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License: MIT License
Nvidia's PCSS soft shadow algorithm implemented in Unity
License: MIT License
There's simply little to no effect. No PCSS is being applied. Definitely worked in 5.6.
We've tested this in several versions of Unity (5.5, 5.6.0, 5.6.4, 2017.3) and it looks like PCSS is never applied in builds - only standard Unity shadows are visible. All references are correct at runtime (RT is non null, same light is shadow casting in same mode, etc.), and are no errors raised in the logs, so we're a bit stumped as to how to debug this. What might be the reason for shadows working perfectly in editor but disappearing in the final application?
In case that's relevant: we're using Windows 10, Nvidia GPUs, DX11, linear lighting and deferred rendering with aforementioned versions of Unity.
When I build the project, I dont get the PCSS, but it seems as if the shadows fall back to the Unity standard soft shadows.
When we remove the function: ResetShadowMode(), the shadows work also in the build. Could you isolate and solve the problem?
After adding PCSS and turning on realtime GI shadows started changing resolution randomly and light started bleeding frequently. When I turn camera at some specific angle shadows become blurry and very low res no matter the quality settings.
I can't return shadows back to normal even when I remove PCSS folder and disable GI. This also affects all projects including new empty ones so I'd like to know how to restore default directional shadows. Point and spot lights are normal.
Link to Youtube https://www.youtube.com/watch?v=xRB6QEwvwgE
Hope I'm not passing as a jerk but I find the presence of the unitypackage in the release tab a must for unity assets.
Thank you for considering ^^ and kudos on the awesome asset anyway
cheers
Shaders are giving error in unity 5.6.0f1!!
Have you seen this? It seems to be a far better technique: https://developer.nvidia.com/Hybrid-Frustum-Traced-Shadows
Would this be easy to implement into the current system? Please and thank you for any answers :)
Hey there! Do you think it would be possible to integrate this into HDRP? Not as an asset, but inside HDRP itself.
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