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Oculus quest build : Shadow pixelated

Discussion in 'VR' started by Metaclay, Jun 21, 2020.

  1. Metaclay

    Metaclay

    Joined:
    Sep 28, 2019
    Posts:
    11
    Hi , i'm trying to build for oculus quest. I use baked shadow and baked GI . I have couple fo problems :
    1. in oculus the shadow is very pixelated even i turn up the quality setting.
    2. i can see a weird shading on the objects ( look at the left and middle red ball on the screen capture no.2)
    3. Light is leaking from the corner where the walls meet each other where there is no gap at all (celing and wall on screenshot #1)

    Pls check the screenshot for detail.
    oculus2.jpg oculus3.jpg oculus4.jpg
    https://imgur.com/a/4B1I7aB

    Here's the setting i used :

    LIGHTING
    realtime global illum : OFF
    Baked global illum : ON
    Lighting Mode : Shadowmask
    Lightmapper : Progressive CPU
    Direct sample 512
    Lightmap resolution : 40
    Lightmap size : 4096

    DIRECTIONAL LIGHT
    Mode : mixed
    shadow type soft shadows
    shadow resolution : use quality setting

    QUALITY SETTING
    quality set to ULTRA
    Anti Aliasing 8x
    Shadow resolution : Very high
    Shadow projection : stable fit.
     
  2. blascoburguillos

    blascoburguillos

    Joined:
    Oct 28, 2020
    Posts:
    5
    I'm facing the same problem, shadows are always pixelated in Oculus Quest build...
     
  3. raydentek

    raydentek

    Joined:
    Jul 27, 2016
    Posts:
    103
    I know this is old but, Maybe your quality settings were set to use lower texture quality. Check what quality settings are active for your android builds...
     
  4. shribman10

    shribman10

    Joined:
    Oct 27, 2020
    Posts:
    1
    same problem with oculus quest 2 ( with cel shaders). any suggestions?
     
    raydentek likes this.
  5. raydentek

    raydentek

    Joined:
    Jul 27, 2016
    Posts:
    103
    I was checking this today and also was unable to get higher resolution on quest (both urp & built in). As if it's defaulting those shadowmaps to low / very low quality. I'm not sure what is the above example, but looks like built-in pipeline, given the settings @Metaclay is sharing.
     
  6. israelz74

    israelz74

    Joined:
    Jan 11, 2023
    Posts:
    4
    Hi. Anyone solved that? I am using legacy right now.
     
  7. DecoFox

    DecoFox

    Joined:
    Sep 13, 2019
    Posts:
    8
    Fighting with it here also; same problem raydentek describes. I will post if I learn anything.
     
  8. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,063
    Make sure the quality tiers are the same and if you use BiRP also check the graphics settings in project sett
     
  9. DecoFox

    DecoFox

    Joined:
    Sep 13, 2019
    Posts:
    8
    Solved it here. Quality tiers did end up being the problem, in a sort of roundabout way. For whatever reason, Oculus Quest seems to override to the stock "medium" setting, regardless of what is actually selected. I hadn't eliminated the others as this project does get built to PC sometimes, but doing so corrected the Quest build. Interesting caveat I don't see documented anywhere.
     
  10. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,063
    You need to press the arrow below the checkboxes and set the default for the platform. That is marked as green.