anyway to use contact shadows without antialiasing?

If your not using taa, contact shadows look absolutely horrible. are there any setting to make them useable when antialiasing is disabled?

The main issue seems to be that the contact shadows have a sortoff animated dither applied to them, which is ok when you have taa, but when you dont, it makes the contact shadows buzz/move.

I assume you don’t want to use either TAA or TSR? What about FXAA?

Why don’t you want to use TAA or TSR? Typically more features will be unavailable if you don’t have this enabled.

Basically, I want to provide the option to play without antialiasing, as some people prefer that look.
However In order to do so, I would have to make contact shadows work in that situation, or disable them entirely.
I did try fxaa however it doesnt really fix the issue. Contact shadows still flicker constantly, even on a still image.

Pretty sure this can’t be done without altering the shader HLSL code, which requires building form source. You could also write or implement a different contact shadow shader.

The reason for the dithering is the technique requires many samples of the depth buffer, which can be very expensive.

If you’re going to do something custom, I would look into implementing the compute shader by Bend Studios used to make contact shadows in Days Gone. They have released it as open source.

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As @BananableOffense wrote, and I would have to agree. It’s very unlikely achieved without the addition of altering the original code, making it quite an advanced process. I suggest having a look at the marketplace. If you don’t want to go the difficult and correct route. There might be something that can be done with post processing shaders. Although it might work reasonably, it’s probably going to be more expensive or not look as proper as the C++ / HLSL route.

ok thanks guys. I did have a look at the marketplace but I didnt see anything that would help. It seems unreal has rather less lighting and rendering plugins than unity.