Shadows on the surface of SingleLayerWater are heavily pixelated, and don't appear to use bilinear filtering at all.
Also tested on //UE5/Release-5.5, CL: 36481335
1. Download the attached test project and open.
2. Observe the shadow of the primitives on the surface of the water. Observe that they do not have bilinear filtering, resulting in sharp pixelation.
3. Observe the pixelation changes as you get closer and further away, matching shadow cascades.
4. Observe the use of cascaded shadow maps in the project settings.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-225388 in the post.
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Component | UE - Rendering Architecture |
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Affects Versions | 5.4, 5.4.4 |
Target Fix | 5.6 |
Created | Sep 24, 2024 |
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Updated | Sep 27, 2024 |