URP -> Shadows look horrible

angular diameter?

The problem you are facing is regarding the shadow draw distance(the smaller the draw distance/max distance the better the shadows are), Unity atm can’t handle shadows at high distances. Many games that use unity made their own solution for this type of need.

Also note that if you target mobile platfroms the shadows will look that ugly, idk why but they are ugly when you are going for mobile.

Looks great.

There is an asset for it aparently https://assetstore.unity.com/packages/vfx/shaders/virtual-shadowmap-urp-246320

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Definitely a must-buy, until U will considere to embetter its own system.

This is how the shadows are supposed to look with this settings on windows platfrom.

I will finnish my replacement for armedunity and unity froums by the time they start to think about adding this type of features to urp =))

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I agree: they are still stopped at understanding the on-exit standby.

Hey, you don’t need any asset. This is URP. Consider that the viewport doesn’t have AA. It really depends on how you want to cascade the shadows, and some perspectives like top view are more difficult to cascade properly. Remember that URP is built to be performant rather than to look perfect. Also, having graphics for mobile that look like HDRP is not an easy task for any engine. I don’t think this is an issue at all. The Ambient Occlusion could be better, and I would love to have Screen Space reflections. But the shadows don’t even have a softening in this image and they still look pretty decent. Also, shadows are some of the most expensive things out there.

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What settings did you applied?

Here is the set up for the result on the image.
What you should focus is in the shadows cascades.
Usually you’re not going to need this much detail. To give an example, I’ve recently seen that an Unreal Engine’s game of 2023, Hogwarts Legacy, with good quality settings, has shadows that are way less defined than this. This is because when you use soft shadows (wich are more common) you can give away with less detail.
Another thing to keep in mind is that, if you’re not working with real life units (say, a person beign roughly around ~1,80 meters), the settings that you see here (or in a tutorial) will change.

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great

You’ve pretty much just maxed out the shadow settings. This is really expensive and should not be considered a solution, would definitely recommend buying an asset to get a more optimized result.

I tried everything here, then checked my main/sun light, and enabled softness there and it worked for me. Hopefully this helps

In URP Asset, soft shadows enabled (high quality), On the sun>shadows>Shadow Type>Soft Shadows

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