Getting Low Quality Shadows

Giga_Steve

PostSat May 13, 2017 5:04 am

Hey guys, working on a new shader and I seem to be encountering an issue where regardless of shadow quality settings, it generates saw tooth edges on objects using this shader. On the Unity standard and my other SF shaders, the shadows are perfect. So clearly I'm doing something wrong when it comes to implementing light attenuation.

1 Directional Light (Left) - 2 Lights (Right)
Image

Whats weird is that flat objects like walls or ground don't show these shadow issues with a single light, only slight pixelation on a second shadow cast, but only non-flat surfaces (as you can see in the picture above).

Any suggestions would be appreciated, here's my node tree: http://imgur.com/a/XG3YT
Last edited by Giga_Steve on Thu May 18, 2017 2:26 am, edited 1 time in total.
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nuFF3
Location: Hell

PostWed May 17, 2017 10:54 pm

This is not a problem of the shader, but the lightsource... The one with the saw-tooth edges are from a lightsource with no shadow filtering (look at the ground, very hard shadow edges).
Point lights in Unity do not have shadow filtering yet, its on their agenda but its not a priority, so you'll just have to live with it as of right now.

I would actually recommend everyone check this thread out (https://forum.unity3d.com/threads/soft-shadows-for-point-lights-my-implementation.375949/)... It adds a fake soft filtering to point light sources, and (if you want) penumbra effect (pcss).

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