diff options
Diffstat (limited to 'servers/rendering/renderer_scene_cull.cpp')
-rw-r--r-- | servers/rendering/renderer_scene_cull.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 558516ac7c..cf422962f0 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -1139,7 +1139,7 @@ void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instanc if (instance->scenario && instance->array_index >= 0) { InstanceData &idata = instance->scenario->instance_data[instance->array_index]; - if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { + if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) { idata.flags |= InstanceData::FLAG_CAST_SHADOWS; } else { idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS); @@ -1603,7 +1603,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { //always dirty when added idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY; } - if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { + if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) { idata.flags |= InstanceData::FLAG_CAST_SHADOWS; } if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { @@ -2076,7 +2076,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in // This trick here is what stabilizes the shadow (make potential jaggies to not move) // at the cost of some wasted resolution. Still, the quality increase is very well worth it. - const real_t unit = radius * 2.0 / texture_size; + const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size; x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit); x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit); y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit); @@ -2952,7 +2952,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c Transform3D cam_xf = p_camera_data->main_transform; float zn = p_camera_data->main_projection.get_z_near(); - Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane + Plane p(-cam_xf.basis.get_axis(2), cam_xf.origin + cam_xf.basis.get_axis(2) * -zn); //camera near plane // near plane half width and height Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents(); |