Merge pull request #91191 from clayjohn/RD-soft-shadows
Properly calculate penumbra for soft shadows with reverse z
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853740e2ad
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@ -2057,7 +2057,7 @@ void fragment_shader(in SceneData scene_data) {
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shadow = 1.0;
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#endif
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float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0;
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float size_A = sc_use_directional_soft_shadows ? directional_lights.data[i].size : 0.0;
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light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A,
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#ifndef DEBUG_DRAW_PSSM_SPLITS
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@ -375,7 +375,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
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for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) {
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vec2 suv = pssm_coord.xy + (disk_rotation * scene_data_block.data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
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float d = textureLod(sampler2D(shadow, SAMPLER_LINEAR_CLAMP), suv, 0.0).r;
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if (d < pssm_coord.z) {
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if (d > pssm_coord.z) {
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blocker_average += d;
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blocker_count += 1.0;
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}
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@ -384,7 +384,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
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if (blocker_count > 0.0) {
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//blockers found, do soft shadow
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blocker_average /= blocker_count;
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float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
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float penumbra = (-pssm_coord.z + blocker_average) / (1.0 - blocker_average);
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tex_scale *= penumbra;
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float s = 0.0;
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@ -488,7 +488,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
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if (blocker_count > 0.0) {
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//blockers found, do soft shadow
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blocker_average /= blocker_count;
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float penumbra = (z_norm + blocker_average) / blocker_average;
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float penumbra = (-z_norm + blocker_average) / (1.0 - blocker_average);
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tangent *= penumbra;
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bitangent *= penumbra;
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@ -736,7 +736,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
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vec2 suv = shadow_uv + (disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy) * uv_size;
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suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
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float d = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), suv, 0.0).r;
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if (d < splane.z) {
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if (d > splane.z) {
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blocker_average += d;
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blocker_count += 1.0;
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}
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@ -745,7 +745,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
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if (blocker_count > 0.0) {
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//blockers found, do soft shadow
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blocker_average /= blocker_count;
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float penumbra = (z_norm - blocker_average) / blocker_average;
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float penumbra = (-z_norm + blocker_average) / (1.0 - blocker_average);
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uv_size *= penumbra;
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shadow = 0.0;
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