diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 1c5cbe96128..73aacf311f9 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -2239,7 +2239,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in // This trick here is what stabilizes the shadow (make potential jaggies to not move) // at the cost of some wasted resolution. Still, the quality increase is very well worth it. - const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size; + const real_t unit = (radius + soft_shadow_expand) * 4.0 / texture_size; x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit); x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit); y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);