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Improve player and foliage shadow quality and stability
- ensure player transform sync is not gated by third-person so player shadow stays consistent - hold shadow projection center during movement and snap once on stop to remove delayed catch-up - smooth foliage caster transitions using blended phase-shifted UV samples - tune foliage motion frequencies/amplitudes for less popping - increase shadow map resolution to 2048 and retune terrain PCF texel scale - increase global shadow strength from 0.62 to 0.68 for stronger, clearer shadows
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7 changed files with 7 additions and 7 deletions
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@ -53,7 +53,7 @@ float calcShadow() {
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vec3 lightDir = normalize(-uLightDir);
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float bias = max(0.005 * (1.0 - dot(norm, lightDir)), 0.001);
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// 5-tap PCF tuned for slightly sharper detail while keeping stability.
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vec2 texel = vec2(1.0 / 1536.0);
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vec2 texel = vec2(1.0 / 2048.0);
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float ref = proj.z - bias;
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vec2 off = texel * 0.7;
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float shadow = 0.0;
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