Shadow artifacts all over the place

I’m working on this scene. It’s large and in charge (about 10x10km where 1m=1 unit). When I have shadows on either at work or home (so it’s no the gfx card), even in super fantastic quality mode, I get this godawful result. My camera clipping is 1-10000, yet it still exists if the clipping is 1-1000. Any ideas would be appreciated!

Change the bias of the directional light that casts the shadows.

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I did that too! Cranked it up to the maximum of 2.

Have you tried to change the number of cascades and shadow resolution/distance?

If it’s not the above it might be a material problem.

Does baking them onto a lightmap also bake that clipping effect too? Does it happen if you use another scale and shrink things down a bit?

Things to change:

-Bias
-Shadow cascade
-Shadow distance
-Shadow quality

Try everything from low - high settings, not just max all.

Using some editor trickery I set the Shadow Bias to it’s real max of 10.0 and it looks far better, although obviously the smaller objects arent casting.

I was able to solve my lighting issues by changing the bias in the beast light map file to .001

I have same problem for long time now. It is especially bad in deferred rendering mode (forward is ± OK). There are artefacs on meshes and terrain. My whole scene is blinking like disco. I dont see point in increasing bias, because even values like 2 does not help and shadow is not connected to objects. I dont even use lightmaps.
I reported it several times with description how to reproduce, some screenshots and video. And no effect. They just close this bug report after some time.

http://forum.unity3d.com/threads/83286-Shadows-shaking/page2?highlight=blinking