Ok so here is the situation. I have a very large world. 100kmx100km= 1000 sq/km it is made from 100 10x10km tiles. As you can imagine the presents significant challenges to lighting as it makes static lighting and baking with lightmass an impossibliity. yes ther are too many areas of overlapping shadows hat making even baking a tile at a time an impossibility. So I was told I should just do with dynamic lighting.
I think what I have done is correct. I set my directional light that is part of the default sun/sky system from static to stationary. " it doesnt seem to work at all when set to movable"
I also enabled distance field ray traced shadows. There is what I’m seeing.
full screen here
but here is a crop of the area of concern.:
As you can see after a distance the shadows become less triggered by ground contact. This is past what I assume to to be the first cascade. I have turned the overlap all the way up and I have tried to turn up the number of cascades but nothing seems to affect the distance at which it occurs or minimizes it. I have tried changing every parameter in the cascaded shadow map section of the light and cant get any real change.
so anyone know how I can extend this out further? I have to make an animation traveling down this pipeline and seeing that shadow popping in mid frame is very annoying.