You probably know about this LINK, but for anyone else, here is an EXAMPLE of BABYLON on Code Canyon. Six Helix HTML5 by stelennnn | CodeCanyon
Six Helix by Stelennnn
Doing well, looks like.
Check out latest driving mechanics on a Unity Old Vehicle Starter Tutorial Map (Still Some shader issues because the old unity tutorial is still using old and custom legacy shaders… Not PBR… So i have to convert them to the best fit PBR i could for that specific Unity Shader)…
Also the Follow Camera is till a bit choppy… am going to need some community help in creating a Need For Speed Style Smooth Follow Camera… I will put up a skeleton playground with a track and car to follow a bit later.
It uses advanced convex sweep testing for each wheel to provide a more solid driving contact surface … Especially on un even, winding twisting road surfaces like this old unity track
The violence of the physics is awesome. Here I have had a full speed head-on collision with the red racer. I appear to have gotten the better end of it.
Yo @sebavan … I am now adding support for Cascade Shadow Generator.
A Couple question about SOFT shadow filters…
its says in docs that the CascadeShadowGenerator support PCF and PCSS filtering… I dont see how to setup PCSS (Which i assume is the Self Shadowing filter).
There is a ‘usePercentageCloserFiltering’ which enables soft shadows but if self shadow it render horrible artifacts… if i use PCF i have to disable receive shadow on self shadow meshes.
So how do i setup to get good SOFT self shadows ???
Thanks for the advice… Cascade Shadows is what Unity uses anyway… So the setup about num cascades can come from Unity Quality Settings… Is there a way to setup my on two and four cascase split info instead of of using the auto splitFrustrum… Unity has a float value for the two cascade split value and a Vector3 of values for the four cascade split… Would be kool to use the exact same cascade split ratios that can be changed in the unity editor… If not… the auto splitFrustrum is working beautifully
PCSS is another filtering method, based on PCF, that can display soft shadows, meaning shadows with different darkness depending on the distance from the shadow blocker.
Those artifacts are called “shadow acne” and can be a pain to deal with, whatever the filtering method used.
To limit/remove them:
put into the shadow caster list only meshes that can/should actually cast shadows. So, in your case, I think meshes making for the road should not be put in there (maybe there are others). Note that limiting the number of shadow casters also helps for performance.
raise the bias / normal bias values until acne disappears.
Use the inspector to easily change the values in real time and see what works for you.
If you want, I can also try to help you finding good settings for your shadows (only need a link with the shadow generator setup).
For the time being, there’s not the possibility to manually set breaks, but I think I can add this: waiting for @sebavan or @Deltakosh confirmation.
Regarding Unity: don’t you have also some bias / normal bias / other type of bias settings to tinker with? There’s no shadow mapping technique I know of where you don’t have some kind of bias to adjust, except maybe for SDSM and Dual Depth Layers but both are quite expensive techniques on GPU side (and possibly not doable in current WebGL version).
PCF and PCSS use almost the same soft shadow technique except PCSS accounts accounts for the blocker distance to deduct how soft the shadow should be (it looks better and more natural but is obviously more expensive)
So contact hardening meaning the closer you are for the blocker the less blury the shadow is corresponds to PCSS.
Agree it is a lot of name for the same thing, we should have called them:
and both can not be used together last boolean set wins: so either generator.usePercentageCloseFiltering = true;
or
generator.useContactHardeningShadow = true;