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Light3D Shadow Blur property is ignored when using the Compatibility rendering method, even though it works in Forward+ and Mobile.
While Compatibility uses a cheaper PCF approach to shadowmap filtering, it is possible to make the amount of blurring adjusable as shown in #60243. This won't be as good-looking as in Forward+/Mobile, but I feel it's worth offering to make visuals more consistent when you switch rendering methods (especially if it's an automatic fallback, or for static lights that cast shadows onto dynamic objects).
Steps to reproduce
Add some meshes in a scene.
Add a DirectionalLight3D node and enable shadows on it.
Try to change the Shadow > Blur property in DirectionalLight3D.
Godot version
4.2.dev fbe611e
System information
Fedora 38, GeForce RTX 4090 (NVIDIA 535.104.05)
Issue description
Light3D Shadow Blur property is ignored when using the Compatibility rendering method, even though it works in Forward+ and Mobile.
While Compatibility uses a cheaper PCF approach to shadowmap filtering, it is possible to make the amount of blurring adjusable as shown in #60243. This won't be as good-looking as in Forward+/Mobile, but I feel it's worth offering to make visuals more consistent when you switch rendering methods (especially if it's an automatic fallback, or for static lights that cast shadows onto dynamic objects).
Steps to reproduce
Minimal reproduction project
test_shadow_compatibility.zip
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