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Capsule shadow - Dynamic object soft shadow (fake indirect)

Discussion in 'General Discussion' started by Nocturness, Jun 20, 2017.

  1. Nocturness

    Nocturness

    Joined:
    Nov 10, 2015
    Posts:
    7
    Hi guys,

    I'm currently dealing with unity nin realtime lighting . There is no problem with static objects, but dynamic objects are supported with light probes, but lightprobe has no indirect or soft shadow support(no direct light). It creates a fake situation with skylight illumination, like objects standing in the air. The ambient occulision effect is also bad for realism.

    any solution? im searching for but no answer. if there is a solution and works with unity realtime lighting (or light probe) it might be a game changer.

    unreal capsule shadows example from another user :



    lighting study with realtime :
     
    Last edited: Jun 20, 2017
    AntonioModer likes this.
  2. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    There is mixed lighting in 5.6
     
  3. OCASM

    OCASM

    Joined:
    Jan 12, 2011
    Posts:
    282
    Robert Cupisz was working on it a while ago but the project seems dead:

    http://robert.cupisz.eu/

    "Soft character shadows in Unity, The Last of Us style.

    Character approximated by a bunch of scaled sphere occluders. Directional component of the directional lightmaps is occluded “directionally” and the directionless remainder gets AO from the occluders. :)"




    You could ask him on Twitter about it: https://twitter.com/robertcupisz
     
  4. Nocturness

    Nocturness

    Joined:
    Nov 10, 2015
    Posts:
    7
    That's what I was looking for. Thx for the reply. I hope the project will continue.

    Unfortunately, mixed lighting does not fully meet. The closest result is this:
     
  5. Zomby138

    Zomby138

    Joined:
    Nov 3, 2009
    Posts:
    653
    I'd love it if someone got this working.
     
    tatoforever likes this.
  6. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,069
    We are working on it. ;)
     
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