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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp5
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp1
-rw-r--r--scene/3d/light.cpp6
-rw-r--r--scene/3d/light.h1
-rw-r--r--servers/visual_server.h1
5 files changed, 10 insertions, 4 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index f4dd9682a1..a492629dae 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -4445,9 +4445,10 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
}
}
+ float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]);
zfar = light->param[VS::LIGHT_PARAM_RANGE];
- bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
- normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
+ bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult;
+ normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult;
fbo = directional_shadow.fbo;
vp_height = directional_shadow.size;
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index c5c9140874..4cc6dcd5fb 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -4448,6 +4448,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
+ light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
light->color = Color(1, 1, 1, 1);
light->shadow = false;
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
};
diff --git a/servers/visual_server.h b/servers/visual_server.h
index 9f2d685531..acf5675aa5 100644
--- a/servers/visual_server.h
+++ b/servers/visual_server.h
@@ -358,6 +358,7 @@ public:
LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
LIGHT_PARAM_SHADOW_NORMAL_BIAS,
LIGHT_PARAM_SHADOW_BIAS,
+ LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
LIGHT_PARAM_MAX
};