diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml
index afd85a9cb75..233b1f0c16e 100644
--- a/doc/classes/DirectionalLight3D.xml
+++ b/doc/classes/DirectionalLight3D.xml
@@ -41,6 +41,9 @@
+
+ If [code]true[/code], this [DirectionalLight3D] will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
+
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 22a9925d4bc..5e132e01844 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1423,6 +1423,17 @@
Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options.
+
+
+
+
+
+
+
+
+ If [code]true[/code], this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
+
+
diff --git a/drivers/dummy/rasterizer_dummy.h b/drivers/dummy/rasterizer_dummy.h
index dceda8e34f3..fdd41f1d465 100644
--- a/drivers/dummy/rasterizer_dummy.h
+++ b/drivers/dummy/rasterizer_dummy.h
@@ -599,6 +599,8 @@ public:
void light_directional_set_blend_splits(RID p_light, bool p_enable) override {}
bool light_directional_get_blend_splits(RID p_light) const override { return false; }
void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) override {}
+ void light_directional_set_sky_only(RID p_light, bool p_sky_only) override {}
+ bool light_directional_is_sky_only(RID p_light) const override { return false; }
RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const override { return RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; }
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override { return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp
index 2dc3cd32309..3f816535f54 100644
--- a/scene/3d/light_3d.cpp
+++ b/scene/3d/light_3d.cpp
@@ -394,6 +394,15 @@ bool DirectionalLight3D::is_blend_splits_enabled() const {
return blend_splits;
}
+void DirectionalLight3D::set_sky_only(bool p_sky_only) {
+ sky_only = p_sky_only;
+ RS::get_singleton()->light_directional_set_sky_only(light, p_sky_only);
+}
+
+bool DirectionalLight3D::is_sky_only() const {
+ return sky_only;
+}
+
void DirectionalLight3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight3D::set_shadow_mode);
ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight3D::get_shadow_mode);
@@ -404,6 +413,9 @@ void DirectionalLight3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits);
ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled);
+ ClassDB::bind_method(D_METHOD("set_sky_only", "priority"), &DirectionalLight3D::set_sky_only);
+ ClassDB::bind_method(D_METHOD("is_sky_only"), &DirectionalLight3D::is_sky_only);
+
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_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET);
@@ -415,6 +427,8 @@ void DirectionalLight3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_EXP_RANGE, "0,8192,0.1,or_greater"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_EXP_RANGE, "0,1024,0.1,or_greater"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE);
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_in_sky_only"), "set_sky_only", "is_sky_only");
+
BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h
index 69c0478b866..08287a33131 100644
--- a/scene/3d/light_3d.h
+++ b/scene/3d/light_3d.h
@@ -158,6 +158,7 @@ private:
bool blend_splits;
ShadowMode shadow_mode;
ShadowDepthRange shadow_depth_range;
+ bool sky_only = false;
protected:
static void _bind_methods();
@@ -172,6 +173,9 @@ public:
void set_blend_splits(bool p_enable);
bool is_blend_splits_enabled() const;
+ void set_sky_only(bool p_sky_only);
+ bool is_sky_only() const;
+
DirectionalLight3D();
};
diff --git a/servers/rendering/rasterizer.h b/servers/rendering/rasterizer.h
index 4df140f8c3b..97ebcdba84a 100644
--- a/servers/rendering/rasterizer.h
+++ b/servers/rendering/rasterizer.h
@@ -522,6 +522,8 @@ public:
virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
virtual bool light_directional_get_blend_splits(RID p_light) const = 0;
+ virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0;
+ virtual bool light_directional_is_sky_only(RID p_light) const = 0;
virtual void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
virtual RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0;
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
index 12fcc6fbb97..f9d73b75f90 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -1186,6 +1186,11 @@ void RasterizerSceneRD::sdfgi_update_probes(RID p_render_buffers, RID p_environm
LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
ERR_CONTINUE(!li);
+
+ if (storage->light_directional_is_sky_only(li->light)) {
+ continue;
+ }
+
Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
dir.y *= rb->sdfgi->y_mult;
dir.normalize();
@@ -4392,6 +4397,11 @@ void RasterizerSceneRD::gi_probe_update(RID p_probe, bool p_update_light_instanc
RID light = light_instance_get_base_light(light_instance);
l.type = storage->light_get_type(light);
+ if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) {
+ light_count--;
+ continue;
+ }
+
l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
@@ -5931,7 +5941,40 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
RS::LightType type = storage->light_get_type(base);
switch (type) {
case RS::LIGHT_DIRECTIONAL: {
- if (r_directional_light_count >= cluster.max_directional_lights) {
+ // Copy to SkyDirectionalLightData
+ if (r_directional_light_count < sky_scene_state.max_directional_lights) {
+ SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[r_directional_light_count];
+ Transform light_transform = light_instance_get_base_transform(li);
+ Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
+
+ sky_light_data.direction[0] = world_direction.x;
+ sky_light_data.direction[1] = world_direction.y;
+ sky_light_data.direction[2] = -world_direction.z;
+
+ float sign = storage->light_is_negative(base) ? -1 : 1;
+ sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
+
+ Color linear_col = storage->light_get_color(base).to_linear();
+ sky_light_data.color[0] = linear_col.r;
+ sky_light_data.color[1] = linear_col.g;
+ sky_light_data.color[2] = linear_col.b;
+
+ sky_light_data.enabled = true;
+
+ float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ if (angular_diameter > 0.0) {
+ // I know tan(0) is 0, but let's not risk it with numerical precision.
+ // technically this will keep expanding until reaching the sun, but all we care
+ // is expand until we reach the radius of the near plane (there can't be more occluders than that)
+ angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ } else {
+ angular_diameter = 0.0;
+ }
+ sky_light_data.size = angular_diameter;
+ sky_scene_state.ubo.directional_light_count++;
+ }
+
+ if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
continue;
}
@@ -6074,27 +6117,6 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
}
}
- // Copy to SkyDirectionalLightData
- if (r_directional_light_count < sky_scene_state.max_directional_lights) {
- SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[r_directional_light_count];
-
- Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
-
- sky_light_data.direction[0] = world_direction.x;
- sky_light_data.direction[1] = world_direction.y;
- sky_light_data.direction[2] = -world_direction.z;
-
- sky_light_data.energy = light_data.energy / Math_PI;
-
- sky_light_data.color[0] = light_data.color[0];
- sky_light_data.color[1] = light_data.color[1];
- sky_light_data.color[2] = light_data.color[2];
-
- sky_light_data.enabled = true;
- sky_light_data.size = angular_diameter;
- sky_scene_state.ubo.directional_light_count++;
- }
-
r_directional_light_count++;
} break;
case RS::LIGHT_SPOT:
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
index 444ef9c49a3..a4d79ffc87c 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
@@ -5120,6 +5120,20 @@ bool RasterizerStorageRD::light_directional_get_blend_splits(RID p_light) const
return light->directional_blend_splits;
}
+void RasterizerStorageRD::light_directional_set_sky_only(RID p_light, bool p_sky_only) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_sky_only = p_sky_only;
+}
+
+bool RasterizerStorageRD::light_directional_is_sky_only(RID p_light) const {
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, false);
+
+ return light->directional_sky_only;
+}
+
RS::LightDirectionalShadowMode RasterizerStorageRD::light_directional_get_shadow_mode(RID p_light) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
index 4a708fc94f2..42dd0616b09 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
@@ -850,6 +850,7 @@ private:
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
RS::LightDirectionalShadowDepthRangeMode directional_range_mode = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
bool directional_blend_splits = false;
+ bool directional_sky_only = false;
uint64_t version = 0;
RasterizerScene::InstanceDependency instance_dependency;
@@ -1537,6 +1538,8 @@ public:
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode);
void light_directional_set_blend_splits(RID p_light, bool p_enable);
bool light_directional_get_blend_splits(RID p_light) const;
+ void light_directional_set_sky_only(RID p_light, bool p_sky_only);
+ bool light_directional_is_sky_only(RID p_light) const;
void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode);
RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
diff --git a/servers/rendering/rendering_server_raster.h b/servers/rendering/rendering_server_raster.h
index 413fcda5817..a9a1cdce265 100644
--- a/servers/rendering/rendering_server_raster.h
+++ b/servers/rendering/rendering_server_raster.h
@@ -336,6 +336,7 @@ public:
BIND2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
BIND2(light_directional_set_blend_splits, RID, bool)
+ BIND2(light_directional_set_sky_only, RID, bool)
BIND2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
/* PROBE API */
diff --git a/servers/rendering/rendering_server_scene.cpp b/servers/rendering/rendering_server_scene.cpp
index ae6786090ab..b933a550e27 100644
--- a/servers/rendering/rendering_server_scene.cpp
+++ b/servers/rendering/rendering_server_scene.cpp
@@ -2169,7 +2169,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
//check shadow..
if (light) {
- if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->get()->base)) {
+ if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->get()->base) && !(RSG::storage->light_get_type(E->get()->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->get()->base))) {
lights_with_shadow[directional_shadow_count++] = E->get();
}
//add to list
@@ -2595,7 +2595,8 @@ void RenderingServerScene::render_probes() {
cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
- cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
+ cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
+ cache->sky_only != RSG::storage->light_directional_is_sky_only(instance->base)) {
cache_dirty = true;
}
}
@@ -2664,6 +2665,7 @@ void RenderingServerScene::render_probes() {
cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ cache->sky_only = RSG::storage->light_directional_is_sky_only(instance->base);
idx++;
}
diff --git a/servers/rendering/rendering_server_scene.h b/servers/rendering/rendering_server_scene.h
index 646b2a666fc..eb438be273e 100644
--- a/servers/rendering/rendering_server_scene.h
+++ b/servers/rendering/rendering_server_scene.h
@@ -350,6 +350,7 @@ public:
float spot_angle;
float spot_attenuation;
bool has_shadow;
+ bool sky_only;
};
Vector light_cache;
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index d33bdb043a0..a2ea8e75df3 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -244,6 +244,7 @@ public:
FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
FUNC2(light_directional_set_blend_splits, RID, bool)
+ FUNC2(light_directional_set_sky_only, RID, bool)
FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
/* PROBE API */
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index ea37e0c1437..ed25bf7546f 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -1617,6 +1617,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &RenderingServer::light_directional_set_shadow_mode);
ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits);
+ ClassDB::bind_method(D_METHOD("light_directional_set_sky_only", "light", "enable"), &RenderingServer::light_directional_set_sky_only);
ClassDB::bind_method(D_METHOD("light_directional_set_shadow_depth_range_mode", "light", "range_mode"), &RenderingServer::light_directional_set_shadow_depth_range_mode);
ClassDB::bind_method(D_METHOD("reflection_probe_create"), &RenderingServer::reflection_probe_create);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 236112c3fb6..432f6a2a2a6 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -436,6 +436,7 @@ public:
virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
+ virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0;
enum LightDirectionalShadowDepthRangeMode {
LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,