You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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:
Place an env_global_light entity to your level
Create a floor using a texture that has the prefix "sdk_" in the shader's name + the $envmap parameter
Observe
Media
The text was updated successfully, but these errors were encountered:
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
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:
Media
The text was updated successfully, but these errors were encountered: