Fix directional shadow bias#51025
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akien-mga merged 1 commit intogodotengine:masterfrom Aug 13, 2021
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* Simplified code a lot, bias based on normalized cascade size. * Lets scale cascades, max distance, etc. without creating acne. * Fixed normal biasing in directional shadows. I removed normal biasing in both omni and spot shadows, since the technique can't be easily implemented there. Will need to be replaced by something else.
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reduz
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Jul 29, 2021
| light_data.shadow_split_offsets[j] = split; | ||
| float bias_scale = li->shadow_transform[j].bias_scale; | ||
| light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale; | ||
| light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale; |
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I used 100 to avoid integer units for the normalized bias. Could be 1000 I don know.
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Thanks! |
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I removed normal biasing in both omni and spot shadows, since the technique can't be easily implemented there.
Will need to be replaced by something else.
Bugsquad edit: This closes #45115.