Merge pull request #91191 from clayjohn/RD-soft-shadows

Properly calculate penumbra for soft shadows with reverse z
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Rémi Verschelde 2024-04-26 11:09:02 +02:00
commit 853740e2ad
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GPG Key ID: C3336907360768E1
2 changed files with 6 additions and 6 deletions

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