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-rw-r--r--scene/3d/light_3d.cpp9
1 files changed, 7 insertions, 2 deletions
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp
index 328cb8b22b..508f8a70df 100644
--- a/scene/3d/light_3d.cpp
+++ b/scene/3d/light_3d.cpp
@@ -212,6 +212,10 @@ void Light3D::_validate_property(PropertyInfo &property) const {
property.usage = PROPERTY_USAGE_NONE;
}
+ if (get_light_type() == RS::LIGHT_SPOT && property.name == "shadow_normal_bias") {
+ property.usage = PROPERTY_USAGE_NONE;
+ }
+
if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_projector") {
property.usage = PROPERTY_USAGE_NONE;
}
@@ -340,7 +344,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
set_param(PARAM_SHADOW_FADE_START, 0.8);
set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
set_param(PARAM_SHADOW_BLUR, 1.0);
- set_param(PARAM_SHADOW_BIAS, 0.02);
+ set_param(PARAM_SHADOW_BIAS, 0.03);
set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
set_param(PARAM_SHADOW_VOLUMETRIC_FOG_FADE, 0.1);
@@ -422,7 +426,8 @@ DirectionalLight3D::DirectionalLight3D() :
set_param(PARAM_SHADOW_FADE_START, 0.8);
// Increase the default shadow bias to better suit most scenes.
// Leave normal bias untouched as it doesn't benefit DirectionalLight3D as much as OmniLight3D.
- set_param(PARAM_SHADOW_BIAS, 0.05);
+ set_param(PARAM_SHADOW_BIAS, 0.1);
+ set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
blend_splits = false;
}