SE Screen-Space Shadows provides screen-space raytraced shadows for directional lights for sharp, detailed contact shadows. It can capture details in shadows that would otherwise be missed using traditional shadow maps alone. This effect works by tracing in screen-space using the depth buffer information, similar to SSAO or screen-space reflections. Like these other effects, anything that is not directly visible in the main view will not contribute to screen-space shadows. However, because this effect is meant to be used in combination with traditional shadow maps to improve close-proximity contact shadows, this limitation is generally not apparent. This effect requires DX11 or OpenGL 4.1 or newer. It is not compatible with OpenGL ES and won’t work for WebGL or mobile platforms. It is compatible with Unity 5.4 and up. SE Screen-Space Shadows requires the deferred rendering path. Visit sonicether.com/screenspaceshadows for more information and screenshots Click the image above to view the Asset Store page. Since this effect uses the depth buffer to draw shadows, a parallax shader that modifies the depth buffer can cast and receive shadows (UBER used here). Spoiler: Comparison Screenshots The above graph compares the render time of SE Screen-Space Shadows (in the grassy scene seen above) and both Unity’s Antialiasing (FXAA) and Ambient Obscurance image effects. The render time of SE Screen-Space Shadows is independent of scene complexity, and far away surfaces are quicker to calculate shadows for. This thread will serve as the main discussion thread for this asset. Please share your experience with SE Screen-Space Shadows! Did this asset help your project/scene look awesome? If you'd like to share your work, post a screenshot in this thread and mention how you should be credited! The most awesome screenshots will be featured in this thread, on the webpage for this asset, and on the Asset Store page (with credit given, of course)!