Merge pull request #99536 from lawnjelly/faster_shadow_fade
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[3.x] Ameliorate performance regression due to directional shadow `fade_start`
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lawnjelly 2024-11-23 08:04:05 +00:00 committed by GitHub
commit b1ea48d913
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3 changed files with 8 additions and 8 deletions

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@ -2799,7 +2799,10 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
const float fade_start = li->light_ptr->param[VS::LIGHT_PARAM_SHADOW_FADE_START];
// Using 1.0 would break `smoothstep()` in the shader.
ubo_data.fade_from = -ubo_data.shadow_split_offsets[shadow_count - 1] * MIN(fade_start, 0.999);
ubo_data.fade_to = -ubo_data.shadow_split_offsets[shadow_count - 1];
// To prevent the need for a fade to, store the fade to in the final split offset.
// It will either be the same as before, or the maximum split offset.
ubo_data.shadow_split_offsets[3] = ubo_data.shadow_split_offsets[shadow_count - 1];
}
glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);

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@ -592,8 +592,7 @@ public:
float shadow_split_offsets[4];
float fade_from;
float fade_to;
float pad[2];
float pad[3];
};
struct LightInstance : public RID_Data {

View File

@ -148,8 +148,7 @@ layout(std140) uniform DirectionalLightData { //ubo:3
mediump vec4 shadow_split_offsets;
mediump float fade_from;
mediump float fade_to;
mediump vec2 pad;
mediump vec3 pad;
};
#endif //ubershader-skip
@ -848,8 +847,7 @@ layout(std140) uniform DirectionalLightData {
mediump vec4 shadow_split_offsets;
mediump float fade_from;
mediump float fade_to;
mediump vec2 pad;
mediump vec3 pad;
};
uniform highp sampler2DShadow directional_shadow; // texunit:-5
@ -2292,7 +2290,7 @@ FRAGMENT_SHADER_CODE
shadow = min(shadow, contact_shadow);
}
#endif //ubershader-runtime
float pssm_fade = smoothstep(fade_from, fade_to, vertex.z);
float pssm_fade = smoothstep(fade_from, -shadow_split_offsets.w, vertex.z);
light_attenuation = mix(mix(shadow_color_contact.rgb, vec3(1.0), shadow), vec3(1.0), pssm_fade);
}