hello,
since i upgraded to Unity3.0 pro, I did experienced inaccurate and high Pixelisation shadows problem.
1. Inaccuracy [/B (the chair is on the ground) 2. high Pixelisation (it’s softShadow… everything is set to “fantastic” and hiRes) on some body advice: - I try to change shadows computing to forward or Deferred (same result) - I try to modify Bias (Bias has no effect at all) - I try to update my Video card Driver… nothing changed… config : nVidia GeForce GTX470 1.2Go i7 930 intel CPU/Win7 64bits/12Go ram
the shadow cascading should improve yes.
you yourself can’t fix it unless you want to implement your own rendering and shaders basically as these things are not further exposed that present in render settings, quality settings and light component settings
We really should get access to the distances at which the cascades are set at. At the moment they appear to be fairly linear where it would be better to have the first cascade set really close for higher res shadows which reduce progressively as you move away from the camera.
I would assume that they apply basing on the depth buffer which is not linear in U3 actually.
But I agree, T3D alike control over the distances wouldn’t be a bad thing at all and should be straight forward to expose.
The interesting thing is that the shadows similar to T3Ds have an “inverse missbehavior”. In T3D it fades for close up instead of further away, in case of U3 the smoothness becomes better at the longer range (as you see in the back of those screens) while the closeup has some problems with the screen blur (only) potentially.
Oh btw: larger parts of the shader is actually present in the built-in shader bundle (above resources - assets)
the Shadow-ScreenBlur, Internal-PrePassCollectShadows and Internal-PrePassLighting likely are the ones of interest
Tell Unity Tech! Native shadow map quality wasn’t something I recall people talking about in the beta, but either a lot of people are experiencing the same problem and it’s something UTech should look at, or there’s something with your driver/card setup that they can help you fix.
In the mean-time, ask yourself if it’s really that bad. The problems are obvious in your screen shot, but is your game going to have the player look at chair legs on untextured floors? The answer might be yes, in which case it’s something of a show-stopper. However, if your actual game has higher frequency textures and geometry, the issues may not be as noticeable to the player.