In the render capture, i have one directional light that casts shadows correctly, and i have a point light that casts shadows.
In the point light shadow when not facing the center of the viewport, the shadow seems to be cutt.
I have tried to set lower the light shadow near clip distance, but no effect.
someone knows what is happening to see always the complete pointlight shadow shape?
To me, this seems to not be normal lighting calculations?
If RTSS Is creating the shaders, why is the ninja models not receiving shadows from the lights? Because they should.
If RTSS is creating the shaders, why does it seem that the shadows are always at full strength (completely black almost)? It does not seem to be physically correct lighting here at all, and I would expect the two shadows when intersecting to be completely full strength instead of always full strength, since that makes no sense if there are two lights in the scene. Do you use PBR here? Otherwise, try PBR and see if that fixes most issues you are facing.
is incorrect and does not really use good shadows at all since PF_BYTE_L means that it is not even depth shadows (which is the one you most likely want).
Here is one example on how to set it up (source: https://ogrecave.github.io/ogre/api/lat ... _ogre.html), note that it uses PF_DEPTH16 since it is a better shadow setting that supports self shadowing and solves a lot of other problems that normal shadows has: