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authorjfons <joan.fonssanchez@gmail.com>2021-08-04 17:18:06 +0200
committerjfons <joan.fonssanchez@gmail.com>2021-08-19 13:46:51 +0200
commit55e7832d7b2ff4f6c9458962977d75970e581741 (patch)
tree534429b5f0c7fe788023e7308b09defeac22098f /doc
parent8b6c168b3ac14d9ac6350d03e7be4d196311e0fe (diff)
Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D: * Fixed lack of precision in cube map mode by scaling the projection's znear. * Fixed aliasing issues by making the paraboloids use two square regions instead of two half squares. * Fixed shadowmap atlas bleeding by adding padding. * Fixed sihadow blur's inconsistent radius and unclamped sampling. SpotLight3D: * Fixed lack of precision by scaling the projection's znear. * Fixed normal biasing. Both: * Tweaked biasing to make sure it works out of the box in most situations.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/DirectionalLight3D.xml2
-rw-r--r--doc/classes/Light3D.xml4
2 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml
index 0060368207..e3badea0f4 100644
--- a/doc/classes/DirectionalLight3D.xml
+++ b/doc/classes/DirectionalLight3D.xml
@@ -36,7 +36,7 @@
<member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param" default="0.5">
The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code].
</member>
- <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" override="true" default="1.0" />
+ <member name="shadow_bias" type="float" setter="set_param" getter="get_param" override="true" default="0.1" />
<member name="use_in_sky_only" type="bool" setter="set_sky_only" getter="is_sky_only" default="false">
If [code]true[/code], this [DirectionalLight3D] will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
</member>
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 380e9314d4..cd2f4eca18 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -61,7 +61,7 @@
<member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5">
The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.
</member>
- <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.1">
+ <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.2">
Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.
</member>
<member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0">
@@ -75,7 +75,7 @@
</member>
<member name="shadow_fog_fade" type="float" setter="set_param" getter="get_param" default="0.1">
</member>
- <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0">
+ <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0">
Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible.
</member>
<member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face" default="false">