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fix typos in lights_and_shadows.rst (#1954)
Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
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committed by
Rémi Verschelde
co-authored by
Hugo Locurcio
parent
cb841fabbc
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52304ed9a4
@@ -109,7 +109,7 @@ generally work well, but tweaking the first split a bit is common to give more
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detail to close objects (like a character in a third person game).
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Always make sure to set a shadow *Max Distance* according to what the scene needs.
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The closer the max distance, the higher quality they shadows will have.
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A lower maximum distance will result in better-looking shadows.
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Sometimes, the transition between a split and the next can look bad. To fix this,
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the **"Blend Splits"** option can be turned on which sacrifices detail in exchange
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@@ -225,8 +225,8 @@ Every frame, the following logic is done for all lights:
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If the slots in a quadrant are full, lights are pushed back to smaller slots depending on size and distance.
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This allocation strategy works for most games, but you may to use a separate one in some cases (as example, a top-down game where
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all lights are around the same size and quadrands may have all the same subdivision).
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This allocation strategy works for most games, but you may want to use a separate one in some cases (as example, a top-down game where
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all lights are around the same size and quadrants may have all the same subdivision).
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Shadow filter quality
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~~~~~~~~~~~~~~~~~~~~~
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