guys!
I want to use Unity 3d for the AR project, for this, I need good shadows for the small objects. But when I start HDRP project and look at the demo scene I see terrible shadows... So the question is - is it really possible to get good shadows in Unity doing some adjustments or this the top what I may get? If it's possible, could someone point me out where to read how to set up good shadows for the small objects in Unity?
Mulitple factors comes when talking about shadows, such as general game quality settings, antialiasing, light settings, Normal Bias, occlusion, and more. You can change thoses settings in Unity editor directly.
You should check:
Edit > Project Settings
Ligh inspector settings (hard or soft shadows)
Window > Rendering > Lighting Settings
You can kind of "play" with settings and see where you go, you can get good shadows for small objects in Unity3D. Don't forget that some settings could be very consuming depending on your hardware (you are doing AR so mobile), just keep in mind.
Good luck !
Related
I'm making a game in Unity 2019.1.6f1 PC, Mac, Linux standalone. I want to project the game unto the pages of a book and believe that render textures can help achieve this.
They worked reasonably well on the placeholder book model, but when I try to apply the same render texture on a different model, it only seems to project a blown-out single pixel.
Here I placed them close to eachother to show the problem:
I made screenshots of all the settings that may be related, though I did try to change all of them already. If any other information is necessary, please let me know.
The camera settings
The material settings
The mesh renderer settings
The texture settings
I tried changing the size variables to powers of 2, but that didn't work either.
I also found this post, but I don't believe this is the same problem.
So in unity you can bake lights and you have to make the gameobjects static so they get a lightmap
So I did made my objects static and bake the scene light.
The result in the editor and in editor play
this is what I want
But when I build the game I get this
there is no light at all or its just spread all around the floor
The floor gameobjects are just primitives with a texture
I tried to reacreate the bug by placing some gameobjects and lights in a new scene
in both editor and build there was no problem
I used the default camera to make sure its not a issue with the camera on the play but no matter what I do it has the same effect on the previous scene.
I tried making the direct samples bigger inderect samples bigger and enviroment samples bigger
also the lightmap size bigger but nothing works.
LightMap Settings
Quality Settings
Okay so they way to fix this is go to
Edit > Project settings > Player
go to other settings and disable lightmap streaming
You need to disable it because huge maps like mine generate a lot of lightmaps and streaming all of them in runtime is really slow and so the lightmaps is really low res
When trying to optimize my game the biggest problem seems to be the device.present. Been going through some forums and i couldnt really find any useful answers. What is usually the main problem associated with this?
There are just many things that could cause this but the main reason is because the Thread is blocked by the graphics driver in a way to let the GPU catch up.
These are the specific reasons:
1.Image Effects
Check your camera. If you have Image Effects such as Flare Layer, Anti-aliasing and others, disable them.
2.UI Effects
Check all your Images, RawImages and Texts. If you have an Outline, Shadow or Position As UV1 component attached to the Images, RawImages and Texts, this could cause the problem. Usually when you have multiple of this attached to one
Image, RawImage and Text.
3.Bad Light Settings
Select your light and make sure that the Resolution under the Shadow Type is not set to Very High Resolution.
4.In the Quality Setting change the V Sync Count to Don't Sync.
5.Check for Sprites and Images with 0 alpha then disabled them
6.From the Player Settings, disable Auto Graphics API then change the Graphics API to OpenGLES2.
7.Custom Shaders
Are you using custom shaders (non standard shaders)? Disable it temporary. An expensive or bad written shaders could cause this problem.
Those are the usual problems. It is very possible that yours is a different problem. I suggest you enable/disable items one by one and you will likely find the problem.
If not, then consider creating new project and scene. Save out your old game as prefabs or assets then import them one by one into the new project. Don't import them at the-same time because the problem might appear again. Import then test then import again and test until you find the problem. If the problem is no longer there then it's likely an Editor Settings problem.
Trying to implement real time smooth soft shadow(see image1) in unity. But default unity shadows seems like not smooth (see image 2). I am new in unity shadow. So is there any other special settings or shader should apply to achieve real time soft shadow like the image1?
Any suggestion, or good example or tutorial?
You need to change the quality settings (edit -> project settings -> quality).
How can i create best quality graphics in unity. When i put 3d models in game level there is white lines or dots on 3d models which looks very bad. I have attached the image of that 3d models. I also increased antialiasing and texture resolution from Project setttings -> Quality but there is no change in graphics quality.
Those dots and the lines are considered Aliasing. You can rid them from the scene by going into Edit > Project Settings > Quality > Anti Aliasing
Anti-Aliasing does take a substantial performance hit as well.
Another really awesome thing that Unity3D has to help out with quality is it's usage of Beast Lightmapping. You can access the Lightmapping panel by clicking Window > Lightmapping.
I would read up on the Unity3D docs for more info on lightmapping:
http://docs.unity3d.com/Documentation/Manual/Lightmapping.html
Happy Developing!