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Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260
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34 changed files with 1032 additions and 291 deletions
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@ -2030,7 +2030,6 @@ void RenderingServer::_bind_methods() {
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BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION);
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BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ANGLE);
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BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ATTENUATION);
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BIND_ENUM_CONSTANT(LIGHT_PARAM_CONTACT_SHADOW_SIZE);
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BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_MAX_DISTANCE);
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BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET);
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BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET);
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@ -2038,7 +2037,6 @@ void RenderingServer::_bind_methods() {
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BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_FADE_START);
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BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS);
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BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS);
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BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE);
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BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
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BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
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@ -2098,6 +2096,7 @@ void RenderingServer::_bind_methods() {
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BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE);
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BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO);
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BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER);
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BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_PSSM_SPLITS);
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BIND_ENUM_CONSTANT(SKY_MODE_QUALITY);
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BIND_ENUM_CONSTANT(SKY_MODE_REALTIME);
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