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Bad Shadow Quolity

Discussion in 'WebGL' started by alexusone, Mar 7, 2015.

  1. alexusone

    alexusone

    Joined:
    Jan 29, 2014
    Posts:
    28
    Hi so as 5 release is out im checking shadow quality and i still have terrible pixilation. Back in September or so there was question in Beta forum about issue and it supposed to be fixed long time ago.

    So am i dong something wrong?

    Light source is set to soft shadows and maximum highest resolution.

    Here how it comes out to:

    WebGL Shadow Problems.png
     
  2. Onsterion

    Onsterion

    Joined:
    Feb 21, 2014
    Posts:
    215
    I report this, be patient.
     
  3. alexusone

    alexusone

    Joined:
    Jan 29, 2014
    Posts:
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    Report where?

    I think its very easy tweak on Unity side (for release developers) as i see WebGL handles AA Shadows juts fine.
    I will be looking to do some workaround to build my own shadow engine
     
  4. Onsterion

    Onsterion

    Joined:
    Feb 21, 2014
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    215
    I have a professional license, i report directly from Report Bug in editor. be patient.
     
  5. alexusone

    alexusone

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    Jan 29, 2014
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    lol I have internal license and access to development team board of unity.
    Problem is that this was known before, so if it was not fixed in the release then n best shot is next beta, but beta can not be used for production. Well will post to developers board now
     
  6. aiab_animech

    aiab_animech

    Joined:
    Jul 4, 2012
    Posts:
    177
    I have the same problem. Shadows look really bad. In fact pretty much everything looks bad in Unity WebGL. Standard shader have weird reflection direction actifacts, shadows are messed up (in more ways than just extremely low resolution), input is twitchy and anti-aliasing is way worse than in Unity editor.
     
  7. alexusone

    alexusone

    Joined:
    Jan 29, 2014
    Posts:
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    yep and that very sad, we were waiting for webgl support almost a year :(
    now there is no Flash support and webGL is not good. as result there is plugin less web option (flash is preinstalled so i call it pluginless)
    Well basically now we will just develop our own engine (Unreal has some limitations too)
     
  8. Batigol

    Batigol

    Joined:
    Oct 17, 2012
    Posts:
    234
    Is there any update about this bug in Unity3D?
    It is terrible for realtime shadow :(
     
  9. alexusone

    alexusone

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    Jan 29, 2014
    Posts:
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    On our end we did not find anything, so now we done with our own engine. Took us less then 1 month to develop comparing to 6-8 month waiting on Unity to add WebGL support :) I will post results later on. Possibly same scripts can be used in Unity if its possible to swap libraries.
     
  10. kenshin

    kenshin

    Joined:
    Apr 21, 2010
    Posts:
    936
    @alexusone very interesting... please post your screenshots I am really curious
     
  11. alexusone

    alexusone

    Joined:
    Jan 29, 2014
    Posts:
    28
    sure, attached pix of our custom engine that we had to build to solve unity problem. not exactly of apple to apple comparison but you clearly see rendering quality difference.


    tempgp_webgl_engine_model_rendering.PNG
     
    arumiat likes this.
  12. aiab_animech

    aiab_animech

    Joined:
    Jul 4, 2012
    Posts:
    177
    Looks very nice alexusone!
    We are in the progress of looking into other alternatives until the Unity WebGL platform reaches a fully usable state.
     
  13. alexusone

    alexusone

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    Jan 29, 2014
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    I like unity as it almost an industry standard, many developers available (im own the company so management perspective) but there are tradeoffs. as we see quality for new technology is not up to commercial level. and also loading speed suck. Our engine weights 300kb the most, unity webgl ~10Mb, ours load in 0.5sec unity ~30-180 sec (no model) just engine

    So i guess till unity 6 is out webgl will not be feasible alternative
     
  14. aiab_animech

    aiab_animech

    Joined:
    Jul 4, 2012
    Posts:
    177
    Precisely. To make Unity WebGL effective, the code stripping has to be much more effective. A manual selection that allows us to remove major chunks of Unity, down until it's essentially just rendering wrapper to WebGL (like three.js, or most likely your engine), would be so good.
     
  15. alexusone

    alexusone

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    Jan 29, 2014
    Posts:
    28
    well Unity 5 took what about 2 years to get to life, so i don't betting on next release to be out soon :)