I get occasional heavy flickering on my terrain now since I turned on real-time soft shadows. Any idea what could be the cause?
For an example, look at 0:29 and onward in this video: http://www.youtube.com/watch?v=pX8Q3tKHZMU
I get occasional heavy flickering on my terrain now since I turned on real-time soft shadows. Any idea what could be the cause?
For an example, look at 0:29 and onward in this video: http://www.youtube.com/watch?v=pX8Q3tKHZMU
Just change the Clipping Planes “NEAR” and that will fix the issue about 99% of the time. Sometimes people will make the near place the minimum and that causes this issue. Try setting a value like .5
Also, there no need to mess with the shadow distance or bias in the light setting.
Hopefully this helps.
I’ve been able to reduce the problem by fiddling with the shadow “bias” setting on the direction light object. Increasing the bias has reduced the flicker problem but it also seems to introduce issues where the beginning of the shadow is offset from where it’s supposed to start.
You can change the quality settings of shadows in : Edit > Project Settings > Quality try to change shadow cascades to four, shadow resolution to High and decrease the Shadow distance.
Hope that helps.
I found a way to.. kind of remove the issue. It seemed to be certain large objects causing these z-fighting shadows. I disabled the whole object hierarchy and then enabled it again, and the problem disappeared at this location on the terrain.
I started seeing this square shadow patch out of nowhere… is my lighting corrupted?
Changed my camera far clipping plane from 700000 to 100000 AND disabled shadow cascades in the Quality settings - one of them worked, not sure which one. Will keep hands away from now, now that it works…
Check your camera’s near clip plane. Increase it as this is the most important factor that determines depth buffer precision. Here’s a good explanation: https://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
If you are having issues with lighting, and its related to a created model, ensure you have selected “Generate LightMapping UV’s” in the import tab.