I think what we want in the end is the shadows to be completely separate off the terrain. Instead of doing a ray cast for each terrain point to see if it's shadowed, we need a whole raytracing pass that writes into the depth buffer of the light, so that it can be mixed with the car shadows and applied equally to both cars and terrain.
I think what we want in the end is the shadows to be completely separate off the terrain. Instead of doing a ray cast for each terrain point to see if it's shadowed, we need a whole raytracing pass that writes into the depth buffer of the light, so that it can be mixed with the car shadows and applied equally to both cars and terrain.