I currently have an orthographic camera in a 3d orientation in my scene. Trying to get an old jrpg look in a 3d space.
My camera's setup is as follows
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My problem is:
I only am only able to see shadows from point lights. I have a time of day system so I am using a dynamic Directional Light, and am unable to see the shadows produced by it.
In game images
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In engine image
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Is there any way of getting my orthographic camera to show those shadows?
Or does anyone have any ideas how I can get a perspective camera to work. For I've tried setting my Field of View down really small to give the orthographic look. But I have to move it so far from the player shadows won't appear.
Replies
What I had to do was switch my camera to a perspective Projection Mode
and make my Field of View to 15 (It was the lowest I could do)
Then I moved my Spring Arm Target Arm Length to 15000.0
I also had to change some command line values
r.Shadow.FadeResolution - controls how big the light has to be on the screen before it *starts* to fade out.
- Default Value: 64
- Can lower this value to keep shadows from fading out at further distances
r.Shadow.MinResolution - controls how big the light has to be on the screen before it *finishes* fading out, at which point it no longer has cost.
- Default Value: 32
- Lower values seem to increase shadow visibility.
r.Shadow.TexelsPerPixel - Causes a higher resolution to be assigned and then it should fade out less aggressively
- Default Value: 1.27324
- Can increase this value to improve shadow rendering visibility & quality
r.Shadow.RadiusThreshold
- Default Value: 0.03
- A lower value of 0.02 or 0.01 greatly increases shadow visibility at far camera distances (seems to have the most impact of all the console commands).