After reading a couple of articles about the 32-bit limitations in unity’s coordinate system I started to experimenting how farther I could position an object without having any problem. I thought that I was going to be able to position them at least around <9999,999u in an axis, but at around 1000u the object’s shadow starts to tremble, at 2000u the shadow starts to shake. (Both in the scene view)
Also, the editor’s camera shake too when you try to pan it at ~2000.
What’s happening here guys?
I don’t know if it’s possible to see through this video, but here it is anyway:
It is worth keeping in mind that directional light requires 3 shadowmaps to be rendered, and in some computation shaders may be using half precision for the sake of speed.
So, 7 digits for the coordinate system, in practice, is just an illusion then? Seems like that starting from ~300u in any axis, the shadows already starts to shake… at least in the scene view, not sure if the shadows behaves the same in game view…
I never heard about any shadow solution for large worlds, only a shadow solution for very close stuff (PCSS-ish), the solution that they used in the blacksmith…
10km? If positioning objects at 300 meters far from the origin we already see the shadows glitching, how come 10000 meters will still work…