Age | Commit message (Collapse) | Author |
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The parent `_validate_property()` wasn't called, which led to shadow
properties being visible even if shadows were disabled on a
DirectionalLight3D node.
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Some split distance properties are unused depending on the
current shadow mode. Also, Blend Splits can only be used if the shadow
mode is PSSM 2 Splits or PSSM 4 Splits.
This also moves the Fade Start property to be located after the
split properties. This avoids intertwining "conditional" properties
with a property that's always available.
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- Internally disable blend splits in orthogonal directional shadow mode
- Fix soft shadows ignoring fade and blend_splits
- Fix soft shadow edge stability
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OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.
SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.
Both:
* Tweaked biasing to make sure it works out of the box in most situations.
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* Simplified code a lot, bias based on normalized cascade size.
* Lets scale cascades, max distance, etc. without creating acne.
* Fixed normal biasing in directional shadows.
I removed normal biasing in both omni and spot shadows, since the technique can't be easily implemented there.
Will need to be replaced by something else.
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The Optimized shadow depth range was removed in late 2020 in favor
of the Stable shadow depth range, but it still had a (broken) property
that allowed to enable it.
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This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
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This also clarifies some parts in the DirectionalLight documentation.
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A few extra renames for classes which were missed in last week's PRs.
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