Perfecting Shadows in Unity: Introductory Guide with Troubleshooting!

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  • เผยแพร่เมื่อ 6 ม.ค. 2025

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  • @PeeWee1476
    @PeeWee1476 3 วันที่ผ่านมา

    The tip about the depth and normal bias helped immensely, thanks!

  • @PunMister
    @PunMister 11 หลายเดือนก่อน +8

    Today we're going to shine a little light on a topic that often lurks in the shadows 🔥✍

  • @MuddyWolf
    @MuddyWolf 11 หลายเดือนก่อน +3

    Top tier content as usual sir!!!

    • @FistFullofShrimp
      @FistFullofShrimp  11 หลายเดือนก่อน

      Thanks Wolf! I hope your 2024 has been great so far! It looks like you've been exploring the world of Godot. I might have to check that out sometime!

    • @MuddyWolf
      @MuddyWolf 11 หลายเดือนก่อน

      @@FistFullofShrimp It's a whole new world on this side of the engines! You'll have to give it ago! :D

  • @RobShocks
    @RobShocks 11 หลายเดือนก่อน +1

    Super video. You have a great and concise way of explaining things. Keep them coming!

    • @FistFullofShrimp
      @FistFullofShrimp  11 หลายเดือนก่อน

      Will do! I'm glad you liked it! Thanks for watching 🍤

  • @ChristinaCreatesGames
    @ChristinaCreatesGames 11 หลายเดือนก่อน +2

    This is a fantastic explanation, thank you!

  • @CleanDay420
    @CleanDay420 11 หลายเดือนก่อน

    my new favorite channel. Legit better than the "official" unity docs. I been using unity for years and I sitll learn something new from these great tuts. Keep em coming 🔥🔥🔥

  • @BravoPhantom
    @BravoPhantom 2 หลายเดือนก่อน

    I love your polite voice. I hope your polite irl as well. Great video ❤

  • @herrmutig2656
    @herrmutig2656 5 หลายเดือนก่อน

    What a gem! Thank you so much for the great detailed explanation!

  • @AntonVish
    @AntonVish 11 หลายเดือนก่อน +1

    nice topic! newer saw this before. probably wasn’t looking for it, but i need it for sure!!!

    • @FistFullofShrimp
      @FistFullofShrimp  11 หลายเดือนก่อน

      So easily overlooked, but those subtle shadows can boost that immersion up! Glad you liked it! 🍤🍤🍤

  • @nusioanimation6945
    @nusioanimation6945 4 หลายเดือนก่อน

    I love you 4:47 is a clutch moment for my project stay safe you will change world one day

  • @ladyupperton23
    @ladyupperton23 11 หลายเดือนก่อน +3

    Thanks for another Shrimp-tastic video!

    • @FistFullofShrimp
      @FistFullofShrimp  11 หลายเดือนก่อน

      You're shrimptastic! I'm going to go cook you tortellini now

  • @josephfaust827
    @josephfaust827 11 หลายเดือนก่อน +1

    Great video!

  • @rehyotaku
    @rehyotaku 7 หลายเดือนก่อน

    Hi! I've been struggling so hard with lights and shadows for our game since our aesthetics lack good lightning. your videos helped me understand things clearer than before. Thank you!
    also if you ever find the chance can you make videos about indoor and outdoor lightning and how to make them look better and natural?

  • @JonasMinnberg
    @JonasMinnberg 11 หลายเดือนก่อน +2

    Cascaded shadows is more about improving quality where you need it than fading IMHO... Cascading will use separate shadow maps for close and far objects, so if you expect to get up close and personal with objects in your scene, you may want to increase the size of the first cascade for instance.

    • @FistFullofShrimp
      @FistFullofShrimp  11 หลายเดือนก่อน +1

      I like this take way better!

  • @64jcl
    @64jcl 11 หลายเดือนก่อน +1

    No doubt the performance of baked lights is absolutely vital for a good look running a Quest android build, but I have always preferred real time lights whenever possible. In my VR project, the scenes is actually dynamically created and loaded from a server so there is no way I can really bake lights. I have wondered however if it would be possible to take my dynamically created scene and run some kind of baking process for it to generate the shadow depth maps per light and later apply those again, streamed from the server along with the scene. I have noticed that most VR games that has nice baked lighting often just have pre-made whole rooms/dungeons that are pieced together so that means that basically there is a scene for each possible room layout which for me just feels to repetitive. So I need full freedom of creation of each "room" and what it contains. My solution so far has really to just limit the number of lights I use and have realtime shadows on everything.

    • @FistFullofShrimp
      @FistFullofShrimp  11 หลายเดือนก่อน

      I do like your solution of smaller scenes with a limited number of lights in the scene. Realtime lights do tend to look fantastic, but that cost can spike up so much. You might find some help with light probes, but I'm not sure how you would do it dynamically. I do know that Unity 6 will have a feature that automatically places light probes. Too early to tell if it can be called while during runtime though.

    • @64jcl
      @64jcl 11 หลายเดือนก่อน

      @@FistFullofShrimp, thanks for the reply. It is all very new to me and just learned that there is light maps per surface and shadow maps per light. In my head I thought everything was just an extra color map with alpha on the surface of every static object in the scene to both simulate color of light and opacity of shadow. But I have found videos of people baking a scene and saving the light and shadow maps for later use and switch those dynamically in runtime, for example to simulate turning off and on a light while still having baked lights and shadows, but it seems rather complicated. Let's say that other things are higher on my priorities :).

  • @neilfosteronly
    @neilfosteronly 7 หลายเดือนก่อน

    The artifacts from synty assets can be solved by turning your Normal Bias down to zero on you URP asset instead of turning on two sided. In their city pack the two sided trick was not working so had to use this way or add a shadow only cube inside the building.

  • @watercat1248
    @watercat1248 7 หลายเดือนก่อน

    One thing I don't understand in bake light is the fact that don't let My,
    Make my own custom light map texture,
    What I mean by is Wean you baked the the light map the crea texture that have all the light bake in however if take that image and Chenge the imagin manually in Photoshop or eny,
    Other software that let open and edit this file format I'm not able to not able to drag and drop this file format for what I have seen.
    I don't know why if the let my do that I will able to fixed some the light and shadow over side's with out having to wait and hope that wean bake the I will fixed those shadow over side's.

  • @acidgiraffes
    @acidgiraffes หลายเดือนก่อน

    *MAKE SURE TO USE URP SHADERS ON YOUR MATERIALS OTHERWISE SHADOWS BREAK*

  • @squashi2701
    @squashi2701 11 หลายเดือนก่อน +2

    SHRIMPLE AS THAT

    • @FistFullofShrimp
      @FistFullofShrimp  11 หลายเดือนก่อน

      I definitely screwed up the new tagline. I'll get it next time!!! 🍤

  • @asvirido
    @asvirido 7 หลายเดือนก่อน

    the most anoying thing it when shadow distance will not good look after all tries to fix this shit)