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Accurate RTT shadow angles relative to world lights #1249
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Accurate RTT shadow angles relative to world lights #1249
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when the origin clipped into the floor it would get the skybox as the brightest light
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It seems that currently, the approach angle and player velocity affect the resolving of the shadow direction (or so it seems; I haven't debugged the exact reason for this).
I'm worried this would have a negative effect on gameplay, because it's unintuitive where exactly your shadow will be displayed for the opponents—even when standing in the same exact location, it's possible to have a different shadow cast outcome depending on the route you took there and your speed:
lerp.webm
(This could also be related to the sequence of closest lights travelled, with A->B resulting in a different outcome than C->B, somehow. But I'm speculating.)
There's also this strange issue where fidgeting around will make the shadow slowly tend towards what I assume is the neutral (FLT_MAX?) shadow position:
shadow.webm
which also would be a poor experience for the competitive meta, I fear.
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I didn't consider this aspect. Maybe a system where the shadow angle is determined from the average between lights, so the movement of the shadow might not look so jarring. But then the shadows might not look accurate |
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As an update for this PR, I have a supplementary WIP PR open for it to address some of the shadow problems mentioned above at: DESTROYGIRL#2 I suggest we wait on this PR until DESTROYGIRL#2 is good for merge to this one, and proceed from there. |
Description
A backported feature from the Alien Swarm SDK by Saul Rennison
Current issues:
Transitioning between two lights at near opposite angles can make the object's shadow do a very jarring sweep
When an object stops moving it makes a very obvious flick to the high fidelity shadow at certain angles (Remote players only?)
Toolchain