unity-game-enginelightshadows

Unity3d, baked shadows quality


Hello there, I spent almost 1 week already googling... hope that you can help me with that. I baked my shadows, result and all needed settings are shown on the picture. The problem is that quality of shadow on the tree is much much better than of shadow on the ground. Do you have any guesses why?

I just made this one tree bigger than others so that it's easy to see the problem...

(shadow quality is set as the highest, rendering path is Deffered lightning)

enter image description here


Solution

  • Reducing the size of the ground object solved the issue.

    The likely reason this works is that texel budget per object is limited by the lightmap size regardless of user-defined texels per unit. For example, if lightmaps are 2048x2048 and the ground is 2x2 km, there is ~1 pixel per square meter, assuming 1 unit is 1 meter.

    Although it was not the case here, inconsistencies between shadows may be observed when dynamic and static shadows use inconsistent resolutions.