Cascaded Shadow Maps explanation needed

Well, I just want to throw my two cents in here as I’ve been studying UE4’s lighting extensively for almost two years now. Regarding cascaded shadows, UE4 behaves a little strangely under particular circumstances:

  1. Movable directional might tend to have significantly sharper results than Stationary. Not entirely sure why, but it’s a symptom that also exists with spotlight and point light dynamic shadows as well.

  2. You can have more than four cascades, but weird artifacts may begin to appear, such as shadows cutting off at a shorter distance, or not rendering at all.

Now, you’re not going to want to get a sharp shadow for grass strictly from shadow cascades because you will murder your performance. I’m also going to assume you’re not using Ray-Tracing. Thankfully, that’s what contact shadows are for, and if you aren’t sure, it’s a parameter in the directional light settings, and the difference can be striking. I typically set the value between 0.01-0.03.

No Shadows

Shadow Cascades Only

Contact Shadows/AO Only

Contact Shadows and Cascades


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Hope this helps
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