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Improved default directional shadow params, added bias split scale, closes #9828
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@ -4445,9 +4445,10 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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}
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}
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float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]);
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zfar = light->param[VS::LIGHT_PARAM_RANGE];
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bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
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normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
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bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult;
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normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult;
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fbo = directional_shadow.fbo;
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vp_height = directional_shadow.size;
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@ -4448,6 +4448,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
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light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
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light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
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light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
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light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
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light->color = Color(1, 1, 1, 1);
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light->shadow = false;
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@ -334,6 +334,7 @@ void DirectionalLight::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
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ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_bias_split_scale", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS_SPLIT_SCALE);
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BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
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BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
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@ -343,9 +344,10 @@ void DirectionalLight::_bind_methods() {
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DirectionalLight::DirectionalLight()
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: Light(VisualServer::LIGHT_DIRECTIONAL) {
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set_param(PARAM_SHADOW_NORMAL_BIAS, 0.2);
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set_param(PARAM_SHADOW_BIAS, 1.0);
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set_param(PARAM_SHADOW_NORMAL_BIAS, 0.8);
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set_param(PARAM_SHADOW_BIAS, 0.1);
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set_param(PARAM_SHADOW_MAX_DISTANCE, 200);
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set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.25);
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set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
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blend_splits = false;
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@ -58,6 +58,7 @@ public:
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PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
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PARAM_SHADOW_NORMAL_BIAS = VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
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PARAM_SHADOW_BIAS = VS::LIGHT_PARAM_SHADOW_BIAS,
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PARAM_SHADOW_BIAS_SPLIT_SCALE = VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
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PARAM_MAX = VS::LIGHT_PARAM_MAX
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};
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@ -358,6 +358,7 @@ public:
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LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
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LIGHT_PARAM_SHADOW_NORMAL_BIAS,
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LIGHT_PARAM_SHADOW_BIAS,
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LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
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LIGHT_PARAM_MAX
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};
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