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This is done by design. People generally expect shadows to become sharper as you increase shadow resolution, even if this is physically incorrect. It's generally what you see in most games when you increase the shadow quality setting 🙂 If #5728 is implemented, you'll be able to recreate the mechanism you want with a few lines of code. In the meantime, you could loop over all lights when loading a level and multiply the blur radius according to the currently selected shadow resolution. |
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I'm posting this here as I'm not sure if this is a bug or a missing feature that I'd like to see.
Basically the issue I've run into is that when making soft shadows the blur size property (at least on directional lights) seems to be absolute, related to some pixel blur size. The issue with this is that if you change the shadow atlas size (for performance settings or based on platform) this results in very different blur appearance.
Maybe this is a bug (in 4.0.b12)?
But I suspect not, and that it's more a limitation in how shadow blurring works. So, what I'd like to propose or discuss is some way of defining blur in a resolution independent relative way so that the relative shadow blur becomes the same regardless of shadow map resolution. Perhaps an alternative "relative blur size" parameter on lights that is automatically adapted to the shadow map size?
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