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Hello, first of all, thanks for your great work.
I think that using SPECT.renderer.shadowMapType = THREE.PCFSoftShadowMap; improves shadow rendering.
Also, a bigger shadowmap will improve the results.
I think that both options won't compromise performance. (I've tried up to 4096x4096 in rst_basic_sample_project without much degradation in the FPS. 8192x8192 halved FPS.). You may add this as a shadow quality level option when activating shadows.
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