Settings Reference
intermediate conceptsUmbra Soft Shadows · Core Concepts
This page covers every inspector option on the Umbra Soft Shadows component. Options are grouped by section as they appear in the Inspector.
Preset & Profile
| Property | Description |
|---|---|
| Sample Preset | Choose from built-in softness presets (Fast, Hard, Soft, Smooth, Extra Smooth, Blurred) to quickly preview different shadow styles. |
| Profile | Assign a saved UmbraProfile ScriptableObject. Use Save As New Profile at the bottom of the inspector to create one. |
General Settings
| Property | Description |
|---|---|
| Shadow Source | Which shadow system to use: Unity Shadows, Umbra Shadows, or Only Contact Shadows. |
| Sample Count | Number of shadow-map samples (1–64). Higher values produce smoother penumbras at increased cost. |
| Light Size | Simulated directional-light size (0–32). Larger values widen the penumbra. |
| Contact Hardening | Enable PCSS-style contact hardening — shadows sharpen near occluders. |
| Contact Strength | How crisp the shadow is near the occluder (0–1). |
| Knee | Controls the falloff curve of contact strength with distance. |
| Distant Spread | Makes shadows smoother when far from occluder (1–16). |
| Occluders Count | Shadow-map samples used to find occluders for penumbra radius calculation. |
| Search Radius | Multiplier for occluder search radius. Higher = more diffused penumbra. Too low may clip soft edges. |
| Normals Source | How world-space normals are obtained. In Deferred this is automatic (from G-buffers). In Forward: Reconstruct From Depth (faster, less accurate) or Depth + Normals Pass (accurate, slower if not already generated). |
Contact Shadows
Screen-space contact shadows add detail under small objects or at long distances where shadow-map resolution is insufficient.
| Property | Description |
|---|---|
| Intensity | Contact shadow strength multiplier. |
| Distance Fade | Attenuates shadow intensity with distance to the occluder. |
| Sample Count | Number of raymarch samples. |
| Stepping | Distance between each raymarch sample. |
| Thickness Near | Maximum depth difference between ray and pixel to detect a collision with an opaque object. |
| Thickness Distance Multiplier | Multiplier applied to thickness over distance (depth differences grow between distant neighbor pixels). |
| Jitter | Randomizes ray start position to reduce banding artifacts. |
| Start Distance | Minimum camera distance before contact shadows take effect. |
| Normal Bias | Offsets ray origin along the surface normal to prevent self-occlusion. |
| Vignette Size | Fades contact shadows near screen borders. |
| Injection Point | Texture Mode: rendered into the resolved shadow texture (limited by URP shadow max distance). After Opaque: separate pass blended over camera color (no distance limitation). |
Look
| Property | Description |
|---|---|
| Style | Apply a stylized look to shadows. |
| Blur Iterations | Number of blur passes (0–3). More passes = softer but slower. |
| Blur Type | Gaussian15, Gaussian5, or Box. Gaussian uses two render passes per iteration. |
| Spread | Blur kernel radius multiplier. Increases softness but may introduce artifacts. |
| Edge Tolerance | Strength of edge weighting during blur. |
| Edge Sharpness | Sharpens shadow edges. |
| Downscale | Downscale blur targets for softer shadows and better performance. |
| Edge Preserve | Prevents blur from bleeding across geometry edges. |
| Blur Distance Attenuation | Distance at which blur starts reducing. Attenuation Length controls the fade range. |
| Grazing Angle Attenuation | Reduces blur when viewing shadows at a grazing angle. |
| Overlay Shadows | Post-opaque, full-screen pass that re-applies the screen-space shadowmap as a colored overlay for tinting or stylizing shadowed pixels. |
Advanced
| Property | Description |
|---|---|
| Downsample | Resolve shadows at half screen resolution for better performance. |
| Loop Optimization | Halves the actual number of texture samples without reducing coverage area. |
| Frame Skip Optimization | Resolves shadow texture every other frame, reusing previous results. May cause shadow lag during fast camera movement. |
| Blend Cascades | Blends shadow cascades at split boundaries to remove hard transition lines. |
| Cascade Scales | Per-cascade scale modifiers to fine-tune the lighting calculation at each cascade level. |
| Transparent Receiver Plane | Enables soft shadow casting onto a transparent floor plane at a specified height. Requires the included Transparent Floor material or ShadowReceiverTransparent shader. |
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