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Question by lighting · Mar 30, 2013 at 02:29 PM · shadowsdistancequalitylod

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.

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avatar image psantoki · Jun 13, 2014 at 10:04 PM 0
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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:

  1. Put a script on the main camera

  2. In OnPreCull, force high LODs (either QualitySettings.lodBias or .maximumLODLevel)

  3. 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

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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

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avatar image lighting · Jun 11, 2013 at 11:01 PM 0
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That is not what I need, what is the connection between LOD and general Shadow Quality ?

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