Check out these shadows in v0.2! #27
charliewhitfield
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In v0.2.dev (current master branch), astronomical shadows are entirely shader based. Shadow resolution is 10000x higher than using Godot's shadow map, even at 16K, and much easier on your GPU. Resolution here is limited only by zoom and rings resolution, which is tens of km.
Astronomical shadows work correctly with the new farwarp system.
Godot's shadow map is now free to handle only the small-scale stuff (e.g., ISS self-shadowing).
And it works with Compatibility renderer! So we'll have it in our web Planetarium.
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