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@@ -461,7 +461,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
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set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
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set_param(PARAM_SHADOW_OPACITY, 1.0);
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set_param(PARAM_SHADOW_BLUR, 1.0);
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- set_param(PARAM_SHADOW_BIAS, 0.03);
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+ set_param(PARAM_SHADOW_BIAS, 0.1);
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set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
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set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
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set_param(PARAM_SHADOW_FADE_START, 1);
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@@ -571,8 +571,8 @@ DirectionalLight3D::DirectionalLight3D() :
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Light3D(RenderingServer::LIGHT_DIRECTIONAL) {
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set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
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set_param(PARAM_SHADOW_FADE_START, 0.8);
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- // Increase the default shadow bias to better suit most scenes.
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- set_param(PARAM_SHADOW_BIAS, 0.1);
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+ // Increase the default shadow normal bias to better suit most scenes.
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+ set_param(PARAM_SHADOW_NORMAL_BIAS, 2.0);
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set_param(PARAM_INTENSITY, 100000.0); // Specified in Lux, approximate mid-day sun.
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set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
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blend_splits = false;
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@@ -614,8 +614,6 @@ void OmniLight3D::_bind_methods() {
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OmniLight3D::OmniLight3D() :
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Light3D(RenderingServer::LIGHT_OMNI) {
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set_shadow_mode(SHADOW_CUBE);
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- // Increase the default shadow biases to better suit most scenes.
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- set_param(PARAM_SHADOW_BIAS, 0.2);
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}
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PackedStringArray SpotLight3D::get_configuration_warnings() const {
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@@ -639,3 +637,9 @@ void SpotLight3D::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.01,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION);
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}
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+
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+SpotLight3D::SpotLight3D() :
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+ Light3D(RenderingServer::LIGHT_SPOT) {
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+ // Decrease the default shadow bias to better suit most scenes.
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+ set_param(PARAM_SHADOW_BIAS, 0.03);
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+}
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