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

@ -1987,7 +1987,7 @@ void Renderer::update(float deltaTime) {
// Sync character model position/rotation and animation with follow target
auto charAnim1 = std::chrono::high_resolution_clock::now();
if (characterInstanceId > 0 && characterRenderer && cameraController && cameraController->isThirdPerson()) {
if (characterInstanceId > 0 && characterRenderer && cameraController) {
if (meleeSwingCooldown > 0.0f) {
meleeSwingCooldown = std::max(0.0f, meleeSwingCooldown - deltaTime);
}