Browse Source

Merge pull request #85653 from BlueCube3310/lightmap-gi-shadowmask

Implement LightmapGI shadowmasks
Rémi Verschelde 8 months ago
parent
commit
0e5c337453
27 changed files with 1043 additions and 396 deletions
  1. 5 0
      doc/classes/LightmapGI.xml
  2. 14 0
      doc/classes/LightmapGIData.xml
  3. 53 5
      drivers/gles3/rasterizer_scene_gles3.cpp
  4. 111 68
      drivers/gles3/shaders/scene.glsl
  5. 27 0
      drivers/gles3/storage/light_storage.cpp
  6. 6 2
      drivers/gles3/storage/light_storage.h
  7. 142 33
      modules/lightmapper_rd/lightmapper_rd.cpp
  8. 14 9
      modules/lightmapper_rd/lightmapper_rd.h
  9. 3 0
      modules/lightmapper_rd/lm_common_inc.glsl
  10. 25 6
      modules/lightmapper_rd/lm_compute.glsl
  11. 121 11
      scene/3d/lightmap_gi.cpp
  12. 26 1
      scene/3d/lightmap_gi.h
  13. 6 5
      scene/3d/lightmapper.h
  14. 4 0
      servers/rendering/dummy/storage/light_storage.h
  15. 24 9
      servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
  16. 1 1
      servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
  17. 23 8
      servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
  18. 1 1
      servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
  19. 197 149
      servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
  20. 7 2
      servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
  21. 127 81
      servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
  22. 7 2
      servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
  23. 66 2
      servers/rendering/renderer_rd/storage_rd/light_storage.cpp
  24. 14 0
      servers/rendering/renderer_rd/storage_rd/light_storage.h
  25. 4 0
      servers/rendering/rendering_server_default.h
  26. 4 0
      servers/rendering/storage/light_storage.h
  27. 11 1
      servers/rendering_server.h

+ 5 - 0
doc/classes/LightmapGI.xml

@@ -69,6 +69,11 @@
 			The quality preset to use when baking lightmaps. This affects bake times, but output file sizes remain mostly identical across quality levels.
 			To further speed up bake times, decrease [member bounces], disable [member use_denoiser] and increase the lightmap texel size on 3D scenes in the Import dock.
 		</member>
+		<member name="shadowmask_mode" type="int" setter="set_shadowmask_mode" getter="get_shadowmask_mode" enum="LightmapGIData.ShadowmaskMode" default="0" experimental="">
+			The shadowmasking policy to use for directional shadows on static objects that are baked with this [LightmapGI] instance.
+			Shadowmasking allows [DirectionalLight3D] nodes to cast shadows even outside the range defined by their [member DirectionalLight3D.directional_shadow_max_distance] property. This is done by baking a texture that contains a shadowmap for the directional light, then using this texture according to the current shadowmask mode.
+			[b]Note:[/b] The shadowmask texture is only created if [member shadowmask_mode] is not [constant LightmapGIData.SHADOWMASK_MODE_NONE]. To see a difference, you need to bake lightmaps again after switching from [constant LightmapGIData.SHADOWMASK_MODE_NONE] to any other mode.
+		</member>
 		<member name="texel_scale" type="float" setter="set_texel_scale" getter="get_texel_scale" default="1.0">
 			Scales the lightmap texel density of all meshes for the current bake. This is a multiplier that builds upon the existing lightmap texel size defined in each imported 3D scene, along with the per-mesh density multiplier (which is designed to be used when the same mesh is used at different scales). Lower values will result in faster bake times.
 			For example, doubling [member texel_scale] doubles the lightmap texture resolution for all objects [i]on each axis[/i], so it will [i]quadruple[/i] the texel count.

+ 14 - 0
doc/classes/LightmapGIData.xml

@@ -60,5 +60,19 @@
 		<member name="lightmap_textures" type="TextureLayered[]" setter="set_lightmap_textures" getter="get_lightmap_textures" default="[]">
 			The lightmap atlas textures generated by the lightmapper.
 		</member>
+		<member name="shadowmask_textures" type="TextureLayered[]" setter="set_shadowmask_textures" getter="get_shadowmask_textures" default="[]">
+			The shadowmask atlas textures generated by the lightmapper.
+		</member>
 	</members>
+	<constants>
+		<constant name="SHADOWMASK_MODE_NONE" value="0" enum="ShadowmaskMode">
+			Shadowmasking is disabled. No shadowmask texture will be created when baking lightmaps. Existing shadowmask textures will be removed during baking.
+		</constant>
+		<constant name="SHADOWMASK_MODE_REPLACE" value="1" enum="ShadowmaskMode">
+			Shadowmasking is enabled. Directional shadows that are outside the [member DirectionalLight3D.directional_shadow_max_distance] will be rendered using the shadowmask texture. Shadows that are inside the range will be rendered using real-time shadows exclusively. This mode allows for more precise real-time shadows up close, without the potential "smearing" effect that can occur when using lightmaps with a high texel size. The downside is that when the camera moves fast, the transition between the real-time light and shadowmask can be obvious. Also, objects that only have shadows baked in the shadowmask (and no real-time shadows) won't display any shadows up close.
+		</constant>
+		<constant name="SHADOWMASK_MODE_OVERLAY" value="2" enum="ShadowmaskMode">
+			Shadowmasking is enabled. Directional shadows will be rendered with real-time shadows overlaid on top of the shadowmask texture. This mode makes for smoother shadow transitions when the camera moves fast, at the cost of a potential smearing effect for directional shadows that are up close (due to the real-time shadow being mixed with a low-resolution shadowmask). Objects that only have shadows baked in the shadowmask (and no real-time shadows) will keep their shadows up close.
+		</constant>
+	</constants>
 </class>

+ 53 - 5
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -2660,14 +2660,14 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
 				glBlitFramebuffer(0, 0, size.x, size.y,
 						0, 0, size.x, size.y,
 						GL_COLOR_BUFFER_BIT, GL_NEAREST);
-				glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 5);
+				glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
 				glBindTexture(GL_TEXTURE_2D, backbuffer);
 			}
 			if (scene_state.used_depth_texture) {
 				glBlitFramebuffer(0, 0, size.x, size.y,
 						0, 0, size.x, size.y,
 						GL_DEPTH_BUFFER_BIT, GL_NEAREST);
-				glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
+				glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
 				glBindTexture(GL_TEXTURE_2D, backbuffer_depth);
 			}
 		}
@@ -3245,8 +3245,28 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
 					spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
 					spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
 					spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
-					spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP;
 					spec_constants |= SceneShaderGLES3::DISABLE_REFLECTION_PROBE;
+
+					bool disable_lightmaps = true;
+
+					// Additive directional passes may use shadowmasks, so enable lightmaps for them.
+					if (pass >= int32_t(inst->light_passes.size()) && inst->lightmap_instance.is_valid()) {
+						GLES3::LightmapInstance *li = GLES3::LightStorage::get_singleton()->get_lightmap_instance(inst->lightmap_instance);
+						GLES3::Lightmap *lm = GLES3::LightStorage::get_singleton()->get_lightmap(li->lightmap);
+
+						if (lm->shadowmask_mode != RS::SHADOWMASK_MODE_NONE) {
+							spec_constants |= SceneShaderGLES3::USE_LIGHTMAP;
+							disable_lightmaps = false;
+
+							if (lightmap_bicubic_upscale) {
+								spec_constants |= SceneShaderGLES3::LIGHTMAP_BICUBIC_FILTER;
+							}
+						}
+					}
+
+					if (disable_lightmaps) {
+						spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP;
+					}
 				}
 
 				if (uses_additive_lighting) {
@@ -3341,6 +3361,33 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
 						GLuint tex = GLES3::LightStorage::get_singleton()->directional_shadow_get_texture();
 						glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 3);
 						glBindTexture(GL_TEXTURE_2D, tex);
+
+						if (inst->lightmap_instance.is_valid()) {
+							// Use shadowmasks for directional light passes.
+							GLES3::LightmapInstance *li = GLES3::LightStorage::get_singleton()->get_lightmap_instance(inst->lightmap_instance);
+							GLES3::Lightmap *lm = GLES3::LightStorage::get_singleton()->get_lightmap(li->lightmap);
+
+							material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_SLICE, inst->lightmap_slice_index, shader->version, instance_variant, spec_constants);
+
+							Vector4 uv_scale(inst->lightmap_uv_scale.position.x, inst->lightmap_uv_scale.position.y, inst->lightmap_uv_scale.size.x, inst->lightmap_uv_scale.size.y);
+							material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_UV_SCALE, uv_scale, shader->version, instance_variant, spec_constants);
+
+							if (lightmap_bicubic_upscale) {
+								Vector2 light_texture_size(lm->light_texture_size.x, lm->light_texture_size.y);
+								material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_TEXTURE_SIZE, light_texture_size, shader->version, instance_variant, spec_constants);
+							}
+
+							material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_SHADOWMASK_MODE, (uint32_t)lm->shadowmask_mode, shader->version, instance_variant, spec_constants);
+
+							if (lm->shadow_texture.is_valid()) {
+								tex = GLES3::TextureStorage::get_singleton()->texture_get_texid(lm->shadow_texture);
+							} else {
+								tex = GLES3::TextureStorage::get_singleton()->texture_get_texid(GLES3::TextureStorage::get_singleton()->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE));
+							}
+
+							glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 5);
+							glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
+						}
 					}
 				}
 
@@ -3399,6 +3446,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
 							};
 							glUniformMatrix3fv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::LIGHTMAP_NORMAL_XFORM, shader->version, instance_variant, spec_constants), 1, GL_FALSE, matrix);
 						}
+
 					} else if (inst->lightmap_sh) {
 						glUniform4fv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::LIGHTMAP_CAPTURES, shader->version, instance_variant, spec_constants), 9, reinterpret_cast<const GLfloat *>(inst->lightmap_sh->sh));
 					}
@@ -3430,7 +3478,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
 						material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE1_AMBIENT_COLOR, probe->ambient_color * probe->ambient_color_energy, shader->version, instance_variant, spec_constants);
 						material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE1_LOCAL_MATRIX, inst->reflection_probes_local_transform_cache[0], shader->version, instance_variant, spec_constants);
 
-						glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
+						glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 8);
 						glBindTexture(GL_TEXTURE_CUBE_MAP, light_storage->reflection_probe_instance_get_texture(inst->reflection_probe_rid_cache[0]));
 					}
 
@@ -3448,7 +3496,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
 						material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE2_AMBIENT_COLOR, probe->ambient_color * probe->ambient_color_energy, shader->version, instance_variant, spec_constants);
 						material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE2_LOCAL_MATRIX, inst->reflection_probes_local_transform_cache[1], shader->version, instance_variant, spec_constants);
 
-						glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 8);
+						glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 9);
 						glBindTexture(GL_TEXTURE_CUBE_MAP, light_storage->reflection_probe_instance_get_texture(inst->reflection_probe_rid_cache[1]));
 
 						spec_constants |= SceneShaderGLES3::SECOND_REFLECTION_PROBE;

+ 111 - 68
drivers/gles3/shaders/scene.glsl

@@ -809,10 +809,11 @@ void main() {
 2-radiance
 3-shadow
 4-lightmap textures
-5-screen
-6-depth
-7-reflection probe 1
-8-reflection probe 2
+5-shadowmask textures
+6-screen
+7-depth
+8-reflection probe 1
+9-reflection probe 2
 
 */
 
@@ -887,7 +888,7 @@ uniform float refprobe1_intensity;
 uniform int refprobe1_ambient_mode;
 uniform vec4 refprobe1_ambient_color;
 
-uniform samplerCube refprobe1_texture; // texunit:-7
+uniform samplerCube refprobe1_texture; // texunit:-8
 
 #ifdef SECOND_REFLECTION_PROBE
 
@@ -900,7 +901,7 @@ uniform float refprobe2_intensity;
 uniform int refprobe2_ambient_mode;
 uniform vec4 refprobe2_ambient_color;
 
-uniform samplerCube refprobe2_texture; // texunit:-8
+uniform samplerCube refprobe2_texture; // texunit:-9
 
 #endif // SECOND_REFLECTION_PROBE
 
@@ -1170,9 +1171,16 @@ float sample_shadow(highp sampler2DShadow shadow, float shadow_pixel_size, vec4
 #ifndef DISABLE_LIGHTMAP
 #ifdef USE_LIGHTMAP
 uniform mediump sampler2DArray lightmap_textures; //texunit:-4
+uniform lowp sampler2DArray shadowmask_textures; //texunit:-5
 uniform lowp uint lightmap_slice;
 uniform highp vec4 lightmap_uv_scale;
 uniform float lightmap_exposure_normalization;
+uniform uint lightmap_shadowmask_mode;
+
+#define SHADOWMASK_MODE_NONE uint(0)
+#define SHADOWMASK_MODE_REPLACE uint(1)
+#define SHADOWMASK_MODE_OVERLAY uint(2)
+#define SHADOWMASK_MODE_ONLY uint(3)
 
 #ifdef LIGHTMAP_BICUBIC_FILTER
 uniform highp vec2 lightmap_texture_size;
@@ -1189,8 +1197,8 @@ uniform mediump vec4[9] lightmap_captures;
 #endif // !DISABLE_LIGHTMAP
 
 #ifdef USE_MULTIVIEW
-uniform highp sampler2DArray depth_buffer; // texunit:-6
-uniform highp sampler2DArray color_buffer; // texunit:-5
+uniform highp sampler2DArray depth_buffer; // texunit:-7
+uniform highp sampler2DArray color_buffer; // texunit:-6
 vec3 multiview_uv(vec2 uv) {
 	return vec3(uv, ViewIndex);
 }
@@ -1198,8 +1206,8 @@ ivec3 multiview_uv(ivec2 uv) {
 	return ivec3(uv, int(ViewIndex));
 }
 #else
-uniform highp sampler2D depth_buffer; // texunit:-6
-uniform highp sampler2D color_buffer; // texunit:-5
+uniform highp sampler2D depth_buffer; // texunit:-7
+uniform highp sampler2D color_buffer; // texunit:-6
 vec2 multiview_uv(vec2 uv) {
 	return uv;
 }
@@ -2278,111 +2286,146 @@ void main() {
 #if !defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT)
 
 #ifndef SHADOWS_DISABLED
+// Baked shadowmasks
+#ifdef USE_LIGHTMAP
+	float shadowmask = 1.0f;
+
+	if (lightmap_shadowmask_mode != SHADOWMASK_MODE_NONE) {
+		vec3 uvw;
+		uvw.xy = uv2 * lightmap_uv_scale.zw + lightmap_uv_scale.xy;
+		uvw.z = float(lightmap_slice);
+
+#ifdef LIGHTMAP_BICUBIC_FILTER
+		shadowmask = textureArray_bicubic(shadowmask_textures, uvw, lightmap_texture_size).x;
+#else
+		shadowmask = textureLod(shadowmask_textures, uvw, 0.0).x;
+#endif
+	}
+#endif //USE_LIGHTMAP
+
+	float directional_shadow = 1.0;
+
+#ifdef USE_LIGHTMAP
+	if (lightmap_shadowmask_mode != SHADOWMASK_MODE_ONLY) {
+#endif
 
 // Orthogonal shadows
 #if !defined(LIGHT_USE_PSSM2) && !defined(LIGHT_USE_PSSM4)
-	float directional_shadow = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
+		directional_shadow = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
 #endif // !defined(LIGHT_USE_PSSM2) && !defined(LIGHT_USE_PSSM4)
 
 // PSSM2 shadows
 #ifdef LIGHT_USE_PSSM2
-	float depth_z = -vertex.z;
-	vec4 light_split_offsets = directional_shadows[directional_shadow_index].shadow_split_offsets;
-	//take advantage of prefetch
-	float shadow1 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
-	float shadow2 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord2);
-	float directional_shadow = 1.0;
+		float depth_z = -vertex.z;
+		vec4 light_split_offsets = directional_shadows[directional_shadow_index].shadow_split_offsets;
+		//take advantage of prefetch
+		float shadow1 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
+		float shadow2 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord2);
 
-	if (depth_z < light_split_offsets.y) {
+		if (depth_z < light_split_offsets.y) {
 
 #ifdef LIGHT_USE_PSSM_BLEND
-		float directional_shadow2 = 1.0;
-		float pssm_blend = 0.0;
-		bool use_blend = true;
+			float directional_shadow2 = 1.0;
+			float pssm_blend = 0.0;
+			bool use_blend = true;
 #endif
-		if (depth_z < light_split_offsets.x) {
-			directional_shadow = shadow1;
+			if (depth_z < light_split_offsets.x) {
+				directional_shadow = shadow1;
 
 #ifdef LIGHT_USE_PSSM_BLEND
-			directional_shadow2 = shadow2;
-			pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+				directional_shadow2 = shadow2;
+				pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
 #endif
-		} else {
-			directional_shadow = shadow2;
+			} else {
+				directional_shadow = shadow2;
 #ifdef LIGHT_USE_PSSM_BLEND
-			use_blend = false;
+				use_blend = false;
 #endif
-		}
+			}
 #ifdef LIGHT_USE_PSSM_BLEND
-		if (use_blend) {
-			directional_shadow = mix(directional_shadow, directional_shadow2, pssm_blend);
-		}
+			if (use_blend) {
+				directional_shadow = mix(directional_shadow, directional_shadow2, pssm_blend);
+			}
 #endif
-	}
+		}
 
 #endif //LIGHT_USE_PSSM2
 // PSSM4 shadows
 #ifdef LIGHT_USE_PSSM4
-	float depth_z = -vertex.z;
-	vec4 light_split_offsets = directional_shadows[directional_shadow_index].shadow_split_offsets;
-
-	float shadow1 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
-	float shadow2 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord2);
-	float shadow3 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord3);
-	float shadow4 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord4);
-	float directional_shadow = 1.0;
+		float depth_z = -vertex.z;
+		vec4 light_split_offsets = directional_shadows[directional_shadow_index].shadow_split_offsets;
 
-	if (depth_z < light_split_offsets.w) {
+		float shadow1 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord);
+		float shadow2 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord2);
+		float shadow3 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord3);
+		float shadow4 = sample_shadow(directional_shadow_atlas, directional_shadows[directional_shadow_index].shadow_atlas_pixel_size, shadow_coord4);
 
+		if (depth_z < light_split_offsets.w) {
 #ifdef LIGHT_USE_PSSM_BLEND
-		float directional_shadow2 = 1.0;
-		float pssm_blend = 0.0;
-		bool use_blend = true;
+			float directional_shadow2 = 1.0;
+			float pssm_blend = 0.0;
+			bool use_blend = true;
 #endif
-		if (depth_z < light_split_offsets.y) {
-			if (depth_z < light_split_offsets.x) {
-				directional_shadow = shadow1;
+			if (depth_z < light_split_offsets.y) {
+				if (depth_z < light_split_offsets.x) {
+					directional_shadow = shadow1;
 
 #ifdef LIGHT_USE_PSSM_BLEND
-				directional_shadow2 = shadow2;
+					directional_shadow2 = shadow2;
 
-				pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+					pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
 #endif
-			} else {
-				directional_shadow = shadow2;
+				} else {
+					directional_shadow = shadow2;
 
 #ifdef LIGHT_USE_PSSM_BLEND
-				directional_shadow2 = shadow3;
+					directional_shadow2 = shadow3;
 
-				pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+					pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
 #endif
-			}
-		} else {
-			if (depth_z < light_split_offsets.z) {
-				directional_shadow = shadow3;
+				}
+			} else {
+				if (depth_z < light_split_offsets.z) {
+					directional_shadow = shadow3;
 
 #if defined(LIGHT_USE_PSSM_BLEND)
-				directional_shadow2 = shadow4;
-				pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
+					directional_shadow2 = shadow4;
+					pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
 #endif
 
-			} else {
-				directional_shadow = shadow4;
+				} else {
+					directional_shadow = shadow4;
 
 #if defined(LIGHT_USE_PSSM_BLEND)
-				use_blend = false;
+					use_blend = false;
 #endif
+				}
 			}
-		}
 #if defined(LIGHT_USE_PSSM_BLEND)
-		if (use_blend) {
-			directional_shadow = mix(directional_shadow, directional_shadow2, pssm_blend);
+			if (use_blend) {
+				directional_shadow = mix(directional_shadow, directional_shadow2, pssm_blend);
+			}
+#endif
 		}
+
+#endif //LIGHT_USE_PSSM4
+
+#ifdef USE_LIGHTMAP
+		if (lightmap_shadowmask_mode == SHADOWMASK_MODE_REPLACE) {
+			directional_shadow = mix(directional_shadow, shadowmask, smoothstep(directional_shadows[directional_shadow_index].fade_from, directional_shadows[directional_shadow_index].fade_to, vertex.z));
+		} else if (lightmap_shadowmask_mode == SHADOWMASK_MODE_OVERLAY) {
+			directional_shadow = shadowmask * mix(directional_shadow, 1.0, smoothstep(directional_shadows[directional_shadow_index].fade_from, directional_shadows[directional_shadow_index].fade_to, vertex.z));
+		} else {
 #endif
+			directional_shadow = mix(directional_shadow, 1.0, smoothstep(directional_shadows[directional_shadow_index].fade_from, directional_shadows[directional_shadow_index].fade_to, vertex.z));
+#ifdef USE_LIGHTMAP
+		}
+
+	} else { // lightmap_shadowmask_mode == SHADOWMASK_MODE_ONLY
+		directional_shadow = shadowmask;
 	}
+#endif
 
-#endif //LIGHT_USE_PSSM4
-	directional_shadow = mix(directional_shadow, 1.0, smoothstep(directional_shadows[directional_shadow_index].fade_from, directional_shadows[directional_shadow_index].fade_to, vertex.z));
 	directional_shadow = mix(1.0, directional_shadow, directional_lights[directional_shadow_index].shadow_opacity);
 
 #else

+ 27 - 0
drivers/gles3/storage/light_storage.cpp

@@ -1204,6 +1204,33 @@ float LightStorage::lightmap_get_probe_capture_update_speed() const {
 	return lightmap_probe_capture_update_speed;
 }
 
+void LightStorage::lightmap_set_shadowmask_textures(RID p_lightmap, RID p_shadow) {
+	Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
+	ERR_FAIL_NULL(lightmap);
+	lightmap->shadow_texture = p_shadow;
+
+	GLuint tex = GLES3::TextureStorage::get_singleton()->texture_get_texid(lightmap->shadow_texture);
+	glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
+	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+	glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
+}
+
+RS::ShadowmaskMode LightStorage::lightmap_get_shadowmask_mode(RID p_lightmap) {
+	Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
+	ERR_FAIL_NULL_V(lightmap, RS::SHADOWMASK_MODE_NONE);
+
+	return lightmap->shadowmask_mode;
+}
+
+void LightStorage::lightmap_set_shadowmask_mode(RID p_lightmap, RS::ShadowmaskMode p_mode) {
+	Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
+	ERR_FAIL_NULL(lightmap);
+	lightmap->shadowmask_mode = p_mode;
+}
+
 /* LIGHTMAP INSTANCE */
 
 RID LightStorage::lightmap_instance_create(RID p_lightmap) {

+ 6 - 2
drivers/gles3/storage/light_storage.h

@@ -177,12 +177,14 @@ struct ReflectionProbeInstance {
 
 struct Lightmap {
 	RID light_texture;
+	RID shadow_texture;
 	bool uses_spherical_harmonics = false;
 	bool interior = false;
 	AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
 	float baked_exposure = 1.0;
 	Vector2i light_texture_size;
 	int32_t array_index = -1; //unassigned
+	RS::ShadowmaskMode shadowmask_mode = RS::SHADOWMASK_MODE_NONE;
 	PackedVector3Array points;
 	PackedColorArray point_sh;
 	PackedInt32Array tetrahedra;
@@ -231,8 +233,6 @@ private:
 	mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
 
 	/* LIGHTMAP */
-
-	Vector<RID> lightmap_textures;
 	float lightmap_probe_capture_update_speed = 4;
 
 	mutable RID_Owner<Lightmap, true> lightmap_owner;
@@ -737,6 +737,10 @@ public:
 	virtual void lightmap_set_probe_capture_update_speed(float p_speed) override;
 	virtual float lightmap_get_probe_capture_update_speed() const override;
 
+	virtual void lightmap_set_shadowmask_textures(RID p_lightmap, RID p_shadow) override;
+	virtual RS::ShadowmaskMode lightmap_get_shadowmask_mode(RID p_lightmap) override;
+	virtual void lightmap_set_shadowmask_mode(RID p_lightmap, RS::ShadowmaskMode p_mode) override;
+
 	/* LIGHTMAP INSTANCE */
 
 	LightmapInstance *get_lightmap_instance(RID p_rid) { return lightmap_instance_owner.get_or_null(p_rid); }

+ 142 - 33
modules/lightmapper_rd/lightmapper_rd.cpp

@@ -62,7 +62,7 @@ void LightmapperRD::add_mesh(const MeshData &p_mesh) {
 	mesh_instances.push_back(mi);
 }
 
-void LightmapperRD::add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_angular_distance, float p_shadow_blur) {
+void LightmapperRD::add_directional_light(const String &p_name, bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_angular_distance, float p_shadow_blur) {
 	Light l;
 	l.type = LIGHT_TYPE_DIRECTIONAL;
 	l.direction[0] = p_direction.x;
@@ -77,9 +77,10 @@ void LightmapperRD::add_directional_light(bool p_static, const Vector3 &p_direct
 	l.size = Math::tan(Math::deg_to_rad(p_angular_distance));
 	l.shadow_blur = p_shadow_blur;
 	lights.push_back(l);
+	light_names.push_back(p_name);
 }
 
-void LightmapperRD::add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_size, float p_shadow_blur) {
+void LightmapperRD::add_omni_light(const String &p_name, bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_size, float p_shadow_blur) {
 	Light l;
 	l.type = LIGHT_TYPE_OMNI;
 	l.position[0] = p_position.x;
@@ -96,9 +97,10 @@ void LightmapperRD::add_omni_light(bool p_static, const Vector3 &p_position, con
 	l.size = p_size;
 	l.shadow_blur = p_shadow_blur;
 	lights.push_back(l);
+	light_names.push_back(p_name);
 }
 
-void LightmapperRD::add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size, float p_shadow_blur) {
+void LightmapperRD::add_spot_light(const String &p_name, bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size, float p_shadow_blur) {
 	Light l;
 	l.type = LIGHT_TYPE_SPOT;
 	l.position[0] = p_position.x;
@@ -120,6 +122,7 @@ void LightmapperRD::add_spot_light(bool p_static, const Vector3 &p_position, con
 	l.size = p_size;
 	l.shadow_blur = p_shadow_blur;
 	lights.push_back(l);
+	light_names.push_back(p_name);
 }
 
 void LightmapperRD::add_probe(const Vector3 &p_position) {
@@ -826,9 +829,9 @@ LightmapperRD::BakeError LightmapperRD::_pack_l1(RenderingDevice *rd, Ref<RDShad
 	return BAKE_OK;
 }
 
-Error LightmapperRD::_store_pfm(RenderingDevice *p_rd, RID p_atlas_tex, int p_index, const Size2i &p_atlas_size, const String &p_name) {
+Error LightmapperRD::_store_pfm(RenderingDevice *p_rd, RID p_atlas_tex, int p_index, const Size2i &p_atlas_size, const String &p_name, bool p_shadowmask) {
 	Vector<uint8_t> data = p_rd->texture_get_data(p_atlas_tex, p_index);
-	Ref<Image> img = Image::create_from_data(p_atlas_size.width, p_atlas_size.height, false, Image::FORMAT_RGBAH, data);
+	Ref<Image> img = Image::create_from_data(p_atlas_size.width, p_atlas_size.height, false, p_shadowmask ? Image::FORMAT_RGBA8 : Image::FORMAT_RGBAH, data);
 	img->convert(Image::FORMAT_RGBF);
 	Vector<uint8_t> data_float = img->get_data();
 
@@ -848,7 +851,7 @@ Error LightmapperRD::_store_pfm(RenderingDevice *p_rd, RID p_atlas_tex, int p_in
 	return OK;
 }
 
-Ref<Image> LightmapperRD::_read_pfm(const String &p_name) {
+Ref<Image> LightmapperRD::_read_pfm(const String &p_name, bool p_shadowmask) {
 	Error err = OK;
 	Ref<FileAccess> file = FileAccess::open(p_name, FileAccess::READ, &err);
 	ERR_FAIL_COND_V_MSG(err, Ref<Image>(), vformat("Can't load PFM at path: '%s'.", p_name));
@@ -881,23 +884,23 @@ Ref<Image> LightmapperRD::_read_pfm(const String &p_name) {
 	}
 #endif
 	Ref<Image> img = Image::create_from_data(new_width, new_height, false, Image::FORMAT_RGBF, new_data);
-	img->convert(Image::FORMAT_RGBAH);
+	img->convert(p_shadowmask ? Image::FORMAT_RGBA8 : Image::FORMAT_RGBAH);
 	return img;
 }
 
-LightmapperRD::BakeError LightmapperRD::_denoise_oidn(RenderingDevice *p_rd, RID p_source_light_tex, RID p_source_normal_tex, RID p_dest_light_tex, const Size2i &p_atlas_size, int p_atlas_slices, bool p_bake_sh, const String &p_exe) {
+LightmapperRD::BakeError LightmapperRD::_denoise_oidn(RenderingDevice *p_rd, RID p_source_light_tex, RID p_source_normal_tex, RID p_dest_light_tex, const Size2i &p_atlas_size, int p_atlas_slices, bool p_bake_sh, bool p_shadowmask, const String &p_exe) {
 	Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
 
 	for (int i = 0; i < p_atlas_slices; i++) {
 		String fname_norm_in = EditorPaths::get_singleton()->get_cache_dir().path_join(vformat("temp_norm_%d.pfm", i));
-		_store_pfm(p_rd, p_source_normal_tex, i, p_atlas_size, fname_norm_in);
+		_store_pfm(p_rd, p_source_normal_tex, i, p_atlas_size, fname_norm_in, false);
 
 		for (int j = 0; j < (p_bake_sh ? 4 : 1); j++) {
 			int index = i * (p_bake_sh ? 4 : 1) + j;
 			String fname_light_in = EditorPaths::get_singleton()->get_cache_dir().path_join(vformat("temp_light_%d.pfm", index));
 			String fname_out = EditorPaths::get_singleton()->get_cache_dir().path_join(vformat("temp_denoised_%d.pfm", index));
 
-			_store_pfm(p_rd, p_source_light_tex, index, p_atlas_size, fname_light_in);
+			_store_pfm(p_rd, p_source_light_tex, index, p_atlas_size, fname_light_in, p_shadowmask);
 
 			List<String> args;
 			args.push_back("--device");
@@ -906,7 +909,7 @@ LightmapperRD::BakeError LightmapperRD::_denoise_oidn(RenderingDevice *p_rd, RID
 			args.push_back("--filter");
 			args.push_back("RTLightmap");
 
-			args.push_back("--hdr");
+			args.push_back(p_shadowmask ? "--ldr" : "--hdr");
 			args.push_back(fname_light_in);
 
 			args.push_back("--nrm");
@@ -928,7 +931,7 @@ LightmapperRD::BakeError LightmapperRD::_denoise_oidn(RenderingDevice *p_rd, RID
 				ERR_FAIL_V_MSG(BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES, vformat("OIDN denoiser failed, return code: %d", exitcode));
 			}
 
-			Ref<Image> img = _read_pfm(fname_out);
+			Ref<Image> img = _read_pfm(fname_out, p_shadowmask);
 			da->remove(fname_out);
 
 			ERR_FAIL_COND_V(img.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES);
@@ -1029,7 +1032,7 @@ LightmapperRD::BakeError LightmapperRD::_denoise(RenderingDevice *p_rd, Ref<RDSh
 	return BAKE_OK;
 }
 
-LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_denoiser, float p_denoiser_strength, int p_denoiser_range, int p_bounces, float p_bounce_indirect_energy, float p_bias, int p_max_texture_size, bool p_bake_sh, bool p_texture_for_bounces, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function, void *p_bake_userdata, float p_exposure_normalization) {
+LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_denoiser, float p_denoiser_strength, int p_denoiser_range, int p_bounces, float p_bounce_indirect_energy, float p_bias, int p_max_texture_size, bool p_bake_sh, bool p_bake_shadowmask, bool p_texture_for_bounces, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function, void *p_bake_userdata, float p_exposure_normalization) {
 	int denoiser = GLOBAL_GET("rendering/lightmapping/denoising/denoiser");
 	String oidn_path = EDITOR_GET("filesystem/tools/oidn/oidn_denoise_path");
 
@@ -1050,7 +1053,8 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 	if (p_step_function) {
 		p_step_function(0.0, RTR("Begin Bake"), p_bake_userdata, true);
 	}
-	bake_textures.clear();
+	lightmap_textures.clear();
+	shadowmask_textures.clear();
 	int grid_size = 128;
 
 	/* STEP 1: Fetch material textures and compute the bounds */
@@ -1066,6 +1070,35 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 		return bake_error;
 	}
 
+	// The index of the directional light used for shadowmasking.
+	int shadowmask_light_idx = -1;
+
+	// If there are no valid directional lights for shadowmasking, the entire
+	// scene would be shadowed and this saves baking time.
+	if (p_bake_shadowmask) {
+		int shadowmask_lights_count = 0;
+
+		for (int i = 0; i < lights.size(); i++) {
+			if (lights[i].type == LightType::LIGHT_TYPE_DIRECTIONAL && !lights[i].static_bake) {
+				if (shadowmask_light_idx < 0) {
+					shadowmask_light_idx = i;
+				}
+
+				shadowmask_lights_count += 1;
+			}
+		}
+
+		if (shadowmask_light_idx < 0) {
+			p_bake_shadowmask = false;
+			WARN_PRINT("Shadowmask disabled: no directional light with their bake mode set to dynamic exists.");
+
+		} else if (shadowmask_lights_count > 1) {
+			WARN_PRINT(
+					vformat("%d directional lights detected for shadowmask baking. Only %s will be used.",
+							shadowmask_lights_count, light_names[shadowmask_light_idx]));
+		}
+	}
+
 #ifdef DEBUG_TEXTURES
 	for (int i = 0; i < atlas_slices; i++) {
 		albedo_images[i]->save_png("res://0_albedo_" + itos(i) + ".png");
@@ -1119,17 +1152,23 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 	RID light_accum_tex;
 	RID light_accum_tex2;
 	RID light_environment_tex;
-
-#define FREE_TEXTURES             \
-	rd->free(albedo_array_tex);   \
-	rd->free(emission_array_tex); \
-	rd->free(normal_tex);         \
-	rd->free(position_tex);       \
-	rd->free(unocclude_tex);      \
-	rd->free(light_source_tex);   \
-	rd->free(light_accum_tex2);   \
-	rd->free(light_accum_tex);    \
-	rd->free(light_environment_tex);
+	RID shadowmask_tex;
+	RID shadowmask_tex2;
+
+#define FREE_TEXTURES                \
+	rd->free(albedo_array_tex);      \
+	rd->free(emission_array_tex);    \
+	rd->free(normal_tex);            \
+	rd->free(position_tex);          \
+	rd->free(unocclude_tex);         \
+	rd->free(light_source_tex);      \
+	rd->free(light_accum_tex2);      \
+	rd->free(light_accum_tex);       \
+	rd->free(light_environment_tex); \
+	if (p_bake_shadowmask) {         \
+		rd->free(shadowmask_tex);    \
+		rd->free(shadowmask_tex2);   \
+	}
 
 	{ // create all textures
 
@@ -1161,9 +1200,22 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 		position_tex = rd->texture_create(tf, RD::TextureView());
 		unocclude_tex = rd->texture_create(tf, RD::TextureView());
 
-		tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
 		tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
 
+		// shadowmask
+		if (p_bake_shadowmask) {
+			tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+
+			shadowmask_tex = rd->texture_create(tf, RD::TextureView());
+			rd->texture_clear(shadowmask_tex, Color(0, 0, 0, 0), 0, 1, 0, atlas_slices);
+
+			shadowmask_tex2 = rd->texture_create(tf, RD::TextureView());
+			rd->texture_clear(shadowmask_tex2, Color(0, 0, 0, 0), 0, 1, 0, atlas_slices);
+		}
+
+		// lightmap
+		tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+
 		light_source_tex = rd->texture_create(tf, RD::TextureView());
 		rd->texture_clear(light_source_tex, Color(0, 0, 0, 0), 0, 1, 0, atlas_slices);
 
@@ -1266,6 +1318,7 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 	bake_parameters.exposure_normalization = p_exposure_normalization;
 	bake_parameters.bounces = p_bounces;
 	bake_parameters.bounce_indirect_energy = p_bounce_indirect_energy;
+	bake_parameters.shadowmask_light_idx = shadowmask_light_idx;
 
 	bake_parameters_buffer = rd->uniform_buffer_create(sizeof(BakeParameters));
 	rd->buffer_update(bake_parameters_buffer, 0, sizeof(BakeParameters), &bake_parameters);
@@ -1463,6 +1516,10 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 		defines += "\n#define USE_LIGHT_TEXTURE_FOR_BOUNCES\n";
 	}
 
+	if (p_bake_shadowmask) {
+		defines += "\n#define USE_SHADOWMASK\n";
+	}
+
 	compute_shader.instantiate();
 	err = compute_shader->parse_versions_from_text(lm_compute_shader_glsl, defines);
 	if (err != OK) {
@@ -1634,6 +1691,14 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 				u.append_id(light_accum_tex);
 				uniforms.push_back(u);
 			}
+
+			if (p_bake_shadowmask) {
+				RD::Uniform u;
+				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+				u.binding = 5;
+				u.append_id(shadowmask_tex);
+				uniforms.push_back(u);
+			}
 		}
 
 		RID light_uniform_set = rd->uniform_set_create(uniforms, compute_shader_primary, 1);
@@ -1945,7 +2010,7 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 			BakeError error;
 			if (denoiser == 1) {
 				// OIDN (external).
-				error = _denoise_oidn(rd, light_accum_tex, normal_tex, light_accum_tex, atlas_size, atlas_slices, p_bake_sh, oidn_path);
+				error = _denoise_oidn(rd, light_accum_tex, normal_tex, light_accum_tex, atlas_size, atlas_slices, p_bake_sh, false, oidn_path);
 			} else {
 				// JNLM (built-in).
 				SWAP(light_accum_tex, light_accum_tex2);
@@ -1955,14 +2020,39 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 				return error;
 			}
 		}
+
+		if (p_bake_shadowmask) {
+			BakeError error;
+			if (denoiser == 1) {
+				// OIDN (external).
+				error = _denoise_oidn(rd, shadowmask_tex, normal_tex, shadowmask_tex, atlas_size, atlas_slices, false, true, oidn_path);
+			} else {
+				// JNLM (built-in).
+				SWAP(shadowmask_tex, shadowmask_tex2);
+				error = _denoise(rd, compute_shader, compute_base_uniform_set, push_constant, shadowmask_tex2, normal_tex, shadowmask_tex, p_denoiser_strength, p_denoiser_range, atlas_size, atlas_slices, false, p_step_function, p_bake_userdata);
+			}
+			if (unlikely(error != BAKE_OK)) {
+				return error;
+			}
+		}
 	}
 
+	/* DILATE */
+
 	{
 		SWAP(light_accum_tex, light_accum_tex2);
 		BakeError error = _dilate(rd, compute_shader, compute_base_uniform_set, push_constant, light_accum_tex2, light_accum_tex, atlas_size, atlas_slices * (p_bake_sh ? 4 : 1));
 		if (unlikely(error != BAKE_OK)) {
 			return error;
 		}
+
+		if (p_bake_shadowmask) {
+			SWAP(shadowmask_tex, shadowmask_tex2);
+			error = _dilate(rd, compute_shader, compute_base_uniform_set, push_constant, shadowmask_tex2, shadowmask_tex, atlas_size, atlas_slices);
+			if (unlikely(error != BAKE_OK)) {
+				return error;
+			}
+		}
 	}
 
 #ifdef DEBUG_TEXTURES
@@ -2139,6 +2229,7 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 		img->save_exr("res://5_blendseams" + itos(i) + ".exr", false);
 	}
 #endif
+
 	if (p_step_function) {
 		p_step_function(0.9, RTR("Retrieving textures"), p_bake_userdata, true);
 	}
@@ -2147,7 +2238,16 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 		Vector<uint8_t> s = rd->texture_get_data(light_accum_tex, i);
 		Ref<Image> img = Image::create_from_data(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s);
 		img->convert(Image::FORMAT_RGBH); //remove alpha
-		bake_textures.push_back(img);
+		lightmap_textures.push_back(img);
+	}
+
+	if (p_bake_shadowmask) {
+		for (int i = 0; i < atlas_slices; i++) {
+			Vector<uint8_t> s = rd->texture_get_data(shadowmask_tex, i);
+			Ref<Image> img = Image::create_from_data(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBA8, s);
+			img->convert(Image::FORMAT_R8);
+			shadowmask_textures.push_back(img);
+		}
 	}
 
 	if (probe_positions.size() > 0) {
@@ -2180,12 +2280,21 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 }
 
 int LightmapperRD::get_bake_texture_count() const {
-	return bake_textures.size();
+	return lightmap_textures.size();
 }
 
 Ref<Image> LightmapperRD::get_bake_texture(int p_index) const {
-	ERR_FAIL_INDEX_V(p_index, bake_textures.size(), Ref<Image>());
-	return bake_textures[p_index];
+	ERR_FAIL_INDEX_V(p_index, lightmap_textures.size(), Ref<Image>());
+	return lightmap_textures[p_index];
+}
+
+int LightmapperRD::get_shadowmask_texture_count() const {
+	return shadowmask_textures.size();
+}
+
+Ref<Image> LightmapperRD::get_shadowmask_texture(int p_index) const {
+	ERR_FAIL_INDEX_V(p_index, shadowmask_textures.size(), Ref<Image>());
+	return shadowmask_textures[p_index];
 }
 
 int LightmapperRD::get_bake_mesh_count() const {
@@ -2198,9 +2307,9 @@ Variant LightmapperRD::get_bake_mesh_userdata(int p_index) const {
 }
 
 Rect2 LightmapperRD::get_bake_mesh_uv_scale(int p_index) const {
-	ERR_FAIL_COND_V(bake_textures.is_empty(), Rect2());
+	ERR_FAIL_COND_V(lightmap_textures.is_empty(), Rect2());
 	Rect2 uv_ofs;
-	Vector2 atlas_size = Vector2(bake_textures[0]->get_width(), bake_textures[0]->get_height());
+	Vector2 atlas_size = Vector2(lightmap_textures[0]->get_width(), lightmap_textures[0]->get_height());
 	uv_ofs.position = Vector2(mesh_instances[p_index].offset) / atlas_size;
 	uv_ofs.size = Vector2(mesh_instances[p_index].data.albedo_on_uv2->get_width(), mesh_instances[p_index].data.albedo_on_uv2->get_height()) / atlas_size;
 	return uv_ofs;

+ 14 - 9
modules/lightmapper_rd/lightmapper_rd.h

@@ -57,7 +57,8 @@ class LightmapperRD : public Lightmapper {
 		uint32_t bounces = 0;
 
 		float bounce_indirect_energy = 0.0f;
-		uint32_t pad[3] = {};
+		int shadowmask_light_idx = 0;
+		uint32_t pad[2] = {};
 	};
 
 	struct MeshInstance {
@@ -202,6 +203,7 @@ class LightmapperRD : public Lightmapper {
 	Vector<MeshInstance> mesh_instances;
 
 	Vector<Light> lights;
+	Vector<String> light_names;
 
 	struct TriangleSort {
 		uint32_t cell_index = 0;
@@ -253,7 +255,8 @@ class LightmapperRD : public Lightmapper {
 		uint32_t pad = 0;
 	};
 
-	Vector<Ref<Image>> bake_textures;
+	Vector<Ref<Image>> lightmap_textures;
+	Vector<Ref<Image>> shadowmask_textures;
 	Vector<Color> probe_values;
 
 	struct DenoiseParams {
@@ -275,20 +278,22 @@ class LightmapperRD : public Lightmapper {
 	BakeError _denoise(RenderingDevice *p_rd, Ref<RDShaderFile> &p_compute_shader, const RID &p_compute_base_uniform_set, PushConstant &p_push_constant, RID p_source_light_tex, RID p_source_normal_tex, RID p_dest_light_tex, float p_denoiser_strength, int p_denoiser_range, const Size2i &p_atlas_size, int p_atlas_slices, bool p_bake_sh, BakeStepFunc p_step_function, void *p_bake_userdata);
 	BakeError _pack_l1(RenderingDevice *rd, Ref<RDShaderFile> &compute_shader, RID &compute_base_uniform_set, PushConstant &push_constant, RID &source_light_tex, RID &dest_light_tex, const Size2i &atlas_size, int atlas_slices);
 
-	Error _store_pfm(RenderingDevice *p_rd, RID p_atlas_tex, int p_index, const Size2i &p_atlas_size, const String &p_name);
-	Ref<Image> _read_pfm(const String &p_name);
-	BakeError _denoise_oidn(RenderingDevice *p_rd, RID p_source_light_tex, RID p_source_normal_tex, RID p_dest_light_tex, const Size2i &p_atlas_size, int p_atlas_slices, bool p_bake_sh, const String &p_exe);
+	Error _store_pfm(RenderingDevice *p_rd, RID p_atlas_tex, int p_index, const Size2i &p_atlas_size, const String &p_name, bool p_shadowmask);
+	Ref<Image> _read_pfm(const String &p_name, bool p_shadowmask);
+	BakeError _denoise_oidn(RenderingDevice *p_rd, RID p_source_light_tex, RID p_source_normal_tex, RID p_dest_light_tex, const Size2i &p_atlas_size, int p_atlas_slices, bool p_bake_sh, bool p_shadowmask, const String &p_exe);
 
 public:
 	virtual void add_mesh(const MeshData &p_mesh) override;
-	virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_angular_distance, float p_shadow_blur) override;
-	virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_size, float p_shadow_blur) override;
-	virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size, float p_shadow_blur) override;
+	virtual void add_directional_light(const String &p_name, bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_angular_distance, float p_shadow_blur) override;
+	virtual void add_omni_light(const String &p_name, bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_size, float p_shadow_blur) override;
+	virtual void add_spot_light(const String &p_name, bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size, float p_shadow_blur) override;
 	virtual void add_probe(const Vector3 &p_position) override;
-	virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, float p_denoiser_strength, int p_denoiser_range, int p_bounces, float p_bounce_indirect_energy, float p_bias, int p_max_texture_size, bool p_bake_sh, bool p_texture_for_bounces, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_bake_userdata = nullptr, float p_exposure_normalization = 1.0) override;
+	virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, float p_denoiser_strength, int p_denoiser_range, int p_bounces, float p_bounce_indirect_energy, float p_bias, int p_max_texture_size, bool p_bake_sh, bool p_bake_shadowmask, bool p_texture_for_bounces, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_bake_userdata = nullptr, float p_exposure_normalization = 1.0) override;
 
 	int get_bake_texture_count() const override;
 	Ref<Image> get_bake_texture(int p_index) const override;
+	int get_shadowmask_texture_count() const override;
+	Ref<Image> get_shadowmask_texture(int p_index) const override;
 	int get_bake_mesh_count() const override;
 	Variant get_bake_mesh_userdata(int p_index) const override;
 	Rect2 get_bake_mesh_uv_scale(int p_index) const override;

+ 3 - 0
modules/lightmapper_rd/lm_common_inc.glsl

@@ -17,6 +17,9 @@ layout(set = 0, binding = 0) uniform BakeParameters {
 	uint bounces;
 
 	float bounce_indirect_energy;
+	int shadowmask_light_idx;
+	uint pad0;
+	uint pad1;
 }
 bake_params;
 

+ 25 - 6
modules/lightmapper_rd/lm_compute.glsl

@@ -60,7 +60,9 @@ layout(rgba16f, set = 1, binding = 4) uniform restrict image2DArray accum_light;
 
 #endif
 
-#ifdef MODE_BOUNCE_LIGHT
+#if defined(MODE_DIRECT_LIGHT) && defined(USE_SHADOWMASK)
+layout(rgba8, set = 1, binding = 5) uniform restrict writeonly image2DArray shadowmask;
+#elif defined(MODE_BOUNCE_LIGHT)
 layout(set = 1, binding = 5) uniform texture2D environment;
 #endif
 
@@ -389,8 +391,9 @@ vec2 get_vogel_disk(float p_i, float p_rotation, float p_sample_count_sqrt) {
 	return vec2(cos(theta), sin(theta)) * r;
 }
 
-void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool p_soft_shadowing, out vec3 r_light, out vec3 r_light_dir, inout uint r_noise, float p_texel_size) {
+void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool p_soft_shadowing, out vec3 r_light, out vec3 r_light_dir, inout uint r_noise, float p_texel_size, out float r_shadow) {
 	r_light = vec3(0.0f);
+	r_shadow = 0.0f;
 
 	vec3 light_pos;
 	float dist;
@@ -507,6 +510,7 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
 		}
 	}
 
+	r_shadow = penumbra;
 	r_light = light_data.color * light_data.energy * attenuation * penumbra;
 }
 
@@ -556,7 +560,8 @@ vec3 trace_indirect_light(vec3 p_position, vec3 p_ray_dir, inout uint r_noise, f
 			for (uint i = 0; i < bake_params.light_count; i++) {
 				vec3 light;
 				vec3 light_dir;
-				trace_direct_light(position, normal, i, false, light, light_dir, r_noise, p_texel_size);
+				float shadow;
+				trace_direct_light(position, normal, i, false, light, light_dir, r_noise, p_texel_size, shadow);
 				direct_light += light * lights.data[i].indirect_energy;
 			}
 
@@ -614,7 +619,6 @@ void main() {
 #endif
 
 #ifdef MODE_DIRECT_LIGHT
-
 	vec3 normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz;
 	if (length(normal) < 0.5) {
 		return; //empty texel, no process
@@ -631,6 +635,10 @@ void main() {
 	vec3 light_for_texture = vec3(0.0);
 	vec3 light_for_bounces = vec3(0.0);
 
+#ifdef USE_SHADOWMASK
+	float shadowmask_value = 0.0f;
+#endif
+
 #ifdef USE_SH_LIGHTMAPS
 	vec4 sh_accum[4] = vec4[](
 			vec4(0.0, 0.0, 0.0, 1.0),
@@ -644,7 +652,8 @@ void main() {
 	for (uint i = 0; i < bake_params.light_count; i++) {
 		vec3 light;
 		vec3 light_dir;
-		trace_direct_light(position, normal, i, true, light, light_dir, noise, texel_size_world_space);
+		float shadow;
+		trace_direct_light(position, normal, i, true, light, light_dir, noise, texel_size_world_space, shadow);
 
 		if (lights.data[i].static_bake) {
 			light_for_texture += light;
@@ -669,6 +678,12 @@ void main() {
 		}
 
 		light_for_bounces += light * lights.data[i].indirect_energy;
+
+#ifdef USE_SHADOWMASK
+		if (lights.data[i].type == LIGHT_TYPE_DIRECTIONAL && i == bake_params.shadowmask_light_idx) {
+			shadowmask_value = max(shadowmask_value, shadow);
+		}
+#endif
 	}
 
 	light_for_bounces *= bake_params.exposure_normalization;
@@ -685,6 +700,10 @@ void main() {
 	imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), vec4(light_for_texture, 1.0));
 #endif
 
+#ifdef USE_SHADOWMASK
+	imageStore(shadowmask, ivec3(atlas_pos, params.atlas_slice), vec4(shadowmask_value, shadowmask_value, shadowmask_value, 1.0));
+#endif
+
 #endif
 
 #ifdef MODE_BOUNCE_LIGHT
@@ -850,7 +869,7 @@ void main() {
 
 #endif
 
-#ifdef MODE_DILATE
+#if defined(MODE_DILATE)
 
 	vec4 c = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0);
 	//sides first, as they are closer

+ 121 - 11
scene/3d/lightmap_gi.cpp

@@ -130,6 +130,52 @@ TypedArray<TextureLayered> LightmapGIData::get_lightmap_textures() const {
 	return storage_light_textures;
 }
 
+void LightmapGIData::set_shadowmask_textures(const TypedArray<TextureLayered> &p_data) {
+	storage_shadowmask_textures = p_data;
+
+	if (p_data.is_empty()) {
+		combined_shadowmask_texture = Ref<TextureLayered>();
+		_reset_shadowmask_textures();
+		return;
+	}
+
+	if (p_data.size() == 1) {
+		combined_shadowmask_texture = p_data[0];
+
+	} else {
+		Vector<Ref<Image>> images;
+		for (int i = 0; i < p_data.size(); i++) {
+			Ref<TextureLayered> texture = p_data[i];
+			ERR_FAIL_COND_MSG(texture.is_null(), vformat("Invalid TextureLayered at index %d.", i));
+			for (int j = 0; j < texture->get_layers(); j++) {
+				images.push_back(texture->get_layer_data(j));
+			}
+		}
+
+		Ref<Texture2DArray> combined_texture;
+		combined_texture.instantiate();
+
+		combined_texture->create_from_images(images);
+		combined_shadowmask_texture = combined_texture;
+	}
+
+	_reset_shadowmask_textures();
+}
+
+TypedArray<TextureLayered> LightmapGIData::get_shadowmask_textures() const {
+	return storage_shadowmask_textures;
+}
+
+void LightmapGIData::clear_shadowmask_textures() {
+	RS::get_singleton()->lightmap_set_shadowmask_textures(lightmap, RID());
+	storage_shadowmask_textures.clear();
+	combined_shadowmask_texture.unref();
+}
+
+bool LightmapGIData::has_shadowmask_textures() {
+	return !storage_shadowmask_textures.is_empty() && combined_shadowmask_texture.is_valid();
+}
+
 RID LightmapGIData::get_rid() const {
 	return lightmap;
 }
@@ -142,6 +188,10 @@ void LightmapGIData::_reset_lightmap_textures() {
 	RS::get_singleton()->lightmap_set_textures(lightmap, combined_light_texture.is_valid() ? combined_light_texture->get_rid() : RID(), uses_spherical_harmonics);
 }
 
+void LightmapGIData::_reset_shadowmask_textures() {
+	RS::get_singleton()->lightmap_set_shadowmask_textures(lightmap, combined_shadowmask_texture.is_valid() ? combined_shadowmask_texture->get_rid() : RID());
+}
+
 void LightmapGIData::set_uses_spherical_harmonics(bool p_enable) {
 	uses_spherical_harmonics = p_enable;
 	_reset_lightmap_textures();
@@ -159,6 +209,14 @@ bool LightmapGIData::_is_using_packed_directional() const {
 	return _uses_packed_directional;
 }
 
+void LightmapGIData::update_shadowmask_mode(ShadowmaskMode p_mode) {
+	RS::get_singleton()->lightmap_set_shadowmask_mode(lightmap, (RS::ShadowmaskMode)p_mode);
+}
+
+LightmapGIData::ShadowmaskMode LightmapGIData::get_shadowmask_mode() const {
+	return (ShadowmaskMode)RS::get_singleton()->lightmap_get_shadowmask_mode(lightmap);
+}
+
 void LightmapGIData::set_capture_data(const AABB &p_bounds, bool p_interior, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree, float p_baked_exposure) {
 	if (p_points.size()) {
 		int pc = p_points.size();
@@ -260,6 +318,9 @@ void LightmapGIData::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_lightmap_textures", "light_textures"), &LightmapGIData::set_lightmap_textures);
 	ClassDB::bind_method(D_METHOD("get_lightmap_textures"), &LightmapGIData::get_lightmap_textures);
 
+	ClassDB::bind_method(D_METHOD("set_shadowmask_textures", "shadowmask_textures"), &LightmapGIData::set_shadowmask_textures);
+	ClassDB::bind_method(D_METHOD("get_shadowmask_textures"), &LightmapGIData::get_shadowmask_textures);
+
 	ClassDB::bind_method(D_METHOD("set_uses_spherical_harmonics", "uses_spherical_harmonics"), &LightmapGIData::set_uses_spherical_harmonics);
 	ClassDB::bind_method(D_METHOD("is_using_spherical_harmonics"), &LightmapGIData::is_using_spherical_harmonics);
 
@@ -275,6 +336,7 @@ void LightmapGIData::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("_get_probe_data"), &LightmapGIData::_get_probe_data);
 
 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "lightmap_textures", PROPERTY_HINT_ARRAY_TYPE, "TextureLayered", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY), "set_lightmap_textures", "get_lightmap_textures");
+	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "shadowmask_textures", PROPERTY_HINT_ARRAY_TYPE, "TextureLayered", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY), "set_shadowmask_textures", "get_shadowmask_textures");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "uses_spherical_harmonics", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_uses_spherical_harmonics", "is_using_spherical_harmonics");
 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "user_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_user_data", "_get_user_data");
 	ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "probe_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_probe_data", "_get_probe_data");
@@ -290,6 +352,10 @@ void LightmapGIData::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_texture", PROPERTY_HINT_RESOURCE_TYPE, "TextureLayered", PROPERTY_USAGE_NONE), "set_light_texture", "get_light_texture");
 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "light_textures", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_INTERNAL), "_set_light_textures_data", "_get_light_textures_data");
 #endif
+
+	BIND_ENUM_CONSTANT(SHADOWMASK_MODE_NONE);
+	BIND_ENUM_CONSTANT(SHADOWMASK_MODE_REPLACE);
+	BIND_ENUM_CONSTANT(SHADOWMASK_MODE_OVERLAY);
 }
 
 LightmapGIData::LightmapGIData() {
@@ -738,12 +804,12 @@ void LightmapGI::_gen_new_positions_from_octree(const GenProbesOctree *p_cell, f
 	}
 }
 
-LightmapGI::BakeError LightmapGI::_save_and_reimport_atlas_textures(const Ref<Lightmapper> p_lightmapper, const String &p_base_name, TypedArray<TextureLayered> &r_textures, bool p_compress) const {
+LightmapGI::BakeError LightmapGI::_save_and_reimport_atlas_textures(const Ref<Lightmapper> p_lightmapper, const String &p_base_name, TypedArray<TextureLayered> &r_textures, bool p_is_shadowmask, bool p_compress) const {
 	Vector<Ref<Image>> images;
-	images.resize(p_lightmapper->get_bake_texture_count());
+	images.resize(p_is_shadowmask ? p_lightmapper->get_shadowmask_texture_count() : p_lightmapper->get_bake_texture_count());
 
 	for (int i = 0; i < images.size(); i++) {
-		images.set(i, p_lightmapper->get_bake_texture(i));
+		images.set(i, p_is_shadowmask ? p_lightmapper->get_shadowmask_texture(i) : p_lightmapper->get_bake_texture(i));
 	}
 
 	const int slice_count = images.size();
@@ -765,7 +831,7 @@ LightmapGI::BakeError LightmapGI::_save_and_reimport_atlas_textures(const Ref<Li
 			texture_image->blit_rect(images[i * slices_per_texture + j], Rect2i(0, 0, slice_width, slice_height), Point2i(0, slice_height * j));
 		}
 
-		const String atlas_path = (texture_count > 1 ? p_base_name + "_" + itos(i) : p_base_name) + ".exr";
+		const String atlas_path = (texture_count > 1 ? p_base_name + "_" + itos(i) : p_base_name) + (p_is_shadowmask ? ".png" : ".exr");
 		const String config_path = atlas_path + ".import";
 
 		Ref<ConfigFile> config;
@@ -790,7 +856,12 @@ LightmapGI::BakeError LightmapGI::_save_and_reimport_atlas_textures(const Ref<Li
 		config->save(config_path);
 
 		// Save the file.
-		Error save_err = texture_image->save_exr(atlas_path, false);
+		Error save_err;
+		if (p_is_shadowmask) {
+			save_err = texture_image->save_png(atlas_path);
+		} else {
+			save_err = texture_image->save_exr(atlas_path, false);
+		}
 
 		ERR_FAIL_COND_V(save_err, LightmapGI::BAKE_ERROR_CANT_CREATE_IMAGE);
 
@@ -1104,20 +1175,20 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
 			if (Object::cast_to<DirectionalLight3D>(light)) {
 				DirectionalLight3D *l = Object::cast_to<DirectionalLight3D>(light);
 				if (l->get_sky_mode() != DirectionalLight3D::SKY_MODE_SKY_ONLY) {
-					lightmapper->add_directional_light(light->get_bake_mode() == Light3D::BAKE_STATIC, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, energy, indirect_energy, l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
+					lightmapper->add_directional_light(light->get_name(), light->get_bake_mode() == Light3D::BAKE_STATIC, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, energy, indirect_energy, l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
 				}
 			} else if (Object::cast_to<OmniLight3D>(light)) {
 				OmniLight3D *l = Object::cast_to<OmniLight3D>(light);
 				if (use_physical_light_units) {
 					energy *= (1.0 / (Math_PI * 4.0));
 				}
-				lightmapper->add_omni_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, linear_color, energy, indirect_energy, l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
+				lightmapper->add_omni_light(light->get_name(), light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, linear_color, energy, indirect_energy, l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
 			} else if (Object::cast_to<SpotLight3D>(light)) {
 				SpotLight3D *l = Object::cast_to<SpotLight3D>(light);
 				if (use_physical_light_units) {
 					energy *= (1.0 / Math_PI);
 				}
-				lightmapper->add_spot_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, energy, indirect_energy, l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SPOT_ANGLE), l->get_param(Light3D::PARAM_SPOT_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
+				lightmapper->add_spot_light(light->get_name(), light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, energy, indirect_energy, l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SPOT_ANGLE), l->get_param(Light3D::PARAM_SPOT_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
 			}
 		}
 		for (int i = 0; i < probes_found.size(); i++) {
@@ -1181,7 +1252,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
 		}
 	}
 
-	Lightmapper::BakeError bake_err = lightmapper->bake(Lightmapper::BakeQuality(bake_quality), use_denoiser, denoiser_strength, denoiser_range, bounces, bounce_indirect_energy, bias, max_texture_size, directional, use_texture_for_bounces, Lightmapper::GenerateProbes(gen_probes), environment_image, environment_transform, _lightmap_bake_step_function, &bsud, exposure_normalization);
+	Lightmapper::BakeError bake_err = lightmapper->bake(Lightmapper::BakeQuality(bake_quality), use_denoiser, denoiser_strength, denoiser_range, bounces, bounce_indirect_energy, bias, max_texture_size, directional, shadowmask_mode != LightmapGIData::SHADOWMASK_MODE_NONE, use_texture_for_bounces, Lightmapper::GenerateProbes(gen_probes), environment_image, environment_transform, _lightmap_bake_step_function, &bsud, exposure_normalization);
 
 	if (bake_err == Lightmapper::BAKE_ERROR_TEXTURE_EXCEEDS_MAX_SIZE) {
 		return BAKE_ERROR_TEXTURE_SIZE_TOO_SMALL;
@@ -1196,15 +1267,23 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
 	// POSTBAKE: Save Textures.
 
 	TypedArray<TextureLayered> lightmap_textures;
+	TypedArray<TextureLayered> shadowmask_textures;
 
 	const String texture_filename = p_image_data_path.get_basename();
+	const int shadowmask_texture_count = lightmapper->get_shadowmask_texture_count();
+	const bool save_shadowmask = shadowmask_mode != LightmapGIData::SHADOWMASK_MODE_NONE && shadowmask_texture_count > 0;
 
 	// Save the lightmap atlases.
-	BakeError save_err = _save_and_reimport_atlas_textures(lightmapper, texture_filename, lightmap_textures, false);
+	BakeError save_err = _save_and_reimport_atlas_textures(lightmapper, texture_filename, lightmap_textures, false, false);
 	ERR_FAIL_COND_V(save_err != BAKE_ERROR_OK, save_err);
 
-	// POSTBAKE: Save Light Data.
+	if (save_shadowmask) {
+		// Save the shadowmask atlases.
+		save_err = _save_and_reimport_atlas_textures(lightmapper, texture_filename + "_shadow", shadowmask_textures, true, true);
+		ERR_FAIL_COND_V(save_err != BAKE_ERROR_OK, save_err);
+	}
 
+	/* POSTBAKE: Save Light Data. */
 	Ref<LightmapGIData> gi_data;
 
 	if (get_light_data().is_valid()) {
@@ -1217,6 +1296,13 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
 	}
 
 	gi_data->set_lightmap_textures(lightmap_textures);
+
+	if (save_shadowmask) {
+		gi_data->set_shadowmask_textures(shadowmask_textures);
+	} else {
+		gi_data->clear_shadowmask_textures();
+	}
+
 	gi_data->set_uses_spherical_harmonics(directional);
 	gi_data->_set_uses_packed_directional(directional); // New SH lightmaps are packed automatically.
 
@@ -1375,6 +1461,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
 	}
 
 	set_light_data(gi_data);
+	update_configuration_warnings();
 
 	return BAKE_ERROR_OK;
 }
@@ -1452,6 +1539,7 @@ void LightmapGI::set_light_data(const Ref<LightmapGIData> &p_data) {
 		if (is_inside_tree()) {
 			_assign_lightmaps();
 		}
+		light_data->update_shadowmask_mode(shadowmask_mode);
 	}
 
 	update_gizmos();
@@ -1506,6 +1594,19 @@ bool LightmapGI::is_directional() const {
 	return directional;
 }
 
+void LightmapGI::set_shadowmask_mode(LightmapGIData::ShadowmaskMode p_mode) {
+	shadowmask_mode = p_mode;
+	if (light_data.is_valid()) {
+		light_data->update_shadowmask_mode(p_mode);
+	}
+
+	update_configuration_warnings();
+}
+
+LightmapGIData::ShadowmaskMode LightmapGI::get_shadowmask_mode() const {
+	return shadowmask_mode;
+}
+
 void LightmapGI::set_use_texture_for_bounces(bool p_enable) {
 	use_texture_for_bounces = p_enable;
 }
@@ -1625,6 +1726,11 @@ PackedStringArray LightmapGI::get_configuration_warnings() const {
 		warnings.push_back(vformat(RTR("Lightmaps can only be baked from a GPU that supports the RenderingDevice backends.\nYour GPU (%s) does not support RenderingDevice, as it does not support Vulkan, Direct3D 12, or Metal.\nLightmap baking will not be available on this device, although rendering existing baked lightmaps will work."), RenderingServer::get_singleton()->get_video_adapter_name()));
 		return warnings;
 	}
+
+	if (shadowmask_mode != LightmapGIData::SHADOWMASK_MODE_NONE && light_data.is_valid() && !light_data->has_shadowmask_textures()) {
+		warnings.push_back(RTR("The lightmap has no baked shadowmask textures. Please rebake with the Shadowmask Mode set to anything other than None."));
+	}
+
 #elif defined(ANDROID_ENABLED) || defined(IOS_ENABLED)
 	warnings.push_back(vformat(RTR("Lightmaps cannot be baked on %s. Rendering existing baked lightmaps will still work."), OS::get_singleton()->get_name()));
 #else
@@ -1704,6 +1810,9 @@ void LightmapGI::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_directional", "directional"), &LightmapGI::set_directional);
 	ClassDB::bind_method(D_METHOD("is_directional"), &LightmapGI::is_directional);
 
+	ClassDB::bind_method(D_METHOD("set_shadowmask_mode", "mode"), &LightmapGI::set_shadowmask_mode);
+	ClassDB::bind_method(D_METHOD("get_shadowmask_mode"), &LightmapGI::get_shadowmask_mode);
+
 	ClassDB::bind_method(D_METHOD("set_use_texture_for_bounces", "use_texture_for_bounces"), &LightmapGI::set_use_texture_for_bounces);
 	ClassDB::bind_method(D_METHOD("is_using_texture_for_bounces"), &LightmapGI::is_using_texture_for_bounces);
 
@@ -1717,6 +1826,7 @@ void LightmapGI::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "bounces", PROPERTY_HINT_RANGE, "0,6,1,or_greater"), "set_bounces", "get_bounces");
 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce_indirect_energy", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_bounce_indirect_energy", "get_bounce_indirect_energy");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional"), "set_directional", "is_directional");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "shadowmask_mode", PROPERTY_HINT_ENUM, "None,Replace,Overlay"), "set_shadowmask_mode", "get_shadowmask_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_texture_for_bounces"), "set_use_texture_for_bounces", "is_using_texture_for_bounces");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interior"), "set_interior", "is_interior");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_denoiser"), "set_use_denoiser", "is_using_denoiser");

+ 26 - 1
scene/3d/lightmap_gi.h

@@ -43,12 +43,23 @@ class LightmapGIData : public Resource {
 	GDCLASS(LightmapGIData, Resource);
 	RES_BASE_EXTENSION("lmbake")
 
+public:
+	enum ShadowmaskMode {
+		SHADOWMASK_MODE_NONE,
+		SHADOWMASK_MODE_REPLACE,
+		SHADOWMASK_MODE_OVERLAY,
+		SHADOWMASK_MODE_ONLY,
+	};
+
+private:
 	// The 'merged' texture atlases actually used by the renderer.
 	Ref<TextureLayered> combined_light_texture;
+	Ref<TextureLayered> combined_shadowmask_texture;
 
 	// The temporary texture atlas arrays which are used for storage.
 	// If a single atlas is too large, it's split and recombined during loading.
 	TypedArray<TextureLayered> storage_light_textures;
+	TypedArray<TextureLayered> storage_shadowmask_textures;
 
 	bool uses_spherical_harmonics = false;
 	bool interior = false;
@@ -74,6 +85,7 @@ class LightmapGIData : public Resource {
 	Dictionary _get_probe_data() const;
 
 	void _reset_lightmap_textures();
+	void _reset_shadowmask_textures();
 
 protected:
 	static void _bind_methods();
@@ -101,6 +113,9 @@ public:
 	void _set_uses_packed_directional(bool p_enable);
 	bool _is_using_packed_directional() const;
 
+	void update_shadowmask_mode(ShadowmaskMode p_mode);
+	ShadowmaskMode get_shadowmask_mode() const;
+
 	bool is_interior() const;
 	float get_baked_exposure() const;
 
@@ -116,6 +131,11 @@ public:
 	void set_lightmap_textures(const TypedArray<TextureLayered> &p_data);
 	TypedArray<TextureLayered> get_lightmap_textures() const;
 
+	void set_shadowmask_textures(const TypedArray<TextureLayered> &p_data);
+	TypedArray<TextureLayered> get_shadowmask_textures() const;
+	void clear_shadowmask_textures();
+	bool has_shadowmask_textures();
+
 	virtual RID get_rid() const override;
 	LightmapGIData();
 	~LightmapGIData();
@@ -179,6 +199,7 @@ private:
 	float environment_custom_energy = 1.0;
 	bool directional = false;
 	bool use_texture_for_bounces = true;
+	LightmapGIData::ShadowmaskMode shadowmask_mode = LightmapGIData::SHADOWMASK_MODE_NONE;
 	GenerateProbes gen_probes = GENERATE_PROBES_SUBDIV_8;
 	Ref<CameraAttributes> camera_attributes;
 
@@ -249,7 +270,7 @@ private:
 	void _plot_triangle_into_octree(GenProbesOctree *p_cell, float p_cell_size, const Vector3 *p_triangle);
 	void _gen_new_positions_from_octree(const GenProbesOctree *p_cell, float p_cell_size, const Vector<Vector3> &probe_positions, LocalVector<Vector3> &new_probe_positions, HashMap<Vector3i, bool> &positions_used, const AABB &p_bounds);
 
-	BakeError _save_and_reimport_atlas_textures(const Ref<Lightmapper> p_lightmapper, const String &p_base_name, TypedArray<TextureLayered> &r_textures, bool p_compress = false) const;
+	BakeError _save_and_reimport_atlas_textures(const Ref<Lightmapper> p_lightmapper, const String &p_base_name, TypedArray<TextureLayered> &r_textures, bool p_is_shadowmask = false, bool p_compress = false) const;
 
 protected:
 	void _validate_property(PropertyInfo &p_property) const;
@@ -275,6 +296,9 @@ public:
 	void set_directional(bool p_enable);
 	bool is_directional() const;
 
+	void set_shadowmask_mode(LightmapGIData::ShadowmaskMode p_mode);
+	LightmapGIData::ShadowmaskMode get_shadowmask_mode() const;
+
 	void set_use_texture_for_bounces(bool p_enable);
 	bool is_using_texture_for_bounces() const;
 
@@ -323,6 +347,7 @@ public:
 	LightmapGI();
 };
 
+VARIANT_ENUM_CAST(LightmapGIData::ShadowmaskMode);
 VARIANT_ENUM_CAST(LightmapGI::BakeQuality);
 VARIANT_ENUM_CAST(LightmapGI::GenerateProbes);
 VARIANT_ENUM_CAST(LightmapGI::BakeError);

+ 6 - 5
scene/3d/lightmapper.h

@@ -133,7 +133,6 @@ public:
 		GENERATE_PROBES_SUBDIV_8,
 		GENERATE_PROBES_SUBDIV_16,
 		GENERATE_PROBES_SUBDIV_32,
-
 	};
 
 	enum LightType {
@@ -178,14 +177,16 @@ public:
 	};
 
 	virtual void add_mesh(const MeshData &p_mesh) = 0;
-	virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_angular_distance, float p_shadow_blur) = 0;
-	virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_size, float p_shadow_blur) = 0;
-	virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size, float p_shadow_blur) = 0;
+	virtual void add_directional_light(const String &p_name, bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_angular_distance, float p_shadow_blur) = 0;
+	virtual void add_omni_light(const String &p_name, bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_size, float p_shadow_blur) = 0;
+	virtual void add_spot_light(const String &p_name, bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_indirect_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size, float p_shadow_blur) = 0;
 	virtual void add_probe(const Vector3 &p_position) = 0;
-	virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, float p_denoiser_strength, int p_denoiser_range, int p_bounces, float p_bounce_indirect_energy, float p_bias, int p_max_texture_size, bool p_bake_sh, bool p_texture_for_bounces, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_step_userdata = nullptr, float p_exposure_normalization = 1.0) = 0;
+	virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, float p_denoiser_strength, int p_denoiser_range, int p_bounces, float p_bounce_indirect_energy, float p_bias, int p_max_texture_size, bool p_bake_sh, bool p_bake_shadowmask, bool p_texture_for_bounces, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_step_userdata = nullptr, float p_exposure_normalization = 1.0) = 0;
 
 	virtual int get_bake_texture_count() const = 0;
 	virtual Ref<Image> get_bake_texture(int p_index) const = 0;
+	virtual int get_shadowmask_texture_count() const = 0;
+	virtual Ref<Image> get_shadowmask_texture(int p_index) const = 0;
 	virtual int get_bake_mesh_count() const = 0;
 	virtual Variant get_bake_mesh_userdata(int p_index) const = 0;
 	virtual Rect2 get_bake_mesh_uv_scale(int p_index) const = 0;

+ 4 - 0
servers/rendering/dummy/storage/light_storage.h

@@ -191,6 +191,10 @@ public:
 	virtual void lightmap_set_probe_capture_update_speed(float p_speed) override {}
 	virtual float lightmap_get_probe_capture_update_speed() const override { return 0; }
 
+	virtual void lightmap_set_shadowmask_textures(RID p_lightmap, RID p_shadow) override {}
+	virtual RS::ShadowmaskMode lightmap_get_shadowmask_mode(RID p_lightmap) override { return RS::SHADOWMASK_MODE_NONE; }
+	virtual void lightmap_set_shadowmask_mode(RID p_lightmap, RS::ShadowmaskMode p_mode) override {}
+
 	/* LIGHTMAP INSTANCE */
 
 	bool owns_lightmap_instance(RID p_rid) { return lightmap_instance_owner.owns(p_rid); }

+ 24 - 9
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -1167,6 +1167,7 @@ void RenderForwardClustered::_setup_lightmaps(const RenderDataRD *p_render_data,
 
 		// Exposure.
 		scene_state.lightmaps[i].exposure_normalization = 1.0;
+		scene_state.lightmaps[i].flags = light_storage->lightmap_get_shadowmask_mode(lightmap);
 		if (p_render_data->camera_attributes.is_valid()) {
 			float baked_exposure = light_storage->lightmap_get_baked_exposure_normalization(lightmap);
 			float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
@@ -3223,15 +3224,29 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
 		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 
 		RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
-		for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
-			if (p_render_data && i < p_render_data->lightmaps->size()) {
-				RID base = light_storage->lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
-				RID texture = light_storage->lightmap_get_texture(base);
-				RID rd_texture = texture_storage->texture_get_rd_texture(texture);
-				u.append_id(rd_texture);
-			} else {
-				u.append_id(default_tex);
+		for (uint32_t i = 0; i < scene_state.max_lightmaps * 2; i++) {
+			uint32_t current_lightmap_index = i < scene_state.max_lightmaps ? i : i - scene_state.max_lightmaps;
+
+			if (p_render_data && current_lightmap_index < p_render_data->lightmaps->size()) {
+				RID base = light_storage->lightmap_instance_get_lightmap((*p_render_data->lightmaps)[current_lightmap_index]);
+				RID texture;
+
+				if (i < scene_state.max_lightmaps) {
+					// Lightmap
+					texture = light_storage->lightmap_get_texture(base);
+				} else {
+					// Shadowmask
+					texture = light_storage->shadowmask_get_texture(base);
+				}
+
+				if (texture.is_valid()) {
+					RID rd_texture = texture_storage->texture_get_rd_texture(texture);
+					u.append_id(rd_texture);
+					continue;
+				}
 			}
+
+			u.append_id(default_tex);
 		}
 
 		uniforms.push_back(u);
@@ -3535,7 +3550,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
 		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 
 		RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
-		for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
+		for (uint32_t i = 0; i < scene_state.max_lightmaps * 2; i++) {
 			u.append_id(default_tex);
 		}
 

+ 1 - 1
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h

@@ -237,7 +237,7 @@ private:
 		float normal_xform[12];
 		float texture_size[2];
 		float exposure_normalization;
-		float pad;
+		uint32_t flags;
 	};
 
 	struct LightmapCaptureData {

+ 23 - 8
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

@@ -477,15 +477,29 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
 		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 
 		RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
-		for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
-			if (p_render_data && i < p_render_data->lightmaps->size()) {
-				RID base = light_storage->lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
-				RID texture = light_storage->lightmap_get_texture(base);
-				RID rd_texture = texture_storage->texture_get_rd_texture(texture);
-				u.append_id(rd_texture);
-			} else {
-				u.append_id(default_tex);
+		for (uint32_t i = 0; i < scene_state.max_lightmaps * 2; i++) {
+			uint32_t current_lightmap_index = i < scene_state.max_lightmaps ? i : i - scene_state.max_lightmaps;
+
+			if (p_render_data && current_lightmap_index < p_render_data->lightmaps->size()) {
+				RID base = light_storage->lightmap_instance_get_lightmap((*p_render_data->lightmaps)[current_lightmap_index]);
+				RID texture;
+
+				if (i < scene_state.max_lightmaps) {
+					// Lightmap
+					texture = light_storage->lightmap_get_texture(base);
+				} else {
+					// Shadowmask
+					texture = light_storage->shadowmask_get_texture(base);
+				}
+
+				if (texture.is_valid()) {
+					RID rd_texture = texture_storage->texture_get_rd_texture(texture);
+					u.append_id(rd_texture);
+					continue;
+				}
 			}
+
+			u.append_id(default_tex);
 		}
 
 		uniforms.push_back(u);
@@ -642,6 +656,7 @@ void RenderForwardMobile::_setup_lightmaps(const RenderDataRD *p_render_data, co
 
 		// Exposure.
 		scene_state.lightmaps[i].exposure_normalization = 1.0;
+		scene_state.lightmaps[i].flags = light_storage->lightmap_get_shadowmask_mode(lightmap);
 		if (p_render_data->camera_attributes.is_valid()) {
 			float baked_exposure = light_storage->lightmap_get_baked_exposure_normalization(lightmap);
 			float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);

+ 1 - 1
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h

@@ -184,7 +184,7 @@ private:
 		float normal_xform[12];
 		float texture_size[2];
 		float exposure_normalization;
-		float pad;
+		uint32_t flags;
 	};
 
 	struct LightmapCaptureData {

+ 197 - 149
servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl

@@ -1978,9 +1978,34 @@ void fragment_shader(in SceneData scene_data) {
 		uint shadow0 = 0;
 		uint shadow1 = 0;
 
+		float shadowmask = 1.0;
+
+#ifdef USE_LIGHTMAP
+		uint shadowmask_mode = LIGHTMAP_SHADOWMASK_MODE_NONE;
+
+		if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+			const uint ofs = instances.data[instance_index].gi_offset & 0xFFFF;
+			shadowmask_mode = lightmaps.data[ofs].flags;
+
+			if (shadowmask_mode != LIGHTMAP_SHADOWMASK_MODE_NONE) {
+				const uint slice = instances.data[instance_index].gi_offset >> 16;
+				const vec2 scaled_uv = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
+				const vec3 uvw = vec3(scaled_uv, float(slice));
+
+				if (sc_use_lightmap_bicubic_filter()) {
+					shadowmask = textureArray_bicubic(lightmap_textures[MAX_LIGHTMAP_TEXTURES + ofs], uvw, lightmaps.data[ofs].light_texture_size).x;
+				} else {
+					shadowmask = textureLod(sampler2DArray(lightmap_textures[MAX_LIGHTMAP_TEXTURES + ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).x;
+				}
+			}
+		}
+
+		if (shadowmask_mode != LIGHTMAP_SHADOWMASK_MODE_ONLY) {
+#endif // USE_LIGHTMAP
+
 #ifdef USE_VERTEX_LIGHTING
-		// Only process the first light's shadow for vertex lighting.
-		for (uint i = 0; i < 1; i++) {
+			// Only process the first light's shadow for vertex lighting.
+			for (uint i = 0; i < 1; i++) {
 #else
 		for (uint i = 0; i < 8; i++) {
 			if (i >= scene_data.directional_light_count) {
@@ -1988,20 +2013,20 @@ void fragment_shader(in SceneData scene_data) {
 			}
 #endif
 
-			if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
-				continue; //not masked
-			}
+				if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
+					continue; //not masked
+				}
 
-			if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
-				continue; // Statically baked light and object uses lightmap, skip
-			}
+				if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+					continue; // Statically baked light and object uses lightmap, skip
+				}
 
-			float shadow = 1.0;
+				float shadow = 1.0;
 
-			if (directional_lights.data[i].shadow_opacity > 0.001) {
-				float depth_z = -vertex.z;
-				vec3 light_dir = directional_lights.data[i].direction;
-				vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
+				if (directional_lights.data[i].shadow_opacity > 0.001) {
+					float depth_z = -vertex.z;
+					vec3 light_dir = directional_lights.data[i].direction;
+					vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
 
 #define BIAS_FUNC(m_var, m_idx)                                                                 \
 	m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx];                     \
@@ -2009,195 +2034,218 @@ void fragment_shader(in SceneData scene_data) {
 	normal_bias -= light_dir * dot(light_dir, normal_bias);                                     \
 	m_var.xyz += normal_bias;
 
-				//version with soft shadows, more expensive
-				if (sc_use_directional_soft_shadows() && directional_lights.data[i].softshadow_angle > 0) {
-					uint blend_count = 0;
-					const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1;
-
-					if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
-						vec4 v = vec4(vertex, 1.0);
-
-						BIAS_FUNC(v, 0)
-
-						vec4 pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
-						pssm_coord /= pssm_coord.w;
-
-						float range_pos = dot(directional_lights.data[i].direction, v.xyz);
-						float range_begin = directional_lights.data[i].shadow_range_begin.x;
-						float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
-						vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
-						shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
-						blend_count++;
-					}
-
-					if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
-						vec4 v = vec4(vertex, 1.0);
+					//version with soft shadows, more expensive
+					if (sc_use_directional_soft_shadows() && directional_lights.data[i].softshadow_angle > 0) {
+						uint blend_count = 0;
+						const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1;
 
-						BIAS_FUNC(v, 1)
+						if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+							vec4 v = vec4(vertex, 1.0);
 
-						vec4 pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
-						pssm_coord /= pssm_coord.w;
+							BIAS_FUNC(v, 0)
 
-						float range_pos = dot(directional_lights.data[i].direction, v.xyz);
-						float range_begin = directional_lights.data[i].shadow_range_begin.y;
-						float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
-						vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
-						float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
+							vec4 pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+							pssm_coord /= pssm_coord.w;
 
-						if (blend_count == 0) {
-							shadow = s;
-						} else {
-							//blend
-							float blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
-							shadow = mix(shadow, s, blend);
+							float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+							float range_begin = directional_lights.data[i].shadow_range_begin.x;
+							float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+							vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
+							shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
+							blend_count++;
 						}
 
-						blend_count++;
-					}
+						if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+							vec4 v = vec4(vertex, 1.0);
 
-					if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
-						vec4 v = vec4(vertex, 1.0);
+							BIAS_FUNC(v, 1)
 
-						BIAS_FUNC(v, 2)
+							vec4 pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+							pssm_coord /= pssm_coord.w;
 
-						vec4 pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
-						pssm_coord /= pssm_coord.w;
+							float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+							float range_begin = directional_lights.data[i].shadow_range_begin.y;
+							float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+							vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+							float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
 
-						float range_pos = dot(directional_lights.data[i].direction, v.xyz);
-						float range_begin = directional_lights.data[i].shadow_range_begin.z;
-						float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
-						vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
-						float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
+							if (blend_count == 0) {
+								shadow = s;
+							} else {
+								//blend
+								float blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+								shadow = mix(shadow, s, blend);
+							}
 
-						if (blend_count == 0) {
-							shadow = s;
-						} else {
-							//blend
-							float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
-							shadow = mix(shadow, s, blend);
+							blend_count++;
 						}
 
-						blend_count++;
-					}
+						if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+							vec4 v = vec4(vertex, 1.0);
 
-					if (blend_count < blend_max) {
-						vec4 v = vec4(vertex, 1.0);
+							BIAS_FUNC(v, 2)
 
-						BIAS_FUNC(v, 3)
+							vec4 pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+							pssm_coord /= pssm_coord.w;
 
-						vec4 pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
-						pssm_coord /= pssm_coord.w;
+							float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+							float range_begin = directional_lights.data[i].shadow_range_begin.z;
+							float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+							vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+							float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
 
-						float range_pos = dot(directional_lights.data[i].direction, v.xyz);
-						float range_begin = directional_lights.data[i].shadow_range_begin.w;
-						float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
-						vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
-						float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
+							if (blend_count == 0) {
+								shadow = s;
+							} else {
+								//blend
+								float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+								shadow = mix(shadow, s, blend);
+							}
 
-						if (blend_count == 0) {
-							shadow = s;
-						} else {
-							//blend
-							float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
-							shadow = mix(shadow, s, blend);
+							blend_count++;
 						}
-					}
 
-				} else { //no soft shadows
-
-					vec4 pssm_coord;
-					float blur_factor;
-
-					if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
-						vec4 v = vec4(vertex, 1.0);
-
-						BIAS_FUNC(v, 0)
-
-						pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
-						blur_factor = 1.0;
-					} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
-						vec4 v = vec4(vertex, 1.0);
-
-						BIAS_FUNC(v, 1)
-
-						pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
-						// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
-						blur_factor = 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.z) {
-						vec4 v = vec4(vertex, 1.0);
-
-						BIAS_FUNC(v, 2)
+						if (blend_count < blend_max) {
+							vec4 v = vec4(vertex, 1.0);
 
-						pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
-						// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
-						blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
-					} else {
-						vec4 v = vec4(vertex, 1.0);
+							BIAS_FUNC(v, 3)
 
-						BIAS_FUNC(v, 3)
+							vec4 pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+							pssm_coord /= pssm_coord.w;
+
+							float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+							float range_begin = directional_lights.data[i].shadow_range_begin.w;
+							float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+							vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+							float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
+
+							if (blend_count == 0) {
+								shadow = s;
+							} else {
+								//blend
+								float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+								shadow = mix(shadow, s, blend);
+							}
+						}
 
-						pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
-						// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
-						blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
-					}
+					} else { //no soft shadows
 
-					pssm_coord /= pssm_coord.w;
+						vec4 pssm_coord;
+						float blur_factor;
 
-					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, scene_data.taa_frame_count);
+						if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+							vec4 v = vec4(vertex, 1.0);
 
-					if (directional_lights.data[i].blend_splits) {
-						float pssm_blend;
-						float blur_factor2;
+							BIAS_FUNC(v, 0)
 
-						if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+							pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+							blur_factor = 1.0;
+						} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
 							vec4 v = vec4(vertex, 1.0);
+
 							BIAS_FUNC(v, 1)
+
 							pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
-							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) {
+							blur_factor = 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.z) {
 							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.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) {
+							blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
+						} else {
 							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.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 {
-							pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
-							blur_factor2 = 1.0;
+							blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
 						}
 
 						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 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord, scene_data.taa_frame_count);
-						shadow = mix(shadow, shadow2, pssm_blend);
+						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, scene_data.taa_frame_count);
+
+						if (directional_lights.data[i].blend_splits) {
+							float pssm_blend;
+							float blur_factor2;
+
+							if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+								vec4 v = vec4(vertex, 1.0);
+								BIAS_FUNC(v, 1)
+								pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+								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.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.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 {
+								pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+								blur_factor2 = 1.0;
+							}
+
+							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 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord, scene_data.taa_frame_count);
+							shadow = mix(shadow, shadow2, pssm_blend);
+						}
 					}
-				}
 
-				shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+#ifdef USE_LIGHTMAP
+					if (shadowmask_mode == LIGHTMAP_SHADOWMASK_MODE_REPLACE) {
+						shadow = mix(shadow, shadowmask, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+					} else if (shadowmask_mode == LIGHTMAP_SHADOWMASK_MODE_OVERLAY) {
+						shadow = shadowmask * mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+					} else {
+#endif
+						shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+#ifdef USE_LIGHTMAP
+					}
+#endif
 
 #ifdef USE_VERTEX_LIGHTING
-				diffuse_light *= mix(1.0, shadow, diffuse_light_interp.a);
-				specular_light *= mix(1.0, shadow, specular_light_interp.a);
+					diffuse_light *= mix(1.0, shadow, diffuse_light_interp.a);
+					specular_light *= mix(1.0, shadow, specular_light_interp.a);
 #endif
 
 #undef BIAS_FUNC
-			} // shadows
+				} // shadows
 
-			if (i < 4) {
-				shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
-			} else {
-				shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
+				if (i < 4) {
+					shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
+				} else {
+					shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
+				}
 			}
+
+#ifdef USE_LIGHTMAP
+		} else { // shadowmask_mode == LIGHTMAP_SHADOWMASK_MODE_ONLY
+
+#ifdef USE_VERTEX_LIGHTING
+			diffuse_light *= mix(1.0, shadowmask, diffuse_light_interp.a);
+			specular_light *= mix(1.0, shadowmask, specular_light_interp.a);
+#endif
+
+			shadow0 |= uint(clamp(shadowmask * 255.0, 0.0, 255.0));
 		}
+#endif // USE_LIGHTMAP
+
 #endif // SHADOWS_DISABLED
 
 #ifndef USE_VERTEX_LIGHTING

+ 7 - 2
servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl

@@ -200,11 +200,16 @@ directional_lights;
 #define LIGHTMAP_FLAG_USE_DIRECTION 1
 #define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
 
+#define LIGHTMAP_SHADOWMASK_MODE_NONE 0
+#define LIGHTMAP_SHADOWMASK_MODE_REPLACE 1
+#define LIGHTMAP_SHADOWMASK_MODE_OVERLAY 2
+#define LIGHTMAP_SHADOWMASK_MODE_ONLY 3
+
 struct Lightmap {
 	mat3 normal_xform;
 	vec2 light_texture_size;
 	float exposure_normalization;
-	float pad;
+	uint flags;
 };
 
 layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
@@ -349,7 +354,7 @@ layout(set = 1, binding = 5) uniform texture2D shadow_atlas;
 
 layout(set = 1, binding = 6) uniform texture2D directional_shadow_atlas;
 
-layout(set = 1, binding = 7) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+layout(set = 1, binding = 7) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES * 2];
 
 layout(set = 1, binding = 8) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
 

+ 127 - 81
servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl

@@ -1434,30 +1434,54 @@ void main() {
 		uint shadow0 = 0;
 		uint shadow1 = 0;
 
+		float shadowmask = 1.0;
+
+#ifdef USE_LIGHTMAP
+		uint shadowmask_mode = LIGHTMAP_SHADOWMASK_MODE_NONE;
+
+		if (bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+			const uint ofs = instances.data[draw_call.instance_index].gi_offset & 0xFFFF;
+			shadowmask_mode = lightmaps.data[ofs].flags;
+
+			if (shadowmask_mode != LIGHTMAP_SHADOWMASK_MODE_NONE) {
+				const uint slice = instances.data[draw_call.instance_index].gi_offset >> 16;
+				const vec2 scaled_uv = uv2 * instances.data[draw_call.instance_index].lightmap_uv_scale.zw + instances.data[draw_call.instance_index].lightmap_uv_scale.xy;
+				const vec3 uvw = vec3(scaled_uv, float(slice));
+
+				if (sc_use_lightmap_bicubic_filter()) {
+					shadowmask = textureArray_bicubic(lightmap_textures[MAX_LIGHTMAP_TEXTURES + ofs], uvw, lightmaps.data[ofs].light_texture_size).x;
+				} else {
+					shadowmask = textureLod(sampler2DArray(lightmap_textures[MAX_LIGHTMAP_TEXTURES + ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).x;
+				}
+			}
+		}
+
+		if (shadowmask_mode != LIGHTMAP_SHADOWMASK_MODE_ONLY) {
+#endif // USE_LIGHTMAP
+
 #ifdef USE_VERTEX_LIGHTING
-		// Only process the first light's shadow for vertex lighting.
-		for (uint i = 0; i < 1; i++) {
+			// Only process the first light's shadow for vertex lighting.
+			for (uint i = 0; i < 1; i++) {
 #else
 		for (uint i = 0; i < sc_directional_lights(); i++) {
 #endif
+				if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
+					continue; //not masked
+				}
 
-			if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
-				continue; //not masked
-			}
-
-			if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
-				continue; // Statically baked light and object uses lightmap, skip.
-			}
+				if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+					continue; // Statically baked light and object uses lightmap, skip.
+				}
 
-			float shadow = 1.0;
+				float shadow = 1.0;
 
-			if (directional_lights.data[i].shadow_opacity > 0.001) {
-				float depth_z = -vertex.z;
+				if (directional_lights.data[i].shadow_opacity > 0.001) {
+					float depth_z = -vertex.z;
 
-				vec4 pssm_coord;
-				float blur_factor;
-				vec3 light_dir = directional_lights.data[i].direction;
-				vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
+					vec4 pssm_coord;
+					float blur_factor;
+					vec3 light_dir = directional_lights.data[i].direction;
+					vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
 
 #define BIAS_FUNC(m_var, m_idx)                                                                 \
 	m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx];                     \
@@ -1465,97 +1489,119 @@ void main() {
 	normal_bias -= light_dir * dot(light_dir, normal_bias);                                     \
 	m_var.xyz += normal_bias;
 
-				if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
-					vec4 v = vec4(vertex, 1.0);
-
-					BIAS_FUNC(v, 0)
-
-					pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
-					blur_factor = 1.0;
-				} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
-					vec4 v = vec4(vertex, 1.0);
-
-					BIAS_FUNC(v, 1)
-
-					pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
-					// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
-					blur_factor = 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.z) {
-					vec4 v = vec4(vertex, 1.0);
-
-					BIAS_FUNC(v, 2)
-
-					pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
-					// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
-					blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
-				} else {
-					vec4 v = vec4(vertex, 1.0);
-
-					BIAS_FUNC(v, 3)
-
-					pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
-					// Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
-					blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
-				}
-
-				pssm_coord /= pssm_coord.w;
-
-				bool blend_split = sc_directional_light_blend_split(i);
-				float blend_split_weight = blend_split ? 1.0f : 0.0f;
-				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) * blend_split_weight), pssm_coord, scene_data.taa_frame_count);
+					if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+						vec4 v = vec4(vertex, 1.0);
 
-				if (blend_split) {
-					float pssm_blend;
-					float blur_factor2;
+						BIAS_FUNC(v, 0)
 
-					if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+						pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+						blur_factor = 1.0;
+					} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
 						vec4 v = vec4(vertex, 1.0);
+
 						BIAS_FUNC(v, 1)
+
 						pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
-						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) {
+						blur_factor = 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.z) {
 						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.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) {
+						blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
+					} else {
 						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.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 {
-						pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
-						blur_factor2 = 1.0;
+						blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
 					}
 
 					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 + (1.0 - blur_factor2) * blend_split_weight), pssm_coord, scene_data.taa_frame_count);
-					shadow = mix(shadow, shadow2, pssm_blend);
-				}
+					bool blend_split = sc_directional_light_blend_split(i);
+					float blend_split_weight = blend_split ? 1.0f : 0.0f;
+					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) * blend_split_weight), pssm_coord, scene_data.taa_frame_count);
+
+					if (blend_split) {
+						float pssm_blend;
+						float blur_factor2;
+
+						if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+							vec4 v = vec4(vertex, 1.0);
+							BIAS_FUNC(v, 1)
+							pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+							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.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.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 {
+							pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+							blur_factor2 = 1.0;
+						}
+
+						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 + (1.0 - blur_factor2) * blend_split_weight), pssm_coord, scene_data.taa_frame_count);
+						shadow = mix(shadow, shadow2, pssm_blend);
+					}
 
-				shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+#ifdef USE_LIGHTMAP
+					if (shadowmask_mode == LIGHTMAP_SHADOWMASK_MODE_REPLACE) {
+						shadow = mix(shadow, shadowmask, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+					} else if (shadowmask_mode == LIGHTMAP_SHADOWMASK_MODE_OVERLAY) {
+						shadow = shadowmask * mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+					} else {
+#endif
+						shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+#ifdef USE_LIGHTMAP
+					}
+#endif
 
 #ifdef USE_VERTEX_LIGHTING
-				diffuse_light *= mix(1.0, shadow, diffuse_light_interp.a);
-				specular_light *= mix(1.0, shadow, specular_light_interp.a);
+					diffuse_light *= mix(1.0, shadow, diffuse_light_interp.a);
+					specular_light *= mix(1.0, shadow, specular_light_interp.a);
 #endif
 #undef BIAS_FUNC
-			}
+				}
 
-			if (i < 4) {
-				shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
-			} else {
-				shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
+				if (i < 4) {
+					shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
+				} else {
+					shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
+				}
 			}
+
+#ifdef USE_LIGHTMAP
+		} else { // shadowmask_mode == LIGHTMAP_SHADOWMASK_MODE_ONLY
+
+#ifdef USE_VERTEX_LIGHTING
+			diffuse_light *= mix(1.0, shadowmask, diffuse_light_interp.a);
+			specular_light *= mix(1.0, shadowmask, specular_light_interp.a);
+#endif
+
+			shadow0 |= uint(clamp(shadowmask * 255.0, 0.0, 255.0));
 		}
+#endif // USE_LIGHTMAP
+
 #endif // SHADOWS_DISABLED
 
 #ifndef USE_VERTEX_LIGHTING

+ 7 - 2
servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl

@@ -246,11 +246,16 @@ directional_lights;
 #define LIGHTMAP_FLAG_USE_DIRECTION 1
 #define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
 
+#define LIGHTMAP_SHADOWMASK_MODE_NONE 0
+#define LIGHTMAP_SHADOWMASK_MODE_REPLACE 1
+#define LIGHTMAP_SHADOWMASK_MODE_OVERLAY 2
+#define LIGHTMAP_SHADOWMASK_MODE_ONLY 3
+
 struct Lightmap {
 	mediump mat3 normal_xform;
 	vec2 light_texture_size;
 	float exposure_normalization;
-	float pad;
+	uint flags;
 };
 
 layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
@@ -330,7 +335,7 @@ layout(set = 1, binding = 4) uniform highp texture2D shadow_atlas;
 layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas;
 
 // this needs to change to providing just the lightmap we're using..
-layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES * 2];
 
 #ifdef USE_MULTIVIEW
 layout(set = 1, binding = 9) uniform highp texture2DArray depth_buffer;

+ 66 - 2
servers/rendering/renderer_rd/storage_rd/light_storage.cpp

@@ -55,12 +55,18 @@ LightStorage::LightStorage() {
 
 		if (textures_per_stage <= 256) {
 			lightmap_textures.resize(32);
+			shadowmask_textures.resize(32);
 		} else {
 			lightmap_textures.resize(1024);
+			shadowmask_textures.resize(1024);
 		}
 
-		for (int i = 0; i < lightmap_textures.size(); i++) {
-			lightmap_textures.write[i] = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+		for (RID &lightmap_texture : lightmap_textures) {
+			lightmap_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+		}
+
+		for (RID &shadowmask_texture : shadowmask_textures) {
+			shadowmask_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
 		}
 	}
 
@@ -2003,6 +2009,64 @@ AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const {
 	return lm->bounds;
 }
 
+void LightStorage::lightmap_set_shadowmask_textures(RID p_lightmap, RID p_shadow) {
+	TextureStorage *texture_storage = TextureStorage::get_singleton();
+
+	Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+	ERR_FAIL_NULL(lm);
+
+	// Erase lightmap users from shadow texture.
+	if (lm->shadow_texture.is_valid()) {
+		TextureStorage::Texture *t = texture_storage->get_texture(lm->shadow_texture);
+		if (t) {
+			t->lightmap_users.erase(p_lightmap);
+		}
+	}
+
+	TextureStorage::Texture *t = texture_storage->get_texture(p_shadow);
+	lm->shadow_texture = p_shadow;
+
+	RID default_2d_array = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+	if (!t) {
+		if (lm->array_index >= 0) {
+			shadowmask_textures.write[lm->array_index] = default_2d_array;
+			lm->array_index = -1;
+		}
+
+		return;
+	}
+
+	t->lightmap_users.insert(p_lightmap);
+
+	if (lm->array_index < 0) {
+		// Not in array, try to put in array.
+		for (int i = 0; i < shadowmask_textures.size(); i++) {
+			if (shadowmask_textures[i] == default_2d_array) {
+				lm->array_index = i;
+				break;
+			}
+		}
+	}
+
+	ERR_FAIL_COND_MSG(lm->array_index < 0, vformat("Maximum amount of shadowmasks in use (%d) has been exceeded, shadowmask will not display properly.", shadowmask_textures.size()));
+
+	shadowmask_textures.write[lm->array_index] = t->rd_texture;
+}
+
+RS::ShadowmaskMode LightStorage::lightmap_get_shadowmask_mode(RID p_lightmap) {
+	Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+	ERR_FAIL_NULL_V(lm, RS::SHADOWMASK_MODE_NONE);
+
+	return lm->shadowmask_mode;
+}
+
+void LightStorage::lightmap_set_shadowmask_mode(RID p_lightmap, RS::ShadowmaskMode p_mode) {
+	Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+	ERR_FAIL_NULL(lm);
+
+	lm->shadowmask_mode = p_mode;
+}
+
 /* LIGHTMAP INSTANCE */
 
 RID LightStorage::lightmap_instance_create(RID p_lightmap) {

+ 14 - 0
servers/rendering/renderer_rd/storage_rd/light_storage.h

@@ -329,6 +329,8 @@ private:
 
 	struct Lightmap {
 		RID light_texture;
+		RID shadow_texture;
+		RS::ShadowmaskMode shadowmask_mode = RS::SHADOWMASK_MODE_NONE;
 		bool uses_spherical_harmonics = false;
 		bool interior = false;
 		AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
@@ -356,6 +358,8 @@ private:
 
 	mutable RID_Owner<Lightmap, true> lightmap_owner;
 
+	Vector<RID> shadowmask_textures;
+
 	/* LIGHTMAP INSTANCE */
 
 	struct LightmapInstance {
@@ -985,6 +989,10 @@ public:
 
 	Dependency *lightmap_get_dependency(RID p_lightmap) const;
 
+	virtual void lightmap_set_shadowmask_textures(RID p_lightmap, RID p_shadow) override;
+	virtual RS::ShadowmaskMode lightmap_get_shadowmask_mode(RID p_lightmap) override;
+	virtual void lightmap_set_shadowmask_mode(RID p_lightmap, RS::ShadowmaskMode p_mode) override;
+
 	virtual float lightmap_get_probe_capture_update_speed() const override {
 		return lightmap_probe_capture_update_speed;
 	}
@@ -1027,6 +1035,12 @@ public:
 		return lightmap_textures;
 	}
 
+	_FORCE_INLINE_ RID shadowmask_get_texture(RID p_lightmap) const {
+		const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+		ERR_FAIL_NULL_V(lm, RID());
+		return lm->shadow_texture;
+	}
+
 	/* LIGHTMAP INSTANCE */
 
 	bool owns_lightmap_instance(RID p_rid) { return lightmap_instance_owner.owns(p_rid); }

+ 4 - 0
servers/rendering/rendering_server_default.h

@@ -489,6 +489,10 @@ public:
 	FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
 	FUNC1(lightmap_set_probe_capture_update_speed, float)
 
+	FUNC2(lightmap_set_shadowmask_textures, RID, RID)
+	FUNC1R(ShadowmaskMode, lightmap_get_shadowmask_mode, RID)
+	FUNC2(lightmap_set_shadowmask_mode, RID, ShadowmaskMode)
+
 	/* Shadow Atlas */
 	FUNC0R(RID, shadow_atlas_create)
 	FUNC3(shadow_atlas_set_size, RID, int, bool)

+ 4 - 0
servers/rendering/storage/light_storage.h

@@ -175,6 +175,10 @@ public:
 	virtual void lightmap_set_probe_capture_update_speed(float p_speed) = 0;
 	virtual float lightmap_get_probe_capture_update_speed() const = 0;
 
+	virtual void lightmap_set_shadowmask_textures(RID p_lightmap, RID p_shadow) = 0;
+	virtual RS::ShadowmaskMode lightmap_get_shadowmask_mode(RID p_lightmap) = 0;
+	virtual void lightmap_set_shadowmask_mode(RID p_lightmap, RS::ShadowmaskMode p_mode) = 0;
+
 	/* LIGHTMAP INSTANCE */
 
 	virtual RID lightmap_instance_create(RID p_lightmap) = 0;

+ 11 - 1
servers/rendering_server.h

@@ -709,6 +709,13 @@ public:
 
 	/* LIGHTMAP */
 
+	enum ShadowmaskMode {
+		SHADOWMASK_MODE_NONE,
+		SHADOWMASK_MODE_REPLACE,
+		SHADOWMASK_MODE_OVERLAY,
+		SHADOWMASK_MODE_ONLY,
+	};
+
 	virtual RID lightmap_create() = 0;
 
 	virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) = 0;
@@ -722,9 +729,12 @@ public:
 	virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const = 0;
 
 	virtual void lightmap_set_probe_capture_update_speed(float p_speed) = 0;
-
 	virtual void lightmaps_set_bicubic_filter(bool p_enable) = 0;
 
+	virtual void lightmap_set_shadowmask_textures(RID p_lightmap, RID p_shadow) = 0;
+	virtual ShadowmaskMode lightmap_get_shadowmask_mode(RID p_lightmap) = 0;
+	virtual void lightmap_set_shadowmask_mode(RID p_lightmap, ShadowmaskMode p_mode) = 0;
+
 	/* PARTICLES API */
 
 	virtual RID particles_create() = 0;