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Question by Mun-Yeong-Seok · Jul 17, 2017 at 01:57 PM · c#shadershadowanti-aliasingaliased

Shader shadow anti-aliasing problem

If i write a shader code for a sprite as below, the edges of the shadow appear as dots. Setting the Shadow option of Directional Light and QualitySettings does not show any change. I think there is a problem with the shader code, what should I do? To briefly describe the code below, i put shadows in the sprite, turn off lighting to prevent lighting from affecting the color, and display the color with Emission.

 Shader "Custom/Sprites/Shadow"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Color ("Color", Color) = (1,1,1,1)
         _Cutoff ("Shadow alpha cutoff", Range(0, 1)) = 0.5
     }
 
     SubShader
     {
         Tags
         { 
             "Queue"                = "Transparent" 
             "RenderType"        = "Transparent" 
             "IgnoreProjector"    = "True" 
             "PreviewType"        = "Plane"
             "CanUseSpriteAtlas"    = "True"
         }
 
         Cull Off
         Lighting Off
         ZWrite Off
         Blend One OneMinusSrcAlpha
 
         CGPROGRAM
         #pragma vertex vert
         #pragma surface surf Lambert alpha addshadow
 
         sampler2D _MainTex;
         fixed4 _Color;
 
         struct Input
         {
             float2 uv_MainTex;
             fixed4 color;
         };
         
         void vert (inout appdata_full v, out Input o)
         {
             UNITY_INITIALIZE_OUTPUT(Input, o);
             o.color = _Color;
         }
 
         void surf (Input IN, inout SurfaceOutput o)
         {
             fixed4 c    = tex2D (_MainTex, IN.uv_MainTex) * IN.color;
             o.Emission    = c.rgb;
             o.Alpha        = c.a;
         }
         ENDCG
     }
 
     Fallback "Transparent/Cutout/VertexLit"
 }
 



alt text

1111.png (48.1 kB)
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avatar image FortisVenaliter · Jul 17, 2017 at 08:14 PM 0
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You're definitely going to need to include some screenshots...

avatar image Mun-Yeong-Seok FortisVenaliter · Jul 17, 2017 at 08:53 PM 0
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I uploaded it. The edge of the shadow looks like that.

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Answer by FortisVenaliter · Jul 17, 2017 at 08:59 PM

There's no problem with the shader. It's using bilinear filtering to determine which points are transparent enough to cast a shadow. The pixellated nature of the target is causing the uneven edges.

If you want to remove those artifacts, increase the source resolution of the circle image.

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avatar image Mun-Yeong-Seok · Jul 17, 2017 at 09:49 PM 0
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Thanks! Definitely improve the resolution, the shadow quality improved.

avatar image Mun-Yeong-Seok · Jul 17, 2017 at 10:35 PM 0
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alt text

If i increase the resolution and reduce it to fit the existing size with 'Pixel Per Unit', the image itself is broken. Is this unavoidable? Left Image Resolution: 32 x 32, Pixel Per Unit: 100. Right Image Resolution: 128 x 128, Pixel Per Unit: 400. If zoom out, the edges are not smooth. Do i have to choose between image quality and shadow? Or is there another way to solve this?

avatar image Mun-Yeong-Seok Mun-Yeong-Seok · Jul 18, 2017 at 12:50 AM 0
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Oh. I solved it by activating 'Generate Mip Maps'.

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