# shadowNormalBias

> Shadow mapping normal-based bias.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public float shadowNormalBias { get; set; }
```

### Remarks

Shadow caster surfaces are pushed inwards along their normals by this amount, to help prevent self-shadowing ("shadow acne") artifacts. Units of normal-based bias are expressed in terms of shadowmap texel size; typically values between 0.3-0.7 work well.

Larger values prevent shadow acne better, at expense of making shadow shape smaller than the object actually is.

Currently normal-based bias is only implemented for directional lights; it has no effect for other light types.

Additional Resources: [Light.shadows](/engine/6000.6/script-reference/unityengine/light/shadows.md), [Light.shadowBias](/engine/6000.6/script-reference/unityengine/light/shadowbias.md) properties.
