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authorJuan Linietsky <reduzio@gmail.com>2017-08-30 08:07:25 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-08-30 08:08:44 -0300
commita1d7c496b923a247cd9f43552f783592f8f33791 (patch)
treeafa31e6e8bb583b2550c422c414c0335f8fa901d /scene
parentfdc1a907b8f790849e071098245ebb3d015f35d2 (diff)
Improved default directional shadow params, added bias split scale, closes #9828
Diffstat (limited to 'scene')
-rw-r--r--scene/3d/light.cpp6
-rw-r--r--scene/3d/light.h1
2 files changed, 5 insertions, 2 deletions
diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp
index 5b48ee4af8..09b253b309 100644
--- a/scene/3d/light.cpp
+++ b/scene/3d/light.cpp
@@ -334,6 +334,7 @@ void DirectionalLight::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
+ ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_bias_split_scale", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS_SPLIT_SCALE);
BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
@@ -343,9 +344,10 @@ void DirectionalLight::_bind_methods() {
DirectionalLight::DirectionalLight()
: Light(VisualServer::LIGHT_DIRECTIONAL) {
- set_param(PARAM_SHADOW_NORMAL_BIAS, 0.2);
- set_param(PARAM_SHADOW_BIAS, 1.0);
+ set_param(PARAM_SHADOW_NORMAL_BIAS, 0.8);
+ set_param(PARAM_SHADOW_BIAS, 0.1);
set_param(PARAM_SHADOW_MAX_DISTANCE, 200);
+ set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.25);
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
blend_splits = false;
diff --git a/scene/3d/light.h b/scene/3d/light.h
index 93dd4828da..5d589d33e5 100644
--- a/scene/3d/light.h
+++ b/scene/3d/light.h
@@ -58,6 +58,7 @@ public:
PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
PARAM_SHADOW_NORMAL_BIAS = VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
PARAM_SHADOW_BIAS = VS::LIGHT_PARAM_SHADOW_BIAS,
+ PARAM_SHADOW_BIAS_SPLIT_SCALE = VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
PARAM_MAX = VS::LIGHT_PARAM_MAX
};