From 769c33abdfde748e2713d66dd2a2fbef346fc878 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 23 Oct 2021 17:23:25 +0200 Subject: [PATCH] Backport DirectionalLight `fade_start` property to `3.x` - Implement shadow fading when using the Orthogonal shadow mode (like in `master`). This allows customizing the distance at which directional shadows start to fade away. Shadow fading will also always start at the same distance now, regardless of the current shadow mode in use. This is useful for enclosed levels to prevent shadows from fading at all with a well-tuned maximum distance. The default fade start value (0.8) results in fading happening later in the distance compared to the previous behavior, where fading started from the last shadow split distance (0.6 in PSSM 4 Splits and 0.1 in PSSM 2 Splits). --- doc/classes/DirectionalLight.xml | 3 +++ doc/classes/Light.xml | 3 +++ doc/classes/RenderingServer.xml | 3 +++ drivers/gles2/rasterizer_scene_gles2.cpp | 6 ++++++ drivers/gles2/rasterizer_storage_gles2.cpp | 4 +++- drivers/gles2/shaders/scene.glsl | 15 ++++----------- scene/3d/light.cpp | 4 ++++ scene/3d/light.h | 1 + servers/rendering_server.cpp | 1 + 9 files changed, 28 insertions(+), 12 deletions(-) diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml index d05a98bcdd..a0880f545c 100644 --- a/doc/classes/DirectionalLight.xml +++ b/doc/classes/DirectionalLight.xml @@ -21,6 +21,9 @@ Optimizes shadow rendering for detail versus movement. See [enum ShadowDepthRange]. + + Proportion of [member directional_shadow_max_distance] at which point the shadow starts to fade. At [member directional_shadow_max_distance], the shadow will disappear. The default value is a balance between smooth fading and distant shadow visibility. If the camera moves fast and the [member directional_shadow_max_distance] is low, consider lowering [member directional_shadow_fade_start] below [code]0.8[/code] to make shadow transitions less noticeable. On the other hand, if you tuned [member directional_shadow_max_distance] to cover the entire scene, you can set [member directional_shadow_fade_start] to [code]1.0[/code] to prevent the shadow from fading in the distance (it will suddenly cut off instead). + The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering). diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml index 302324795a..95507af6cf 100644 --- a/doc/classes/Light.xml +++ b/doc/classes/Light.xml @@ -121,6 +121,9 @@ Constant for accessing [member DirectionalLight.directional_shadow_bias_split_scale]. + + Constant for accessing [member DirectionalLight.directional_shadow_fade_start]. + Represents the size of the [enum Param] enum. diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index f6f666b696..33096978a3 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -3542,6 +3542,9 @@ Increases bias on further splits to fix self-shadowing that only occurs far away from the camera. + + Proportion of [constant LIGHT_PARAM_SHADOW_MAX_DISTANCE] at which point the shadow starts to fade. At [constant LIGHT_PARAM_SHADOW_MAX_DISTANCE], the shadow will disappear. The default value is a balance between smooth fading and distant shadow visibility. If the camera moves fast and the [constant LIGHT_PARAM_SHADOW_MAX_DISTANCE] is low, consider lowering [constant LIGHT_PARAM_SHADOW_FADE_START] below [code]0.8[/code] to make shadow transitions less noticeable. On the other hand, if you tuned [constant LIGHT_PARAM_SHADOW_MAX_DISTANCE] to cover the entire scene, you can set [constant LIGHT_PARAM_SHADOW_FADE_START] to [code]1.0[/code] to prevent the shadow from fading in the distance (it will suddenly cut off instead). + Represents the size of the [enum LightParam] enum. diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 1528c47a63..5a15efcc1a 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -2079,6 +2079,12 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado // state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp); state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_PIXEL_SIZE, Size2(1.0 / directional_shadow.size, 1.0 / directional_shadow.size)); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPLIT_OFFSETS, split_offsets); + + const float fade_start = light_ptr->param[RS::LIGHT_PARAM_SHADOW_FADE_START]; + // Using 1.0 would break `smoothstep()` in the shader. + state.scene_shader.set_uniform(SceneShaderGLES2::FADE_FROM, -split_offsets[shadow_count - 1] * MIN(fade_start, 0.999)); + state.scene_shader.set_uniform(SceneShaderGLES2::FADE_TO, -split_offsets[shadow_count - 1]); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, matrices[0]); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX2, matrices[1]); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX3, matrices[2]); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index aa63dce20d..663fd9e540 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -4244,6 +4244,7 @@ RID RasterizerStorageGLES2::light_create(RS::LightType p_type) { light->param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6; light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1; light->param[RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1; + light->param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8; light->color = Color(1, 1, 1, 1); light->shadow = false; @@ -4281,7 +4282,8 @@ void RasterizerStorageGLES2::light_set_param(RID p_light, RS::LightParam p_param case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS: - case RS::LIGHT_PARAM_SHADOW_BIAS: { + case RS::LIGHT_PARAM_SHADOW_BIAS: + case RS::LIGHT_PARAM_SHADOW_FADE_START: { light->version++; light->instance_change_notify(true, false); } break; diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 4019340b6a..6455f7e646 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1103,6 +1103,8 @@ uniform highp sampler2D light_shadow_atlas; //texunit:-3 #ifdef LIGHT_MODE_DIRECTIONAL uniform highp sampler2D light_directional_shadow; // texunit:-3 uniform highp vec4 light_split_offsets; +uniform mediump float fade_from; +uniform mediump float fade_to; #endif varying highp vec4 shadow_coord; @@ -1983,7 +1985,6 @@ FRAGMENT_SHADER_CODE float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4); if (depth_z < light_split_offsets.w) { - float pssm_fade = 0.0; float shadow_att = 1.0; #ifdef LIGHT_USE_PSSM_BLEND float shadow_att2 = 1.0; @@ -2019,7 +2020,6 @@ FRAGMENT_SHADER_CODE } else { shadow_att = shadow4; - pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); #if defined(LIGHT_USE_PSSM_BLEND) use_blend = false; @@ -2043,7 +2043,6 @@ FRAGMENT_SHADER_CODE float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3); if (depth_z < light_split_offsets.z) { - float pssm_fade = 0.0; float shadow_att = 1.0; #ifdef LIGHT_USE_PSSM_BLEND float shadow_att2 = 1.0; @@ -2093,7 +2092,6 @@ FRAGMENT_SHADER_CODE if (depth_z < light_split_offsets.y) { float shadow_att = 1.0; - float pssm_fade = 0.0; #ifdef LIGHT_USE_PSSM_BLEND float shadow_att2 = 1.0; @@ -2101,7 +2099,6 @@ FRAGMENT_SHADER_CODE bool use_blend = true; #endif if (depth_z < light_split_offsets.x) { - float pssm_fade = 0.0; shadow_att = shadow1; #ifdef LIGHT_USE_PSSM_BLEND @@ -2110,7 +2107,6 @@ FRAGMENT_SHADER_CODE #endif } else { shadow_att = shadow2; - pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #ifdef LIGHT_USE_PSSM_BLEND use_blend = false; #endif @@ -2144,7 +2140,6 @@ FRAGMENT_SHADER_CODE #endif //pssm2 highp vec4 pssm_coord; - float pssm_fade = 0.0; #ifdef LIGHT_USE_PSSM_BLEND float pssm_blend; @@ -2183,7 +2178,6 @@ FRAGMENT_SHADER_CODE } else { pssm_coord = shadow_coord4; - pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); #if defined(LIGHT_USE_PSSM_BLEND) use_blend = false; @@ -2213,7 +2207,6 @@ FRAGMENT_SHADER_CODE } } else { pssm_coord = shadow_coord3; - pssm_fade = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); #if defined(LIGHT_USE_PSSM_BLEND) use_blend = false; @@ -2232,7 +2225,6 @@ FRAGMENT_SHADER_CODE #endif } else { pssm_coord = shadow_coord2; - pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #ifdef LIGHT_USE_PSSM_BLEND use_blend = false; #endif @@ -2254,7 +2246,8 @@ FRAGMENT_SHADER_CODE } #endif - light_att *= mix(shadow_color.rgb, vec3(1.0), shadow); + float pssm_fade = smoothstep(fade_from, fade_to, vertex.z); + light_att *= mix(mix(shadow_color.rgb, vec3(1.0), shadow), vec3(1.0), pssm_fade); } } #endif //use vertex lighting diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp index 7c3076010f..b7462fd7ea 100644 --- a/scene/3d/light.cpp +++ b/scene/3d/light.cpp @@ -268,6 +268,7 @@ void Light::_bind_methods() { BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS); BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS); BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS_SPLIT_SCALE); + BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START); BIND_ENUM_CONSTANT(PARAM_MAX); BIND_ENUM_CONSTANT(BAKE_DISABLED); @@ -315,6 +316,7 @@ Light::Light(RenderingServer::LightType p_type) { set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1); set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2); set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5); + set_param(PARAM_SHADOW_FADE_START, 0.8); set_param(PARAM_SHADOW_NORMAL_BIAS, 0.0); set_param(PARAM_SHADOW_BIAS, 0.15); set_disable_scale(true); @@ -392,6 +394,7 @@ void DirectionalLight::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled"); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_bias_split_scale", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS_SPLIT_SCALE); ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_depth_range", PROPERTY_HINT_ENUM, "Stable,Optimized"), "set_shadow_depth_range", "get_shadow_depth_range"); @@ -412,6 +415,7 @@ DirectionalLight::DirectionalLight() : set_param(PARAM_SHADOW_BIAS, 0.1); set_param(PARAM_SHADOW_MAX_DISTANCE, 100); set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.25); + set_param(PARAM_SHADOW_FADE_START, 0.8); set_shadow_mode(SHADOW_PARALLEL_4_SPLITS); set_shadow_depth_range(SHADOW_DEPTH_RANGE_STABLE); diff --git a/scene/3d/light.h b/scene/3d/light.h index 2d9d53c2fd..df0ae123d0 100644 --- a/scene/3d/light.h +++ b/scene/3d/light.h @@ -57,6 +57,7 @@ class Light : public VisualInstance { PARAM_SHADOW_NORMAL_BIAS = RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS, PARAM_SHADOW_BIAS = RS::LIGHT_PARAM_SHADOW_BIAS, PARAM_SHADOW_BIAS_SPLIT_SCALE = RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE, + PARAM_SHADOW_FADE_START = RS::LIGHT_PARAM_SHADOW_FADE_START, PARAM_MAX = RS::LIGHT_PARAM_MAX }; diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 7ac873b754..3e88e89fff 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2405,6 +2405,7 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE); + BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_FADE_START); BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX); BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED);