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
This commit is contained in:
Kelsi 2026-02-21 02:28:47 -08:00
parent 7717ab8d6b
commit 0c8798d6b5
7 changed files with 7 additions and 7 deletions

View file

@ -1872,7 +1872,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
shader->setUniform("uFogEnd", fogEnd);
bool useShadows = shadowEnabled;
shader->setUniform("uShadowEnabled", useShadows ? 1 : 0);
shader->setUniform("uShadowStrength", 0.62f);
shader->setUniform("uShadowStrength", 0.68f);
if (useShadows) {
shader->setUniform("uLightSpaceMatrix", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE7);