add support for 3 dir shadow splits
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commit
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11 changed files with 183 additions and 21 deletions
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@ -24,7 +24,7 @@
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<member name="directional_shadow_max_distance" type="float" setter="set_param" getter="get_param" default="100.0">
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The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering).
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</member>
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<member name="directional_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="DirectionalLight.ShadowMode" default="2">
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<member name="directional_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="DirectionalLight.ShadowMode" default="3">
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The light's shadow rendering algorithm. See [enum ShadowMode].
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</member>
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<member name="directional_shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="0.8">
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@ -48,7 +48,10 @@
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<constant name="SHADOW_PARALLEL_2_SPLITS" value="1" enum="ShadowMode">
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Splits the view frustum in 2 areas, each with its own shadow map. This shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant SHADOW_PARALLEL_4_SPLITS] in terms of performance.
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</constant>
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<constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode">
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<constant name="SHADOW_PARALLEL_3_SPLITS" value="2" enum="ShadowMode">
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Splits the view frustum in 3 areas, each with its own shadow map. This shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant SHADOW_PARALLEL_4_SPLITS] in terms of performance.
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</constant>
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<constant name="SHADOW_PARALLEL_4_SPLITS" value="3" enum="ShadowMode">
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Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.
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</constant>
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<constant name="SHADOW_DEPTH_RANGE_STABLE" value="0" enum="ShadowDepthRange">
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@ -3581,7 +3581,10 @@
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<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS" value="1" enum="LightDirectionalShadowMode">
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Use 2 splits for shadow projection when using directional light.
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</constant>
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<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS" value="2" enum="LightDirectionalShadowMode">
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<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS" value="2" enum="LightDirectionalShadowMode">
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Use 3 splits for shadow projection when using directional light.
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</constant>
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<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS" value="3" enum="LightDirectionalShadowMode">
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Use 4 splits for shadow projection when using directional light.
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</constant>
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<constant name="LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE" value="0" enum="LightDirectionalShadowDepthRangeMode">
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@ -514,6 +514,7 @@ int RasterizerSceneGLES2::get_directional_light_shadow_size(RID p_light_intance)
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case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
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break; //none
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS:
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
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shadow_size /= 2;
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break;
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@ -1915,6 +1916,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM3, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
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@ -1936,6 +1938,9 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true);
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} break;
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS: {
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM3, true);
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} break;
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true);
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} break;
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@ -2023,6 +2028,10 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
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shadow_count = 2;
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} break;
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS: {
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shadow_count = 3;
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} break;
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
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shadow_count = 4;
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} break;
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@ -2034,7 +2043,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
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uint32_t width = light->directional_rect.size.x;
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uint32_t height = light->directional_rect.size.y;
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if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
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if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS || light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
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width /= 2;
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height /= 2;
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@ -2670,6 +2679,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM3, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, false);
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@ -3717,7 +3727,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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width = light_instance->directional_rect.size.width;
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height = light_instance->directional_rect.size.height;
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if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
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if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS || light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
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width /= 2;
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height /= 2;
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@ -166,18 +166,19 @@ uniform highp float shadow_dual_paraboloid_render_side;
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uniform highp mat4 light_shadow_matrix;
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varying highp vec4 shadow_coord;
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#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
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#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
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uniform highp mat4 light_shadow_matrix2;
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varying highp vec4 shadow_coord2;
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#endif
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#if defined(LIGHT_USE_PSSM4)
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#if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
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uniform highp mat4 light_shadow_matrix3;
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uniform highp mat4 light_shadow_matrix4;
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varying highp vec4 shadow_coord3;
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varying highp vec4 shadow_coord4;
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#endif
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#if defined(LIGHT_USE_PSSM4)
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uniform highp mat4 light_shadow_matrix4;
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varying highp vec4 shadow_coord4;
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#endif
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#endif
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@ -625,14 +626,16 @@ VERTEX_SHADER_CODE
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vec4 vi4 = vec4(vertex_interp, 1.0);
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shadow_coord = light_shadow_matrix * vi4;
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#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
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#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
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shadow_coord2 = light_shadow_matrix2 * vi4;
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#endif
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#if defined(LIGHT_USE_PSSM4)
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#if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
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shadow_coord3 = light_shadow_matrix3 * vi4;
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shadow_coord4 = light_shadow_matrix4 * vi4;
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#endif
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#if defined(LIGHT_USE_PSSM4)
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shadow_coord4 = light_shadow_matrix4 * vi4;
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#endif
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#endif //use shadow and use lighting
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@ -1078,15 +1081,19 @@ uniform highp vec4 light_split_offsets;
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varying highp vec4 shadow_coord;
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#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
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#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
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varying highp vec4 shadow_coord2;
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#endif
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#if defined(LIGHT_USE_PSSM4)
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#if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
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varying highp vec4 shadow_coord3;
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#if defined(LIGHT_USE_PSSM4)
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varying highp vec4 shadow_coord4;
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#endif
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#endif
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uniform vec4 light_clamp;
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@ -2006,6 +2013,55 @@ FRAGMENT_SHADER_CODE
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#endif //LIGHT_USE_PSSM4
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#ifdef LIGHT_USE_PSSM3
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//take advantage of prefetch
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float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
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float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
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float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
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if (depth_z < light_split_offsets.z) {
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float pssm_fade = 0.0;
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float shadow_att = 1.0;
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#ifdef LIGHT_USE_PSSM_BLEND
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float shadow_att2 = 1.0;
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float pssm_blend = 0.0;
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bool use_blend = true;
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#endif
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if (depth_z < light_split_offsets.y) {
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if (depth_z < light_split_offsets.x) {
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shadow_att = shadow1;
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#ifdef LIGHT_USE_PSSM_BLEND
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shadow_att2 = shadow2;
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pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
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#endif
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} else {
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shadow_att = shadow2;
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#ifdef LIGHT_USE_PSSM_BLEND
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shadow_att2 = shadow3;
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pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
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#endif
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}
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} else {
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shadow_att = shadow3;
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#if defined(LIGHT_USE_PSSM_BLEND)
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use_blend = false;
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#endif
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}
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#if defined(LIGHT_USE_PSSM_BLEND)
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if (use_blend) {
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shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
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}
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#endif
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light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
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}
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#endif //LIGHT_USE_PSSM3
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#ifdef LIGHT_USE_PSSM2
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//take advantage of prefetch
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@ -2046,7 +2102,7 @@ FRAGMENT_SHADER_CODE
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#endif //LIGHT_USE_PSSM2
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#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
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#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM3) && !defined(LIGHT_USE_PSSM2)
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light_att *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord));
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#endif //orthogonal
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@ -2056,6 +2112,8 @@ FRAGMENT_SHADER_CODE
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{
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#ifdef LIGHT_USE_PSSM4
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if (depth_z < light_split_offsets.w) {
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#elif defined(LIGHT_USE_PSSM3)
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if (depth_z < light_split_offsets.z) {
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#elif defined(LIGHT_USE_PSSM2)
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if (depth_z < light_split_offsets.y) {
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#else
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@ -2112,6 +2170,35 @@ FRAGMENT_SHADER_CODE
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#endif // LIGHT_USE_PSSM4
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#ifdef LIGHT_USE_PSSM3
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if (depth_z < light_split_offsets.y) {
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if (depth_z < light_split_offsets.x) {
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pssm_coord = shadow_coord;
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#ifdef LIGHT_USE_PSSM_BLEND
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pssm_coord2 = shadow_coord2;
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pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
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#endif
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} else {
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pssm_coord = shadow_coord2;
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#ifdef LIGHT_USE_PSSM_BLEND
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pssm_coord2 = shadow_coord3;
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pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
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#endif
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}
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} else {
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pssm_coord = shadow_coord3;
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pssm_fade = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
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#if defined(LIGHT_USE_PSSM_BLEND)
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use_blend = false;
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#endif
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}
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#endif // LIGHT_USE_PSSM3
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#ifdef LIGHT_USE_PSSM2
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if (depth_z < light_split_offsets.x) {
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pssm_coord = shadow_coord;
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@ -2130,7 +2217,7 @@ FRAGMENT_SHADER_CODE
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#endif // LIGHT_USE_PSSM2
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#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
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#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM3) && !defined(LIGHT_USE_PSSM2)
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{
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pssm_coord = shadow_coord;
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}
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@ -463,6 +463,7 @@ int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance)
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case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
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break; //none
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS:
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
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shadow_size /= 2;
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break;
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@ -2040,9 +2041,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false);
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@ -2067,6 +2068,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, use_directional);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
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@ -2085,6 +2087,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, true);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits);
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break;
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS:
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, true);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits);
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break;
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case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, true);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits);
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@ -2227,6 +2233,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false);
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@ -2724,6 +2731,9 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
|
|||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
|
||||
shadow_count = 2;
|
||||
} break;
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS: {
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||||
shadow_count = 3;
|
||||
} break;
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||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
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||||
shadow_count = 4;
|
||||
} break;
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||||
|
@ -2735,7 +2745,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
|
|||
uint32_t width = li->directional_rect.size.x;
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||||
uint32_t height = li->directional_rect.size.y;
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||||
|
||||
if (li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
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||||
if (li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS || li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
|
||||
width /= 2;
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||||
height /= 2;
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||||
|
||||
|
@ -4742,7 +4752,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
|
|||
width = light_instance->directional_rect.size.x;
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||||
height = light_instance->directional_rect.size.y;
|
||||
|
||||
if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
|
||||
if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS || light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
|
||||
width /= 2;
|
||||
height /= 2;
|
||||
|
||||
|
|
|
@ -2129,11 +2129,15 @@ FRAGMENT_SHADER_CODE
|
|||
#ifdef LIGHT_USE_PSSM4 //ubershader-runtime
|
||||
value = shadow_split_offsets.w;
|
||||
#else //ubershader-runtime
|
||||
#ifdef LIGHT_USE_PSSM3 //ubershader-runtime
|
||||
value = shadow_split_offsets.z;
|
||||
#else //ubershader-runtime
|
||||
#ifdef LIGHT_USE_PSSM2 //ubershader-runtime
|
||||
value = shadow_split_offsets.y;
|
||||
#else //ubershader-runtime
|
||||
value = shadow_split_offsets.x;
|
||||
#endif //ubershader-runtime
|
||||
#endif //ubershader-runtime
|
||||
#endif //LIGHT_USE_PSSM4 //ubershader-runtime
|
||||
if (depth_z < value) {
|
||||
vec3 pssm_coord;
|
||||
|
@ -2194,6 +2198,42 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#endif //LIGHT_USE_PSSM4 //ubershader-runtime
|
||||
|
||||
#ifdef LIGHT_USE_PSSM3 //ubershader-runtime
|
||||
|
||||
if (depth_z < shadow_split_offsets.y) {
|
||||
if (depth_z < shadow_split_offsets.x) {
|
||||
highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0));
|
||||
pssm_coord = splane.xyz / splane.w;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND //ubershader-runtime
|
||||
|
||||
splane = (shadow_matrix2 * vec4(vertex, 1.0));
|
||||
pssm_coord2 = splane.xyz / splane.w;
|
||||
pssm_blend = smoothstep(0.0, shadow_split_offsets.x, depth_z);
|
||||
#endif //ubershader-runtime
|
||||
|
||||
} else {
|
||||
highp vec4 splane = (shadow_matrix2 * vec4(vertex, 1.0));
|
||||
pssm_coord = splane.xyz / splane.w;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND //ubershader-runtime
|
||||
splane = (shadow_matrix3 * vec4(vertex, 1.0));
|
||||
pssm_coord2 = splane.xyz / splane.w;
|
||||
pssm_blend = smoothstep(shadow_split_offsets.x, shadow_split_offsets.y, depth_z);
|
||||
#endif //ubershader-runtime
|
||||
}
|
||||
} else {
|
||||
highp vec4 splane = (shadow_matrix3 * vec4(vertex, 1.0));
|
||||
pssm_coord = splane.xyz / splane.w;
|
||||
pssm_fade = smoothstep(shadow_split_offsets.y, shadow_split_offsets.z, depth_z);
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND //ubershader-runtime
|
||||
use_blend = false;
|
||||
#endif //ubershader-runtime
|
||||
}
|
||||
|
||||
#endif //LIGHT_USE_PSSM3 //ubershader-runtime
|
||||
|
||||
#ifdef LIGHT_USE_PSSM2 //ubershader-runtime
|
||||
|
||||
if (depth_z < shadow_split_offsets.x) {
|
||||
|
@ -2220,12 +2260,14 @@ FRAGMENT_SHADER_CODE
|
|||
#endif //LIGHT_USE_PSSM2 //ubershader-runtime
|
||||
|
||||
#ifndef LIGHT_USE_PSSM2 //ubershader-runtime
|
||||
#ifndef LIGHT_USE_PSSM3 //ubershader-runtime
|
||||
#ifndef LIGHT_USE_PSSM4 //ubershader-runtime
|
||||
{ //regular orthogonal
|
||||
highp vec4 splane = (shadow_matrix1 * vec4(vertex, 1.0));
|
||||
pssm_coord = splane.xyz / splane.w;
|
||||
}
|
||||
#endif //ubershader-runtime
|
||||
#endif //ubershader-runtime
|
||||
#endif //ubershader-runtime
|
||||
|
||||
//one one sample
|
||||
|
|
|
@ -386,7 +386,7 @@ void DirectionalLight::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight::is_blend_splits_enabled);
|
||||
|
||||
ADD_GROUP("Directional Shadow", "directional_shadow_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal (Fast),PSSM 2 Splits (Average),PSSM 4 Splits (Slow)"), "set_shadow_mode", "get_shadow_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal (Fast),PSSM 2 Splits (Average),PSSM 3 Splits (Slow),PSSM 4 Splits (Very Slow)"), "set_shadow_mode", "get_shadow_mode");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
|
||||
|
@ -398,6 +398,7 @@ void DirectionalLight::_bind_methods() {
|
|||
|
||||
BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
|
||||
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
|
||||
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_3_SPLITS);
|
||||
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
|
||||
|
||||
BIND_ENUM_CONSTANT(SHADOW_DEPTH_RANGE_STABLE);
|
||||
|
|
|
@ -139,6 +139,7 @@ public:
|
|||
enum ShadowMode {
|
||||
SHADOW_ORTHOGONAL,
|
||||
SHADOW_PARALLEL_2_SPLITS,
|
||||
SHADOW_PARALLEL_3_SPLITS,
|
||||
SHADOW_PARALLEL_4_SPLITS
|
||||
};
|
||||
|
||||
|
|
|
@ -2514,6 +2514,9 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
|
|||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
|
||||
splits = 2;
|
||||
break;
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS:
|
||||
splits = 3;
|
||||
break;
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
|
||||
splits = 4;
|
||||
break;
|
||||
|
|
|
@ -2383,6 +2383,7 @@ void VisualServer::_bind_methods() {
|
|||
|
||||
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
|
||||
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
|
||||
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS);
|
||||
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
|
||||
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
|
||||
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED);
|
||||
|
|
|
@ -494,6 +494,7 @@ public:
|
|||
enum LightDirectionalShadowMode {
|
||||
LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL,
|
||||
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS,
|
||||
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS,
|
||||
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue