Volumetric Lightmaps cause too strong static shadowing

New feature volumetric lightmaps does not work well with landscape. This feature also generates samples under landscape which will cause very strong darkening for characters and other movable objects. On desktop this is hided a little if you are using cascade shadowmaps for near objects but on mobile this makes feature unusable. Characters get strong static shadowing for directional light if they stand on landscape that has even small amount of height variation. This screenshot show movable white sphere on PC and mobile. If using CSM distance of 0 pc also look as dark that mobile does. I think all samples under landscape should be discarded or replaced with valid samples above the landscape.

Thanks for all the information.

Samples detected to be ‘inside’ geometry do get filled in from neighboring valid samples. Inside is detected based on how many backfaces that sample sees. I’ll do some tests and see why this isn’t working properly on landscape.

Ultimately I think we need to replace the Volumetric Lightmap with the static shadow depth map for this use case. The static shadow depth map is what’s already used by translucency and has more reliable direct shadowing resolution.