As i move my camera, the light/shadow moves with it. See short video for example:
My camera is orthographic set at a constant 30 on the Y axis for an old school Baldurs Gate style isometric feel. Directional light is NOT attached.
Increasing my shadow distance in the quality settings gets rid of shadows, but ALL of them. The camera shadow is one of the last to go so this is not really a solution.
I found these similar posts from awhile ago but nothing helped:
From the looks of it, your shadow cascades settings need to be adjusted. Go to Project Settings > Quality and try adjusting the cascade count, cascade split, and shadow distance settings. Verify those settings using Shadow Cascade debug mode in the Scene view afterwards.
You could also try using Distance Shadowmask lighting mode, which will allow your realtime shadows to blend into baked shadows when shadow distance limit has been reached - Unity - Manual: Lighting Mode: Shadowmask
Thanks for the suggestion. I ended up setting my directional āsunā light to have a bias of 0.1 which solved it. I am a little puzzled as i have an older version of the game from an older Unity where i had this working without the bias set.
I tried setting it back and playing with the cascade settings but to no avail. The distance settings do work⦠but my removing all shadow so that is no use. However, i am happy now as i understand the only issue with bias removing too much shadow where there should be shadow but that does not seem to be the case.
I haved the same problem in my project but in my case I was using HDRP. it result that (at leat in my case) that circle wasnāt becouse the camera casting shadow but for the lack of shadow configuration. You can find information in here:
I am pretty sure that topic starter have already resolved his issue, but here is my case.
Iāve also got that dreaded shadow circle and in my case Unity did its job right - it was my misunderstanding. In my scene there were āearly morningā, so the āsunā was quite low and the camera position was in the valley. There were no shadows though, except for that circular one. In desperation Iāve moved camera outside that valley and suddenly that circle falls apart, showing correct shadow in that circular area. And thus this mistery was resolved at last - the valley was in shadow of terrain, so every in it was in shadow, but shadow distance was not big enough to render all shadow of terrain cliff. That is why deleting and re-adding direction light could help - newly created light is āhighā enough to keep shadows short. Iāve user HDRP rendering, so it was enough to increase shadow distance in the volume profile.
TL;NR:
If you have faced this issue - try to increase shadow distance. It may help.