Merge pull request #75468 from Ansraer/four_is_overkill
[3.x] Add support for 3 dir shadow splits
This commit is contained in:
commit
5f9cbe514d
11 changed files with 183 additions and 21 deletions
|
@ -24,7 +24,7 @@
|
|||
<member name="directional_shadow_max_distance" type="float" setter="set_param" getter="get_param" default="100.0">
|
||||
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).
|
||||
</member>
|
||||
<member name="directional_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="DirectionalLight.ShadowMode" default="2">
|
||||
<member name="directional_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="DirectionalLight.ShadowMode" default="3">
|
||||
The light's shadow rendering algorithm. See [enum ShadowMode].
|
||||
</member>
|
||||
<member name="directional_shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="0.8">
|
||||
|
@ -48,7 +48,10 @@
|
|||
<constant name="SHADOW_PARALLEL_2_SPLITS" value="1" enum="ShadowMode">
|
||||
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.
|
||||
</constant>
|
||||
<constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode">
|
||||
<constant name="SHADOW_PARALLEL_3_SPLITS" value="2" enum="ShadowMode">
|
||||
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.
|
||||
</constant>
|
||||
<constant name="SHADOW_PARALLEL_4_SPLITS" value="3" enum="ShadowMode">
|
||||
Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.
|
||||
</constant>
|
||||
<constant name="SHADOW_DEPTH_RANGE_STABLE" value="0" enum="ShadowDepthRange">
|
||||
|
|
|
@ -3675,7 +3675,10 @@
|
|||
<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS" value="1" enum="LightDirectionalShadowMode">
|
||||
Use 2 splits for shadow projection when using directional light.
|
||||
</constant>
|
||||
<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS" value="2" enum="LightDirectionalShadowMode">
|
||||
<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS" value="2" enum="LightDirectionalShadowMode">
|
||||
Use 3 splits for shadow projection when using directional light.
|
||||
</constant>
|
||||
<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS" value="3" enum="LightDirectionalShadowMode">
|
||||
Use 4 splits for shadow projection when using directional light.
|
||||
</constant>
|
||||
<constant name="LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE" value="0" enum="LightDirectionalShadowDepthRangeMode">
|
||||
|
|
|
@ -514,6 +514,7 @@ int RasterizerSceneGLES2::get_directional_light_shadow_size(RID p_light_intance)
|
|||
case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
|
||||
break; //none
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS:
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
|
||||
shadow_size /= 2;
|
||||
break;
|
||||
|
@ -1915,6 +1916,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
|
|||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM3, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
|
||||
|
||||
|
@ -1936,6 +1938,9 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
|
|||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true);
|
||||
|
||||
} break;
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS: {
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM3, true);
|
||||
} break;
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true);
|
||||
} break;
|
||||
|
@ -2023,6 +2028,10 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
|
|||
shadow_count = 2;
|
||||
} break;
|
||||
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS: {
|
||||
shadow_count = 3;
|
||||
} break;
|
||||
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
|
||||
shadow_count = 4;
|
||||
} break;
|
||||
|
@ -2034,7 +2043,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
|
|||
uint32_t width = light->directional_rect.size.x;
|
||||
uint32_t height = light->directional_rect.size.y;
|
||||
|
||||
if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
|
||||
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) {
|
||||
width /= 2;
|
||||
height /= 2;
|
||||
|
||||
|
@ -2670,6 +2679,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
|
|||
state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM3, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, false);
|
||||
|
@ -3717,7 +3727,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
|
|||
width = light_instance->directional_rect.size.width;
|
||||
height = light_instance->directional_rect.size.height;
|
||||
|
||||
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;
|
||||
|
||||
|
|
|
@ -166,18 +166,19 @@ uniform highp float shadow_dual_paraboloid_render_side;
|
|||
uniform highp mat4 light_shadow_matrix;
|
||||
varying highp vec4 shadow_coord;
|
||||
|
||||
#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
|
||||
#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
|
||||
uniform highp mat4 light_shadow_matrix2;
|
||||
varying highp vec4 shadow_coord2;
|
||||
#endif
|
||||
|
||||
#if defined(LIGHT_USE_PSSM4)
|
||||
|
||||
#if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
|
||||
uniform highp mat4 light_shadow_matrix3;
|
||||
uniform highp mat4 light_shadow_matrix4;
|
||||
varying highp vec4 shadow_coord3;
|
||||
varying highp vec4 shadow_coord4;
|
||||
#endif
|
||||
|
||||
#if defined(LIGHT_USE_PSSM4)
|
||||
uniform highp mat4 light_shadow_matrix4;
|
||||
varying highp vec4 shadow_coord4;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
@ -652,14 +653,16 @@ VERTEX_SHADER_CODE
|
|||
vec4 vi4 = vec4(vertex_interp, 1.0);
|
||||
shadow_coord = light_shadow_matrix * vi4;
|
||||
|
||||
#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
|
||||
#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
|
||||
shadow_coord2 = light_shadow_matrix2 * vi4;
|
||||
#endif
|
||||
|
||||
#if defined(LIGHT_USE_PSSM4)
|
||||
#if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
|
||||
shadow_coord3 = light_shadow_matrix3 * vi4;
|
||||
shadow_coord4 = light_shadow_matrix4 * vi4;
|
||||
#endif
|
||||
|
||||
#if defined(LIGHT_USE_PSSM4)
|
||||
shadow_coord4 = light_shadow_matrix4 * vi4;
|
||||
#endif
|
||||
|
||||
#endif //use shadow and use lighting
|
||||
|
@ -1105,15 +1108,19 @@ uniform highp vec4 light_split_offsets;
|
|||
|
||||
varying highp vec4 shadow_coord;
|
||||
|
||||
#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
|
||||
#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
|
||||
varying highp vec4 shadow_coord2;
|
||||
#endif
|
||||
|
||||
#if defined(LIGHT_USE_PSSM4)
|
||||
#if defined(LIGHT_USE_PSSM3) || defined(LIGHT_USE_PSSM4)
|
||||
|
||||
varying highp vec4 shadow_coord3;
|
||||
|
||||
#if defined(LIGHT_USE_PSSM4)
|
||||
|
||||
varying highp vec4 shadow_coord4;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
uniform vec4 light_clamp;
|
||||
|
@ -2033,6 +2040,55 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#endif //LIGHT_USE_PSSM4
|
||||
|
||||
#ifdef LIGHT_USE_PSSM3
|
||||
//take advantage of prefetch
|
||||
float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
|
||||
float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
|
||||
float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
|
||||
|
||||
if (depth_z < light_split_offsets.z) {
|
||||
float pssm_fade = 0.0;
|
||||
float shadow_att = 1.0;
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
float shadow_att2 = 1.0;
|
||||
float pssm_blend = 0.0;
|
||||
bool use_blend = true;
|
||||
#endif
|
||||
if (depth_z < light_split_offsets.y) {
|
||||
if (depth_z < light_split_offsets.x) {
|
||||
shadow_att = shadow1;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
shadow_att2 = shadow2;
|
||||
|
||||
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
||||
#endif
|
||||
} else {
|
||||
shadow_att = shadow2;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
shadow_att2 = shadow3;
|
||||
|
||||
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
||||
#endif
|
||||
}
|
||||
} else {
|
||||
shadow_att = shadow3;
|
||||
|
||||
#if defined(LIGHT_USE_PSSM_BLEND)
|
||||
use_blend = false;
|
||||
#endif
|
||||
}
|
||||
#if defined(LIGHT_USE_PSSM_BLEND)
|
||||
if (use_blend) {
|
||||
shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
|
||||
}
|
||||
#endif
|
||||
light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att);
|
||||
}
|
||||
|
||||
#endif //LIGHT_USE_PSSM3
|
||||
|
||||
#ifdef LIGHT_USE_PSSM2
|
||||
|
||||
//take advantage of prefetch
|
||||
|
@ -2073,7 +2129,7 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#endif //LIGHT_USE_PSSM2
|
||||
|
||||
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
|
||||
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM3) && !defined(LIGHT_USE_PSSM2)
|
||||
|
||||
light_att *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord));
|
||||
#endif //orthogonal
|
||||
|
@ -2083,6 +2139,8 @@ FRAGMENT_SHADER_CODE
|
|||
{
|
||||
#ifdef LIGHT_USE_PSSM4
|
||||
if (depth_z < light_split_offsets.w) {
|
||||
#elif defined(LIGHT_USE_PSSM3)
|
||||
if (depth_z < light_split_offsets.z) {
|
||||
#elif defined(LIGHT_USE_PSSM2)
|
||||
if (depth_z < light_split_offsets.y) {
|
||||
#else
|
||||
|
@ -2139,6 +2197,35 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#endif // LIGHT_USE_PSSM4
|
||||
|
||||
#ifdef LIGHT_USE_PSSM3
|
||||
|
||||
if (depth_z < light_split_offsets.y) {
|
||||
if (depth_z < light_split_offsets.x) {
|
||||
pssm_coord = shadow_coord;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
pssm_coord2 = shadow_coord2;
|
||||
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
||||
#endif
|
||||
} else {
|
||||
pssm_coord = shadow_coord2;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
pssm_coord2 = shadow_coord3;
|
||||
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
||||
#endif
|
||||
}
|
||||
} else {
|
||||
pssm_coord = shadow_coord3;
|
||||
pssm_fade = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
|
||||
|
||||
#if defined(LIGHT_USE_PSSM_BLEND)
|
||||
use_blend = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // LIGHT_USE_PSSM3
|
||||
|
||||
#ifdef LIGHT_USE_PSSM2
|
||||
if (depth_z < light_split_offsets.x) {
|
||||
pssm_coord = shadow_coord;
|
||||
|
@ -2157,7 +2244,7 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#endif // LIGHT_USE_PSSM2
|
||||
|
||||
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
|
||||
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM3) && !defined(LIGHT_USE_PSSM2)
|
||||
{
|
||||
pssm_coord = shadow_coord;
|
||||
}
|
||||
|
|
|
@ -463,6 +463,7 @@ int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance)
|
|||
case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
|
||||
break; //none
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS:
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
|
||||
shadow_size /= 2;
|
||||
break;
|
||||
|
@ -2040,9 +2041,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
|
|||
state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false);
|
||||
|
@ -2067,6 +2068,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
|
|||
state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, use_directional);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
|
||||
|
@ -2085,6 +2087,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
|
|||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, true);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits);
|
||||
break;
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS:
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, true);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits);
|
||||
break;
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, true);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits);
|
||||
|
@ -2227,6 +2233,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
|
|||
state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false);
|
||||
|
@ -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: {
|
||||
shadow_count = 3;
|
||||
} break;
|
||||
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
|
||||
shadow_count = 4;
|
||||
} break;
|
||||
|
@ -2735,7 +2745,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
|
|||
uint32_t width = li->directional_rect.size.x;
|
||||
uint32_t height = li->directional_rect.size.y;
|
||||
|
||||
if (li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
|
||||
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;
|
||||
height /= 2;
|
||||
|
||||
|
@ -4742,7 +4752,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
|
|||
width = light_instance->directional_rect.size.x;
|
||||
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
|
||||
};
|
||||
|
||||
|
|
|
@ -2522,6 +2522,9 @@ 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;
|
||||
|
|
|
@ -2394,6 +2394,7 @@ 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