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@@ -2239,7 +2239,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
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// This trick here is what stabilizes the shadow (make potential jaggies to not move)
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// at the cost of some wasted resolution. Still, the quality increase is very well worth it.
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- const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size;
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+ const real_t unit = (radius + soft_shadow_expand) * 4.0 / texture_size;
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x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit);
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x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit);
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y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);
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