diff options
author | Rémi Verschelde <remi@verschelde.fr> | 2021-10-19 15:17:09 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-10-19 15:17:09 +0200 |
commit | 85a8939fa21f065ef7608e67612d4fe4b2b89bc7 (patch) | |
tree | d64ecc1f405908b73cf7f96c95457ff53d51cef5 /servers/rendering/renderer_scene_cull.cpp | |
parent | 9471de7e000a33f6a410f05b4628c9fe5c60ad9c (diff) | |
parent | 4fefd7cddd8b733a19291ceb1d05991471940c93 (diff) | |
download | redot-engine-85a8939fa21f065ef7608e67612d4fe4b2b89bc7.tar.gz |
Merge pull request #53790 from briansemrau/remove-distant-shadowy-void
Diffstat (limited to 'servers/rendering/renderer_scene_cull.cpp')
-rw-r--r-- | servers/rendering/renderer_scene_cull.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index bae98f8884..a7886bb6b1 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -2076,7 +2076,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in // This trick here is what stabilizes the shadow (make potential jaggies to not move) // at the cost of some wasted resolution. Still, the quality increase is very well worth it. - const real_t unit = radius * 2.0 / texture_size; + const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size; x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit); x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit); y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit); |