How do i make my distance field fake shadows work properly?

I made this material a while ago that fakes shadows on the floor, if the mesh is close enough.
This will be useful in certain cases for my isometric 2.5D game:


As you can see this shadow that is projected in the floor by the red cube is not the dynamic unreal shadow, it is a distance field shadow, the dynamic shadows are off:

Though it is kind of working, the mesh floor where i have the material seems to have this weird rectangular shape shadow in the borders (not to confuse with the one being emitted by the red cube, thats the one i want):

See this weird rectangular shade, it happens in the floor as i move the camera around and also when i move my floor up and down.
Is there a way to fix this?

Project and video:

T_DistFieldShadow.rar (1.7 MB)

Did you turn off ‘affect distance fields’ on the floor mesh?

Thanks that was what was missing, it fixed it.
And coincidentally it was you who taught me this technique like a year ago, i have it here written in my notes.
Thanks again.

:smiley:

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Though it seems the Distance fields are not working the more you go to lower levels in the Z.
Is there a workaround that could fix this?
I messed around with the camera distance and that wasn’t related.
Made some searches that suggested to change the mesh Editor → Build Settings → Distance Field Resolution Scale, that didnt work.
Any tips?

I haven’t had a chance to look properly, but my first guess would be the material.

Perhaps that constant you’re adding to world location? ( because you are changing the world location of the plane ).

yup, found out a related solution of @3dRaven in another post, just adjust it to the distance of the camera and voilĂĄ: