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Issue with big objects and dynamic shadow resolution
I'm doing a spaceship game with a giant curved plane as a planet in it. I put dynamic shadows for my spaceship, but whenever I put a pixel-lit shader on the planet, it ruins my dynamic shadows, which becomes big flickering squares of shadow. Even if the planet doesn't cast/receive shadows and its layer is in the culling mask of the directional light, my spaceship's shadows are not usable. Is there some workaround for this, except reducing the size of the planet or putting an unlit/vertex-lit shader on the planet?
after I checked my shadow on a cube I've put in my scene, it seems that the resolution of the shadow is ok, its just constantly flickering whenever my planet has a pixel-lit shader. The flickering seems related to the movement of my spaceship.
Answer by DaveA · Aug 02, 2012 at 06:40 PM
Tesselate the polys. Ex: if you have a very large plane composed of just 2 triangles, it will look bad. Remake the plane with hundreds of triangles (same overall size) looks ok.
It didn't change anything to put a much higher resolution mesh for my planet, my shadows are still broken.
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