The shadow data consists of two channels. One is for normal shadows (hard shadow term) as would be used to block specular reflection of the light. The other is a much softer shadowing value (soft shadow term) that can approximate variation in light scattering in the water volume.
This data is captured from the shadow maps Unity renders before the transparent pass. These shadow maps are always rendered in front of the viewer. The Shadow simulation then reads these shadow maps and copies shadow information into its LOD textures.
To turn on this feature, enable .
User Inputs¶
The Shadow Input component can write data to the simulation and supports the Renderer Mode. There are currently no shadow specific shaders, but the general purpose shaders under Crest/Inputs/All will accomplish most things (especially Override).
Simulation Settings¶
The shadow simulation can be configured under .
In particular, the soft shadows are very soft by default, and may not appear for small/thin shadow casters. This can be configured using the Jitter Diameter Soft setting.
There will be times when the shadow jitter settings will cause shadows or light to leak. An example of this is when trying to create a dark room during daylight. At the edges of the room the jittering will cause the water on the inside of the room (shadowed) to sample outside of the room (not shadowed) resulting in light at the edges. Reducing the Jitter Diameter Soft setting can solve this, but we have also provided a Shadow Input component which can override the shadow data. This component bypasses jittering and gives you full control.