Settings Reference

intermediate concepts

Umbra 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

PropertyDescription
Sample PresetChoose from built-in softness presets (Fast, Hard, Soft, Smooth, Extra Smooth, Blurred) to quickly preview different shadow styles.
ProfileAssign a saved UmbraProfile ScriptableObject. Use Save As New Profile at the bottom of the inspector to create one.

General Settings

PropertyDescription
Shadow SourceWhich shadow system to use: Unity Shadows, Umbra Shadows, or Only Contact Shadows.
Sample CountNumber of shadow-map samples (1–64). Higher values produce smoother penumbras at increased cost.
Light SizeSimulated directional-light size (0–32). Larger values widen the penumbra.
Contact HardeningEnable PCSS-style contact hardening — shadows sharpen near occluders.
Contact StrengthHow crisp the shadow is near the occluder (0–1).
KneeControls the falloff curve of contact strength with distance.
Distant SpreadMakes shadows smoother when far from occluder (1–16).
Occluders CountShadow-map samples used to find occluders for penumbra radius calculation.
Search RadiusMultiplier for occluder search radius. Higher = more diffused penumbra. Too low may clip soft edges.
Normals SourceHow 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.

PropertyDescription
IntensityContact shadow strength multiplier.
Distance FadeAttenuates shadow intensity with distance to the occluder.
Sample CountNumber of raymarch samples.
SteppingDistance between each raymarch sample.
Thickness NearMaximum depth difference between ray and pixel to detect a collision with an opaque object.
Thickness Distance MultiplierMultiplier applied to thickness over distance (depth differences grow between distant neighbor pixels).
JitterRandomizes ray start position to reduce banding artifacts.
Start DistanceMinimum camera distance before contact shadows take effect.
Normal BiasOffsets ray origin along the surface normal to prevent self-occlusion.
Vignette SizeFades contact shadows near screen borders.
Injection PointTexture 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

PropertyDescription
StyleApply a stylized look to shadows.
Blur IterationsNumber of blur passes (0–3). More passes = softer but slower.
Blur TypeGaussian15, Gaussian5, or Box. Gaussian uses two render passes per iteration.
SpreadBlur kernel radius multiplier. Increases softness but may introduce artifacts.
Edge ToleranceStrength of edge weighting during blur.
Edge SharpnessSharpens shadow edges.
DownscaleDownscale blur targets for softer shadows and better performance.
Edge PreservePrevents blur from bleeding across geometry edges.
Blur Distance AttenuationDistance at which blur starts reducing. Attenuation Length controls the fade range.
Grazing Angle AttenuationReduces blur when viewing shadows at a grazing angle.
Overlay ShadowsPost-opaque, full-screen pass that re-applies the screen-space shadowmap as a colored overlay for tinting or stylizing shadowed pixels.

Advanced

PropertyDescription
DownsampleResolve shadows at half screen resolution for better performance.
Loop OptimizationHalves the actual number of texture samples without reducing coverage area.
Frame Skip OptimizationResolves shadow texture every other frame, reusing previous results. May cause shadow lag during fast camera movement.
Blend CascadesBlends shadow cascades at split boundaries to remove hard transition lines.
Cascade ScalesPer-cascade scale modifiers to fine-tune the lighting calculation at each cascade level.
Transparent Receiver PlaneEnables 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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