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Orthogonal camera shadows are lower resolution than perspective projection #73472

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ecmjohnson opened this issue Feb 17, 2023 · 1 comment · Fixed by #92287
Closed

Orthogonal camera shadows are lower resolution than perspective projection #73472

ecmjohnson opened this issue Feb 17, 2023 · 1 comment · Fixed by #92287

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@ecmjohnson
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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:
orthographic_shadows

Whereas with a perspective camera:
perspective_shadows

Turning the shadow blur on the light to a low value shows the low resolution:
orthographic_shadows_low_blur

Even pushing the shadow map resolution to the maximum (16384) in the project settings results in less-than-ideal shadows:
orthographic_shadows_max_rez

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

@akien-mga akien-mga added this to the 4.x milestone Feb 17, 2023
@Calinou
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Calinou commented Feb 18, 2023

Duplicate of #58332

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3 participants