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Various shadows quality basing on distance
I have a question to ask the Unity team regarding operations on lights. Is there any LOD system for shadows in the engine? For example, along with bigger distance, shadow quality gets down from Very High to Low. Is there a possibility to get to light's quality settings (point light, or even directional) to each one separately? It would drastically raise the engine's effectiveness, for it wouldn't render useless high-quality dynamic shadows in far distance. The best would be for the objects to lose rendered dynamic shadow's quality along with distance - omitting shadow displaying for certain distance system.
This is exactly what I've been trying to do too, lightning.
I have found nothing on Unity answers, docs, forums about this. This is really abysmal, and expensive. Shadows/Depth in my game is pressing 40 ms which is completely laughable in any serious operation.
The best I have found is a dirty hack. Here's what I'm doing:
Put a script on the main camera
In OnPreCull, force high LODs (either QualitySettings.lodBias or .maximumLODLevel)
In OnPreRender, force low LODs
This has the effect of drawing low LOD geometry in the shadow pass and high LOD geometry in the color pass.
I know the logic seems backwards. I cannot explain this. Unity is a howling wilderness. All I can say is that it works in testing. Good luck
Answer by DanjelRicci · Apr 01, 2013 at 07:26 PM
This needs really basic knowledge, you can change Quality Settings in realtime. Take a look at the official documentation, in particular ShadowCascades
and ShadowDistance
: QualitySettings
That is not what I need, what is the connection between LOD and general Shadow Quality ?
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