Document using soft shadows in BakedLightmap

This is a new feature in Godot 3.4.

(cherry picked from commit 0793cbee3b)
This commit is contained in:
Hugo Locurcio
2021-12-06 23:49:34 +01:00
committed by Rémi Verschelde
parent b7aacaa3c8
commit c89b3f8a86
2 changed files with 12 additions and 0 deletions

View File

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

Binary file not shown.

After

Width:  |  Height:  |  Size: 67 KiB