Fix several issues with directional shadows

- Internally disable blend splits in orthogonal directional shadow mode
- Fix soft shadows ignoring fade and blend_splits
- Fix soft shadow edge stability
This commit is contained in:
Brian Semrau 2021-10-12 19:16:23 -04:00
parent 004b44e915
commit 4fefd7cddd
5 changed files with 27 additions and 39 deletions

View File

@ -11,7 +11,7 @@
</tutorials>
<members>
<member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false">
If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits.
If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. This is ignored when [member directional_shadow_mode] is [code]SHADOW_ORTHOGONAL[/code].
</member>
<member name="directional_shadow_fade_start" type="float" setter="set_param" getter="get_param" default="0.8">
Proportion of [member directional_shadow_max_distance] at which point the shadow starts to fade. At [member directional_shadow_max_distance] the shadow will disappear.
@ -29,7 +29,7 @@
The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code].
</member>
<member name="directional_shadow_split_2" type="float" setter="set_param" getter="get_param" default="0.2">
The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code].
The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code].
</member>
<member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param" default="0.5">
The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code].

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@ -32,7 +32,7 @@
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
</member>
<member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0">
The light's angular size in degrees. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code].
The light's angular size in degrees. Increasing this will make shadows softer at greater distances. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code].
</member>
<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="1">
The light's bake mode. See [enum BakeMode].

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@ -3026,7 +3026,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
light_data.blend_splits = storage->light_directional_get_blend_splits(base);
light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && storage->light_directional_get_blend_splits(base);
for (int j = 0; j < 4; j++) {
Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
CameraMatrix matrix = li->shadow_transform[j].camera;

View File

@ -1270,21 +1270,21 @@ void main() {
float shadow = 1.0;
//version with soft shadows, more expensive
if (directional_lights.data[i].shadow_enabled) {
if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) {
float depth_z = -vertex.z;
float depth_z = -vertex.z;
vec3 light_dir = directional_lights.data[i].direction;
vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
vec3 shadow_color = vec3(0.0);
vec3 light_dir = directional_lights.data[i].direction;
#define BIAS_FUNC(m_var, m_idx) \
m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
normal_bias -= light_dir * dot(light_dir, normal_bias); \
#define BIAS_FUNC(m_var, m_idx) \
m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
normal_bias -= light_dir * dot(light_dir, normal_bias); \
m_var.xyz += normal_bias;
uint blend_index = 0;
//version with soft shadows, more expensive
if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) {
uint blend_count = 0;
const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
@ -1299,10 +1299,10 @@ void main() {
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
blend_index++;
blend_count++;
}
if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
@ -1316,7 +1316,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
if (blend_index == 0) {
if (blend_count == 0) {
shadow = s;
} else {
//blend
@ -1324,10 +1324,10 @@ void main() {
shadow = mix(shadow, s, blend);
}
blend_index++;
blend_count++;
}
if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
@ -1341,7 +1341,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
if (blend_index == 0) {
if (blend_count == 0) {
shadow = s;
} else {
//blend
@ -1349,10 +1349,10 @@ void main() {
shadow = mix(shadow, s, blend);
}
blend_index++;
blend_count++;
}
if (blend_index < 2) {
if (blend_count < blend_max) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
@ -1366,7 +1366,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
if (blend_index == 0) {
if (blend_count == 0) {
shadow = s;
} else {
//blend
@ -1375,21 +1375,9 @@ void main() {
}
}
#undef BIAS_FUNC
} else { //no soft shadows
float depth_z = -vertex.z;
vec4 pssm_coord;
vec3 light_dir = directional_lights.data[i].direction;
vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
#define BIAS_FUNC(m_var, m_idx) \
m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
normal_bias -= light_dir * dot(light_dir, normal_bias); \
m_var.xyz += normal_bias;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
@ -1448,11 +1436,11 @@ void main() {
float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
}
}
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
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
#undef BIAS_FUNC
}
} // shadows
if (i < 4) {

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@ -2076,7 +2076,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
// This trick here is what stabilizes the shadow (make potential jaggies to not move)
// at the cost of some wasted resolution. Still, the quality increase is very well worth it.
const real_t unit = radius * 2.0 / texture_size;
const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size;
x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit);
x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit);
y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);