The technique
This technique unifies shadows across all Unity lights using a Monte Carlo filtering that produces random persistent stable kernels. It removes aliasing and banding on extremely tiny shadowmaps textures. It requires less sampling to smooth/AA out shadows while being faster than any other similar solutions on the Asset Store. Plus, it works on any platforms where Unity support shadows.
Two variations at your disposal: A full PCSS filtering for spot/point/directional shadows and a cheaper variant that simulates PCSS (requires less samples). Both techniques automatically changes penumbra size based on distance between receiver/caster and light positions. They are both visually similar but the PCSS is more physically correct.
The package comes with two setup files and the installation is only few steps setup. No need to do anything with your shaders or scripts, it will work with anything that uses Unity shadows. The shadow smoothness and type can be tweaked using Unity built-in lights properties such as Strength and Shadows Type.
Current Shadow Features:
- Contact Shadows (Screen Space Raymatched shadows) - Point Light Shadows PCSS + Approximation filters
- Spot Light Shadows Approximation filter
- Directional Light Shadows Approximation filter
- Improved Bias support (more control and precision)
Upcoming NGSS Features:
- Spot Light PCSS filtering
- Directional PCSS filtering
- Shadow quality sets for all lights
- New bias algorithms for Point/Spot lights.
Support: This shadow system works on any platform where Unity support dynamic shadows and is used by our current game (and future ones too). It's an ongoing support process. You'll be getting updates and new features as we push them to our projects. Plus you'll have full source code access.
Nguồn: Sharecode.vn