Improve Split Blending
Improve Split Blending Logic
This commit is contained in:
parent
0ca8542329
commit
dd3d380a01
@ -1765,7 +1765,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
|
||||
pssm_coord /= pssm_coord.w;
|
||||
|
||||
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord);
|
||||
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord);
|
||||
|
||||
if (directional_lights.data[i].blend_splits) {
|
||||
float pssm_blend;
|
||||
@ -1775,21 +1775,21 @@ void fragment_shader(in SceneData scene_data) {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 1)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
||||
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x - directional_lights.data[i].shadow_split_offsets.x * 0.1, directional_lights.data[i].shadow_split_offsets.x, depth_z);
|
||||
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
||||
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
|
||||
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 2)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y - directional_lights.data[i].shadow_split_offsets.y * 0.1, directional_lights.data[i].shadow_split_offsets.y, depth_z);
|
||||
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
||||
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
|
||||
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 3)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.z - directional_lights.data[i].shadow_split_offsets.z * 0.1, directional_lights.data[i].shadow_split_offsets.z, depth_z);
|
||||
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
||||
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
|
||||
} else {
|
||||
@ -1799,7 +1799,7 @@ void fragment_shader(in SceneData scene_data) {
|
||||
|
||||
pssm_coord /= pssm_coord.w;
|
||||
|
||||
float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord);
|
||||
float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord);
|
||||
shadow = mix(shadow, shadow2, pssm_blend);
|
||||
}
|
||||
}
|
||||
|
@ -1474,7 +1474,7 @@ void main() {
|
||||
|
||||
pssm_coord /= pssm_coord.w;
|
||||
|
||||
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord);
|
||||
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord);
|
||||
|
||||
if (directional_lights.data[i].blend_splits) {
|
||||
float pssm_blend;
|
||||
@ -1484,21 +1484,21 @@ void main() {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 1)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
||||
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x - directional_lights.data[i].shadow_split_offsets.x * 0.1, directional_lights.data[i].shadow_split_offsets.x, depth_z);
|
||||
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
||||
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
|
||||
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 2)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y - directional_lights.data[i].shadow_split_offsets.y * 0.1, directional_lights.data[i].shadow_split_offsets.y, depth_z);
|
||||
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
||||
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
|
||||
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
|
||||
vec4 v = vec4(vertex, 1.0);
|
||||
BIAS_FUNC(v, 3)
|
||||
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
|
||||
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.z - directional_lights.data[i].shadow_split_offsets.z * 0.1, directional_lights.data[i].shadow_split_offsets.z, depth_z);
|
||||
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
|
||||
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
|
||||
} else {
|
||||
@ -1508,7 +1508,7 @@ void main() {
|
||||
|
||||
pssm_coord /= pssm_coord.w;
|
||||
|
||||
float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord);
|
||||
float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord);
|
||||
shadow = mix(shadow, shadow2, pssm_blend);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user