I want to test the shadow renderer (I can’t get the filter working well with lighting and particles) and I encounter an issue : the shadow map seems to be drawn on the top of all geometries (it’s a top down view) :
As you can see, the shadow is rendered on the ship, while shadows themselves are not touching.
My geometries are all drawn in the default bucket (no transparent spatials). ShadowRenderer is added only once, on the unique view port.
Another issue is about cone and point light : how to make the surfaces lit the same when they are shadowed or not? Look at this picture : my ship cast a cone light on the wall but the result is much more brighter on the unshadowed face, which seems unnatural. I think it’s the intended result, but is there a way to avoid that?