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DirectionalLight3D applies Fade Start incorrectly when using PSSM 2 Splits or 4 Splits mode. This is with Fade Start set to 1.0 – no fading should occur at all, yet the last split is always faded when using PSSM 2 Splits or PSSM 4 Splits:
Orthogonal
PSSM 2 Splits
PSSM 4 Splits
When using Forward+ or Mobile, the effective fade distance doesn't change in any way regardless of the shadow mode used (including Orthogonal). This is the expected behavior, as it allows optimal sizing of the Shadow Max Distance when tuning shadows for small/medium-sized indoor scenes.
Steps to reproduce
Add some meshes in a scene.
Create a DirectionalLight3D node and enable shadows on it. Decrease its Shadow Max Distance to a low value like 20.
Play around with the Fade Start property in DirectionalLight3D, while having one of the meshes near the end of the Shadow Max Distance (so you see the shadow fade out progressively).
Set the shadow mode in DirectionalLight3D to Orthogonal, PSSM 2 Splits then 4 Splits.
Godot version
4.2.dev fbe611e
System information
Fedora 38, GeForce RTX 4090 (NVIDIA 535.104.05)
Issue description
DirectionalLight3D applies Fade Start incorrectly when using PSSM 2 Splits or 4 Splits mode. This is with Fade Start set to 1.0 – no fading should occur at all, yet the last split is always faded when using PSSM 2 Splits or PSSM 4 Splits:
When using Forward+ or Mobile, the effective fade distance doesn't change in any way regardless of the shadow mode used (including Orthogonal). This is the expected behavior, as it allows optimal sizing of the Shadow Max Distance when tuning shadows for small/medium-sized indoor scenes.
Steps to reproduce
Minimal reproduction project
test_shadow_compatibility_fade_start.zip
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