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authormrjustaguy <50302479+mrjustaguy@users.noreply.github.com>2023-10-02 10:56:27 +0200
committermrjustaguy <50302479+mrjustaguy@users.noreply.github.com>2023-10-02 13:22:51 +0200
commitdd3d380a01c71b7b4826e2f573793c86aa5f5c10 (patch)
tree773d290f4e0d4e0b820a4c2332f4b524b41c0672
parent0ca8542329888e8dccba89d59d3b728090c29991 (diff)
downloadredot-engine-dd3d380a01c71b7b4826e2f573793c86aa5f5c10.tar.gz
Improve Split Blending
Improve Split Blending Logic
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl10
2 files changed, 10 insertions, 10 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 878b629c25..7ab6665722 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
@@ -1765,7 +1765,7 @@ void fragment_shader(in SceneData scene_data) {
pssm_coord /= pssm_coord.w;
- shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord);
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord);
if (directional_lights.data[i].blend_splits) {
float pssm_blend;
@@ -1775,21 +1775,21 @@ void fragment_shader(in SceneData scene_data) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
- pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x - directional_lights.data[i].shadow_split_offsets.x * 0.1, directional_lights.data[i].shadow_split_offsets.x, depth_z);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
- pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y - directional_lights.data[i].shadow_split_offsets.y * 0.1, directional_lights.data[i].shadow_split_offsets.y, depth_z);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
- pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.z - directional_lights.data[i].shadow_split_offsets.z * 0.1, directional_lights.data[i].shadow_split_offsets.z, depth_z);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
} else {
@@ -1799,7 +1799,7 @@ void fragment_shader(in SceneData scene_data) {
pssm_coord /= pssm_coord.w;
- float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord);
+ float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
}
}
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 7f6a9a50e5..a7a5bc0544 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -1474,7 +1474,7 @@ void main() {
pssm_coord /= pssm_coord.w;
- shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord);
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord);
if (directional_lights.data[i].blend_splits) {
float pssm_blend;
@@ -1484,21 +1484,21 @@ void main() {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
- pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x - directional_lights.data[i].shadow_split_offsets.x * 0.1, directional_lights.data[i].shadow_split_offsets.x, depth_z);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
- pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y - directional_lights.data[i].shadow_split_offsets.y * 0.1, directional_lights.data[i].shadow_split_offsets.y, depth_z);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
- pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.z - directional_lights.data[i].shadow_split_offsets.z * 0.1, directional_lights.data[i].shadow_split_offsets.z, depth_z);
// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
} else {
@@ -1508,7 +1508,7 @@ void main() {
pssm_coord /= pssm_coord.w;
- float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord);
+ float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
}