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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-08-13 16:45:49 +0200 |
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committer | GitHub <noreply@github.com> | 2021-08-13 16:45:49 +0200 |
commit | e499758a77dfb94d5f8c13e9e74f6352f5c0e472 (patch) | |
tree | 672d91588870022fe39eb25cba84fd5b3d746696 /servers/rendering/renderer_rd | |
parent | 07c355c209c898f0696983f16cb2076366e0b283 (diff) | |
parent | 55d357b1ebcff4560386e72500707304b6bef50b (diff) |
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Fix directional shadow bias
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 10 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl | 25 |
2 files changed, 8 insertions, 27 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index fd797b1cab..057d108578 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -2777,7 +2777,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const CameraMatrix shadow_mtx = rectm * bias * matrix * modelview; light_data.shadow_split_offsets[j] = split; float bias_scale = li->shadow_transform[j].bias_scale; - light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale; + light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale; light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size; light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale; light_data.shadow_z_range[j] = li->shadow_transform[j].farplane; @@ -2948,14 +2948,10 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const light_data.shadow_enabled = true; if (type == RS::LIGHT_SPOT) { - light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0); - float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0; - shadow_texel_size *= light_instance_get_shadow_texel_size(li->self, p_shadow_atlas); - - light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size; + light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0); } else { //omni - light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0; + light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0; float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas); light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 5920444f7a..4a41c66ef3 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -410,14 +410,8 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { vec4 v = vec4(vertex, 1.0); vec4 splane = (omni_lights.data[idx].shadow_matrix * v); - float shadow_len = length(splane.xyz); //need to remember shadow len from here - { - vec3 nofs = normal_interp * omni_lights.data[idx].shadow_normal_bias / omni_lights.data[idx].inv_radius; - nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp)))); - v.xyz += nofs; - splane = (omni_lights.data[idx].shadow_matrix * v); - } + float shadow_len = length(splane.xyz); //need to remember shadow len from here float shadow; @@ -526,7 +520,8 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { splane.xy /= splane.z; splane.xy = splane.xy * 0.5 + 0.5; - splane.z = (shadow_len - omni_lights.data[idx].shadow_bias) * omni_lights.data[idx].inv_radius; + splane.z = shadow_len * omni_lights.data[idx].inv_radius; + splane.z -= omni_lights.data[idx].shadow_bias; splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; splane.w = 1.0; //needed? i think it should be 1 already shadow = sample_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane); @@ -702,27 +697,17 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { //there is a shadowmap vec4 v = vec4(vertex, 1.0); - v.xyz -= spot_dir * spot_lights.data[idx].shadow_bias; - - float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius; - - float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map - vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * spot_lights.data[idx].shadow_normal_bias * depth_bias_scale; - normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z - v.xyz += normal_bias; - - //adjust with bias - z_norm = dot(spot_dir, v.xyz - spot_lights.data[idx].position) * spot_lights.data[idx].inv_radius; - float shadow; vec4 splane = (spot_lights.data[idx].shadow_matrix * v); splane /= splane.w; + splane.z -= spot_lights.data[idx].shadow_bias; if (sc_use_light_soft_shadows && spot_lights.data[idx].soft_shadow_size > 0.0) { //soft shadow //find blocker + float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius; vec2 shadow_uv = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy; |