Whenever SimplePointer is aimed at a nearby collider, realtime shadows are crisp. When NO collider is hit, shadow quality degrades noticeably. This appears to be related to shadow cascades.
To Replicate _(or I can send a sample scene):
Add VRTK_SimplePointer to a controller.
Add a directional light: Realtime shadows, Soft shadows
Add a few boxes nearby with colliders that cast shadows on one another.
Set Project Settings > Quality > Shadows: Hard and Soft, Very High Resolution, Close Fit, Two cascades. (May not be necessary but makes issue more obvious).
Run. Notice that shadows are blurred/aliased whenever pointer hits nothing, and sharpen when pointer hits a nearby collider._
Solution:
Change the cube primitive to not receive shadows in VRTK_SimplePointer.cs (~line 75):
pointer.GetComponent<MeshRenderer>().receiveShadows = false;
Whenever SimplePointer is aimed at a nearby collider, realtime shadows are crisp. When NO collider is hit, shadow quality degrades noticeably. This appears to be related to shadow cascades.
To Replicate _(or I can send a sample scene):
Solution: Change the cube primitive to not receive shadows in VRTK_SimplePointer.cs (~line 75):
pointer.GetComponent<MeshRenderer>().receiveShadows = false;