Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-dithering
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3bebbcacdb
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@ -1699,8 +1699,10 @@
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<member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
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Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
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</member>
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<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
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<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="3">
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Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
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[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
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[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
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</member>
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<member name="rendering/shadows/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
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Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
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@ -1725,8 +1727,10 @@
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<member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
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Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
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</member>
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<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
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<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="3">
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Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
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[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
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[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
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</member>
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<member name="rendering/shadows/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
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Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
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@ -3663,16 +3663,25 @@
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Use 4 splits for shadow projection when using directional light.
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</constant>
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<constant name="SHADOW_QUALITY_HARD" value="0" enum="ShadowQuality">
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Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the [member Light3D.shadow_blur] property is ignored if [member Light3D.light_size] and [member Light3D.light_angular_distance] is [code]0.0[/code].
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[b]Note:[/b] The variable shadow blur performed by [member Light3D.light_size] and [member Light3D.light_angular_distance] is still effective when using hard shadow filtering. In this case, [member Light3D.shadow_blur] [i]is[/i] taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra.
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</constant>
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<constant name="SHADOW_QUALITY_SOFT_LOW" value="1" enum="ShadowQuality">
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<constant name="SHADOW_QUALITY_SOFT_VERY_LOW" value="1" enum="ShadowQuality">
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Very low shadow filtering quality (faster). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 0.75× to avoid introducing too much noise. This division only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
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</constant>
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<constant name="SHADOW_QUALITY_SOFT_MEDIUM" value="2" enum="ShadowQuality">
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<constant name="SHADOW_QUALITY_SOFT_LOW" value="2" enum="ShadowQuality">
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Low shadow filtering quality (fast).
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</constant>
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<constant name="SHADOW_QUALITY_SOFT_HIGH" value="3" enum="ShadowQuality">
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<constant name="SHADOW_QUALITY_SOFT_MEDIUM" value="3" enum="ShadowQuality">
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Medium low shadow filtering quality (average).
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</constant>
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<constant name="SHADOW_QUALITY_SOFT_ULTRA" value="4" enum="ShadowQuality">
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<constant name="SHADOW_QUALITY_SOFT_HIGH" value="4" enum="ShadowQuality">
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High low shadow filtering quality (slow). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 1.5× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
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</constant>
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<constant name="SHADOW_QUALITY_MAX" value="5" enum="ShadowQuality">
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<constant name="SHADOW_QUALITY_SOFT_ULTRA" value="5" enum="ShadowQuality">
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Highest low shadow filtering quality (slowest). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 2× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
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</constant>
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<constant name="SHADOW_QUALITY_MAX" value="6" enum="ShadowQuality">
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</constant>
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<constant name="REFLECTION_PROBE_UPDATE_ONCE" value="0" enum="ReflectionProbeUpdateMode">
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Reflection probe will update reflections once and then stop.
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@ -2696,9 +2696,14 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
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switch (shadows_quality) {
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case RS::SHADOW_QUALITY_HARD: {
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penumbra_shadow_samples = 4;
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soft_shadow_samples = 1;
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soft_shadow_samples = 0;
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shadows_quality_radius = 1.0;
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} break;
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case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
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penumbra_shadow_samples = 4;
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soft_shadow_samples = 1;
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shadows_quality_radius = 1.5;
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} break;
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case RS::SHADOW_QUALITY_SOFT_LOW: {
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penumbra_shadow_samples = 8;
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soft_shadow_samples = 4;
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@ -2738,9 +2743,14 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q
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switch (directional_shadow_quality) {
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case RS::SHADOW_QUALITY_HARD: {
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directional_penumbra_shadow_samples = 4;
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directional_soft_shadow_samples = 1;
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directional_soft_shadow_samples = 0;
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directional_shadow_quality_radius = 1.0;
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} break;
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case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
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directional_penumbra_shadow_samples = 4;
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directional_soft_shadow_samples = 1;
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directional_shadow_quality_radius = 1.5;
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} break;
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case RS::SHADOW_QUALITY_SOFT_LOW: {
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directional_penumbra_shadow_samples = 8;
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directional_soft_shadow_samples = 4;
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@ -301,7 +301,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
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float depth = coord.z;
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//if only one sample is taken, take it from the center
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if (sc_directional_soft_shadow_samples == 1) {
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if (sc_directional_soft_shadow_samples == 0) {
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return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
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}
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@ -327,7 +327,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
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float depth = coord.z;
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//if only one sample is taken, take it from the center
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if (sc_soft_shadow_samples == 1) {
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if (sc_soft_shadow_samples == 0) {
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return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
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}
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@ -350,7 +350,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
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float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) {
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//if only one sample is taken, take it from the center
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if (sc_soft_shadow_samples == 1) {
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if (sc_soft_shadow_samples == 0) {
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vec2 pos = coord * 0.5 + 0.5;
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pos = uv_rect.xy + pos * uv_rect.zw;
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return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
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@ -1942,6 +1942,7 @@ void RenderingServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size);
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BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD);
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BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_VERY_LOW);
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BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_LOW);
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BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_MEDIUM);
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BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_HIGH);
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@ -2793,14 +2794,14 @@ RenderingServer::RenderingServer() {
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GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096);
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GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
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GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 2);
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GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 3);
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GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
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GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true);
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GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 2);
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GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 3);
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GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
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GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
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@ -474,6 +474,7 @@ public:
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enum ShadowQuality {
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SHADOW_QUALITY_HARD,
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SHADOW_QUALITY_SOFT_VERY_LOW,
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SHADOW_QUALITY_SOFT_LOW,
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SHADOW_QUALITY_SOFT_MEDIUM,
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SHADOW_QUALITY_SOFT_HIGH,
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