Directional light cleanup.

This commit is contained in:
Juan Linietsky 2019-09-07 14:56:13 -03:00
parent 88a7debbbc
commit 69e83e4815
2 changed files with 4 additions and 4 deletions

View File

@ -1432,7 +1432,7 @@ void RasterizerSceneForwardRD::_setup_lights(RID *p_light_cull_result, int p_lig
}
float fade_start = storage->light_get_param(base, VS::LIGHT_PARAM_SHADOW_FADE_START);
light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999);
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];
}
@ -2161,7 +2161,7 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
}
}
if (true) {
if (false) {
if (directional_shadow_get_texture().is_valid()) {
RID shadow_atlas_texture = directional_shadow_get_texture();
Size2 rtsize = storage->render_target_get_size(render_buffer->render_target);
@ -2462,7 +2462,7 @@ RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storag
scene_state.light_buffer = RD::get_singleton()->uniform_buffer_create(light_buffer_size);
defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
scene_state.max_directional_lights = 4;
scene_state.max_directional_lights = 8;
uint32_t directional_light_buffer_size = scene_state.max_directional_lights * sizeof(DirectionalLightData);
scene_state.directional_lights = memnew_arr(DirectionalLightData, scene_state.max_directional_lights);
scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);

View File

@ -1190,7 +1190,7 @@ FRAGMENT_SHADER_CODE
shadow = mix(shadow,1.0,smoothstep(directional_lights.data[i].fade_from,directional_lights.data[i].fade_to,vertex.z)); //done with negative values for performance
light_attenuation = vec3(shadow); //mix(directional_lights.data[i].shadow_color, vec3(1.0), shadow);
light_attenuation = mix(directional_lights.data[i].shadow_color, vec3(1.0), shadow);
}