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Question by joshua-lyness · May 14, 2015 at 09:24 PM · lightinglightshadowdirectional

ugly shadows

When making huge scenes that are constantly changing, I cant use lightmaps, which is a real bummer. Instead, I have to do realtime shadows. Realtime shadows in my scene are a bit funny though. The scene is big, so I have to set the shadow distance to 300+, ideally 500. Even if I set this smaller though, the shadow quality is awful, with big jagged "blocky" edges to the shadows. How can I get around this? Every other shadow setting is maxed out, and no matter what I change, the shadows always look awful... The scene view shadows look better..... :/

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Answer by Sethhalocat · May 14, 2015 at 09:45 PM

You could go to file, build settings, player settings. And find out how to change graphic settings or edit, project settings, quality, then change the settings there. Feel free to gimmie a thumbs up and mark me correct.

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avatar image joshua-lyness · May 14, 2015 at 11:22 PM 0
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Haha yea, but I've already tried that mate ;)

avatar image Sethhalocat · May 15, 2015 at 01:02 AM 0
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I tried :) lol Well im still looking into it and i founf a shafow reselution bar in graphics. U can also turn up anti anilising and very high reselution.

avatar image joshua-lyness · May 15, 2015 at 07:25 AM 0
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Tried dat too. Owwww. Have you ever had shadow problems in unity? Really noticeable ones?

avatar image Sethhalocat · May 15, 2015 at 02:04 PM 0
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Yes. I would make everything smaller bye putting it in a empty game object that way you dont have to raise the distance then you can turm down the controller settings. I kinda just ignored the issue.

avatar image Sethhalocat · May 15, 2015 at 02:08 PM 0
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Also, i would try lowering the render distance and adding fog so u dont see far away shadows if all else fails.

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Answer by Aeleck · May 15, 2015 at 07:05 AM

I found increasing the Pixel Light Count can help quality in shadows. Also found that they aren't the best to have set very high for performance's sake. Good luck! :)

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avatar image joshua-lyness · May 15, 2015 at 07:24 AM 0
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Well the game is low poly, doper dormancy isn't critical..! Can you use baked light maps for objects spawning after the game starts? It doesn't seem to make sense... Just curious.

avatar image Aeleck · May 15, 2015 at 07:30 AM 0
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No becauze the maps are generated at the build stage. Ive tried adjusting anything baked and nothing happens because the object is literally in the scene as like a foot prinT in cement. As far as i know, it wouldnt be possible. However, more advanced lighting could be achieved with light probes since youre looking for dynamic light and shadow changes, perhaps?

avatar image joshua-lyness · May 15, 2015 at 09:37 AM 0
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ok, will check it out! :)

avatar image joshua-lyness · May 15, 2015 at 10:47 AM 0
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nope, isn't really gonna work... my scene is going to be too big, I would need thousands of them, which kills performance. Oh well, gonna have to be:

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Answer by Crystalline · May 15, 2015 at 12:05 PM

Why would you even use 500+ shadow area? Your camera cant see the shadow of an object 450 meters away. Having a large shadow scale makes things bad performance and graphical wise.

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avatar image joshua-lyness · May 15, 2015 at 09:29 PM 0
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well my trees are almost 10 metres tall, and because my game is a city builder game, I actually wanted to be able to see objects 2000+ metres away.... oh well....

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