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[Shadows] Point light shadow bias leaves gap at large ranges, not possible to remove



Even setting point light shadow bias to zero, there's still visible gaps between objects & shadows, especially at large point light ranges.

Steps to reproduce :
- import the project attached
- open the scene
- notice that there is an offset between the point light and the cube and adjusting the bias has no effect

  1. Resolution Note:

    This issue has already been addressed in SRPs. It will not be fixed in built-in RP.

Comments (9)

  1. RohanMandke

    Jul 10, 2018 11:09

    Unity 2018.1.0f2 ... issue still exists.

  2. Seola

    Feb 04, 2018 10:55

    Will this be fixed?
    How do I make a solar system? From the star there must be a point light. At a distance greater than 49 - the shadows disappear. And I need a distance of 150. What should I do then? = (

  3. Hamsword

    Jan 27, 2018 15:22

    Please fix! I have an idea I want to make. But it's necessary for this to be resolved for it to work. I'll do it in UE4 if this issue is not fixed soon.

  4. tcz8

    Jun 08, 2017 20:27

    This is still not fixed in 5.6.0f3. Hello Unity people, do you have any idea how problematic this is? What are we suposed to do to fix this? Give us a workaround at least!

  5. ceebeee

    Mar 07, 2017 20:26

    2017, Unity 5.5.2 and still a problem. I'm wondering if this will ever be fixed.

  6. Exsecratus

    Jun 03, 2016 18:06

    Now, with Unity 5.3 and 3 years later. The Bias Value has an effect on Point lights, but still very large gaps...

  7. DiskobolosCZ

    Jul 24, 2014 13:48

    this is not my issue - I reported a bug recently and support send me this link as a duplicate bug.
    My sample project was simple
    - create a 1*1*1 cube,
    - create a 0,1*0,1*0,1 sphere and put it on the cube,
    - create a point light and put it above the sphere to the side to cast a shadow

    The result is a "floating object", no shadow directly under the sphere.

    I have pro version,
    I had settings set to fantastic,
    deferred rendering,
    realtime shadows (soft/hard does not matter),
    light bias set to zero - changing does not affect anything,
    shadow distance 10 - 150 - does not affect anything,
    camera clipping distance set to 10 - 1000 - does not affect anything

    I searched the net for similar answers and suggestions, no fix for this.

  8. Gruffy

    Jul 24, 2014 13:27

    To me it sounds like your normals would be a place to start.

    When you import your models, make sure they have "calculate normals" checked if you are unsure of how the model was created
    As an example, creating a cube in blender and importing it without assigning the Edge Split modifier to it will bring in out of place normals for that model.

    Unfortunately, I cant see your attched project so thats the best I can offer you at this stage.
    Thanks for reading.

  9. DiskobolosCZ

    Jul 22, 2014 12:53

    This has quite an impact on quality of shadows... Interior lightning scenes have drastically reduces fidelity and objects seem to float in the air.
    Also lightmapping does not help much, since in Dual Lightmaps you get the same bugged shadows and other lightmaps nagate normal and specular.

    I did not find any workaround for this.

    Please fix it!

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