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Windows 10, Vulkan 1.3.224, NVIDIA GeForce RTX3080
Issue description
While following a tutorial, I observed curious shadows using an orthographic camera with a directional light. It appears changing the camera projection type between perspective and orthographic dramatically reduces the shadow quality.
With an orthographic camera:
Whereas with a perspective camera:
Turning the shadow blur on the light to a low value shows the low resolution:
Even pushing the shadow map resolution to the maximum (16384) in the project settings results in less-than-ideal shadows:
I haven't tested myself in 3.x yet, but the tutorial shows the orthogonal shadows working fine on 3.3.rc8
Steps to reproduce
See minimal reproduction project. Create a plane, camera, directional light (shadows enabled), and some shadow caster. Set the camera to orthogonal projection.
Godot version
v4.0.rc2.official [d2699dc]
System information
Windows 10, Vulkan 1.3.224, NVIDIA GeForce RTX3080
Issue description
While following a tutorial, I observed curious shadows using an orthographic camera with a directional light. It appears changing the camera projection type between perspective and orthographic dramatically reduces the shadow quality.
With an orthographic camera:
Whereas with a perspective camera:
Turning the shadow blur on the light to a low value shows the low resolution:
Even pushing the shadow map resolution to the maximum (16384) in the project settings results in less-than-ideal shadows:
I haven't tested myself in 3.x yet, but the tutorial shows the orthogonal shadows working fine on 3.3.rc8
Steps to reproduce
See minimal reproduction project. Create a plane, camera, directional light (shadows enabled), and some shadow caster. Set the camera to orthogonal projection.
Minimal reproduction project
3d-squash-the-creeps-issue.zip
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