Add proper quality settings to soft shadows

This commit is contained in:
clayjohn 2020-04-10 02:30:36 -07:00
parent 6a730ffeab
commit 621f6f09a8
17 changed files with 338 additions and 145 deletions

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@ -35,6 +35,9 @@
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
</member>
<member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0">
Angular size of the light in degrees. Only available for [DirectionalLight3D]s. For reference, the sun from earth is approximately [code]0.5[/code].
</member>
<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="1">
The light's bake mode. See [enum BakeMode].
</member>
@ -53,12 +56,18 @@
<member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false">
If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
</member>
<member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0">
The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s.
</member>
<member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5">
The intensity of the specular blob in objects affected by the light. At [code]0[/code] the light becomes a pure diffuse light.
</member>
<member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.15">
Used to adjust shadow appearance. Too small a value results in self-shadowing, while too large a value causes shadows to separate from casters. Adjust as needed.
</member>
<member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0">
Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
</member>
<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color( 0, 0, 0, 1 )">
The color of shadows cast by this light.
</member>

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@ -994,6 +994,12 @@
<member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
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.
</member>
<member name="rendering/quality/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/driver/driver_name" type="String" setter="" getter="" default="&quot;Vulkan&quot;">
The video driver to use ("GLES2" or "Vulkan").
[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--rendering-driver[/code] command line argument.
@ -1098,11 +1104,11 @@
<member name="rendering/quality/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/quality/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/shadows/filter_mode" type="int" setter="" getter="" default="1">
Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. "Disabled" is the fastest option, but also has the lowest quality. "PCF5" is smoother but is also slower. "PCF13" is the smoothest option, but is also the slowest.
<member name="rendering/quality/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
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.
</member>
<member name="rendering/quality/shadows/filter_mode.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/shadows/filter_mode] on mobile devices, due to performance concerns or driver support.
<member name="rendering/quality/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/ssao/half_size" type="bool" setter="" getter="" default="false">
</member>

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@ -3282,18 +3282,18 @@
<constant name="LIGHT_PARAM_RANGE" value="3" enum="LightParam">
The light's range.
</constant>
<constant name="LIGHT_PARAM_ATTENUATION" value="4" enum="LightParam">
<constant name="LIGHT_PARAM_SIZE" value="4" enum="LightParam">
The size of the light when using spot light or omni light. The angular size of the light when using directional light.
</constant>
<constant name="LIGHT_PARAM_ATTENUATION" value="5" enum="LightParam">
The light's attenuation.
</constant>
<constant name="LIGHT_PARAM_SPOT_ANGLE" value="5" enum="LightParam">
<constant name="LIGHT_PARAM_SPOT_ANGLE" value="6" enum="LightParam">
The spotlight's angle.
</constant>
<constant name="LIGHT_PARAM_SPOT_ATTENUATION" value="6" enum="LightParam">
<constant name="LIGHT_PARAM_SPOT_ATTENUATION" value="7" enum="LightParam">
The spotlight's attenuation.
</constant>
<constant name="LIGHT_PARAM_CONTACT_SHADOW_SIZE" value="7" enum="LightParam">
Scales the shadow color.
</constant>
<constant name="LIGHT_PARAM_SHADOW_MAX_DISTANCE" value="8" enum="LightParam">
Max distance that shadows will be rendered.
</constant>

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@ -374,8 +374,10 @@ void EditorNode::_notification(int p_what) {
float sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
float sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
RS::get_singleton()->sub_surface_scattering_set_scale(sss_scale, sss_depth_scale);
RS::ShadowFilter shadow_filter = RS::ShadowFilter(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
RS::get_singleton()->shadow_filter_set(shadow_filter);
RS::ShadowQuality shadows_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/shadows/soft_shadow_quality")));
RS::get_singleton()->shadows_quality_set(shadows_quality);
RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/directional_shadow/soft_shadow_quality")));
RS::get_singleton()->directional_shadow_quality_set(directional_shadow_quality);
}
ResourceImporterTexture::get_singleton()->update_imports();

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@ -272,6 +272,7 @@ void Light3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0.1,8,0.01"), "set_param", "get_param", PARAM_SHADOW_BLUR);
ADD_GROUP("Editor", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
ADD_GROUP("", "");
@ -291,6 +292,7 @@ void Light3D::_bind_methods() {
BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE);
BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR);
BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS);
BIND_ENUM_CONSTANT(PARAM_MAX);
@ -335,6 +337,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
set_param(PARAM_SHADOW_FADE_START, 0.8);
set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
set_param(PARAM_SHADOW_BLUR, 1.0);
set_param(PARAM_SHADOW_BIAS, 0.02);
set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);

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@ -58,6 +58,7 @@ public:
PARAM_SHADOW_NORMAL_BIAS = RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
PARAM_SHADOW_BIAS = RS::LIGHT_PARAM_SHADOW_BIAS,
PARAM_SHADOW_PANCAKE_SIZE = RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
PARAM_SHADOW_BLUR = RS::LIGHT_PARAM_SHADOW_BLUR,
PARAM_TRANSMITTANCE_BIAS = RS::LIGHT_PARAM_TRANSMITTANCE_BIAS,
PARAM_MAX = RS::LIGHT_PARAM_MAX
};

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@ -106,7 +106,8 @@ public:
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
virtual void shadow_filter_set(RS::ShadowFilter p_filter) = 0;
virtual void shadows_quality_set(RS::ShadowQuality p_quality) = 0;
virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0;
struct InstanceBase;

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@ -77,6 +77,13 @@ static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_arra
}
}
static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
for (int i = 0; i < 128; i++) {
p_array[i] = p_kernel[i];
}
}
/* SCENE SHADER */
void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
//compile
@ -962,10 +969,18 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
scene_state.ubo.z_far = p_zfar;
scene_state.ubo.z_near = p_znear;
scene_state.ubo.shadow_filter_mode = shadow_filter_get();
scene_state.ubo.pancake_shadows = p_pancake_shadows;
scene_state.ubo.shadow_blocker_count = 16;
store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
@ -1585,6 +1600,8 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
light_data.fade_to = -light_data.shadow_split_offsets[3];
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
float softshadow_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (softshadow_angle > 0.0) {
// I know tan(0) is 0, but let's not risk it with numerical precision.
@ -1593,6 +1610,7 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.softshadow_angle = Math::tan(Math::deg2rad(softshadow_angle));
} else {
light_data.softshadow_angle = 0;
light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
}
}
@ -1703,6 +1721,8 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.atlas_rect[2] = rect.size.width;
light_data.atlas_rect[3] = rect.size.height;
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
if (type == RS::LIGHT_OMNI) {
light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
@ -1715,6 +1735,7 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.soft_shadow_size = size;
} else {
light_data.soft_shadow_size = 0.0;
light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
}
} else if (type == RS::LIGHT_SPOT) {
@ -1738,6 +1759,7 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
} else {
light_data.soft_shadow_size = 0.0;
light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
}
}
} else {

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@ -265,8 +265,9 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float shadow_normal_bias;
float transmittance_bias;
float soft_shadow_size;
float soft_shadow_scale;
uint32_t mask;
uint32_t pad[3];
uint32_t pad[2];
};
struct DirectionalLightData {
@ -278,7 +279,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float specular;
uint32_t mask;
float softshadow_angle;
uint32_t pad[1];
float soft_shadow_scale;
uint32_t blend_splits;
uint32_t shadow_enabled;
float fade_from;
@ -350,10 +351,17 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float reflection_multiplier;
uint32_t pancake_shadows;
uint32_t shadow_filter_mode;
uint32_t pad;
uint32_t shadow_blocker_count;
uint32_t shadow_pad[3];
float directional_penumbra_shadow_kernel[128]; //32 vec4s
float directional_soft_shadow_kernel[128];
float penumbra_shadow_kernel[128];
float soft_shadow_kernel[128];
uint32_t directional_penumbra_shadow_samples;
uint32_t directional_soft_shadow_samples;
uint32_t penumbra_shadow_samples;
uint32_t soft_shadow_samples;
float ambient_light_color_energy[4];

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@ -36,6 +36,18 @@
uint64_t RasterizerSceneRD::auto_exposure_counter = 2;
void get_vogel_disk(float *r_kernel, int p_sample_count) {
const float golden_angle = 2.4;
for (int i = 0; i < p_sample_count; i++) {
float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
float theta = float(i) * golden_angle;
r_kernel[i * 4] = Math::cos(theta) * r;
r_kernel[i * 4 + 1] = Math::sin(theta) * r;
}
}
void RasterizerSceneRD::_clear_reflection_data(ReflectionData &rd) {
rd.layers.clear();
@ -3583,8 +3595,86 @@ void RasterizerSceneRD::sub_surface_scattering_set_scale(float p_scale, float p_
sss_depth_scale = p_depth_scale;
}
void RasterizerSceneRD::shadow_filter_set(RS::ShadowFilter p_filter) {
shadow_filter = p_filter;
void RasterizerSceneRD::shadows_quality_set(RS::ShadowQuality p_quality) {
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
if (shadows_quality != p_quality) {
shadows_quality = p_quality;
switch (shadows_quality) {
case RS::SHADOW_QUALITY_HARD: {
penumbra_shadow_samples = 4;
soft_shadow_samples = 1;
shadows_quality_radius = 1.0;
} break;
case RS::SHADOW_QUALITY_SOFT_LOW: {
penumbra_shadow_samples = 8;
soft_shadow_samples = 4;
shadows_quality_radius = 2.0;
} break;
case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
penumbra_shadow_samples = 12;
soft_shadow_samples = 8;
shadows_quality_radius = 2.0;
} break;
case RS::SHADOW_QUALITY_SOFT_HIGH: {
penumbra_shadow_samples = 24;
soft_shadow_samples = 16;
shadows_quality_radius = 3.0;
} break;
case RS::SHADOW_QUALITY_SOFT_ULTRA: {
penumbra_shadow_samples = 32;
soft_shadow_samples = 32;
shadows_quality_radius = 4.0;
} break;
case RS::SHADOW_QUALITY_MAX:
break;
}
get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
}
}
void RasterizerSceneRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
if (directional_shadow_quality != p_quality) {
directional_shadow_quality = p_quality;
switch (directional_shadow_quality) {
case RS::SHADOW_QUALITY_HARD: {
directional_penumbra_shadow_samples = 4;
directional_soft_shadow_samples = 1;
directional_shadow_quality_radius = 1.0;
} break;
case RS::SHADOW_QUALITY_SOFT_LOW: {
directional_penumbra_shadow_samples = 8;
directional_soft_shadow_samples = 4;
directional_shadow_quality_radius = 2.0;
} break;
case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
directional_penumbra_shadow_samples = 12;
directional_soft_shadow_samples = 8;
directional_shadow_quality_radius = 2.0;
} break;
case RS::SHADOW_QUALITY_SOFT_HIGH: {
directional_penumbra_shadow_samples = 24;
directional_soft_shadow_samples = 16;
directional_shadow_quality_radius = 3.0;
} break;
case RS::SHADOW_QUALITY_SOFT_ULTRA: {
directional_penumbra_shadow_samples = 32;
directional_soft_shadow_samples = 32;
directional_shadow_quality_radius = 4.0;
} break;
case RS::SHADOW_QUALITY_MAX:
break;
}
get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
}
}
int RasterizerSceneRD::get_roughness_layers() const {
@ -4155,7 +4245,12 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_quality")));
sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
shadow_filter = RS::ShadowFilter(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
directional_penumbra_shadow_kernel = memnew_arr(float, 128);
directional_soft_shadow_kernel = memnew_arr(float, 128);
penumbra_shadow_kernel = memnew_arr(float, 128);
soft_shadow_kernel = memnew_arr(float, 128);
shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/shadows/soft_shadow_quality"))));
directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/directional_shadow/soft_shadow_quality"))));
}
RasterizerSceneRD::~RasterizerSceneRD() {
@ -4184,4 +4279,8 @@ RasterizerSceneRD::~RasterizerSceneRD() {
memdelete_arr(sky_scene_state.last_frame_directional_lights);
storage->free(sky_shader.default_shader);
storage->free(sky_shader.default_material);
memdelete_arr(directional_penumbra_shadow_kernel);
memdelete_arr(directional_soft_shadow_kernel);
memdelete_arr(penumbra_shadow_kernel);
memdelete_arr(soft_shadow_kernel);
}

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@ -527,7 +527,19 @@ private:
bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
RS::ShadowFilter shadow_filter = RS::SHADOW_FILTER_NONE;
RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
float shadows_quality_radius = 1.0;
float directional_shadow_quality_radius = 1.0;
float *directional_penumbra_shadow_kernel;
float *directional_soft_shadow_kernel;
float *penumbra_shadow_kernel;
float *soft_shadow_kernel;
int directional_penumbra_shadow_samples = 0;
int directional_soft_shadow_samples = 0;
int penumbra_shadow_samples = 0;
int soft_shadow_samples = 0;
/* DIRECTIONAL SHADOW */
@ -1177,8 +1189,22 @@ public:
RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale);
virtual void shadow_filter_set(RS::ShadowFilter p_filter);
_FORCE_INLINE_ RS::ShadowFilter shadow_filter_get() const { return shadow_filter; }
virtual void shadows_quality_set(RS::ShadowQuality p_quality);
virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality);
_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
_FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
_FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
_FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
_FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
_FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
_FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
_FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
_FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
_FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
_FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
_FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
int get_roughness_layers() const;
bool is_using_radiance_cubemap_array() const;

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@ -686,61 +686,63 @@ LIGHT_SHADER_CODE
#ifndef USE_NO_SHADOWS
const vec2 shadow_poisson_disk[16] = vec2[](
vec2(-0.94201624, -0.39906216),
vec2(0.94558609, -0.76890725),
vec2(-0.094184101, -0.92938870),
vec2(0.34495938, 0.29387760),
vec2(-0.91588581, 0.45771432),
vec2(-0.81544232, -0.87912464),
vec2(-0.38277543, 0.27676845),
vec2(0.97484398, 0.75648379),
vec2(0.44323325, -0.97511554),
vec2(0.53742981, -0.47373420),
vec2(-0.26496911, -0.41893023),
vec2(0.79197514, 0.19090188),
vec2(-0.24188840, 0.99706507),
vec2(-0.81409955, 0.91437590),
vec2(0.19984126, 0.78641367),
vec2(0.14383161, -0.14100790));
// Produces cheap but low-quality white noise, nothing special
float quick_hash(vec2 pos) {
return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237);
}
float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
vec2 pos = coord.xy;
float depth = coord.z;
switch (scene_data.shadow_filter_mode) {
case SHADOW_MODE_NO_FILTER: {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
};
case SHADOW_MODE_PCF5: {
float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
return avg * (1.0 / 5.0);
};
case SHADOW_MODE_PCF13: {
float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
return avg * (1.0 / 13.0);
};
//if only one sample is taken, take it from the center
if (scene_data.directional_soft_shadow_samples == 1) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
return 0;
mat2 disk_rotation;
{
float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
float sr = sin(r);
float cr = cos(r);
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
}
float avg = 0.0;
for (uint i = 0; i < scene_data.directional_soft_shadow_samples; i++) {
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
}
return avg * (1.0 / float(scene_data.directional_soft_shadow_samples));
}
float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
vec2 pos = coord.xy;
float depth = coord.z;
//if only one sample is taken, take it from the center
if (scene_data.soft_shadow_samples == 1) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
mat2 disk_rotation;
{
float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
float sr = sin(r);
float cr = cos(r);
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
}
float avg = 0.0;
for (uint i = 0; i < scene_data.soft_shadow_samples; i++) {
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0));
}
return avg * (1.0 / float(scene_data.soft_shadow_samples));
}
float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
@ -749,17 +751,17 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
float blocker_count = 0.0;
float blocker_average = 0.0;
mat2 poisson_rotate;
mat2 disk_rotation;
{
float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
float sr = sin(r);
float cr = cos(r);
poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
}
for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale;
for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < pssm_coord.z) {
blocker_average += d;
@ -775,12 +777,12 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
tex_scale *= penumbra;
float s = 0.0;
for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale;
for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
}
return s / float(scene_data.shadow_blocker_count);
return s / float(scene_data.directional_penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
@ -862,13 +864,12 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
float blocker_count = 0.0;
float blocker_average = 0.0;
mat2 poisson_rotate;
mat2 disk_rotation;
{
float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
float sr = sin(r);
float cr = cos(r);
poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
}
vec3 normal = normalize(splane.xyz);
@ -877,12 +878,14 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
vec3 bitangent = normalize(cross(tangent, normal));
float z_norm = shadow_len * lights.data[idx].inv_radius;
tangent *= lights.data[idx].soft_shadow_size;
bitangent *= lights.data[idx].soft_shadow_size;
tangent *= lights.data[idx].soft_shadow_size * lights.data[idx].soft_shadow_scale;
bitangent *= lights.data[idx].soft_shadow_size * lights.data[idx].soft_shadow_scale;
for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]);
vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
pos = normalize(pos);
vec4 uv_rect = lights.data[idx].atlas_rect;
@ -919,10 +922,10 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
z_norm -= lights.data[idx].inv_radius * lights.data[idx].shadow_bias;
shadow = 0.0;
for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]);
vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y;
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
pos = normalize(pos);
vec4 uv_rect = lights.data[idx].atlas_rect;
@ -943,7 +946,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
}
shadow /= float(scene_data.shadow_blocker_count);
shadow /= float(scene_data.penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
@ -970,7 +973,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius;
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
splane.w = 1.0; //needed? i think it should be 1 already
shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
}
#ifdef LIGHT_TRANSMITTANCE_USED
@ -1120,18 +1123,18 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
float blocker_count = 0.0;
float blocker_average = 0.0;
mat2 poisson_rotate;
mat2 disk_rotation;
{
float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
float sr = sin(r);
float cr = cos(r);
poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
}
float uv_size = lights.data[idx].soft_shadow_size * z_norm;
for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size;
float uv_size = lights.data[idx].soft_shadow_size * z_norm * lights.data[idx].soft_shadow_scale;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
vec2 suv = splane.xy + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < z_norm) {
@ -1148,13 +1151,13 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
uv_size *= penumbra;
shadow = 0.0;
for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
vec2 suv = splane.xy + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
}
shadow /= float(scene_data.shadow_blocker_count);
shadow /= float(scene_data.penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
@ -1164,7 +1167,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
} else {
//hard shadow
splane.z = z_norm;
shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
}
shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
@ -1888,9 +1891,9 @@ FRAGMENT_SHADER_CODE
float range_begin = directional_lights.data[i].shadow_range_begin.x;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
shadow_color = directional_lights.data[i].shadow_color1.rgb;
@ -1922,9 +1925,9 @@ FRAGMENT_SHADER_CODE
float range_begin = directional_lights.data[i].shadow_range_begin.y;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
shadow_color = directional_lights.data[i].shadow_color2.rgb;
@ -1955,9 +1958,9 @@ FRAGMENT_SHADER_CODE
float range_begin = directional_lights.data[i].shadow_range_begin.z;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
shadow_color = directional_lights.data[i].shadow_color3.rgb;
@ -1989,9 +1992,9 @@ FRAGMENT_SHADER_CODE
float range_begin = directional_lights.data[i].shadow_range_begin.w;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
shadow_color = directional_lights.data[i].shadow_color4.rgb;
@ -2028,9 +2031,9 @@ FRAGMENT_SHADER_CODE
float range_begin = directional_lights.data[i].shadow_range_begin.y;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
@ -2046,9 +2049,9 @@ FRAGMENT_SHADER_CODE
float range_begin = directional_lights.data[i].shadow_range_begin.z;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
@ -2064,9 +2067,9 @@ FRAGMENT_SHADER_CODE
float range_begin = directional_lights.data[i].shadow_range_begin.w;
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
} else {
shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);

View File

@ -22,10 +22,6 @@ draw_call;
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
#define SHADOW_MODE_NO_FILTER 0
#define SHADOW_MODE_PCF5 1
#define SHADOW_MODE_PCF13 2
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
@ -45,12 +41,18 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
uint shadow_filter_mode;
uint pad;
uint shadow_blocker_count;
uint shadow_pad0;
uint shadow_pad1;
uint shadow_pad2;
//use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
vec4 directional_penumbra_shadow_kernel[32];
vec4 directional_soft_shadow_kernel[32];
vec4 penumbra_shadow_kernel[32];
vec4 soft_shadow_kernel[32];
uint directional_penumbra_shadow_samples;
uint directional_soft_shadow_samples;
uint penumbra_shadow_samples;
uint soft_shadow_samples;
vec4 ambient_light_color_energy;
@ -157,8 +159,9 @@ struct LightData { //this structure needs to be as packed as possible
float shadow_normal_bias;
float transmittance_bias;
float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
uint mask;
uint pad[3];
uint pad[2];
};
layout(set = 0, binding = 5, std430) buffer Lights {
@ -191,7 +194,7 @@ struct DirectionalLightData {
float specular;
uint mask;
float softshadow_angle;
uint pad1;
float soft_shadow_scale;
bool blend_splits;
bool shadow_enabled;
float fade_from;

View File

@ -554,7 +554,8 @@ public:
BIND8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
BIND3(camera_effects_set_custom_exposure, RID, bool, float)
BIND1(shadow_filter_set, ShadowFilter)
BIND1(shadows_quality_set, ShadowQuality);
BIND1(directional_shadow_quality_set, ShadowQuality);
/* SCENARIO API */

View File

@ -467,7 +467,8 @@ public:
FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
FUNC1(shadow_filter_set, ShadowFilter)
FUNC1(shadows_quality_set, ShadowQuality);
FUNC1(directional_shadow_quality_set, ShadowQuality);
FUNCRID(scenario)

View File

@ -2297,6 +2297,14 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/quality/directional_shadow/size", 4096);
GLOBAL_DEF("rendering/quality/directional_shadow/size.mobile", 2048);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
GLOBAL_DEF("rendering/quality/directional_shadow/soft_shadow_quality", 2);
GLOBAL_DEF("rendering/quality/directional_shadow/soft_shadow_quality.mobile", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard(Fastest), Soft Low (Fast), Soft Medium (Average), Soft High (Slow), Soft Ultra (Slowest)"));
GLOBAL_DEF("rendering/quality/shadows/soft_shadow_quality", 2);
GLOBAL_DEF("rendering/quality/shadows/soft_shadow_quality.mobile", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/quality/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard(Fastest), Soft Low (Fast), Soft Medium (Average), Soft High (Slow), Soft Ultra (Slowest)"));
GLOBAL_DEF("rendering/quality/shadow_atlas/size", 4096);
GLOBAL_DEF("rendering/quality/shadow_atlas/size.mobile", 2048);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/size", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/size", PROPERTY_HINT_RANGE, "256,16384"));
@ -2309,10 +2317,6 @@ RenderingServer::RenderingServer() {
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_2_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_3_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
GLOBAL_DEF("rendering/quality/shadows/filter_mode", 1);
GLOBAL_DEF("rendering/quality/shadows/filter_mode.mobile", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadows/filter_mode", PropertyInfo(Variant::INT, "rendering/quality/shadows/filter_mode", PROPERTY_HINT_ENUM, "Disabled (Fast),PCF5 (Average),PCF13 (Slow)"));
GLOBAL_DEF("rendering/quality/reflections/roughness_layers", 8);
GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true);
GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections.mobile", false);

View File

@ -394,6 +394,7 @@ public:
LIGHT_PARAM_SHADOW_NORMAL_BIAS,
LIGHT_PARAM_SHADOW_BIAS,
LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
LIGHT_PARAM_SHADOW_BLUR,
LIGHT_PARAM_TRANSMITTANCE_BIAS,
LIGHT_PARAM_MAX
};
@ -818,14 +819,17 @@ public:
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
enum ShadowFilter {
SHADOW_FILTER_NONE,
SHADOW_FILTER_PCF5,
SHADOW_FILTER_PCF13,
SHADOW_FILTER_MAX
enum ShadowQuality {
SHADOW_QUALITY_HARD,
SHADOW_QUALITY_SOFT_LOW,
SHADOW_QUALITY_SOFT_MEDIUM,
SHADOW_QUALITY_SOFT_HIGH,
SHADOW_QUALITY_SOFT_ULTRA,
SHADOW_QUALITY_MAX
};
virtual void shadow_filter_set(ShadowFilter p_filter) = 0;
virtual void shadows_quality_set(ShadowQuality p_quality) = 0;
virtual void directional_shadow_quality_set(ShadowQuality p_quality) = 0;
/* SCENARIO API */