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The shadow of the object at the edge of the untiy world flickers, and the shadow of the object near the far point is normal
2022-07-03 13:29:00 【Wu Zimu】
If you get a very large model , You can use it directly without scaling , Or the artist puts the coordinates of the model on the edge of the world , You will find these distant objects ( Arbitrary coordinate super 5000 It has been very obvious since ) The shadow of will flicker unnaturally , But at the same time , If you reset the model to zero , Far away in the world , You will find that the shadow is normal again
This is because the precision of floating-point numbers decreases , Because floating point numbers can only be expressed accurately at most 7 position , Ensure accurate representation 6 position ( The total number of digits of integer part plus decimal part ), If the world coordinates are too large ,Untiy There will be deviations in the calculation of shadows
This can be done by modifying the biss and NormalBias relieve
But the most effective way is to window/packageManager Download one from Post Processing Aftertreatment components , And mount the camera Post-process Layer, And enable the inside TAA Anti-Aliasing , Note that this anti aliasing is Post-process Layer in , be not in PostProcessVolume in , About Post Processing The specific usage of can refer to the boss' blog The post-processing component is used in detail
Besides , If the model given to you by the artist is too large , It is not recommended that you scale the model yourself , It is also because of the precision of floating-point numbers , It may bring unpredictable consequences to the project , It is suggested that artists should directly modify the scale of the model
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