Less shadow bias for bigger maps
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@ -1534,6 +1534,8 @@ class ArmoryExporter:
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o['shadowmap_size'] = int(rpdat.rp_shadowmap)
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if o['type'] == 'sun': # Scale bias for ortho light matrix
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o['shadows_bias'] *= 25.0
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if o['shadowmap_size'] > 1024:
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o['shadows_bias'] *= 1 / (o['shadowmap_size'] / 1024) # Less bias for bigger maps
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if (objtype == 'POINT' or objtype == 'SPOT') and objref.shadow_soft_size > 0.1:
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o['lamp_size'] = objref.shadow_soft_size * 10 # Match to Cycles
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gapi = arm.utils.get_gapi()
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@ -1,6 +1,7 @@
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import bpy
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import arm.assets as assets
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import arm.utils
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import arm.log as log
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def build():
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assets_path = arm.utils.get_sdk_path() + 'armory/Assets/'
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@ -191,10 +192,13 @@ def build():
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assets.add_khafile_def('rp_dynres')
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if rpdat.arm_soft_shadows == 'On':
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assets.add_shader2('dilate_pass', 'dilate_pass')
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assets.add_shader2('visibility_pass', 'visibility_pass')
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assets.add_shader2('blur_shadow_pass', 'blur_shadow_pass')
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assets.add_khafile_def('rp_soft_shadows')
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wrd.world_defs += '_SoftShadows'
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if rpdat.arm_soft_shadows_penumbra != 1:
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wrd.world_defs += '_PenumbraScale'
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if rpdat.rp_shadowmap_cascades == '1':
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assets.add_shader2('dilate_pass', 'dilate_pass')
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assets.add_shader2('visibility_pass', 'visibility_pass')
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assets.add_shader2('blur_shadow_pass', 'blur_shadow_pass')
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assets.add_khafile_def('rp_soft_shadows')
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wrd.world_defs += '_SoftShadows'
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if rpdat.arm_soft_shadows_penumbra != 1:
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wrd.world_defs += '_PenumbraScale'
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else:
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log.warn('To enable soft shadows set "Armory Render Path - Cascades" to 1 for now')
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