diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 20b080da4d8..a7148aa0e2d 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -1983,7 +1983,7 @@ void fragment_shader(in SceneData scene_data) { #ifdef LIGHT_TRANSMITTANCE_USED float transmittance_z = transmittance_depth; - +#ifndef SHADOWS_DISABLED if (directional_lights.data[i].shadow_opacity > 0.001) { float depth_z = -vertex.z; @@ -2030,7 +2030,8 @@ void fragment_shader(in SceneData scene_data) { transmittance_z = z - shadow_z; } } -#endif +#endif // !SHADOWS_DISABLED +#endif // LIGHT_TRANSMITTANCE_USED float shadow = 1.0; #ifndef SHADOWS_DISABLED diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 40ca74ae07c..9278b47267e 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -582,34 +582,39 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v #ifdef LIGHT_TRANSMITTANCE_USED float transmittance_z = transmittance_depth; //no transmittance by default transmittance_color.a *= light_attenuation; - { - vec4 clamp_rect = omni_lights.data[idx].atlas_rect; +#ifndef SHADOWS_DISABLED + if (omni_lights.data[idx].shadow_opacity > 0.001) { + // Redo shadowmapping, but shrink the model a bit to avoid artifacts. + vec2 texel_size = scene_data_block.data.shadow_atlas_pixel_size; + vec4 uv_rect = omni_lights.data[idx].atlas_rect; + uv_rect.xy += texel_size; + uv_rect.zw -= texel_size * 2.0; - //redo shadowmapping, but shrink the model a bit to avoid artifacts - vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0)); + // Omni lights use direction.xy to store to store the offset between the two paraboloid regions + vec2 flip_offset = omni_lights.data[idx].direction.xy; - float shadow_len = length(splane.xyz); - splane.xyz = normalize(splane.xyz); + vec3 local_vert = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal) * omni_lights.data[idx].transmittance_bias, 1.0)).xyz; - if (splane.z >= 0.0) { - splane.z += 1.0; - clamp_rect.y += clamp_rect.w; - } else { - splane.z = 1.0 - splane.z; + float shadow_len = length(local_vert); //need to remember shadow len from here + vec3 shadow_sample = normalize(local_vert); + + if (shadow_sample.z >= 0.0) { + uv_rect.xy += flip_offset; + flip_offset *= -1.0; } - splane.xy /= splane.z; + shadow_sample.z = 1.0 + abs(shadow_sample.z); + vec2 pos = shadow_sample.xy / shadow_sample.z; + float depth = shadow_len * omni_lights.data[idx].inv_radius; + depth = 1.0 - depth; - splane.xy = splane.xy * 0.5 + 0.5; - splane.z = shadow_len * omni_lights.data[idx].inv_radius; - splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; - // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data_block.data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data_block.data.shadow_atlas_pixel_size ); - splane.w = 1.0; //needed? i think it should be 1 already - - float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; - transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius; + pos = pos * 0.5 + 0.5; + pos = uv_rect.xy + pos * uv_rect.zw; + float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), pos, 0.0).r; + transmittance_z = (depth - shadow_z) / omni_lights.data[idx].inv_radius; } -#endif +#endif // !SHADOWS_DISABLED +#endif // LIGHT_TRANSMITTANCE_USED if (sc_use_light_projector && omni_lights.data[idx].projector_rect != vec4(0.0)) { vec3 local_v = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz; @@ -834,12 +839,13 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v #ifdef LIGHT_TRANSMITTANCE_USED float transmittance_z = transmittance_depth; transmittance_color.a *= light_attenuation; - { - vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0)); +#ifndef SHADOWS_DISABLED + if (spot_lights.data[idx].shadow_opacity > 0.001) { + vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal) * spot_lights.data[idx].transmittance_bias, 1.0)); splane /= splane.w; - splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy; - float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; + vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z); + float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), shadow_uv.xy, 0.0).r; shadow_z = shadow_z * 2.0 - 1.0; float z_far = 1.0 / spot_lights.data[idx].inv_radius; @@ -850,7 +856,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v float z = dot(spot_dir, -light_rel_vec); transmittance_z = z - shadow_z; } -#endif //LIGHT_TRANSMITTANCE_USED +#endif // !SHADOWS_DISABLED +#endif // LIGHT_TRANSMITTANCE_USED if (sc_use_light_projector && spot_lights.data[idx].projector_rect != vec4(0.0)) { vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)); diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp index 3d294ca8cb1..8b2bb14b766 100644 --- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp @@ -685,7 +685,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged float bias_scale = light_instance->shadow_transform[j].bias_scale * light_data.soft_shadow_scale; light_data.shadow_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_BIAS] / 100.0 * bias_scale; light_data.shadow_normal_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[j].shadow_texel_size; - light_data.shadow_transmittance_bias[j] = light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] * bias_scale; + light_data.shadow_transmittance_bias[j] = light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] / 100.0 * bias_scale; light_data.shadow_z_range[j] = light_instance->shadow_transform[j].farplane; light_data.shadow_range_begin[j] = light_instance->shadow_transform[j].range_begin; RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]);