Merge pull request #48776 from Calinou/directional-shadow-distant-split-lower-blur

Use less blur for distant directional shadow splits
This commit is contained in:
Rémi Verschelde 2022-04-12 08:37:11 +02:00 committed by GitHub
commit 35d2efcc5e
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
2 changed files with 38 additions and 6 deletions

View file

@ -1479,62 +1479,78 @@ void main() {
} else { //no soft shadows
vec4 pssm_coord;
float blur_factor;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 0)
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
blur_factor = 1.0;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor = 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.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
} else {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
}
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, 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, pssm_coord);
if (directional_lights.data[i].blend_splits) {
float pssm_blend;
float blur_factor2;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
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);
// 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);
// 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);
// 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 {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
blur_factor2 = 1.0;
}
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, 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, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
}
}

View file

@ -1282,6 +1282,7 @@ void main() {
float depth_z = -vertex.z;
vec4 pssm_coord;
float blur_factor;
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))));
@ -1297,56 +1298,71 @@ void main() {
BIAS_FUNC(v, 0)
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
blur_factor = 1.0;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor = 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.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
} else {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
}
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, 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, pssm_coord);
if (directional_lights.data[i].blend_splits) {
float pssm_blend;
float blur_factor2;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
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);
// 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);
// 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);
// 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 {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
blur_factor2 = 1.0;
}
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, 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, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
}