Merge pull request #6787 from Calinou/first-game-orthogonal-camera-shadow-quality

Document shadow quality workaround with orthogonal camera in Your first 3D game
This commit is contained in:
Max Hilbrunner
2023-02-26 10:01:09 +01:00
committed by GitHub

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