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Document using soft shadows in BakedLightmap
This is a new feature in Godot 3.4.
(cherry picked from commit 0793cbee3b)
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Rémi Verschelde
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b7aacaa3c8
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c89b3f8a86
@@ -214,6 +214,18 @@ DirectionalLight with its bake mode set to **Indirect**, and use the **All**
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bake mode for OmniLights and SpotLights. This provides good performance while
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still allowing dynamic objects to cast real-time shadows in outdoor areas.
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After selecting the **All** bake mode on a light, you can optionally
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specify a **Size** greater than 0 for the light in the inspector.
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This size is used to provide softer shadows depending on the distance between
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the shadow caster and the object receiving the shadow. This mimics real life
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shadow appearance:
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.. image:: img/baked_light_omnilight_size.png
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The light's **Size** property is ignored for real-time shadows; it will only affect baked
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shadows. When the **Size** property is changed, lightmaps must be baked again to
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make changes visible.
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Baking
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------
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tutorials/3d/img/baked_light_omnilight_size.png
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tutorials/3d/img/baked_light_omnilight_size.png
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