Hi,
On our project we have encountered a problem where on our “Low” quality preset we essentially have the following settings:
r.Shadow.Virtual.SMRT.RayLengthScaleDirectional=0
r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional=5
The idea is that we want to be aggressive with our shadow cost optimisations and set RayLengthScaleDirectional to 0, and then compensate for the harsh shadows by dithering the results through TexelDitherScaleDirectional.
On the whole, this gives us adequate results, except when our sun directional light hits an interior (or otherwise shadowed surface) at a shallow angle. At which point we see the shadows dithering on the internal surface and letting a lot of light come through.
(The light here is not lumen leaking, it is entirely the SMRT dithering a strip of light into existence)
Do you have any recommendations for steps we can take to still keep the shadows cheap for our minspec profile, yet avoid the hard jagged edged shadows that we get in return? The hard jagged edged shadows in themselves would not even be so bad on just the environment, if it wasnt for them to look horrible on our viewarms/ held tools.
Thank you for looking into this!
