From a1d7c496b923a247cd9f43552f783592f8f33791 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Wed, 30 Aug 2017 08:07:25 -0300 Subject: [PATCH] Improved default directional shadow params, added bias split scale, closes #9828 --- drivers/gles3/rasterizer_scene_gles3.cpp | 5 +++-- drivers/gles3/rasterizer_storage_gles3.cpp | 1 + scene/3d/light.cpp | 6 ++++-- scene/3d/light.h | 1 + servers/visual_server.h | 1 + 5 files changed, 10 insertions(+), 4 deletions(-) diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index f4dd9682a1f..a492629daee 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -4445,9 +4445,10 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ } } + float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]); zfar = light->param[VS::LIGHT_PARAM_RANGE]; - bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * light_instance->shadow_transform[p_pass].bias_scale; - normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[p_pass].bias_scale; + bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult; + normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult; fbo = directional_shadow.fbo; vp_height = directional_shadow.size; diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index c5c91408745..4cc6dcd5fbf 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -4448,6 +4448,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) { light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3; light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6; light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1; + light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1; light->color = Color(1, 1, 1, 1); light->shadow = false; diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp index 5b48ee4af82..09b253b309b 100644 --- a/scene/3d/light.cpp +++ b/scene/3d/light.cpp @@ -334,6 +334,7 @@ void DirectionalLight::_bind_methods() { 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); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS); + 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); BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL); BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS); @@ -343,9 +344,10 @@ void DirectionalLight::_bind_methods() { DirectionalLight::DirectionalLight() : Light(VisualServer::LIGHT_DIRECTIONAL) { - set_param(PARAM_SHADOW_NORMAL_BIAS, 0.2); - set_param(PARAM_SHADOW_BIAS, 1.0); + set_param(PARAM_SHADOW_NORMAL_BIAS, 0.8); + set_param(PARAM_SHADOW_BIAS, 0.1); set_param(PARAM_SHADOW_MAX_DISTANCE, 200); + set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.25); set_shadow_mode(SHADOW_PARALLEL_4_SPLITS); blend_splits = false; diff --git a/scene/3d/light.h b/scene/3d/light.h index 93dd4828da4..5d589d33e58 100644 --- a/scene/3d/light.h +++ b/scene/3d/light.h @@ -58,6 +58,7 @@ public: PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET, PARAM_SHADOW_NORMAL_BIAS = VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS, PARAM_SHADOW_BIAS = VS::LIGHT_PARAM_SHADOW_BIAS, + PARAM_SHADOW_BIAS_SPLIT_SCALE = VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE, PARAM_MAX = VS::LIGHT_PARAM_MAX }; diff --git a/servers/visual_server.h b/servers/visual_server.h index 9f2d685531d..acf5675aa5e 100644 --- a/servers/visual_server.h +++ b/servers/visual_server.h @@ -358,6 +358,7 @@ public: LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET, LIGHT_PARAM_SHADOW_NORMAL_BIAS, LIGHT_PARAM_SHADOW_BIAS, + LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE, LIGHT_PARAM_MAX };