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Lighting and Shadows

Fridolin Wild edited this page Jul 4, 2024 · 5 revisions

Lighting

There are two lights in the scene:

  • Directional Light: This is the above the scene hovering light facing downwards
  • UserTorchLight: This is a directional light attached to the camera, so it always points where the user looks

Rendering time is reduced, if non-point lights are used, as only the set direction of the light needs to be evaluated.

Shadows

The PlaneManager ARFoundationPlaneBehaviour.cs has now a new shadow material, set to AdditionalDirectionalShadowReceiver, which uses the shader graph for receiving shadows from the DevDunkStudio package.

Shadows are configured in both the directional light GameObject settings, settings shadows to hard.

Additionally, the Universal Render Pipeline Asset prefab has been configured to set the Max Distance to 5, the smallest value that had a reasonable amount of shadows for the given lighting conditions, with shadow cascades activated.