- Home /
Realtime GI - Shadow Leaks
Hello! Recently I've posted a question-answer about improving Realtime Global Illumination. It's good but still not perfect - sometimes I got shadow leaks as on th epicture. Anyone knows why it can be happening?
It looks less like shadow leakage, more like ambient occlusion/lighting bounces rendered in a low resolution. Perhaps try increasing the resolution of the bake?
Cranking up Default Parameters to High Resolution made the effect smaller, yet still it persists. :/ Also, It's only realtime GI, not baked - there's not ambient occlusion active.
Looks like you have different mesh objects representing the walls. Combine the mesh objects into a single mesh (merged vertices) or try overlapping them slightly. The gap is visible on the left side of the image.
It's already combined with Draw Call $$anonymous$$inimizer - it's a single mesh. Before it was combined, it was A LOT worse. Trust me. :/
making it a single mesh and combining vertices are two different things. You can combine 2 meshes into a single mesh that are 100 meters apart. The difference is that if the vertices are combined into a TRUE single mesh, there will be no gaps between the mesh objects. They would be sharing edge vertices.
Your options are:
combine the vertices of these mesh objects in an external program (blender/3dmax)
get this asset that allows mesh modification inside unity : https://www.assetstore.unity3d.com/en/#!/content/11919 (i am not sure about the limitations of the free version)
make these objects slightly overlap eachother
It does not matter if 2 different meshes have their own vertices in the EXACT same spot. The vertices could be overlapping visually, but under the hood they are still 2 different vertices. They are treated as different objects unless they are both sharing the exact same vertex and at that point they are truly part of the same mesh. The gap still exists on the tiniest of scale even if it isnt visible. Sometimes it might not matter, but it clearly does with unity GI.
Think of light as water and the mesh being the thing you want to collect the water. If your mesh is not "water tight" the water is going to seep through the cracks.
Answer by Acreates · Mar 12, 2017 at 06:01 AM
Weld your meshes or if you are using planes make sure they transect.
Your answer
Follow this Question
Related Questions
Switch Precomputed Realtime GI data using scripts 0 Answers
Baking Realtime GI for very large worlds is crashing 0 Answers
Baked lights with realtime directional shadows? 1 Answer
Realtime GI not responding to non static shadow? 0 Answers
How can I export the result of Realtime GI to a Texture? 1 Answer