Allow world creators to enable Distance Shadowmasks
available in future release
Raccoonteur
I've encountered a serious problem with the lighting in my world.
I want baked lights, but I also want avatars to cast shadows, and for them to be dark when they go inside away from the sun.
The usual solution to this would be to mix realtime and baked lighting, and enable Distance Shadowmasking but I can't do this because it must be enabled in the project settings (Quality Settings -> ShadowMask Mode), and it appears the VRChat client doesn't enable this feature, and doesn't make it available to be enabled via the world descriptor.
Allowing it to be enabled by the world creator would be easy.
You can adjust this setting in a script like so:
QualitySettings.shadowmaskMode = ShadowmaskMode.DistanceShadowmask;
Without distance shadowmasking, when avatars go indoors they are still lit up bright as day from the realtime directional light I use for my sun.
Now you may be thinking light probes might solve this problem, but they don't, and I already have them in my world.
The reason light probes don't help here is because they can't dim realtime lights shining on an avatar. They only add light to them. With this setup, light probes simply act to add ambient light to characters in shadow, but the characters aren't in shadow unless there are dynamic objects between them and the light source.
"Aha!" you exclaim, "Why not create some invisible dynamic objects to shadow the objects behind them!"
Unfortunately, I tried this as well, but I found shadows cast this way don't line up precisely with the polygons beneath them even if I set the light's shadow offsets to 0, so I end up with speckles from fully lit pixels along the edges that aren't shadowed.
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orels
updated the status to
available in future release
owlboy
orels whoa
orels
Merged in a post:
Expose Shadowmask Mode and enable "Distance Shadowmask"
frou01
Helps us create beautiful scenes.
The first picture is "Shadowmask" (the default and the VRChat currently used). There is a problem with rendering shadows. The terrain has insufficient shadow map resolution, and shadows are not visible. Furthermore, the car is on the border of shadow, but the entire car is dark.
The second picture is "Distance Shadowmask." This uses a mix of baked and real-time shadows, and the problem with rendering shadows has been improved. Also, the LightMap is used in the distance, which also improves performance.
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orels
Merged in a post:
[1344] Enable "Distance shadowmask" shadowmask mode for at least high or ultra quality setting
The Heavynator
Due to vrc having the shadow mask mode set to "shadowmask" instead of "distance shadowmask" in the quality presets I had to utilize a bug with unity where if you bake lighting with the mixed lighting mode set to shadowmask then set it to baked indirect it would re enable shadowcasting on baked meshes, unfortunatly that appears to have been fixed in unity 2022 which is a shame because almost all my worlds utilized this bug.
however doing it this way introduses a fair amount of artifacts due to the shadow map rendering ontop of the shadowmask.
my main reasons for doing this were occlusion probes can only do so mutch to prevent mixed lights from hitting players/dynamic objects through walls (also i found this bug initaly when occlusion probes wern't even a thing yet so this was my only option) and it simply looks better especially with low resolution lightmaps where smaller details like wire mesh and vetex animated tree leaves simply cannot be resolved.
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OneWeirdGuy
I've recently been working on some pretty advanced lighting and shader workflows. One of the worlds I'm currently working on basically needs Distance Shadowmask Mode as it has way to many assets to make LODs memory efficient. Distance Shadowmask Mode would allow me to only process shadow casters on objects within a 35 meter radius. This is definitely something I feel needs to be added to better quality and performance. Very happy to see it's tracked and hope it will be implemented soon!
Novatosh
I have a shadowmasked lighting setup for the world im working on, the transparent stained glass roof (pic.1) creates this really neat effect on the marble floor, casting realtime shadows from the moving fans (pic.2). In VRC the roof gets treated as an opaque object to the lighting which just doesn't look as great (pic.3).
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frou01
[Lng:JP]detailed description
frou01
Ivaj15
this can break many worlds, the world creator should be able to choose via udon whether to use distance shadowmask or shadowmask, and also the distances of shadowcascades
W
WickedInsignia
Would be awesome to have distance shadowmasks implemented properly. At the moment shadowmaps don't appear at all when shadowmasks are active.
Tony_Lewis
As SDK just updated to v3.3.0, Ultra is deprecated and no longer exist on client too.
As result, please use High instead of Ultra by now.
(New project auto set to High as Default while existing project need to set manually)
Copy and paste from what I heard from dev.
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SherbDrgn
Tony_Lewis: This is more a request for a feature to be added rather than one we had before not working. They where suggesting that it could be an option for ultra settings because we currently don't have the option to use distance shadow-mask currently.
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