Can't explain better than with video: https://youtu.be/4nIMIL6w-0M
The effect I'm trying to achive is a simple fog of war.
See, I have a point light casting shadows on a plane. The plane has a shader which takes light attenuation and either draws a black pixel if there is no light, or discards a pixel to draw background if the light touches that pixel.
After hours spent on this, I came up with a thought that I cannot do anything more.
A problem as I see it:
Light successefully casts a shadow of shadow casters on a plane, however, with camera at a distance from the shadow, the shadow it self gets splitted and sliced, like it would've been, if some of the shadow casters' faces are suddenly removed from their meshes.
What I have tried:
- Changing Z coordinate of a light.
- Changing Z height of obstacles (shadow casters).
- Changing vertices on the obstacles so that every face would have its own vertices so no faces could share a vertex.
- Changing shadow quality in the settings.
- Changing camera rendering mode, all four of them.
- Changing point light to a spot light with wide cone radius.
- Using nice and simple standart unity's shader for a shadow receiver (a plane) - Standart Diffuse.
- Switching between hard and soft shadow types.
- Changing light's shadow's resolution, shadow strength and biases
- Trying out the compiled EXE on another machine.
- Changing light's baking type, rage and intensity.
- You name it.
None of those had any improvementes on an issue.
I would like to hear authoritive replies (best option would be from the developers) as well as any information you guys think I can try out (so I can do that).