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Issue description:
hello in 3.2.3 the shadows are badly positioned and I thought it had been fixed for 3.2.4 but no, I don't know if it is already reported but just in case I upload the cap and test project
In the meantime, play around with Bias, Normal Bias and Bias Split Scale values in DirectionalLight. There's no "one size fits all" setting (and that's the case even with shadow pancaking anyway) 🙂
shadow 3d
Godot version:
godot 3.2.4 rc custom_build 8a020a6 (.8a020a657)
OS/device including version:
windows 7 64bit
Issue description:
hello in 3.2.3 the shadows are badly positioned and I thought it had been fixed for 3.2.4 but no, I don't know if it is already reported but just in case I upload the cap and test project
Steps to reproduce:
Minimal reproduction project:
Nueva carpeta.zip
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