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Cross-hatching on shadows with deferred Lighting
I'm having trouble working out how to avoid these dark visible seams in shadowed areas of my terrain when using deferred rendering:
Details:
This is standard Unity terrain
Rendering path is deferred lighting. Using vertex or forward instead doesn't have this issue
Lightmap size is 1024, and the "squares" of shadow seem to occur every two samples. Yes, it's a low-density lightmap but it works fine using the other rendering paths. Also, doubling it to 2048 creates the same size squares - I suspect they'e based on the terrain's resolution rather than the lightmap's
Someone else must have come across this but I'm having no luck searching. Is there a setting I can change to fix this?
Hi, did you find a solution for this? (Or anyone else?) I'm having the exact same thing.
Thanks