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2 changes: 1 addition & 1 deletion docs/lighting/clustered/troubleshooting.md
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Expand Up @@ -16,7 +16,7 @@ This is a list of currently known issues and some troubleshooting tips for any i

### "I set the Shadowed spawn flag, but there are still no shadows / light leaks through walls"

* You have too many dynamic shadows updating at once. Remember that **each shadow size level increases the shadow atlas size by a factor of 4**, and **the shadow atlas cannot have exceed a value of 7**, so if there are for example 2 `light_rt`s with shadow size of 6 close to each other, they will overlap and therefore will not produce any shadows. However, there is an unstable workaround, where by enabling `light_rt`s one by one they have a chance to keep their shadows.
* You have too many dynamic shadows updating at once. Remember that **each shadow size level increases the shadow atlas usage by a factor of 4** (double the horizontal and vertical dimensions), and **the shadow size cannot exceed a value of 7**, so if there are for example two `light_rt`s with a high shadow size, and the available space in the shadow atlas can only fit one of them (such that they would overlap), they will not produce any shadows. However, there is an unstable workaround, where by enabling `light_rt`s one by one they have a chance to keep their shadows – when trying to fit a single shadow into the atlas, the engine will downscale it to the next biggest available space.

### "My dynamic shadows are blurry"

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2 changes: 1 addition & 1 deletion docs/lighting/clustered/what_is.md
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Expand Up @@ -122,7 +122,7 @@ You can control the size of the shadow map by changing the "Initial Shadow Size"
![Initial Shadow Size is 7](images/shadowsize7.png)

> [!NOTE]
> In the clustered renderer, shadowmaps for all lights are stored in a single, larger texture, called the 'Shadow Atlas', which has space for a limited amount of shadow data. Each time you increase the size of a shadow by 1, you increase the atlas' shadow size by a factor of 4. For example, a shadow of size 2 takes up only a quarter of the space that a shadow of size 3 takes up.
> In the clustered renderer, shadowmaps for all lights are stored in a single, larger texture, called the 'Shadow Atlas', which has space for a limited amount of shadow data. Each time you increase the size of a shadow by 1, you increase the atlas' shadow size by a factor of 4 (double the horizontal and vertical dimensions). For example, a shadow of size 2 takes up only a quarter of the space that a shadow of size 3 takes up.
> If shadows in your map stop appearing suddenly, consider reducing the shadow size of a few less important shadows.

> [!WARNING]
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