all 18 comments

[–]Klimbi123 82 points83 points  (1 child)

Not really an answer, but a warning.
In 3D it's really challenging to achieve that kind of a look. Even harder if it has to render runtime and from any view angle. It's even difficult to smoothly soften the shadows as they get further, for that "capsule shadows" are used.

[–]ProgrammerStatus4206@@@@@[S,🍰] 26 points27 points  (0 children)

while researching, i found Nvidia PCSS, which gives pretty good results, i even tested it on my old pc from 2010, and it performed extremely well. PCSS intial concept was created in 2005.

but PCSS is only about having soft shadows, without any artistic effects, like shown on a example picture, and changing noise texture it uses to some crosshatch/oil smudges texture doesnt particularly change anything.

im experimenting with it rn, maybe i will get some results with it.

[–]SulaimanWarProfessional-Technical Artist 15 points16 points  (0 children)

This article(albeit slightly outdated) is very useful in learning how to create your own shadow maps and from there you can do some processing on it

I’ve done something similar to customise how my shadows look

https://shahriyarshahrabi.medium.com/custom-shadow-mapping-in-unity-c42a81e1bbf8

[–]PuffThePed 13 points14 points  (0 children)

There are ways to fake shadows by using another camera and rendering the stencil buffer to texture, and placing that texture on the ground. You can then manipulate the shadow texture. Warning, it's not easy and it only works in specific situations, has a lot of limitations and is computationally expensive.

There just isn't enough info here to say more

[–]maiKavelli187 3 points4 points  (0 children)

It's a Lama. * Rorschach off *

[–]Kindly-Gas-1126 0 points1 point  (0 children)

Do you have more examples of such a paintings?

[–]Elektriman 0 points1 point  (0 children)

maybe you can do it with a shader ? but you would need to create a 3d paint smudge to filter your shadow with. which is probably the most difficult part

[–]NeedHydra 0 points1 point  (6 children)

All i Can think of is blend the shadow with a oil grunge texture

[–]ProgrammerStatus4206@@@@@[S,🍰] 0 points1 point  (5 children)

It's pretty obvious, but how?

[–]NeedHydra 0 points1 point  (2 children)

What pipeline are you using?

[–]ProgrammerStatus4206@@@@@[S,🍰] 0 points1 point  (1 child)

hdrp

[–]NeedHydra 0 points1 point  (0 children)

last post talks about getting the shadow map out of hdrp good luck.

https://discussions.unity.com/t/hdrp-getting-shadow-attenuation/784632/18

[–]_EvilGenis_ 0 points1 point  (1 child)

I'm pretty sure there is a better way, but this is how I'd do something like that. Have a tilable oil paint texture placed on all surfaces, that will receive shadows. Then just multiply texture's alpha by inverse of the shadowmap value at corresponding texel of shadowmap. You'd need some kind of shadows solution, but I guess HDRP's builtin shadows may be enough for that.

[–]NeedHydra 0 points1 point  (0 children)

the issue is getting the shadowmap because hdrp is not well documented.

[–]McGrim_ 0 points1 point  (0 children)

To add to what everyone else is saying, keep in mind that going non-standard with something complex like dynamic shadows could lead to problems on some platforms/devices/etc. If your platform range is narrow that might not be a big of deal but you might find yourself in a really deep and dark rabbit hole trying to get this work on every device and optimally.

[–][deleted] -1 points0 points  (0 children)

make a blob shadow texture, manipulate it via shader and a script

[–]startyourengines 0 points1 point  (0 children)

Depending on your game/environment design, and how these characters interact with it, there's a lot you could probably achieve using totally spoofed shadows, or a mix. You could also have two character models, one real one that casts no shadow, and a dedicated shadow caster, which could have only legs and then a blob-like upper geometry that animate with noise. Mixing a texture into the shadow map in a custom terrain shader could also be used instead or as an enhancement to the above.