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2017.1 Distance shadowmask artifact

Discussion in 'Global Illumination' started by AndersMalmgren, Jul 13, 2017.

  1. AndersMalmgren

    AndersMalmgren

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    Hey guys, I get this artifact on objects just a few meters away



    My bake settings
    upload_2017-7-13_22-56-56.png

    Quality settings:
    upload_2017-7-13_22-58-30.png

    The artifact is also present in the editor look at the front of the hangar building, the circle
     
  2. hippocoder

    hippocoder

    Digital Ape Moderator

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    Looks like normal shadow map cascade join. Play with the splits to minimise it.
     
  3. Stardog

    Stardog

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    Did you adjust your Bias setting on the light? It should be 0.05 by default, and Normal Bias 0.4.
     
  4. AndersMalmgren

    AndersMalmgren

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    I have changed nothing other than upgrading to 2017,looked good in 5.5.4 with mixed mode and subtractive(only subtractive available in that version) . No artifacts on that setup. Will look at the settings when I get to the computer.
     
  5. AndersMalmgren

    AndersMalmgren

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    So here is 5.5.4p1 no such artifact
    upload_2017-7-14_19-24-47.png

    And here is 2017.1f3
    upload_2017-7-14_19-25-11.png

    The directional light settings
    upload_2017-7-14_19-25-54.png
     
  6. AndersMalmgren

    AndersMalmgren

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    Ok so its seems this is the effect you get when swiching shadow mask quality like @hippocoder suggets, but there must be a better way of switching than a huge circle in the middle of the screen? :p
     
  7. AndersMalmgren

    AndersMalmgren

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    Specular leakage

    upload_2017-7-14_20-58-19.png
     
  8. AndersMalmgren

    AndersMalmgren

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    Light leakage from mixed mode dir.light


    upload_2017-7-14_21-15-30.png
     
  9. AndersMalmgren

    AndersMalmgren

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    The last problem with leaking light is fixed with a nromal bias at zero, any side effects?

    edit: picture was not uploaded see next post
     
    Last edited: Jul 14, 2017
  10. AndersMalmgren

    AndersMalmgren

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  11. kemalakay

    kemalakay

    Unity Technologies

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    You can also try to decrease shadow distance so cascade splits are less visible. Lowering normal bias can cause self shadowing artifacts on your object but it depends really, if it works in your case, then stick with it.
     
  12. AndersMalmgren

    AndersMalmgren

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    Thansk for reply. We have moved to standard Shadowmask since this post. Unity only give ok result on Directional lights in real time. Spots somewhat looks good, but point lights just look plain bad, please add higher hifi real time lights on road map :D

    edit: We still have problems with specular light leakage, what do you think about that?
     
  13. kemalakay

    kemalakay

    Unity Technologies

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    Thanks for the feedback! Yes, we are already aware that there is room for improving realtime lighting and shadows. It's already on the roadmap with new HDRenderpipeline in Scriptable Render Pipeline (SRP) project. In fact, some new techniques such as MSM (Moment Shadow Mapping) are already implemented in SRP but unfortunately it's still at very early alpha stage (https://github.com/Unity-Technologies/ScriptableRenderLoop).

    For specular light leakage, it's hard to say anything from the image. Could you perhaps provide a small reproducible project so we can investigate it?
     
    AndersMalmgren likes this.
  14. AndersMalmgren

    AndersMalmgren

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    Sounds cool! Hope to see it Unity soon :D

    I will try to reproduce in a small scene, you want me to create a bug? I cant share the assets public
     
  15. AndersMalmgren

    AndersMalmgren

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    It works in shadowmask mode, not in distance mode. So it seems to be a problem with real time lights.
    I can PM you the mesh that leaks light
     
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