Merge pull request #60178 from Calinou/directional-shadow-normal-bias-split

Use lower shadow normal bias for distant directional shadow splits
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Thaddeus Crews 2025-03-17 10:52:13 -05:00
commit 70d37274aa
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@ -714,7 +714,9 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
light_data.shadow_split_offsets[j] = split;
float bias_scale = light_instance->shadow_transform[j].bias_scale * light_data.soft_shadow_scale;
light_data.shadow_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_BIAS] / 100.0 * bias_scale;
light_data.shadow_normal_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[j].shadow_texel_size;
// Use lower shadow normal bias for distant splits, relative to the share taken by the split.
// This helps reduce peter-panning at a distance.
light_data.shadow_normal_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[j].shadow_texel_size * light_data.shadow_split_offsets[0] / split;
light_data.shadow_transmittance_bias[j] = light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] / 100.0 * bias_scale;
light_data.shadow_z_range[j] = light_instance->shadow_transform[j].farplane;
light_data.shadow_range_begin[j] = light_instance->shadow_transform[j].range_begin;