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Global Scale for Cascading Shadows?

I’m trying to build a quick side by side comparison of dynamic vs pre-computed lighting but i’m having trouble managing the cascades of the dynamic light shadows in my scene. As I move away from the objects shown below i end up with a gap forming at the base of the legs, i’d just like to scale that back so each shadow map pops in at slightly further distances.

I have a scene with two sets of meshes, half are set to movable, the other half static, a single stationary sky light and a single stationary directional light. If I tweak cascade shadow map settings at all it overides my baked lighting, I’ve tried mesh distance fields and a few ini tweaks.

Any ideas?