Light leak from Virtual Shadow Maps based on Source Radius

As the title says, I’m encountering light leaking while using Virtual Shadow Maps. Not entirely sure what this is, but 3-point star look makes me think its the corners of a cubemap.

I’ve observed the same issue for Rect Lights as well.

The video is of 5.0 built from source today, however I confirmed this issue is in Preview 1 as well.

I think this is it; the artifact they mention matches what you’re getting:

I must be honest, that block of text is too technical for me to parse. If that is the problem though, that’s extremely unfortunate. The artifact is very visible and just gets larger the further from the lightsource you are, even at a source radius of 2cm which I would hardly consider unreasonable…

Really makes me wonder how often I’ll actually be able to take advantage of the soft shadowing.

Yeah, it doesn’t exactly explain what type of geometry could cause this. But it’s basically saying that the way VSMs work, there could be holes in the shadow map that cause leaks. Seems like a problem they may be able to solve.

Since it’s a point light, I think you’re right; it also looks like the diagonal line lines up with the light.