Btw, your beloved frame debugger doesn’t show any entry, but the effect is added to the URP render settings! 1st that thing has to show up! Did you ever had it running once? Or you just came to show me the documentation?
Why don’t you tell me how to set it up 1st? That was also my initial and only question!
I did set it up, I even added shader support for it.
I wasn’t sure what ‘didnt see’ meant. Does it mean when you add the screen space shadows, no shadows show at all? Or nothing different?
The way to check if Unity even renders anything related to screen space shadows is to check the frame debugger, which is what I referred to in the docs
The only thing in the setup that could help is trying only SSS without HBAO and I am unsure how well the filtering layer masks play with screen space effects.
Personally I haven’t seen noticable performance improvements with Screen space shadows, but there are likely other optimizations that you can do.
My XR project guide mostly is the same for mobile, maybe you can find some optimizations there: https://youtu.be/Vlmy0JJ_E3c