Godot version:
Godot 3.2 Beta
OS/device including version:
Windows 7 x64bit
Issue description:
OmniLight have a Weird Pixelated Shadows Like this :
even if increasing Shadow Atlas size

and the issue is huge if those cubes are moving
Minimal reproduction project:
TestLightShadow.zip
You can alleviate these artifacts by, 1) increasing your shadow atlas size, 2) disabling all but the first shadow atlas quadrant, and 3) setting filter mode to PCF13.
These artifacts are a limitation of how shadows work. We plan to improve shadow mapping for 4.0.
You can alleviate these artifacts by, 1) increasing your shadow atlas size, 2) disabling all but the first shadow atlas quadrant, and 3) setting filter mode to PCF13.
These artifacts are a limitation of how shadows work. We plan to improve shadow mapping for 4.0.
i did all these steps , but still the shadows look very pixaleted
They don't solve the issue completely, but they help. A better Shadow mapping algorithm will be used for version 4.0.
Most helpful comment
You can alleviate these artifacts by, 1) increasing your shadow atlas size, 2) disabling all but the first shadow atlas quadrant, and 3) setting filter mode to PCF13.
These artifacts are a limitation of how shadows work. We plan to improve shadow mapping for 4.0.