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authorclayjohn <claynjohn@gmail.com>2024-06-21 18:15:14 -0700
committerclayjohn <claynjohn@gmail.com>2024-06-21 18:15:27 -0700
commitd61fae36f3061d156d2da7b3208e982e37c1c6b5 (patch)
treea67f667d71b85614f90d6939009bcb0cbda3fa71
parente2fc6d38cb240ea23bd5700514f8a8ce7011e89c (diff)
downloadredot-engine-d61fae36f3061d156d2da7b3208e982e37c1c6b5.tar.gz
Various fixes for transmittance effect
Use correct shadow sampling for omni and spot lights Disable transmittance if shadows are disabled Correct DirectionalLight transmittance bias to match shadow bias (its still pretty sensitive though)
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl59
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp2
3 files changed, 37 insertions, 29 deletions
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 20b080da4d..a7148aa0e2 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -1983,7 +1983,7 @@ void fragment_shader(in SceneData scene_data) {
#ifdef LIGHT_TRANSMITTANCE_USED
float transmittance_z = transmittance_depth;
-
+#ifndef SHADOWS_DISABLED
if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
@@ -2030,7 +2030,8 @@ void fragment_shader(in SceneData scene_data) {
transmittance_z = z - shadow_z;
}
}
-#endif
+#endif // !SHADOWS_DISABLED
+#endif // LIGHT_TRANSMITTANCE_USED
float shadow = 1.0;
#ifndef SHADOWS_DISABLED
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 40ca74ae07..9278b47267 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -582,34 +582,39 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
float transmittance_z = transmittance_depth; //no transmittance by default
transmittance_color.a *= light_attenuation;
- {
- vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
+#ifndef SHADOWS_DISABLED
+ if (omni_lights.data[idx].shadow_opacity > 0.001) {
+ // Redo shadowmapping, but shrink the model a bit to avoid artifacts.
+ vec2 texel_size = scene_data_block.data.shadow_atlas_pixel_size;
+ vec4 uv_rect = omni_lights.data[idx].atlas_rect;
+ uv_rect.xy += texel_size;
+ uv_rect.zw -= texel_size * 2.0;
- //redo shadowmapping, but shrink the model a bit to avoid artifacts
- vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0));
+ // Omni lights use direction.xy to store to store the offset between the two paraboloid regions
+ vec2 flip_offset = omni_lights.data[idx].direction.xy;
- float shadow_len = length(splane.xyz);
- splane.xyz = normalize(splane.xyz);
+ vec3 local_vert = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal) * omni_lights.data[idx].transmittance_bias, 1.0)).xyz;
- if (splane.z >= 0.0) {
- splane.z += 1.0;
- clamp_rect.y += clamp_rect.w;
- } else {
- splane.z = 1.0 - splane.z;
- }
+ float shadow_len = length(local_vert); //need to remember shadow len from here
+ vec3 shadow_sample = normalize(local_vert);
- splane.xy /= splane.z;
+ if (shadow_sample.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ flip_offset *= -1.0;
+ }
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * omni_lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data_block.data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data_block.data.shadow_atlas_pixel_size );
- splane.w = 1.0; //needed? i think it should be 1 already
+ shadow_sample.z = 1.0 + abs(shadow_sample.z);
+ vec2 pos = shadow_sample.xy / shadow_sample.z;
+ float depth = shadow_len * omni_lights.data[idx].inv_radius;
+ depth = 1.0 - depth;
- float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r;
- transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius;
+ pos = pos * 0.5 + 0.5;
+ pos = uv_rect.xy + pos * uv_rect.zw;
+ float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), pos, 0.0).r;
+ transmittance_z = (depth - shadow_z) / omni_lights.data[idx].inv_radius;
}
-#endif
+#endif // !SHADOWS_DISABLED
+#endif // LIGHT_TRANSMITTANCE_USED
if (sc_use_light_projector && omni_lights.data[idx].projector_rect != vec4(0.0)) {
vec3 local_v = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
@@ -834,12 +839,13 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
float transmittance_z = transmittance_depth;
transmittance_color.a *= light_attenuation;
- {
- vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
+#ifndef SHADOWS_DISABLED
+ if (spot_lights.data[idx].shadow_opacity > 0.001) {
+ vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal) * spot_lights.data[idx].transmittance_bias, 1.0));
splane /= splane.w;
- splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
- float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r;
+ vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z);
+ float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), shadow_uv.xy, 0.0).r;
shadow_z = shadow_z * 2.0 - 1.0;
float z_far = 1.0 / spot_lights.data[idx].inv_radius;
@@ -850,7 +856,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float z = dot(spot_dir, -light_rel_vec);
transmittance_z = z - shadow_z;
}
-#endif //LIGHT_TRANSMITTANCE_USED
+#endif // !SHADOWS_DISABLED
+#endif // LIGHT_TRANSMITTANCE_USED
if (sc_use_light_projector && spot_lights.data[idx].projector_rect != vec4(0.0)) {
vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index 3d294ca8cb..8b2bb14b76 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -685,7 +685,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
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;
- light_data.shadow_transmittance_bias[j] = light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] * bias_scale;
+ 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;
RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]);