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I've gone through the upgrade process from 0.9 -> 0.10 and the jagged shadows have not fixed themselves. I did not end up playing around with the cascading settings as the new shadows have caused appreciable lag and lowered FPS, so I have simply turned all the shadows off. The app I'm making doesn't strictly require shadows, they were a nice to have. Effectively, for me and my use case, the issue is closed, but no doubt shadows will improve in quality and performance as time marches on, there are some smart people working on it all. |
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I seem to be having problems with shadows, see attached picture for jagged shadow edges where the short eaves are along a model of a house roof.
I've tried:
insert_resource(DirectionalLightShadowMap { size: 8*2048 })
It lagged, but no improvement to the jagged shadows.Is it a question of what units bevy assumes I'm working in? Because for my own purposes, I've built everything around 1.0 bevy unit = 1.0 meter. There's a vague indication from this thread that it is about size:
/r/bevy
However, if you run this example:
3D Lighting
The shadows are much better than the ones that I have, and that example doesn't appear to do anything special with the settings (and their sizes are about the same order of magnitude as mine).
As a temporary workaround I made a bright point light follow the camera so that it drowns out any shadows if the user gets too close to inspect them.
Having just now done another search, I'm pleased to see that these PRs are well on their way to implementing some new shadow algorithms:
#7064
#3629
I'm going to assume that the answer to my post is to wait for the above two PRs to get resolved, however, if there are any other workarounds available, I'm happy to hear them.
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