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Question by Hoqq · Jan 12, 2017 at 06:25 PM · lightmappingshadow bugalphamap

Weird ground shadows with alpha cutout textures and baked lighting

I'm using some grass patches that have alpha cutout textures on them (unity standard shader) that gives me weird shadow artifacts with baked lighting. Grass shadows in the light are fine, but when they're in shade they give these blocky looking ones

My best guess is that it seems that indirect lighting doesn't take into account the texture's alpha, resulting in those blocky shadows on the left. This problem goes away if I disable shadows on the grass but then I don't have shadows cast from the grass in the light. I've tried changing lightmapping parameters but nothing solves this so far.

Anyone else have this issue? If there's no work around for the standard shader, is there one you've used before that doesn't have this issue?

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Answer by AurimasBlazulionis · Jan 12, 2017 at 06:29 PM

It is because the shadows are not the highest quality you can get. And better not to try to achieve higher. The possible workaround is to select your grass, in inspector where it says static, expand it and uncheck lightmap static. This way the grass will not be baked.

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avatar image Hoqq · Jan 12, 2017 at 07:20 PM 0
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Thanks for replying.

The blocky shadows happen regardless of direct or indirect shadow resolution, as shown below with double the lightmap resolution as before.

The grass is for a scene being made for a client and I'm not allowed to have realtime shadows (all lighting/shadows has to be baked), so unmarking static doesn't work for me.

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30-texel-lightmap-res.jpg (175.5 kB)
avatar image AurimasBlazulionis Hoqq · Jan 13, 2017 at 10:21 AM 0
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The only option you have is Sonic Ether Shadows. You will still have to uncheck the real-time static option on grass, but this will bring detailed shadows out of screen space information.

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