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Question by Nition · Dec 30, 2012 at 09:28 PM · lightingshadowsseams

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:

image

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?

shadows.jpg (26.8 kB)
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avatar image WVNL · Jan 15, 2014 at 09:49 PM 0
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Hi, did you find a solution for this? (Or anyone else?) I'm having the exact same thing.

Thanks

avatar image Nition · Jan 15, 2014 at 09:51 PM 0
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Nope, sorry, I changed to using Forward rendering!

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