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[VISUAL] Shadows created by an env_global_light entity, and casted on textures using "sdk_" shaders and $envmap, will always look sharp #304

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HoneyfrostStudio opened this issue Jun 22, 2024 · 0 comments
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@HoneyfrostStudio
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HoneyfrostStudio commented Jun 22, 2024

Describe the bug

When a shadow emitted by env_global_light is projected onto a textured floor using a shader that has the prexif "sdk_" in the name (for instance: sdk_LightmappedGeneric), the shadow is not subject to the "shadowfiltersize" parameter.
It will always look very sharp, whatever the value of shadowfiltersize.

Steps to reproduce

Steps to reproduce the behavior:

  1. Place an env_global_light entity to your level
  2. Create a floor using a texture that has the prefix "sdk_" in the shader's name + the $envmap parameter
  3. Observe

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virtualpursuit 21_06_2024 01_15_24

@HoneyfrostStudio HoneyfrostStudio added the Bug Something isn't working label Jun 22, 2024
@HoneyfrostStudio HoneyfrostStudio changed the title [VISUAL] Shadows created by an env_global_light entity, and casted on textures using "sdk_" shaders, will always look sharp [VISUAL] Shadows created by an env_global_light entity, and casted on textures using "sdk_" shaders and $envmap, will always look sharp Jun 24, 2024
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