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Directional light cleanup.

Juan Linietsky преди 6 години
родител
ревизия
69e83e4815
променени са 2 файла, в които са добавени 4 реда и са изтрити 4 реда
  1. 3 3
      servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp
  2. 1 1
      servers/visual/rasterizer_rd/shaders/scene_forward.glsl

+ 3 - 3
servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp

@@ -1432,7 +1432,7 @@ void RasterizerSceneForwardRD::_setup_lights(RID *p_light_cull_result, int p_lig
 					}
 
 					float fade_start = storage->light_get_param(base, VS::LIGHT_PARAM_SHADOW_FADE_START);
-					light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999);
+					light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
 					light_data.fade_to = -light_data.shadow_split_offsets[3];
 				}
 
@@ -2161,7 +2161,7 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
 		}
 	}
 
-	if (true) {
+	if (false) {
 		if (directional_shadow_get_texture().is_valid()) {
 			RID shadow_atlas_texture = directional_shadow_get_texture();
 			Size2 rtsize = storage->render_target_get_size(render_buffer->render_target);
@@ -2462,7 +2462,7 @@ RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storag
 			scene_state.light_buffer = RD::get_singleton()->uniform_buffer_create(light_buffer_size);
 			defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
 
-			scene_state.max_directional_lights = 4;
+			scene_state.max_directional_lights = 8;
 			uint32_t directional_light_buffer_size = scene_state.max_directional_lights * sizeof(DirectionalLightData);
 			scene_state.directional_lights = memnew_arr(DirectionalLightData, scene_state.max_directional_lights);
 			scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);

+ 1 - 1
servers/visual/rasterizer_rd/shaders/scene_forward.glsl

@@ -1190,7 +1190,7 @@ FRAGMENT_SHADER_CODE
 
 				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
 
-				light_attenuation = vec3(shadow); //mix(directional_lights.data[i].shadow_color, vec3(1.0), shadow);
+				light_attenuation = mix(directional_lights.data[i].shadow_color, vec3(1.0), shadow);
 			}