WebGL no shadows?

In Editor works perfect:

In WebGL Firefox 35.0.1

Edit → Project Settings → Quality

2 Likes

The default qualitty settings are set as Fastest, for this reason you are not watching the shadows. Try to change it to Good or Fantastic

I always use Beautiful setting and I probed with Fantastic and nothing happens o.O

Delete all quality settings but one and make sure this one has shadows enabled.

Unity Version : 5.0.0f4

My quality settings:

o.O

Well, solution:

Set Default the quality setting desired with shadows turned on

The shadows are ugly, is normal?

Are soft shadows active? High resolution?

Yes.

I didn’t try 3D in webgl get but it looks like a bug. Sorry

Well, time to report a bug :roll_eyes:

Done.

1 Like

Would you be able to add the issue tracker ticket here please? I’m curious about this as well.

Sure, Ticket ID: 677747_9l911ai9t3d5a4b9

That’s odd, I’m unable to search anywhere by issue id. I also tried looking at the dates of all tickets and can’t find it :(. Could you post an exact link please?

The date of my ticket and no answers is : 05/03/2015 18:09 , i have to be patient for the next version.

And you can find if are fixed in : http://issuetracker.unity3d.com/product/unity/issues?utf8=✓&status=2&category=webgl&view=newest&unity_version=5.0

Try this: https://fogbugz.unity3d.com/default.asp?677747_9l911ai9t3d5a4b9

So it’s not fixed yet but is there any workaround?

WebGL is not a final release, what we are using is a preview mode and we’ll have to wait a bit more for a stable version. You can check the Patch releases if you want.

Thank you, we know it’s not the final release, and of course I check the Patch releases ; just wanted to know if - right now - there is a workaround to force the shadows to use better resolution textures.

I’m having a similar problem, although it isn’t identical: in WebGL shadows only show up at close range in spite of distance settings, although when they do show up they are normal soft shadows. My procedural ground detail is also blurry and seemingly threshholded like an old palette-based VGA display even though it’s produced mathematically on the fly in the shader rather than being based on a texture. And the mute button doesn’t work in WebGL.