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Merge pull request #55757 from Calinou/light-3d-tweak-shadow-bias
Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D
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@ -114,7 +114,7 @@
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<member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false">
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If [code]true[/code], the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using [member distance_fade_enabled] to hide the light when far away from the [Camera3D].
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</member>
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<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0">
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<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0">
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Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible.
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</member>
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<member name="shadow_opacity" type="float" setter="set_param" getter="get_param" default="1.0">
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@ -20,7 +20,7 @@
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<member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight3D.ShadowMode" default="1">
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See [enum ShadowMode].
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</member>
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<member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.2" />
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<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="1.0" />
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</members>
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<constants>
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<constant name="SHADOW_DUAL_PARABOLOID" value="0" enum="ShadowMode">
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@ -12,6 +12,7 @@
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</tutorials>
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<members>
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<member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.03" />
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<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="1.0" />
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<member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0">
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The spotlight's angle in degrees.
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[b]Note:[/b] [member spot_angle] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
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@ -461,7 +461,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
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set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
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set_param(PARAM_SHADOW_OPACITY, 1.0);
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set_param(PARAM_SHADOW_BLUR, 1.0);
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set_param(PARAM_SHADOW_BIAS, 0.03);
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set_param(PARAM_SHADOW_BIAS, 0.1);
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set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
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set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
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set_param(PARAM_SHADOW_FADE_START, 1);
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@ -571,8 +571,8 @@ DirectionalLight3D::DirectionalLight3D() :
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Light3D(RenderingServer::LIGHT_DIRECTIONAL) {
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set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
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set_param(PARAM_SHADOW_FADE_START, 0.8);
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// Increase the default shadow bias to better suit most scenes.
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set_param(PARAM_SHADOW_BIAS, 0.1);
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// Increase the default shadow normal bias to better suit most scenes.
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set_param(PARAM_SHADOW_NORMAL_BIAS, 2.0);
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set_param(PARAM_INTENSITY, 100000.0); // Specified in Lux, approximate mid-day sun.
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set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
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blend_splits = false;
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@ -614,8 +614,6 @@ void OmniLight3D::_bind_methods() {
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OmniLight3D::OmniLight3D() :
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Light3D(RenderingServer::LIGHT_OMNI) {
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set_shadow_mode(SHADOW_CUBE);
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// Increase the default shadow biases to better suit most scenes.
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set_param(PARAM_SHADOW_BIAS, 0.2);
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}
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PackedStringArray SpotLight3D::get_configuration_warnings() const {
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@ -639,3 +637,9 @@ void SpotLight3D::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.01,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION);
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}
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SpotLight3D::SpotLight3D() :
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Light3D(RenderingServer::LIGHT_SPOT) {
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// Decrease the default shadow bias to better suit most scenes.
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set_param(PARAM_SHADOW_BIAS, 0.03);
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}
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@ -233,8 +233,7 @@ protected:
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public:
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PackedStringArray get_configuration_warnings() const override;
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SpotLight3D() :
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Light3D(RenderingServer::LIGHT_SPOT) {}
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SpotLight3D();
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};
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#endif // LIGHT_3D_H
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