Point light's shadow peter panning

I noticed that point light’s shadow has less peter panning the further away it is from the end of the light’s range.
That means that if I have shadow casting point lights with huge range, I can avoid peter panning, but that’ really expensive since they won’t be culled(?).

100m range, light slipping under the door:


300m range, same light, more accurate shadows:

Is there a way to avoid peter panning without huge light range?

try
light.shadowBias = BiasParameters(0.0002f, 0.5f);
light.shadowCascade = CascadeParameters(10.0f, 50.0f, 100.0f, 0.0f, 0.8f);

[quote=“1vanK”]try
light.shadowBias = BiasParameters(0.0002f, 0.5f);
light.shadowCascade = CascadeParameters(10.0f, 50.0f, 100.0f, 0.0f, 0.8f);[/quote]
ShadowBias is for self shadowing.
shadowCascade is for directional light, I’m using point light.

it is offset of shadow

Ok but I’m already using those values since they’re the defaults:

static const float DEFAULT_CONSTANTBIAS = 0.0002f;
static const float DEFAULT_SLOPESCALEDBIAS = 0.5f;

[quote=“Enhex”]Ok but I’m already using those values since they’re the defaults:

static const float DEFAULT_CONSTANTBIAS = 0.0002f; static const float DEFAULT_SLOPESCALEDBIAS = 0.5f; [/quote]

set bias to (0, 0.5), this can cause artifacts, but can solve problem :slight_smile:

Why is it more accurate with bigger range?

Maybe when you move the light source parallel to the floor the angle of the shadow to the object is changed