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Merge pull request #6787 from Calinou/first-game-orthogonal-camera-shadow-quality
Document shadow quality workaround with orthogonal camera in Your first 3D game
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@@ -408,6 +408,19 @@ Select the *Camera* again and in the *Inspector*, set the *Projection* to
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*Orthogonal* and the *Size* to ``19``. The character should now look flatter and
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the ground should fill the background.
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.. note::
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When using an orthogonal camera in Godot 4, directional shadow quality is
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dependent on the camera's *Far* value. The higher the *Far* value, the
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further away the camera will be able to see. However, higher *Far* values
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also decrease shadow quality as the shadow rendering has to cover a greater
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distance.
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If directional shadows look too blurry after switching to an orthogonal
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camera, decrease the camera's *Far* property to a lower value such as
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``100``. Don't decrease this *Far* property too much, or objects in the
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distance will start disappearing.
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|image10|
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Test your scene and you should be able to move in all 8 directions and not glitch through the floor!
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