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@hippowombat No any difference on the shadow part
I think it not related to the curve value.
The smooth shadow is due to the mesh receiving shadow casted by other mesh. It is not related to the light receiving.
I see. Thanks ๐
@hippowombat Thank you for your reply
I use the same code in the article
Lighting.Diffuse *= AreaLight.FalloffColor * (Falloff * Texture2DSampleLevel(View.CelshadingAtlas, View.CelshadingSampler, DiffuseCoord, 0).r);
@hippowombat Hello I have followed the first one
But still canโt got a cell shaded shadow casted from other objects
And also the lit part is always too bright
Any hints?
Thanks ๐
I have ported my Third person combat controller to Godot 4.
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