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-rw-r--r--servers/rendering/rasterizer.h4
-rw-r--r--servers/rendering/rasterizer_rd/light_cluster_builder.h16
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp20
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.h2
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp111
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h25
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp31
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.h63
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp8
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.h8
-rw-r--r--servers/rendering/rasterizer_rd/shaders/blur.glsl7
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl3
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl455
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl35
-rw-r--r--servers/rendering/rendering_server_raster.h2
-rw-r--r--servers/rendering/rendering_server_scene.cpp189
-rw-r--r--servers/rendering/rendering_server_scene.h4
-rw-r--r--servers/rendering/rendering_server_wrap_mt.h2
-rw-r--r--servers/rendering/shader_types.cpp8
19 files changed, 778 insertions, 215 deletions
diff --git a/servers/rendering/rasterizer.h b/servers/rendering/rasterizer.h
index d77963b3dd..5013b38f3f 100644
--- a/servers/rendering/rasterizer.h
+++ b/servers/rendering/rasterizer.h
@@ -106,6 +106,8 @@ public:
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
+ virtual void shadow_filter_set(RS::ShadowFilter p_filter) = 0;
+
struct InstanceBase;
struct InstanceDependency {
@@ -229,7 +231,7 @@ public:
virtual RID light_instance_create(RID p_light) = 0;
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
- virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0) = 0;
virtual void light_instance_mark_visible(RID p_light_instance) = 0;
virtual bool light_instances_can_render_shadow_cube() const {
return true;
diff --git a/servers/rendering/rasterizer_rd/light_cluster_builder.h b/servers/rendering/rasterizer_rd/light_cluster_builder.h
index 3411ed07a0..50a68e03cb 100644
--- a/servers/rendering/rasterizer_rd/light_cluster_builder.h
+++ b/servers/rendering/rasterizer_rd/light_cluster_builder.h
@@ -170,17 +170,15 @@ public:
_add_item(aabb, ITEM_TYPE_OMNI_LIGHT, light_count);
} break;
case LIGHT_TYPE_SPOT: {
- Vector3 v(0, 0, -1);
- v.rotated(Vector3(0, 1, 0), Math::deg2rad(ld.spot_aperture)); //rotate in x-z
- v.normalize();
- v *= ld.radius;
- v.y = v.x;
+
+ float r = ld.radius;
+ real_t len = Math::tan(Math::deg2rad(ld.spot_aperture)) * r;
aabb.position = xform.origin;
- aabb.expand_to(xform.xform(v));
- aabb.expand_to(xform.xform(Vector3(-v.x, v.y, v.z)));
- aabb.expand_to(xform.xform(Vector3(-v.x, -v.y, v.z)));
- aabb.expand_to(xform.xform(Vector3(v.x, -v.y, v.z)));
+ aabb.expand_to(xform.xform(Vector3(len, len, -r)));
+ aabb.expand_to(xform.xform(Vector3(-len, len, -r)));
+ aabb.expand_to(xform.xform(Vector3(-len, -len, -r)));
+ aabb.expand_to(xform.xform(Vector3(len, -len, -r)));
_add_item(aabb, ITEM_TYPE_SPOT_LIGHT, light_count);
} break;
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
index 2d881dbd37..79b1686232 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
@@ -204,6 +204,25 @@ RID RasterizerEffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1
return uniform_set;
}
+void RasterizerEffectsRD::copy_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
+
+ zeromem(&blur.push_constant, sizeof(BlurPushConstant));
+ if (p_flip_y) {
+ blur.push_constant.flags |= BLUR_FLAG_FLIP_Y;
+ }
+
+ blur.push_constant.camera_z_near = p_z_near;
+ blur.push_constant.camera_z_far = p_z_far;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_LINEARIZE_DEPTH].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
void RasterizerEffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, bool p_force_luminance) {
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
@@ -1127,6 +1146,7 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
blur_modes.push_back("\n#define MODE_SSAO_MERGE\n");
blur_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
blur_modes.push_back("\n#define MODE_MIPMAP\n");
+ blur_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
blur.shader.initialize(blur_modes);
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
index 27f051d194..c0c62eb0be 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
@@ -71,6 +71,7 @@ class RasterizerEffectsRD {
BLUR_MODE_SSAO_MERGE,
BLUR_MODE_SIMPLY_COPY,
BLUR_MODE_MIPMAP,
+ BLUR_MODE_LINEARIZE_DEPTH,
BLUR_MODE_MAX,
};
@@ -540,6 +541,7 @@ public:
void region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region);
void copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y = false, bool p_force_luminance = false);
+ void copy_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
void gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region);
void gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
index 685c30b5b8..8d9b352a85 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
@@ -109,6 +109,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
unshaded = false;
uses_vertex = false;
uses_sss = false;
+ uses_transmittance = false;
uses_screen_texture = false;
uses_depth_texture = false;
uses_normal_texture = false;
@@ -142,6 +143,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
+ actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
@@ -944,7 +946,7 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
}
}
-void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers) {
+void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
//CameraMatrix projection = p_cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
@@ -960,6 +962,9 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
scene_state.ubo.z_far = p_zfar;
scene_state.ubo.z_near = p_znear;
+ scene_state.ubo.shadow_filter_mode = shadow_filter_get();
+
+ scene_state.ubo.pancake_shadows = p_pancake_shadows;
scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
@@ -1481,9 +1486,43 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
Color shadow_col = storage->light_get_shadow_color(base).to_linear();
- light_data.shadow_color[0] = shadow_col.r;
- light_data.shadow_color[1] = shadow_col.g;
- light_data.shadow_color[2] = shadow_col.b;
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
+ light_data.shadow_color1[0] = 1.0;
+ light_data.shadow_color1[1] = 0.0;
+ light_data.shadow_color1[2] = 0.0;
+ light_data.shadow_color1[3] = 1.0;
+ light_data.shadow_color2[0] = 0.0;
+ light_data.shadow_color2[1] = 1.0;
+ light_data.shadow_color2[2] = 0.0;
+ light_data.shadow_color2[3] = 1.0;
+ light_data.shadow_color3[0] = 0.0;
+ light_data.shadow_color3[1] = 0.0;
+ light_data.shadow_color3[2] = 1.0;
+ light_data.shadow_color3[3] = 1.0;
+ light_data.shadow_color4[0] = 1.0;
+ light_data.shadow_color4[1] = 1.0;
+ light_data.shadow_color4[2] = 0.0;
+ light_data.shadow_color4[3] = 1.0;
+
+ } else {
+
+ light_data.shadow_color1[0] = shadow_col.r;
+ light_data.shadow_color1[1] = shadow_col.g;
+ light_data.shadow_color1[2] = shadow_col.b;
+ light_data.shadow_color1[3] = 1.0;
+ light_data.shadow_color2[0] = shadow_col.r;
+ light_data.shadow_color2[1] = shadow_col.g;
+ light_data.shadow_color2[2] = shadow_col.b;
+ light_data.shadow_color2[3] = 1.0;
+ light_data.shadow_color3[0] = shadow_col.r;
+ light_data.shadow_color3[1] = shadow_col.g;
+ light_data.shadow_color3[2] = shadow_col.b;
+ light_data.shadow_color3[3] = 1.0;
+ light_data.shadow_color4[0] = shadow_col.r;
+ light_data.shadow_color4[1] = shadow_col.g;
+ light_data.shadow_color4[2] = shadow_col.b;
+ light_data.shadow_color4[3] = 1.0;
+ }
light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
@@ -1507,6 +1546,11 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
+ float bias_scale = light_instance_get_shadow_bias_scale(li, j);
+ light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
+ light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * light_instance_get_directional_shadow_texel_size(li, j);
+ light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
+ light_data.shadow_transmittance_z_scale[j] = light_instance_get_shadow_range(li, j);
store_camera(shadow_mtx, light_data.shadow_matrices[j]);
}
@@ -1581,14 +1625,6 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.mask = storage->light_get_cull_mask(base);
- Color shadow_color = storage->light_get_shadow_color(base);
-
- bool has_shadow = p_using_shadows && storage->light_has_shadow(base);
- light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
- light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
- light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
- light_data.shadow_color_enabled[3] = has_shadow ? 255 : 0;
-
light_data.atlas_rect[0] = 0;
light_data.atlas_rect[1] = 0;
light_data.atlas_rect[2] = 0;
@@ -1597,6 +1633,27 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
if (p_using_shadows && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) {
// fill in the shadow information
+ Color shadow_color = storage->light_get_shadow_color(base);
+
+ light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
+ light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
+ light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
+ light_data.shadow_color_enabled[3] = 255;
+
+ 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, p_shadow_atlas);
+
+ light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
+ } else { //omni
+ light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
+ float shadow_texel_size = light_instance_get_shadow_texel_size(li, 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
+ }
+
+ light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
+
Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas);
if (type == RS::LIGHT_OMNI) {
@@ -1620,6 +1677,8 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
CameraMatrix shadow_mtx = rectm * bias * light_instance_get_shadow_camera(li, 0) * modelview;
store_camera(shadow_mtx, light_data.shadow_matrix);
}
+ } else {
+ light_data.shadow_color_enabled[3] = 0;
}
light_instance_set_index(li, light_count);
@@ -1698,9 +1757,6 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
- scene_state.ubo.shadow_z_offset = 0;
- scene_state.ubo.shadow_z_slope_scale = 0;
-
Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
scene_state.ubo.viewport_size[0] = vp_he.x;
scene_state.ubo.viewport_size[1] = vp_he.y;
@@ -2063,7 +2119,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
//disable all stuff
#endif
}
-void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip) {
+void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake) {
RENDER_TIMESTAMP("Setup Rendering Shadow");
@@ -2071,11 +2127,9 @@ void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **
render_pass++;
- scene_state.ubo.shadow_z_offset = p_bias;
- scene_state.ubo.shadow_z_slope_scale = p_normal_bias;
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
- _setup_environment(RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar);
+ _setup_environment(RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
render_list.clear();
@@ -2106,8 +2160,6 @@ void RasterizerSceneHighEndRD::_render_material(const Transform &p_cam_transform
render_pass++;
- scene_state.ubo.shadow_z_offset = 0;
- scene_state.ubo.shadow_z_slope_scale = 0;
scene_state.ubo.dual_paraboloid_side = 0;
_setup_environment(RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
@@ -2204,7 +2256,7 @@ void RasterizerSceneHighEndRD::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.binding = 5;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.light_buffer);
uniforms.push_back(u);
}
@@ -2463,11 +2515,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
}
{ //lights
- scene_state.max_lights = MIN(65536, uniform_max_size) / sizeof(LightData);
+ scene_state.max_lights = MIN(1024 * 1024, uniform_max_size) / sizeof(LightData); //1mb of lights
uint32_t light_buffer_size = scene_state.max_lights * sizeof(LightData);
scene_state.lights = memnew_arr(LightData, scene_state.max_lights);
- scene_state.light_buffer = RD::get_singleton()->uniform_buffer_create(light_buffer_size);
- defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
+ scene_state.light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
+ //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
scene_state.max_directional_lights = 8;
uint32_t directional_light_buffer_size = scene_state.max_directional_lights * sizeof(DirectionalLightData);
@@ -2569,7 +2621,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.renames["ANISOTROPY"] = "anisotropy";
actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
actions.renames["SSS_STRENGTH"] = "sss_strength";
- actions.renames["TRANSMISSION"] = "transmission";
+ actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
+ actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
+ actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
+ actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
+ actions.renames["BACKLIGHT"] = "backlight";
actions.renames["AO"] = "ao";
actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
actions.renames["EMISSION"] = "emission";
@@ -2609,7 +2665,8 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
- actions.usage_defines["TRANSMISSION"] = "#define LIGHT_TRANSMISSION_USED\n";
+ actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
+ actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
index e79bf2b378..b89de11bb4 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
@@ -138,6 +138,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
bool unshaded;
bool uses_vertex;
bool uses_sss;
+ bool uses_transmittance;
bool uses_screen_texture;
bool uses_depth_texture;
bool uses_normal_texture;
@@ -260,6 +261,10 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
float shadow_matrix[16];
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ uint32_t pad;
};
struct DirectionalLightData {
@@ -268,14 +273,22 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float energy;
float color[3];
float specular;
- float shadow_color[3];
uint32_t mask;
+ uint32_t pad[3];
uint32_t blend_splits;
uint32_t shadow_enabled;
float fade_from;
float fade_to;
+ float shadow_bias[4];
+ float shadow_normal_bias[4];
+ float shadow_transmittance_bias[4];
+ float shadow_transmittance_z_scale[4];
float shadow_split_offsets[4];
float shadow_matrices[4][16];
+ float shadow_color1[4];
+ float shadow_color2[4];
+ float shadow_color3[4];
+ float shadow_color4[4];
};
struct GIProbeData {
@@ -324,12 +337,12 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float viewport_size[2];
float screen_pixel_size[2];
- float shadow_z_offset;
- float shadow_z_slope_scale;
-
float time;
float reflection_multiplier;
+ uint32_t pancake_shadows;
+ uint32_t shadow_filter_mode;
+
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
@@ -558,7 +571,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
PASS_MODE_DEPTH_MATERIAL,
};
- void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false);
+ void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows);
void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment);
void _setup_gi_probes(RID *p_gi_probe_probe_cull_result, int p_gi_probe_probe_cull_count, const Transform &p_camera_transform);
@@ -572,7 +585,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
protected:
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
- virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip);
+ virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake);
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
public:
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
index e4c5f1c984..deef34d71f 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -2032,7 +2032,7 @@ void RasterizerSceneRD::light_instance_set_transform(RID p_light_instance, const
light_instance->transform = p_transform;
}
-void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) {
+void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -2048,6 +2048,7 @@ void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance
light_instance->shadow_transform[p_pass].farplane = p_far;
light_instance->shadow_transform[p_pass].split = p_split;
light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
+ light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
}
void RasterizerSceneRD::light_instance_mark_visible(RID p_light_instance) {
@@ -3580,6 +3581,10 @@ void RasterizerSceneRD::sub_surface_scattering_set_scale(float p_scale, float p_
sss_depth_scale = p_depth_scale;
}
+void RasterizerSceneRD::shadow_filter_set(RS::ShadowFilter p_filter) {
+ shadow_filter = p_filter;
+}
+
int RasterizerSceneRD::get_roughness_layers() const {
return roughness_layers;
}
@@ -3625,12 +3630,15 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
bool using_dual_paraboloid = false;
bool using_dual_paraboloid_flip = false;
+ float znear = 0;
float zfar = 0;
RID render_fb;
RID render_texture;
float bias = 0;
float normal_bias = 0;
+ bool use_pancake = false;
+ bool use_linear_depth = false;
bool render_cubemap = false;
bool finalize_cubemap = false;
@@ -3645,6 +3653,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
light_instance->last_scene_shadow_pass = scene_pass;
}
+ use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
light_projection = light_instance->shadow_transform[p_pass].camera;
light_transform = light_instance->shadow_transform[p_pass].transform;
@@ -3683,7 +3692,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
- float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE));
+ float bias_mult = light_instance->shadow_transform[p_pass].bias_scale;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_mult;
normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * bias_mult;
@@ -3762,26 +3771,33 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
render_fb = shadow_map->fb;
render_texture = shadow_map->depth;
+
+ znear = light_instance->shadow_transform[0].camera.get_z_near();
+ use_linear_depth = true;
}
}
if (render_cubemap) {
//rendering to cubemap
- _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, 0, 0, false, false);
+ _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake);
if (finalize_cubemap) {
//reblit
atlas_rect.size.height /= 2;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), bias, false);
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, false);
atlas_rect.position.y += atlas_rect.size.height;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), bias, true);
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, true);
}
} else {
//render shadow
- _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip);
+ _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake);
//copy to atlas
- storage->get_effects()->copy_to_rect(render_texture, atlas_fb, atlas_rect, true);
+ if (use_linear_depth) {
+ storage->get_effects()->copy_to_rect_and_linearize(render_texture, atlas_fb, atlas_rect, true, znear, zfar);
+ } else {
+ storage->get_effects()->copy_to_rect(render_texture, atlas_fb, atlas_rect, true);
+ }
//does not work from depth to color
//RD::get_singleton()->texture_copy(render_texture, atlas_texture, Vector3(0, 0, 0), Vector3(atlas_rect.position.x, atlas_rect.position.y, 0), Vector3(atlas_rect.size.x, atlas_rect.size.y, 1), 0, 0, 0, 0, true);
@@ -4137,6 +4153,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_quality")));
sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
+ shadow_filter = RS::ShadowFilter(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
}
RasterizerSceneRD::~RasterizerSceneRD() {
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
index 3f71f7dbc1..94c7971ec3 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
@@ -79,7 +79,7 @@ protected:
virtual RenderBufferData *_create_render_buffer_data() = 0;
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
- virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip) = 0;
+ virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake) = 0;
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
@@ -527,6 +527,8 @@ private:
bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
+ RS::ShadowFilter shadow_filter = RS::SHADOW_FILTER_NONE;
+
/* DIRECTIONAL SHADOW */
struct DirectionalShadow {
@@ -570,6 +572,7 @@ private:
float farplane;
float split;
float bias_scale;
+ float shadow_texel_size;
Rect2 atlas_rect;
};
@@ -880,7 +883,7 @@ public:
RID light_instance_create(RID p_light);
void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
- void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
+ void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0);
void light_instance_mark_visible(RID p_light_instance);
_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
@@ -926,11 +929,44 @@ public:
return li->shadow_transform[p_index].camera;
}
- _FORCE_INLINE_ Transform light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
+ _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
+
+#ifdef DEBUG_ENABLED
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
+#endif
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ ERR_FAIL_COND_V(!shadow_atlas, 0);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
+#endif
+ uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+
+ uint32_t quadrant_size = shadow_atlas->size >> 1;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+
+ return float(1.0) / shadow_size;
+ }
+
+ _FORCE_INLINE_ Transform
+ light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
LightInstance *li = light_instance_owner.getornull(p_light_instance);
return li->shadow_transform[p_index].transform;
}
+ _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].bias_scale;
+ }
+ _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].farplane;
+ }
_FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
@@ -944,6 +980,12 @@ public:
return li->shadow_transform[p_index].split;
}
+ _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].shadow_texel_size;
+ }
+
_FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
LightInstance *li = light_instance_owner.getornull(p_light_instance);
li->last_pass = p_pass;
@@ -1107,8 +1149,12 @@ public:
void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
- virtual void set_scene_pass(uint64_t p_pass) { scene_pass = p_pass; }
- _FORCE_INLINE_ uint64_t get_scene_pass() { return scene_pass; }
+ virtual void set_scene_pass(uint64_t p_pass) {
+ scene_pass = p_pass;
+ }
+ _FORCE_INLINE_ uint64_t get_scene_pass() {
+ return scene_pass;
+ }
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve);
virtual bool screen_space_roughness_limiter_is_active() const;
@@ -1118,6 +1164,9 @@ public:
RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale);
+ virtual void shadow_filter_set(RS::ShadowFilter p_filter);
+ _FORCE_INLINE_ RS::ShadowFilter shadow_filter_get() const { return shadow_filter; }
+
int get_roughness_layers() const;
bool is_using_radiance_cubemap_array() const;
@@ -1126,7 +1175,9 @@ public:
virtual void update();
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw);
- _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const { return debug_draw; }
+ _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
+ return debug_draw;
+ }
virtual void set_time(double p_time, double p_step);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
index 322e89ef9a..8c73cecec3 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
@@ -3105,14 +3105,15 @@ RID RasterizerStorageRD::light_create(RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
- light.param[RS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] = 45;
light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
- light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
- light.param[RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
+ light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
+ light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
+ light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
return light_owner.make_rid(light);
}
@@ -3138,6 +3139,7 @@ void RasterizerStorageRD::light_set_param(RID p_light, RS::LightParam p_param, f
case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
+ case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
case RS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
index 49f77e49e1..7573a0d70c 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
@@ -926,6 +926,14 @@ public:
return light->negative;
}
+ _FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
+
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, 0.0);
+
+ return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
+ }
+
bool light_get_use_gi(RID p_light);
uint64_t light_get_version(RID p_light) const;
diff --git a/servers/rendering/rasterizer_rd/shaders/blur.glsl b/servers/rendering/rasterizer_rd/shaders/blur.glsl
index 87c20ebaef..5dfdc614a4 100644
--- a/servers/rendering/rasterizer_rd/shaders/blur.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/blur.glsl
@@ -285,6 +285,13 @@ void main() {
frag_color = color;
#endif
+#ifdef MODE_LINEARIZE_DEPTH_COPY
+ float depth = texture(source_color, uv_interp, 0.0).r;
+ depth = depth * 2.0 - 1.0;
+ depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
+ frag_color = vec4(depth / blur.camera_z_far);
+#endif
+
#ifdef MODE_SSAO_MERGE
vec4 color = texture(source_color, uv_interp, 0.0);
float ssao = texture(source_ssao, uv_interp, 0.0).r;
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index cbb9b546a3..2b541f2660 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -57,6 +57,7 @@ void main() {
}
float depth = texture(source_cube, normal).r;
+ depth_buffer = depth;
// absolute values for direction cosines, bigger value equals closer to basis axis
vec3 unorm = abs(normal);
@@ -80,7 +81,7 @@ void main() {
depth = 2.0 * depth - 1.0;
float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- depth_buffer = (linear_depth * depth_fix + params.bias) / params.z_far;
+ depth_buffer = (linear_depth * depth_fix) / params.z_far;
#endif
}
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 955ae2e588..62ab188ddc 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -244,19 +244,13 @@ VERTEX_SHADER_CODE
//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
- vec3 vtx = vertex_interp + normalize(vertex_interp) * scene_data.z_offset;
+ vec3 vtx = vertex_interp;
float distance = length(vtx);
vtx = normalize(vtx);
vtx.xy /= 1.0 - vtx.z;
vtx.z = (distance / scene_data.z_far);
vtx.z = vtx.z * 2.0 - 1.0;
-
vertex_interp = vtx;
-#else
-
- float z_ofs = scene_data.z_offset;
- z_ofs += max(0.0, 1.0 - abs(normalize(normal_interp).z)) * scene_data.z_slope_scale;
- vertex_interp.z -= z_ofs;
#endif
@@ -267,6 +261,14 @@ VERTEX_SHADER_CODE
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
+
+#ifdef MODE_RENDER_DEPTH
+ if (scene_data.pancake_shadows) {
+ if (gl_Position.z <= 0.00001) {
+ gl_Position.z = 0.00001;
+ }
+ }
+#endif
}
/* clang-format off */
@@ -315,6 +317,11 @@ layout(location = 8) in float dp_clip;
#define world_normal_matrix instances.data[instance_index].normal_transform
#define projection_matrix scene_data.projection_matrix
+#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
+//both required for transmittance to be enabled
+#define LIGHT_TRANSMITTANCE_USED
+#endif
+
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 5, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
@@ -434,9 +441,16 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, vec3 attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+ float transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -538,16 +552,48 @@ LIGHT_SHADER_CODE
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
- diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
+ diffuse_light += light_color * diffuse_color * shadow_attenuation * diffuse_brdf_NL * attenuation;
-#if defined(LIGHT_TRANSMISSION_USED)
- diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
+#if defined(LIGHT_BACKLIGHT_USED)
+ diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
#endif
#if defined(LIGHT_RIM_USED)
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
#endif
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+
+#ifdef SSS_MODE_SKIN
+
+ {
+ float scale = 8.25 / transmittance_depth;
+ float d = scale * abs(transmittance_z);
+ float dd = -d * d;
+ vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
+ vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
+ vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
+ vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
+ vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
+ vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
+
+ diffuse_light += profile * transmittance_color.a * diffuse_color * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI) * attenuation;
+ }
+#else
+
+ if (transmittance_depth > 0.0) {
+ float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
+
+ fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
+ fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
+
+ diffuse_light += diffuse_color * transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade * attenuation;
+ }
+
+#endif //SSS_MODE_SKIN
+
+#endif //LIGHT_TRANSMITTANCE_USED
}
if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
@@ -562,7 +608,7 @@ LIGHT_SHADER_CODE
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = blinn;
- specular_light += light_color * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_PHONG)
@@ -573,7 +619,7 @@ LIGHT_SHADER_CODE
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
- specular_light += light_color * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_TOON)
@@ -582,7 +628,7 @@ LIGHT_SHADER_CODE
float mid = 1.0 - roughness;
mid *= mid;
float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
- diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
+ diffuse_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
#elif defined(SPECULAR_DISABLED)
// none..
@@ -613,7 +659,7 @@ LIGHT_SHADER_CODE
vec3 specular_brdf_NL = cNdotL * D * F * G;
- specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+ specular_light += specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
#endif
#if defined(LIGHT_CLEARCOAT_USED)
@@ -627,12 +673,12 @@ LIGHT_SHADER_CODE
float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
- specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+ specular_light += clearcoat_specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
#endif
}
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+ alpha = min(alpha, clamp(1.0 - length(shadow_attenuation * attenuation), 0.0, 1.0));
#endif
#endif //defined(USE_LIGHT_SHADER_CODE)
@@ -642,51 +688,54 @@ LIGHT_SHADER_CODE
float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
- //todo optimize
vec2 pos = coord.xy;
float depth = coord.z;
-#ifdef SHADOW_MODE_PCF_13
-
- float avg = textureProj(shadow, vec4(pos, depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
- return avg * (1.0 / 13.0);
-#endif
-
-#ifdef SHADOW_MODE_PCF_5
-
- float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
- return avg * (1.0 / 5.0);
-
-#endif
-
-#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
-
- return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ switch (scene_data.shadow_filter_mode) {
+ case SHADOW_MODE_NO_FILTER: {
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ };
+ case SHADOW_MODE_PCF5: {
+ float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
+ return avg * (1.0 / 5.0);
+ };
+ case SHADOW_MODE_PCF13: {
+
+ float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
+ return avg * (1.0 / 13.0);
+ };
+ }
-#endif
+ return 0;
}
#endif //USE_NO_SHADOWS
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -707,18 +756,33 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), attenuation_energy.x);
- vec3 light_attenuation = vec3(omni_attenuation);
+ float light_attenuation = omni_attenuation;
+ vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
color_specular.rgb *= attenuation_energy.y;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth; //no transmittance by default
+#endif
+
#ifndef USE_NO_SHADOWS
vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
if (shadow_color_enabled.w > 0.5) {
// there is a shadowmap
- vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
- float shadow_len = length(splane);
- splane = normalize(splane);
+ vec4 v = vec4(vertex, 1.0);
+
+ vec4 splane = (lights.data[idx].shadow_matrix * v);
+ float shadow_len = length(splane.xyz);
+
+ {
+ vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius;
+ nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
+ v.xyz += nofs;
+ splane = (lights.data[idx].shadow_matrix * v);
+ }
+
+ splane.xyz = normalize(splane.xyz);
vec4 clamp_rect = lights.data[idx].atlas_rect;
if (splane.z >= 0.0) {
@@ -728,24 +792,60 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
clamp_rect.y += clamp_rect.w;
} else {
-
splane.z = 1.0 - splane.z;
}
splane.xy /= splane.z;
+
splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * lights.data[idx].inv_radius;
+ splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius;
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
splane.w = 1.0; //needed? i think it should be 1 already
float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
- light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+
+ //redo shadowmapping, but shrink the model a bit to avoid arctifacts
+ splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+
+ shadow_len = length(splane);
+ splane = normalize(splane);
+
+ if (splane.z >= 0.0) {
+
+ splane.z += 1.0;
+
+ } else {
+
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ transmittance_z = (splane.z - shadow_z) / lights.data[idx].inv_radius;
+ }
+#endif
+
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
}
#endif //USE_NO_SHADOWS
- light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim * omni_attenuation, rim_tint,
@@ -764,8 +864,14 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
}
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -792,7 +898,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
spot_attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
- vec3 light_attenuation = vec3(spot_attenuation);
+ float light_attenuation = spot_attenuation;
+ vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
color_specular.rgb *= attenuation_energy.y;
@@ -801,22 +908,58 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
//use projector texture
}
*/
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+#endif
+
#ifndef USE_NO_SHADOWS
vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
if (shadow_color_enabled.w > 0.5) {
//there is a shadowmap
- vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+
+ v.xyz -= spot_dir * lights.data[idx].shadow_bias;
+
+ float depth_bias_scale = 1.0 / (max(0.0001, dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius)); //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)))) * 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;
+
+ vec4 splane = (lights.data[idx].shadow_matrix * v);
splane /= splane.w;
+ splane.z = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius;
float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
- light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+
+ splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+ splane /= splane.w;
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ //reconstruct depth
+ shadow_z / lights.data[idx].inv_radius;
+ //distance to light plane
+ float z = dot(spot_dir, -light_rel_vec);
+ transmittance_z = z - shadow_z;
+ }
+#endif //LIGHT_TRANSMITTANCE_USED
}
#endif //USE_NO_SHADOWS
- light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim * spot_attenuation, rim_tint,
@@ -1185,7 +1328,11 @@ void main() {
vec3 vertex = vertex_interp;
vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
- vec3 transmission = vec3(0.0);
+ vec3 backlight = vec3(0.0);
+ vec4 transmittance_color = vec4(0.0);
+ float transmittance_depth = 0.0;
+ float transmittance_curve = 1.0;
+ float transmittance_boost = 0.0;
float metallic = 0.0;
float specular = 0.5;
vec3 emission = vec3(0.0);
@@ -1254,6 +1401,14 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
}
+#if defined(LIGHT_TRANSMITTANCE_USED)
+#ifdef SSS_MODE_SKIN
+ transmittance_color.a = sss_strength;
+#else
+ transmittance_color.a *= sss_strength;
+#endif
+#endif
+
#if !defined(USE_SHADOW_TO_OPACITY)
#if defined(ALPHA_SCISSOR_USED)
@@ -1462,21 +1617,109 @@ FRAGMENT_SHADER_CODE
continue; //not masked
}
- vec3 light_attenuation = vec3(1.0);
+ vec3 shadow_attenuation = vec3(1.0);
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+#endif
if (directional_lights.data[i].shadow_enabled) {
float depth_z = -vertex.z;
vec4 pssm_coord;
+ vec3 shadow_color = vec3(0.0);
+ vec3 light_dir = directional_lights.data[i].direction;
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix1 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ shadow_color = directional_lights.data[i].shadow_color1.rgb;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0));
+
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ shadow_color = directional_lights.data[i].shadow_color2.rgb;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0));
+
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ shadow_color = directional_lights.data[i].shadow_color3.rgb;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+
} else {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0));
+
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ shadow_color = directional_lights.data[i].shadow_color4.rgb;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
}
pssm_coord /= pssm_coord.w;
@@ -1485,17 +1728,27 @@ FRAGMENT_SHADER_CODE
if (directional_lights.data[i].blend_splits) {
+ vec3 shadow_color_blend = vec3(0.0);
float pssm_blend;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
} else {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
}
@@ -1504,16 +1757,26 @@ FRAGMENT_SHADER_CODE
float shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
+ shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
}
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
- light_attenuation = mix(directional_lights.data[i].shadow_color, vec3(1.0), shadow);
+ shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+
+#undef BIAS_FUNC
}
- light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, light_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim, rim_tint,
@@ -1546,8 +1809,14 @@ FRAGMENT_SHADER_CODE
}
light_process_omni(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
rim,
@@ -1579,8 +1848,14 @@ FRAGMENT_SHADER_CODE
}
light_process_spot(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
rim,
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
index baef1e060f..e3f1e650ed 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
@@ -22,6 +22,10 @@ draw_call;
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+#define SHADOW_MODE_NO_FILTER 0
+#define SHADOW_MODE_PCF5 1
+#define SHADOW_MODE_PCF13 2
+
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
@@ -37,13 +41,12 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec2 viewport_size;
vec2 screen_pixel_size;
- //used for shadow mapping only
- float z_offset;
- float z_slope_scale;
-
float time;
float reflection_multiplier; // one normally, zero when rendering reflections
+ bool pancake_shadows;
+ uint shadow_filter_mode;
+
vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
@@ -134,7 +137,7 @@ layout(set = 0, binding = 4, std430) buffer Instances {
}
instances;
-struct LightData { //this structure needs to be 128 bits
+struct LightData { //this structure needs to be as packed as possible
vec3 position;
float inv_radius;
vec3 direction;
@@ -143,12 +146,16 @@ struct LightData { //this structure needs to be 128 bits
uint cone_attenuation_angle; // attenuation and angle, (16bit float)
uint mask;
uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
- vec4 atlas_rect; //used for shadow atlas uv on omni, and for projection atlas on spot
+ vec4 atlas_rect; // used for spot
mat4 shadow_matrix;
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ uint pad;
};
-layout(set = 0, binding = 5, std140) uniform Lights {
- LightData data[MAX_LIGHT_DATA_STRUCTS];
+layout(set = 0, binding = 5, std430) buffer Lights {
+ LightData data[];
}
lights;
@@ -174,17 +181,27 @@ struct DirectionalLightData {
float energy;
vec3 color;
float specular;
- vec3 shadow_color;
uint mask;
+ uint pad0;
+ uint pad1;
+ uint pad2;
bool blend_splits;
bool shadow_enabled;
float fade_from;
float fade_to;
+ vec4 shadow_bias;
+ vec4 shadow_normal_bias;
+ vec4 shadow_transmittance_bias;
+ vec4 shadow_transmittance_z_scale;
vec4 shadow_split_offsets;
mat4 shadow_matrix1;
mat4 shadow_matrix2;
mat4 shadow_matrix3;
mat4 shadow_matrix4;
+ vec4 shadow_color1;
+ vec4 shadow_color2;
+ vec4 shadow_color3;
+ vec4 shadow_color4;
};
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
diff --git a/servers/rendering/rendering_server_raster.h b/servers/rendering/rendering_server_raster.h
index 267efdbacb..1162946796 100644
--- a/servers/rendering/rendering_server_raster.h
+++ b/servers/rendering/rendering_server_raster.h
@@ -554,6 +554,8 @@ public:
BIND8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
BIND3(camera_effects_set_custom_exposure, RID, bool, float)
+ BIND1(shadow_filter_set, ShadowFilter)
+
/* SCENARIO API */
#undef BINDBASE
diff --git a/servers/rendering/rendering_server_scene.cpp b/servers/rendering/rendering_server_scene.cpp
index 65823e11aa..a367d4522c 100644
--- a/servers/rendering/rendering_server_scene.cpp
+++ b/servers/rendering/rendering_server_scene.cpp
@@ -1334,7 +1334,7 @@ void RenderingServerScene::_update_instance_lightmap_captures(Instance *p_instan
}
}
-bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario) {
+bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
@@ -1347,16 +1347,18 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
case RS::LIGHT_DIRECTIONAL: {
- float max_distance = p_cam_projection.get_z_far();
- float shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
+ real_t max_distance = p_cam_projection.get_z_far();
+ real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
max_distance = MIN(shadow_max, max_distance);
}
max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
- float min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
+ real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
RS::LightDirectionalShadowDepthRangeMode depth_range_mode = RSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
+ real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
+
if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
//optimize min/max
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
@@ -1365,8 +1367,8 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
//check distance max and min
bool found_items = false;
- float z_max = -1e20;
- float z_min = 1e20;
+ real_t z_max = -1e20;
+ real_t z_min = 1e20;
for (int i = 0; i < cull_count; i++) {
@@ -1379,7 +1381,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
animated_material_found = true;
}
- float max, min;
+ real_t max, min;
instance->transformed_aabb.project_range_in_plane(base, min, max);
if (max > z_max) {
@@ -1399,7 +1401,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
}
}
- float range = max_distance - min_distance;
+ real_t range = max_distance - min_distance;
int splits = 0;
switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
@@ -1408,7 +1410,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: splits = 4; break;
}
- float distances[5];
+ real_t distances[5];
distances[0] = min_distance;
for (int i = 0; i < splits; i++) {
@@ -1417,11 +1419,13 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
distances[splits] = max_distance;
- float texture_size = RSG::scene_render->get_directional_light_shadow_size(light->instance);
+ real_t texture_size = RSG::scene_render->get_directional_light_shadow_size(light->instance);
bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
- float first_radius = 0.0;
+ real_t first_radius = 0.0;
+
+ real_t min_distance_bias_scale = pancake_size > 0 ? distances[1] / 10.0 : 0;
for (int i = 0; i < splits; i++) {
@@ -1430,7 +1434,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
// setup a camera matrix for that range!
CameraMatrix camera_matrix;
- float aspect = p_cam_projection.get_aspect();
+ real_t aspect = p_cam_projection.get_aspect();
if (p_cam_orthogonal) {
@@ -1439,8 +1443,8 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
} else {
- float fov = p_cam_projection.get_fov();
- camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
+ real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
+ camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
}
//obtain the frustum endpoints
@@ -1458,26 +1462,27 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
//z_vec points agsint the camera, like in default opengl
- float x_min = 0.f, x_max = 0.f;
- float y_min = 0.f, y_max = 0.f;
- float z_min = 0.f, z_max = 0.f;
+ real_t x_min = 0.f, x_max = 0.f;
+ real_t y_min = 0.f, y_max = 0.f;
+ real_t z_min = 0.f, z_max = 0.f;
// FIXME: z_max_cam is defined, computed, but not used below when setting up
// ortho_camera. Commented out for now to fix warnings but should be investigated.
- float x_min_cam = 0.f, x_max_cam = 0.f;
- float y_min_cam = 0.f, y_max_cam = 0.f;
- float z_min_cam = 0.f;
- //float z_max_cam = 0.f;
+ real_t x_min_cam = 0.f, x_max_cam = 0.f;
+ real_t y_min_cam = 0.f, y_max_cam = 0.f;
+ real_t z_min_cam = 0.f;
+ //real_t z_max_cam = 0.f;
- float bias_scale = 1.0;
+ real_t bias_scale = 1.0;
+ real_t aspect_bias_scale = 1.0;
//used for culling
for (int j = 0; j < 8; j++) {
- float d_x = x_vec.dot(endpoints[j]);
- float d_y = y_vec.dot(endpoints[j]);
- float d_z = z_vec.dot(endpoints[j]);
+ real_t d_x = x_vec.dot(endpoints[j]);
+ real_t d_y = y_vec.dot(endpoints[j]);
+ real_t d_z = z_vec.dot(endpoints[j]);
if (j == 0 || d_x < x_min)
x_min = d_x;
@@ -1494,12 +1499,12 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
if (j == 0 || d_z > z_max)
z_max = d_z;
}
+ real_t radius = 0;
+ Vector3 center;
{
//camera viewport stuff
- Vector3 center;
-
for (int j = 0; j < 8; j++) {
center += endpoints[j];
@@ -1508,11 +1513,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
//center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
- float radius = 0;
-
for (int j = 0; j < 8; j++) {
- float d = center.distance_to(endpoints[j]);
+ real_t d = center.distance_to(endpoints[j]);
if (d > radius)
radius = d;
}
@@ -1529,14 +1532,13 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
x_min_cam = x_vec.dot(center) - radius;
y_max_cam = y_vec.dot(center) + radius;
y_min_cam = y_vec.dot(center) - radius;
- //z_max_cam = z_vec.dot(center) + radius;
z_min_cam = z_vec.dot(center) - radius;
if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
//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
- float unit = radius * 2.0 / texture_size;
+ real_t unit = radius * 2.0 / texture_size;
x_max_cam = Math::stepify(x_max_cam, unit);
x_min_cam = Math::stepify(x_min_cam, unit);
@@ -1566,9 +1568,10 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
+ real_t cull_max = 0;
for (int j = 0; j < cull_count; j++) {
- float min, max;
+ real_t min, max;
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
cull_count--;
@@ -1580,8 +1583,90 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
instance->transformed_aabb.project_range_in_plane(Plane(z_vec, 0), min, max);
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
- if (max > z_max)
- z_max = max;
+ if (j == 0 || max > cull_max) {
+ cull_max = max;
+ }
+ }
+
+ if (cull_max > z_max)
+ z_max = cull_max;
+
+ if (pancake_size > 0) {
+ z_max = z_vec.dot(center) + radius + pancake_size;
+ }
+
+ if (aspect != 1.0) {
+
+ // if the aspect is different, then the radius will become larger.
+ // if this happens, then bias needs to be adjusted too, as depth will increase
+ // to do this, compare the depth of one that would have resulted from a square frustum
+
+ CameraMatrix camera_matrix_square;
+ if (p_cam_orthogonal) {
+
+ Vector2 vp_he = camera_matrix.get_viewport_half_extents();
+ if (p_cam_vaspect) {
+ camera_matrix_square.set_orthogonal(vp_he.x * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
+ } else {
+ camera_matrix_square.set_orthogonal(vp_he.y * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
+ }
+ } else {
+ Vector2 vp_he = camera_matrix.get_viewport_half_extents();
+ if (p_cam_vaspect) {
+ camera_matrix_square.set_frustum(vp_he.x * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
+ } else {
+ camera_matrix_square.set_frustum(vp_he.y * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
+ }
+
+ if (i == 0) {
+ //print_line("prev he: " + vp_he + " new he: " + camera_matrix_square.get_viewport_half_extents());
+ }
+ }
+
+ Vector3 endpoints_square[8]; // frustum plane endpoints
+ res = camera_matrix_square.get_endpoints(p_cam_transform, endpoints_square);
+ ERR_CONTINUE(!res);
+ Vector3 center_square;
+ real_t z_max_square = 0;
+
+ for (int j = 0; j < 8; j++) {
+
+ center_square += endpoints_square[j];
+
+ real_t d_z = z_vec.dot(endpoints_square[j]);
+
+ if (j == 0 || d_z > z_max_square)
+ z_max_square = d_z;
+ }
+
+ if (cull_max > z_max_square) {
+ z_max_square = cull_max;
+ }
+
+ center_square /= 8.0;
+
+ real_t radius_square = 0;
+
+ for (int j = 0; j < 8; j++) {
+
+ real_t d = center_square.distance_to(endpoints_square[j]);
+ if (d > radius_square)
+ radius_square = d;
+ }
+
+ radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side
+
+ if (pancake_size > 0) {
+ z_max_square = z_vec.dot(center_square) + radius_square + pancake_size;
+ }
+
+ real_t z_min_cam_square = z_vec.dot(center_square) - radius_square;
+
+ aspect_bias_scale = (z_max - z_min_cam) / (z_max_square - z_min_cam_square);
+
+ // this is not entirely perfect, because the cull-adjusted z-max may be different
+ // but at least it's warranted that it results in a greater bias, so no acne should be present either way.
+ // pancaking also helps with this.
}
{
@@ -1596,7 +1681,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
ortho_transform.basis = transform.basis;
ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i, bias_scale);
+ RSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, z_max - z_min_cam, distances[i + 1], i, radius * 2.0 / texture_size, bias_scale * aspect_bias_scale * min_distance_bias_scale);
}
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
@@ -1614,9 +1699,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
//using this one ensures that raster deferred will have it
RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
- float radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
- float z = i == 0 ? -1 : 1;
+ real_t z = i == 0 ? -1 : 1;
Vector<Plane> planes;
planes.resize(5);
planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
@@ -1645,12 +1730,12 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
}
}
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i);
+ RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
}
} else { //shadow cube
- float radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
CameraMatrix cm;
cm.set_perspective(90, 1, 0.01, radius);
@@ -1699,12 +1784,12 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
}
}
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i);
+ RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
}
//restore the regular DP matrix
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0);
+ RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
}
} break;
@@ -1712,8 +1797,8 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
RENDER_TIMESTAMP("Culling Spot Light");
- float radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
- float angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
CameraMatrix cm;
cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
@@ -1738,7 +1823,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
}
}
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0);
+ RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
} break;
@@ -1793,7 +1878,7 @@ void RenderingServerScene::render_camera(RID p_render_buffers, RID p_camera, RID
} break;
}
- _prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ _prepare_scene(camera->transform, camera_matrix, ortho, camera->vaspect, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
_render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
#endif
}
@@ -1872,17 +1957,17 @@ void RenderingServerScene::render_camera(RID p_render_buffers, Ref<ARVRInterface
mono_transform *= apply_z_shift;
// now prepare our scene with our adjusted transform projection matrix
- _prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ _prepare_scene(mono_transform, combined_matrix, false, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
} else if (p_eye == ARVRInterface::EYE_MONO) {
// For mono render, prepare as per usual
- _prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ _prepare_scene(cam_transform, camera_matrix, false, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
}
// And render our scene...
_render_scene(p_render_buffers, cam_transform, camera_matrix, false, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
};
-void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows) {
+void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows) {
// Note, in stereo rendering:
// - p_cam_transform will be a transform in the middle of our two eyes
// - p_cam_projection is a wider frustrum that encompasses both eyes
@@ -2112,7 +2197,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
RENDER_TIMESTAMP(">Rendering Directional Light " + itos(i));
- _light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario);
+ _light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
RENDER_TIMESTAMP("<Rendering Directional Light " + itos(i));
}
@@ -2214,7 +2299,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
if (redraw) {
//must redraw!
RENDER_TIMESTAMP(">Rendering Light " + itos(i));
- light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario);
+ light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
RENDER_TIMESTAMP("<Rendering Light " + itos(i));
}
}
@@ -2324,7 +2409,7 @@ bool RenderingServerScene::_render_reflection_probe_step(Instance *p_instance, i
}
RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
- _prepare_scene(xform, cm, false, RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
+ _prepare_scene(xform, cm, false, false, RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
_render_scene(RID(), xform, cm, false, RID(), RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
} else {
diff --git a/servers/rendering/rendering_server_scene.h b/servers/rendering/rendering_server_scene.h
index 41641b7c75..80f226e1cb 100644
--- a/servers/rendering/rendering_server_scene.h
+++ b/servers/rendering/rendering_server_scene.h
@@ -418,10 +418,10 @@ public:
_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
- _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario);
+ _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
- void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows = true);
+ void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows = true);
void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index d0f711838c..a3077980ce 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -467,6 +467,8 @@ public:
FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
+ FUNC1(shadow_filter_set, ShadowFilter)
+
FUNCRID(scenario)
FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 78fa2c2690..de69fea16f 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -108,7 +108,11 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_CURVE"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_BOOST"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BACKLIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
@@ -145,7 +149,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;