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@@ -96,7 +96,7 @@ them much faster to render. You can also use emissive materials with any
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as a replacement for light nodes that emit light over a large area.
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Shadow mapping
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-^^^^^^^^^^^^^^
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+--------------
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Lights can optionally cast shadows. This gives them greater realism (light does
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not reach occluded areas), but it can incur a bigger performance cost.
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@@ -124,6 +124,11 @@ There is a list of generic shadow parameters, each also has a specific function:
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the grainy pattern used for filtering more noticeable.
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See also :ref:`doc_lights_and_shadows_shadow_filter_mode`.
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+.. image:: img/lights_and_shadows_blur.webp
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+
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+Tweaking shadow bias
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+^^^^^^^^^^^^^^^^^^^^
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+
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Below is an image of what tweaking bias looks like. Default values work for most
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cases, but in general, it depends on the size and complexity of geometry.
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@@ -267,6 +272,8 @@ expensive, so check the recommendations in
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:ref:`doc_lights_and_shadows_pcss_recommendations` if setting this value above
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``0.0`` on lights with shadows enabled.
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+.. image:: img/lights_and_shadows_pcss.webp
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+
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Omni shadow mapping
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^^^^^^^^^^^^^^^^^^^
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@@ -448,6 +455,8 @@ artifacts from the low sample count less visible. Conversely, the **Soft High**
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and **Soft Ultra** settings will automatically increase shadow blur to better
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make use of the increased sample count.
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+.. image:: img/lights_and_shadows_filter_quality.webp
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+
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16-bits versus 32-bit
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^^^^^^^^^^^^^^^^^^^^^
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