Wrong shadows when scaling an object with VertexNormalWs

Used on the cube from the FirstPersonTempalte

A number of things are dependent on the bounds of an object. Among them is the shadow map size. World position offset is calculated on the GPU and does no influence the object bounds. This means that in general you should not enlarge an object too far beyond their original size as the object will end up outside it’s own bounds, which can cause all kinds of issues including the one you are experiencing here.

Can you inverse the effect? If you import the largest sized version and then shrink it down you shouldn’t have any problems.

Hi maikklein,

We haven’t heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with additional information.

Thanks, TJ