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Issue description:
Using default settings, when turning shadows on on a DirectionalLight, the editor get some weird effect on textures.
Camera viewport get less noisy output and the running camera even less, but is still there.
I think the effect is not present on OmniLight and just at some extent on SpotLight (faces parallel to the light direction).
This may be a bad default setting issue, but not sure.
Steps to reproduce:
Add a directional light to a 3D scene and enable shadows.
Rewrote the way bias works in DirectionalLights, this should make it work much better. Also changed default settings so it looks good on the first attempt
Godot version: master 32afcbc but more recent too
Issue description:
Using default settings, when turning shadows
on
on a DirectionalLight, the editor get some weird effect on textures.Camera viewport get less noisy output and the running camera even less, but is still there.
I think the effect is not present on OmniLight and just at some extent on SpotLight (faces parallel to the light direction).
This may be a bad default setting issue, but not sure.
Steps to reproduce:
Add a directional light to a 3D scene and enable shadows.
Link to minimal example project:
shadowtest.zip
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