Browse Source

Simplify Volumetric Fog

-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
reduz 4 years ago
parent
commit
8faf23b52b

+ 1 - 3
drivers/dummy/rasterizer_dummy.h

@@ -123,11 +123,9 @@ public:
 	void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override {}
 
 	void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override {}
-	void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) override {}
+	void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject) override {}
 	void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override {}
 	void environment_set_volumetric_fog_filter_active(bool p_enable) override {}
-	void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) override {}
-	void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) override {}
 
 	Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override { return Ref<Image>(); }
 

+ 0 - 2
editor/editor_node.cpp

@@ -517,8 +517,6 @@ void EditorNode::_notification(int p_what) {
 				RS::get_singleton()->gi_probe_set_quality(gi_probe_quality);
 				RS::get_singleton()->environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/volumetric_fog/volume_size"), GLOBAL_GET("rendering/volumetric_fog/volume_depth"));
 				RS::get_singleton()->environment_set_volumetric_fog_filter_active(bool(GLOBAL_GET("rendering/volumetric_fog/use_filter")));
-				RS::get_singleton()->environment_set_volumetric_fog_directional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/directional_shadow_shrink"));
-				RS::get_singleton()->environment_set_volumetric_fog_positional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/positional_shadow_shrink"));
 				RS::get_singleton()->canvas_set_shadow_texture_size(GLOBAL_GET("rendering/quality/2d_shadow_atlas/size"));
 
 				bool use_half_res_gi = GLOBAL_DEF("rendering/quality/gi/use_half_resolution", false);

+ 1 - 1
scene/3d/light_3d.cpp

@@ -351,7 +351,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
 	set_param(PARAM_SHADOW_BIAS, 0.02);
 	set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
 	set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
-	set_param(PARAM_SHADOW_VOLUMETRIC_FOG_FADE, 1.0);
+	set_param(PARAM_SHADOW_VOLUMETRIC_FOG_FADE, 0.1);
 	set_param(PARAM_SHADOW_FADE_START, 1);
 	set_disable_scale(true);
 }

+ 1 - 13
scene/resources/environment.cpp

@@ -797,7 +797,7 @@ void Environment::_update_fog() {
 // Volumetric Fog
 
 void Environment::_update_volumetric_fog() {
-	RS::get_singleton()->environment_set_volumetric_fog(environment, volumetric_fog_enabled, volumetric_fog_density, volumetric_fog_light, volumetric_fog_light_energy, volumetric_fog_length, volumetric_fog_detail_spread, volumetric_fog_gi_inject, RS::EnvVolumetricFogShadowFilter(volumetric_fog_shadow_filter), volumetric_fog_temporal_reproject, volumetric_fog_temporal_reproject_amount);
+	RS::get_singleton()->environment_set_volumetric_fog(environment, volumetric_fog_enabled, volumetric_fog_density, volumetric_fog_light, volumetric_fog_light_energy, volumetric_fog_length, volumetric_fog_detail_spread, volumetric_fog_gi_inject, volumetric_fog_temporal_reproject, volumetric_fog_temporal_reproject_amount);
 }
 
 void Environment::set_volumetric_fog_enabled(bool p_enable) {
@@ -870,15 +870,6 @@ float Environment::get_volumetric_fog_temporal_reprojection_amount() const {
 	return volumetric_fog_temporal_reproject_amount;
 }
 
-void Environment::set_volumetric_fog_shadow_filter(VolumetricFogShadowFilter p_filter) {
-	volumetric_fog_shadow_filter = p_filter;
-	_update_volumetric_fog();
-}
-
-Environment::VolumetricFogShadowFilter Environment::get_volumetric_fog_shadow_filter() const {
-	return volumetric_fog_shadow_filter;
-}
-
 // Adjustment
 
 void Environment::set_adjustment_enabled(bool p_enabled) {
@@ -1333,8 +1324,6 @@ void Environment::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_volumetric_fog_detail_spread"), &Environment::get_volumetric_fog_detail_spread);
 	ClassDB::bind_method(D_METHOD("set_volumetric_fog_gi_inject", "gi_inject"), &Environment::set_volumetric_fog_gi_inject);
 	ClassDB::bind_method(D_METHOD("get_volumetric_fog_gi_inject"), &Environment::get_volumetric_fog_gi_inject);
-	ClassDB::bind_method(D_METHOD("set_volumetric_fog_shadow_filter", "shadow_filter"), &Environment::set_volumetric_fog_shadow_filter);
-	ClassDB::bind_method(D_METHOD("get_volumetric_fog_shadow_filter"), &Environment::get_volumetric_fog_shadow_filter);
 	ClassDB::bind_method(D_METHOD("set_volumetric_fog_temporal_reprojection_enabled", "enabled"), &Environment::set_volumetric_fog_temporal_reprojection_enabled);
 	ClassDB::bind_method(D_METHOD("is_volumetric_fog_temporal_reprojection_enabled"), &Environment::is_volumetric_fog_temporal_reprojection_enabled);
 	ClassDB::bind_method(D_METHOD("set_volumetric_fog_temporal_reprojection_amount", "temporal_reprojection_amount"), &Environment::set_volumetric_fog_temporal_reprojection_amount);
@@ -1348,7 +1337,6 @@ void Environment::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_gi_inject", PROPERTY_HINT_EXP_RANGE, "0.00,16,0.01"), "set_volumetric_fog_gi_inject", "get_volumetric_fog_gi_inject");
 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_length", PROPERTY_HINT_RANGE, "0,1024,0.01,or_greater"), "set_volumetric_fog_length", "get_volumetric_fog_length");
 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_detail_spread", PROPERTY_HINT_EXP_EASING, "0.01,16,0.01"), "set_volumetric_fog_detail_spread", "get_volumetric_fog_detail_spread");
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "volumetric_fog_shadow_filter", PROPERTY_HINT_ENUM, "Disabled,Low,Medium,High"), "set_volumetric_fog_shadow_filter", "get_volumetric_fog_shadow_filter");
 	ADD_SUBGROUP("Temporal Reprojection", "volumetric_fog_temporal_reprojection_");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "volumetric_fog_temporal_reprojection_enabled"), "set_volumetric_fog_temporal_reprojection_enabled", "is_volumetric_fog_temporal_reprojection_enabled");
 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volumetric_fog_temporal_reprojection_amount", PROPERTY_HINT_RANGE, "0.0,0.999,0.001"), "set_volumetric_fog_temporal_reprojection_amount", "get_volumetric_fog_temporal_reprojection_amount");

+ 2 - 5
scene/resources/environment.h

@@ -196,10 +196,9 @@ private:
 	float volumetric_fog_light_energy = 1.0;
 	float volumetric_fog_length = 64.0;
 	float volumetric_fog_detail_spread = 2.0;
-	VolumetricFogShadowFilter volumetric_fog_shadow_filter = VOLUMETRIC_FOG_SHADOW_FILTER_LOW;
 	float volumetric_fog_gi_inject = 0.0;
-	bool volumetric_fog_temporal_reproject = false;
-	float volumetric_fog_temporal_reproject_amount = 0.95;
+	bool volumetric_fog_temporal_reproject = true;
+	float volumetric_fog_temporal_reproject_amount = 0.9;
 	void _update_volumetric_fog();
 
 	// Adjustment
@@ -387,8 +386,6 @@ public:
 	float get_volumetric_fog_length() const;
 	void set_volumetric_fog_detail_spread(float p_detail_spread);
 	float get_volumetric_fog_detail_spread() const;
-	void set_volumetric_fog_shadow_filter(VolumetricFogShadowFilter p_filter);
-	VolumetricFogShadowFilter get_volumetric_fog_shadow_filter() const;
 	void set_volumetric_fog_gi_inject(float p_gi_inject);
 	float get_volumetric_fog_gi_inject() const;
 	void set_volumetric_fog_temporal_reprojection_enabled(bool p_enable);

+ 0 - 71
servers/rendering/renderer_rd/effects_rd.cpp

@@ -1423,60 +1423,6 @@ void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RI
 	RD::get_singleton()->compute_list_end(p_barrier);
 }
 
-void EffectsRD::reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RD::ComputeListID compute_list) {
-	uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, (uint32_t)p_shrink_limit, 0, 0, 0 };
-
-	uint32_t height = p_source_rect.size.height;
-	if (true) { // subgroup support, @TODO must detect them
-		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[p_shrink_limit == 1 ? SHADOW_REDUCE_REDUCE_SUBGROUPS_8 : SHADOW_REDUCE_REDUCE_SUBGROUPS]);
-		height /= 2; //cause kernel is 8x4
-	} else {
-		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_REDUCE]);
-	}
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_shadow), 0);
-	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_shadow), 1);
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
-
-	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, height, 1);
-}
-void EffectsRD::filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RenderingServer::EnvVolumetricFogShadowFilter p_filter, RD::ComputeListID compute_list, bool p_vertical, bool p_horizontal) {
-	uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, 0, 0, 0, 0 };
-
-	switch (p_filter) {
-		case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED:
-		case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW: {
-			push_constant[5] = 0;
-		} break;
-		case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM: {
-			push_constant[5] = 9;
-		} break;
-		case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_HIGH: {
-			push_constant[5] = 18;
-		} break;
-	}
-
-	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_FILTER]);
-	if (p_vertical) {
-		push_constant[6] = 1;
-		push_constant[7] = 0;
-		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_shadow), 0);
-		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_backing_shadow), 1);
-		RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
-		RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1);
-	}
-	if (p_vertical && p_horizontal) {
-		RD::get_singleton()->compute_list_add_barrier(compute_list);
-	}
-	if (p_horizontal) {
-		push_constant[6] = 0;
-		push_constant[7] = 1;
-		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_backing_shadow), 0);
-		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_shadow), 1);
-		RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
-		RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1);
-	}
-}
-
 void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
 	Sort::PushConstant push_constant;
 	push_constant.total_elements = p_size;
@@ -1972,22 +1918,6 @@ EffectsRD::EffectsRD() {
 		}
 	}
 
-	{
-		Vector<String> shadow_reduce_modes;
-		shadow_reduce_modes.push_back("\n#define MODE_REDUCE\n");
-		shadow_reduce_modes.push_back("\n#define MODE_REDUCE_SUBGROUP\n");
-		shadow_reduce_modes.push_back("\n#define MODE_REDUCE_SUBGROUP\n#define MODE_REDUCE_8\n");
-		shadow_reduce_modes.push_back("\n#define MODE_FILTER\n");
-
-		shadow_reduce.shader.initialize(shadow_reduce_modes);
-
-		shadow_reduce.shader_version = shadow_reduce.shader.version_create();
-
-		for (int i = 0; i < SHADOW_REDUCE_MAX; i++) {
-			shadow_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(shadow_reduce.shader.version_get_shader(shadow_reduce.shader_version, i));
-		}
-	}
-
 	{
 		Vector<String> sort_modes;
 		sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
@@ -2076,5 +2006,4 @@ EffectsRD::~EffectsRD() {
 	ssr_scale.shader.version_free(ssr_scale.shader_version);
 	sss.shader.version_free(sss.shader_version);
 	tonemap.shader.version_free(tonemap.shader_version);
-	shadow_reduce.shader.version_free(shadow_reduce.shader_version);
 }

+ 0 - 18
servers/rendering/renderer_rd/effects_rd.h

@@ -46,7 +46,6 @@
 #include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
 #include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
 #include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/shadow_reduce.glsl.gen.h"
 #include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
 #include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
 #include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
@@ -597,20 +596,6 @@ class EffectsRD {
 		RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
 	} resolve;
 
-	enum ShadowReduceMode {
-		SHADOW_REDUCE_REDUCE,
-		SHADOW_REDUCE_REDUCE_SUBGROUPS,
-		SHADOW_REDUCE_REDUCE_SUBGROUPS_8,
-		SHADOW_REDUCE_FILTER,
-		SHADOW_REDUCE_MAX
-	};
-
-	struct ShadowReduce {
-		ShadowReduceShaderRD shader;
-		RID shader_version;
-		RID pipelines[SHADOW_REDUCE_MAX];
-	} shadow_reduce;
-
 	enum SortMode {
 		SORT_MODE_BLOCK,
 		SORT_MODE_STEP,
@@ -767,9 +752,6 @@ public:
 
 	void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
 
-	void reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RenderingDevice::ComputeListID compute_list);
-	void filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RS::EnvVolumetricFogShadowFilter p_filter, RenderingDevice::ComputeListID compute_list, bool p_vertical = true, bool p_horizontal = true);
-
 	void sort_buffer(RID p_uniform_set, int p_size);
 
 	EffectsRD();

+ 7 - 248
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

@@ -3151,7 +3151,7 @@ float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) c
 	return env->fog_aerial_perspective;
 }
 
-void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
+void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
 	Environment *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
 
@@ -3165,7 +3165,6 @@ void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_ena
 	env->volumetric_fog_light_energy = p_light_energy;
 	env->volumetric_fog_length = p_length;
 	env->volumetric_fog_detail_spread = p_detail_spread;
-	env->volumetric_fog_shadow_filter = p_shadow_filter;
 	env->volumetric_fog_gi_inject = p_gi_inject;
 	env->volumetric_fog_temporal_reprojection = p_temporal_reprojection;
 	env->volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount;
@@ -3179,25 +3178,6 @@ void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_siz
 void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
 	volumetric_fog_filter_active = p_enable;
 }
-void RendererSceneRenderRD::environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) {
-	p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
-	if (volumetric_fog_directional_shadow_shrink == (uint32_t)p_shrink_size) {
-		return;
-	}
-
-	_clear_shadow_shrink_stages(directional_shadow.shrink_stages);
-}
-void RendererSceneRenderRD::environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) {
-	p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
-	if (volumetric_fog_positional_shadow_shrink == (uint32_t)p_shrink_size) {
-		return;
-	}
-
-	for (uint32_t i = 0; i < shadow_atlas_owner.get_rid_count(); i++) {
-		ShadowAtlas *sa = shadow_atlas_owner.get_ptr_by_index(i);
-		_clear_shadow_shrink_stages(sa->shrink_stages);
-	}
-}
 
 void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
 	sdfgi_ray_count = p_ray_count;
@@ -3649,7 +3629,6 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool
 	if (shadow_atlas->depth.is_valid()) {
 		RD::get_singleton()->free(shadow_atlas->depth);
 		shadow_atlas->depth = RID();
-		_clear_shadow_shrink_stages(shadow_atlas->shrink_stages);
 	}
 	for (int i = 0; i < 4; i++) {
 		//clear subdivisions
@@ -3948,7 +3927,6 @@ void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p
 
 	if (directional_shadow.depth.is_valid()) {
 		RD::get_singleton()->free(directional_shadow.depth);
-		_clear_shadow_shrink_stages(directional_shadow.shrink_stages);
 		directional_shadow.depth = RID();
 		_base_uniforms_changed();
 	}
@@ -6480,8 +6458,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
 		LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
 		RID base = li->light;
 
-		cluster.lights_instances[i] = li->self;
-
 		Transform light_transform = li->transform;
 
 		float sign = storage->light_is_negative(base) ? -1 : 1;
@@ -6820,49 +6796,6 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
 	rb->volumetric_fog = nullptr;
 }
 
-void RendererSceneRenderRD::_allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size) {
-	//create fog mipmaps
-	uint32_t fog_texture_size = p_target_size;
-	uint32_t base_texture_size = p_base_size;
-
-	ShadowShrinkStage first;
-	first.size = base_texture_size;
-	first.texture = p_base;
-	shrink_stages.push_back(first); //put depth first in case we dont find smaller ones
-
-	while (fog_texture_size < base_texture_size) {
-		base_texture_size = MAX(base_texture_size / 8, fog_texture_size);
-
-		ShadowShrinkStage s;
-		s.size = base_texture_size;
-
-		RD::TextureFormat tf;
-		tf.format = RD::DATA_FORMAT_R16_UNORM;
-		tf.width = base_texture_size;
-		tf.height = base_texture_size;
-		tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
-		if (base_texture_size == fog_texture_size) {
-			s.filter_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-			tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
-		}
-
-		s.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
-		shrink_stages.push_back(s);
-	}
-}
-
-void RendererSceneRenderRD::_clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages) {
-	for (int i = 1; i < shrink_stages.size(); i++) {
-		RD::get_singleton()->free(shrink_stages[i].texture);
-		if (shrink_stages[i].filter_texture.is_valid()) {
-			RD::get_singleton()->free(shrink_stages[i].filter_texture);
-		}
-	}
-	shrink_stages.clear();
-}
-
 void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) {
 	RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
 	ERR_FAIL_COND(!rb);
@@ -6926,173 +6859,6 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
 		rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
 	}
 
-	//update directional shadow
-
-	RENDER_TIMESTAMP("Downsample Shadows");
-
-	if (p_use_directional_shadows) {
-		RD::get_singleton()->draw_command_begin_label("Downsample Directional Shadows");
-
-		if (directional_shadow.shrink_stages.is_empty()) {
-			if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
-				//invalidate uniform set, we will need a new one
-				RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
-				rb->volumetric_fog->uniform_set = RID();
-			}
-			_allocate_shadow_shrink_stages(directional_shadow.depth, directional_shadow.size, directional_shadow.shrink_stages, volumetric_fog_directional_shadow_shrink);
-		}
-
-		if (directional_shadow.shrink_stages.size() > 1) {
-			RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-			for (int i = 1; i < directional_shadow.shrink_stages.size(); i++) {
-				int32_t src_size = directional_shadow.shrink_stages[i - 1].size;
-				int32_t dst_size = directional_shadow.shrink_stages[i].size;
-				Rect2i r(0, 0, src_size, src_size);
-				int32_t shrink_limit = 8 / (src_size / dst_size);
-
-				storage->get_effects()->reduce_shadow(directional_shadow.shrink_stages[i - 1].texture, directional_shadow.shrink_stages[i].texture, Size2i(src_size, src_size), r, shrink_limit, compute_list);
-				RD::get_singleton()->compute_list_add_barrier(compute_list);
-				if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && directional_shadow.shrink_stages[i].filter_texture.is_valid()) {
-					Rect2i rf(0, 0, dst_size, dst_size);
-					storage->get_effects()->filter_shadow(directional_shadow.shrink_stages[i].texture, directional_shadow.shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), rf, env->volumetric_fog_shadow_filter, compute_list);
-				}
-			}
-			RD::get_singleton()->compute_list_end();
-		}
-		RD::get_singleton()->draw_command_end_label();
-	}
-
-	ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
-
-	if (shadow_atlas) {
-		//shrink shadows that need to be shrunk
-
-		RD::get_singleton()->draw_command_begin_label("Downsample Positional Shadows");
-
-		bool force_shrink_shadows = false;
-
-		if (shadow_atlas->shrink_stages.is_empty()) {
-			if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
-				//invalidate uniform set, we will need a new one
-				RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
-				rb->volumetric_fog->uniform_set = RID();
-			}
-			_allocate_shadow_shrink_stages(shadow_atlas->depth, shadow_atlas->size, shadow_atlas->shrink_stages, volumetric_fog_positional_shadow_shrink);
-			force_shrink_shadows = true;
-		}
-
-		if (rb->volumetric_fog->last_shadow_filter != env->volumetric_fog_shadow_filter) {
-			//if shadow filter changed, invalidate caches
-			rb->volumetric_fog->last_shadow_filter = env->volumetric_fog_shadow_filter;
-			force_shrink_shadows = true;
-		}
-
-		cluster.lights_shadow_rect_cache_count = 0;
-
-		for (uint32_t i = 0; i < cluster.omni_light_count + cluster.spot_light_count; i++) {
-			Cluster::LightData &ld = i < cluster.omni_light_count ? cluster.omni_lights[i] : cluster.spot_lights[i - cluster.omni_light_count];
-
-			if (ld.shadow_enabled != 0) {
-				RID li = cluster.lights_instances[i];
-
-				ERR_CONTINUE(!shadow_atlas->shadow_owners.has(li));
-
-				uint32_t key = shadow_atlas->shadow_owners[li];
-
-				uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
-				uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
-
-				ERR_CONTINUE((int)shadow >= shadow_atlas->quadrants[quadrant].shadows.size());
-
-				ShadowAtlas::Quadrant::Shadow &s = shadow_atlas->quadrants[quadrant].shadows.write[shadow];
-
-				if (!force_shrink_shadows && s.fog_version == s.version) {
-					continue; //do not update, no need
-				}
-
-				s.fog_version = s.version;
-
-				uint32_t quadrant_size = shadow_atlas->size >> 1;
-
-				Rect2i atlas_rect;
-
-				atlas_rect.position.x = (quadrant & 1) * quadrant_size;
-				atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
-
-				uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
-				atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
-				atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
-
-				atlas_rect.size.x = shadow_size;
-				atlas_rect.size.y = shadow_size;
-
-				cluster.lights_shadow_rect_cache[cluster.lights_shadow_rect_cache_count] = atlas_rect;
-
-				cluster.lights_shadow_rect_cache_count++;
-
-				if (cluster.lights_shadow_rect_cache_count == cluster.max_lights * 2) {
-					break; //light limit reached
-				}
-			}
-		}
-
-		if (cluster.lights_shadow_rect_cache_count > 0) {
-			//there are shadows to be shrunk, try to do them in parallel
-			RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
-			for (int i = 1; i < shadow_atlas->shrink_stages.size(); i++) {
-				int32_t base_size = shadow_atlas->shrink_stages[0].size;
-				int32_t src_size = shadow_atlas->shrink_stages[i - 1].size;
-				int32_t dst_size = shadow_atlas->shrink_stages[i].size;
-
-				uint32_t rect_divisor = base_size / src_size;
-
-				int32_t shrink_limit = 8 / (src_size / dst_size);
-
-				//shrink in parallel for more performance
-				for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
-					Rect2i src_rect = cluster.lights_shadow_rect_cache[j];
-
-					src_rect.position /= rect_divisor;
-					src_rect.size /= rect_divisor;
-
-					storage->get_effects()->reduce_shadow(shadow_atlas->shrink_stages[i - 1].texture, shadow_atlas->shrink_stages[i].texture, Size2i(src_size, src_size), src_rect, shrink_limit, compute_list);
-				}
-
-				RD::get_singleton()->compute_list_add_barrier(compute_list);
-
-				if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && shadow_atlas->shrink_stages[i].filter_texture.is_valid()) {
-					uint32_t filter_divisor = base_size / dst_size;
-
-					//filter in parallel for more performance
-					for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
-						Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
-
-						dst_rect.position /= filter_divisor;
-						dst_rect.size /= filter_divisor;
-
-						storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, true, false);
-					}
-
-					RD::get_singleton()->compute_list_add_barrier(compute_list);
-
-					for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
-						Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
-
-						dst_rect.position /= filter_divisor;
-						dst_rect.size /= filter_divisor;
-
-						storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, false, true);
-					}
-				}
-			}
-
-			RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
-		}
-
-		RD::get_singleton()->draw_command_end_label();
-	}
-
 	//update volumetric fog
 
 	if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
@@ -7104,10 +6870,11 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
 			RD::Uniform u;
 			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 			u.binding = 1;
-			if (shadow_atlas == nullptr || shadow_atlas->shrink_stages.size() == 0) {
+			ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+			if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
 				u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
 			} else {
-				u.ids.push_back(shadow_atlas->shrink_stages[shadow_atlas->shrink_stages.size() - 1].texture);
+				u.ids.push_back(shadow_atlas->depth);
 			}
 
 			uniforms.push_back(u);
@@ -7117,10 +6884,10 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
 			RD::Uniform u;
 			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
 			u.binding = 2;
-			if (directional_shadow.shrink_stages.size() == 0) {
-				u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
+			if (directional_shadow.depth.is_valid()) {
+				u.ids.push_back(directional_shadow.depth);
 			} else {
-				u.ids.push_back(directional_shadow.shrink_stages[directional_shadow.shrink_stages.size() - 1].texture);
+				u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
 			}
 			uniforms.push_back(u);
 		}
@@ -9079,10 +8846,6 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
 		cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
 		//defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
 
-		//used for volumetric fog shrinking
-		cluster.lights_instances = memnew_arr(RID, cluster.max_lights * 2);
-		cluster.lights_shadow_rect_cache = memnew_arr(Rect2i, cluster.max_lights * 2);
-
 		cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
 		uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
 		cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
@@ -9134,8 +8897,6 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
 
 	environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/volumetric_fog/volume_size"), GLOBAL_GET("rendering/volumetric_fog/volume_depth"));
 	environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/volumetric_fog/use_filter"));
-	environment_set_volumetric_fog_directional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/directional_shadow_shrink"));
-	environment_set_volumetric_fog_positional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/positional_shadow_shrink"));
 
 	cull_argument.set_page_pool(&cull_argument_pool);
 
@@ -9197,8 +8958,6 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
 		memdelete_arr(cluster.spot_lights);
 		memdelete_arr(cluster.omni_light_sort);
 		memdelete_arr(cluster.spot_light_sort);
-		memdelete_arr(cluster.lights_shadow_rect_cache);
-		memdelete_arr(cluster.lights_instances);
 		memdelete_arr(cluster.reflections);
 		memdelete_arr(cluster.reflection_sort);
 		memdelete_arr(cluster.decals);

+ 4 - 20
servers/rendering/renderer_rd/renderer_scene_render_rd.h

@@ -591,8 +591,6 @@ private:
 		RID fb; //for copying
 
 		Map<RID, uint32_t> shadow_owners;
-
-		Vector<ShadowShrinkStage> shrink_stages;
 	};
 
 	RID_Owner<ShadowAtlas> shadow_atlas_owner;
@@ -626,13 +624,8 @@ private:
 		bool use_16_bits = false;
 		int current_light = 0;
 
-		Vector<ShadowShrinkStage> shrink_stages;
-
 	} directional_shadow;
 
-	void _allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size);
-	void _clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages);
-
 	void _update_directional_shadow_atlas();
 
 	/* SHADOW CUBEMAPS */
@@ -743,10 +736,9 @@ private:
 		float volumetric_fog_light_energy = 0.0;
 		float volumetric_fog_length = 64.0;
 		float volumetric_fog_detail_spread = 2.0;
-		RS::EnvVolumetricFogShadowFilter volumetric_fog_shadow_filter = RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW;
 		float volumetric_fog_gi_inject = 0.0;
-		bool volumetric_fog_temporal_reprojection = false;
-		float volumetric_fog_temporal_reprojection_amount = 0.95;
+		bool volumetric_fog_temporal_reprojection = true;
+		float volumetric_fog_temporal_reprojection_amount = 0.9;
 
 		/// Glow
 
@@ -1471,10 +1463,6 @@ private:
 		uint32_t omni_light_count = 0;
 		uint32_t spot_light_count = 0;
 
-		RID *lights_instances;
-		Rect2i *lights_shadow_rect_cache;
-		uint32_t lights_shadow_rect_cache_count = 0;
-
 		DirectionalLightData *directional_lights;
 		uint32_t max_directional_lights;
 		RID directional_light_buffer;
@@ -1594,9 +1582,7 @@ private:
 
 	uint32_t volumetric_fog_depth = 128;
 	uint32_t volumetric_fog_size = 128;
-	bool volumetric_fog_filter_active = false;
-	uint32_t volumetric_fog_directional_shadow_shrink = 512;
-	uint32_t volumetric_fog_positional_shadow_shrink = 512;
+	bool volumetric_fog_filter_active = true;
 
 	void _volumetric_fog_erase(RenderBuffers *rb);
 	void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count);
@@ -1721,12 +1707,10 @@ public:
 	float environment_get_fog_height_density(RID p_env) const;
 	float environment_get_fog_aerial_perspective(RID p_env) const;
 
-	void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
+	void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
 
 	virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth);
 	virtual void environment_set_volumetric_fog_filter_active(bool p_enable);
-	virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size);
-	virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size);
 
 	void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
 	void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);

+ 1 - 1
servers/rendering/renderer_rd/renderer_storage_rd.cpp

@@ -5371,7 +5371,7 @@ RID RendererStorageRD::light_create(RS::LightType p_type) {
 	light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
 	light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
 	light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
-	light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 1.0;
+	light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;
 	light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
 
 	return light_owner.make_rid(light);

+ 0 - 1
servers/rendering/renderer_rd/shaders/SCsub

@@ -39,7 +39,6 @@ if "RD_GLSL" in env["BUILDERS"]:
     env.RD_GLSL("sdfgi_debug.glsl")
     env.RD_GLSL("sdfgi_debug_probes.glsl")
     env.RD_GLSL("volumetric_fog.glsl")
-    env.RD_GLSL("shadow_reduce.glsl")
     env.RD_GLSL("particles.glsl")
     env.RD_GLSL("particles_copy.glsl")
     env.RD_GLSL("sort.glsl")

+ 0 - 163
servers/rendering/renderer_rd/shaders/shadow_reduce.glsl

@@ -1,163 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-#define BLOCK_SIZE 8
-
-#ifdef MODE_REDUCE_SUBGROUP
-
-#extension GL_KHR_shader_subgroup_ballot : enable
-#extension GL_KHR_shader_subgroup_arithmetic : enable
-
-//nvidia friendly, max 32
-layout(local_size_x = 8, local_size_y = 4, local_size_z = 1) in;
-
-#else
-
-layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
-
-#endif
-
-#ifdef MODE_REDUCE
-
-shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
-const uint swizzle_table[BLOCK_SIZE] = uint[](0, 4, 2, 6, 1, 5, 3, 7);
-const uint unswizzle_table[BLOCK_SIZE] = uint[](0, 0, 0, 1, 0, 2, 1, 3);
-
-#endif
-
-#if defined(MODE_REDUCE) || defined(MODE_REDUCE_SUBGROUP)
-layout(set = 0, binding = 0) uniform sampler2D source_depth;
-#else
-layout(r16, set = 0, binding = 0) uniform restrict readonly image2D source_depth;
-#endif
-layout(r16, set = 1, binding = 0) uniform restrict writeonly image2D dst_depth;
-
-layout(push_constant, binding = 1, std430) uniform Params {
-	ivec2 source_size;
-	ivec2 source_offset;
-	uint min_size;
-	uint gaussian_kernel_version;
-	ivec2 filter_dir;
-}
-params;
-
-void main() {
-#ifdef MODE_REDUCE_SUBGROUP
-
-	uvec2 local_pos = gl_LocalInvocationID.xy;
-	ivec2 image_offset = params.source_offset;
-	ivec2 image_pos = image_offset + ivec2(gl_GlobalInvocationID.xy * ivec2(1, 2));
-
-	float depth = texelFetch(source_depth, min(image_pos, params.source_size - ivec2(1)), 0).r;
-	depth += texelFetch(source_depth, min(image_pos + ivec2(0, 1), params.source_size - ivec2(1)), 0).r;
-	depth *= 0.5;
-
-#ifdef MODE_REDUCE_8
-	//fast version, reduce all
-	float depth_average = subgroupAdd(depth) / 32.0;
-	if (local_pos == uvec2(0)) {
-		imageStore(dst_depth, image_pos / 8, vec4(depth_average));
-	}
-#else
-	//bit slower version, reduce by regions
-	uint group_size = (8 / params.min_size);
-	uvec2 group_id = local_pos / (8 / params.min_size);
-
-	uvec4 mask;
-	float depth_average = 0;
-
-	while (true) {
-		uvec2 first = subgroupBroadcastFirst(group_id);
-		mask = subgroupBallot(first == group_id);
-		if (first == group_id) {
-			depth_average = subgroupAdd(depth);
-			break;
-		}
-	}
-
-	depth_average /= float(group_size * group_size);
-
-	if (local_pos == group_id) {
-		imageStore(dst_depth, image_pos / int(group_size), vec4(depth_average));
-	}
-#endif
-
-#endif
-
-#ifdef MODE_REDUCE
-
-	uvec2 pos = gl_LocalInvocationID.xy;
-
-	ivec2 image_offset = params.source_offset;
-	ivec2 image_pos = image_offset + ivec2(gl_GlobalInvocationID.xy);
-	uint dst_t = swizzle_table[pos.y] * BLOCK_SIZE + swizzle_table[pos.x];
-	tmp_data[dst_t] = texelFetch(source_depth, min(image_pos, params.source_size - ivec2(1)), 0).r;
-	ivec2 image_size = params.source_size;
-
-	uint t = pos.y * BLOCK_SIZE + pos.x;
-
-	//neighbours
-	uint size = BLOCK_SIZE;
-
-	do {
-		groupMemoryBarrier();
-		barrier();
-
-		size >>= 1;
-		image_size >>= 1;
-		image_offset >>= 1;
-
-		if (all(lessThan(pos, uvec2(size)))) {
-			uint nx = t + size;
-			uint ny = t + (BLOCK_SIZE * size);
-			uint nxy = ny + size;
-
-			tmp_data[t] += tmp_data[nx];
-			tmp_data[t] += tmp_data[ny];
-			tmp_data[t] += tmp_data[nxy];
-			tmp_data[t] /= 4.0;
-		}
-
-	} while (size > params.min_size);
-
-	if (all(lessThan(pos, uvec2(size)))) {
-		image_pos = ivec2(unswizzle_table[size + pos.x], unswizzle_table[size + pos.y]);
-		image_pos += image_offset + ivec2(gl_WorkGroupID.xy) * int(size);
-
-		image_size = max(ivec2(1), image_size); //in case image size became 0
-
-		if (all(lessThan(image_pos, uvec2(image_size)))) {
-			imageStore(dst_depth, image_pos, vec4(tmp_data[t]));
-		}
-	}
-#endif
-
-#ifdef MODE_FILTER
-
-	ivec2 image_pos = params.source_offset + ivec2(gl_GlobalInvocationID.xy);
-	if (any(greaterThanEqual(image_pos, params.source_size))) {
-		return;
-	}
-
-	ivec2 clamp_min = ivec2(params.source_offset);
-	ivec2 clamp_max = ivec2(params.source_size) - 1;
-
-	//gaussian kernel, size 9, sigma 4
-	const int kernel_size = 9;
-	const float gaussian_kernel[kernel_size * 3] = float[](
-			0.000229, 0.005977, 0.060598, 0.241732, 0.382928, 0.241732, 0.060598, 0.005977, 0.000229,
-			0.028532, 0.067234, 0.124009, 0.179044, 0.20236, 0.179044, 0.124009, 0.067234, 0.028532,
-			0.081812, 0.101701, 0.118804, 0.130417, 0.134535, 0.130417, 0.118804, 0.101701, 0.081812);
-	float accum = 0.0;
-	for (int i = 0; i < kernel_size; i++) {
-		ivec2 ofs = clamp(image_pos + params.filter_dir * (i - kernel_size / 2), clamp_min, clamp_max);
-		accum += imageLoad(source_depth, ofs).r * gaussian_kernel[params.gaussian_kernel_version + i];
-	}
-
-	imageStore(dst_depth, image_pos, vec4(accum));
-
-#endif
-}

+ 1 - 3
servers/rendering/renderer_scene.h

@@ -122,12 +122,10 @@ public:
 	virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
 	virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
 
-	virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
+	virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
 
 	virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
 	virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
-	virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
-	virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
 
 	virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
 	virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;

+ 1 - 3
servers/rendering/renderer_scene_cull.h

@@ -991,12 +991,10 @@ public:
 	PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
 
 	PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
-	PASS11(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, RS::EnvVolumetricFogShadowFilter, bool, float)
+	PASS10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
 
 	PASS2(environment_set_volumetric_fog_volume_size, int, int)
 	PASS1(environment_set_volumetric_fog_filter_active, bool)
-	PASS1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
-	PASS1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
 
 	PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
 	PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)

+ 1 - 4
servers/rendering/renderer_scene_render.h

@@ -117,12 +117,9 @@ public:
 	virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
 	virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
 
-	virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
-
+	virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
 	virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
 	virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
-	virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
-	virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
 
 	virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
 	virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;

+ 1 - 3
servers/rendering/rendering_server_default.h

@@ -615,12 +615,10 @@ public:
 	BIND7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
 
 	BIND9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
-	BIND11(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter, bool, float)
+	BIND10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
 
 	BIND2(environment_set_volumetric_fog_volume_size, int, int)
 	BIND1(environment_set_volumetric_fog_filter_active, bool)
-	BIND1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
-	BIND1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
 
 	BIND11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
 	BIND1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)

+ 1 - 3
servers/rendering/rendering_server_wrap_mt.h

@@ -520,12 +520,10 @@ public:
 
 	FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
 
-	FUNC11(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter, bool, float)
+	FUNC10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
 
 	FUNC2(environment_set_volumetric_fog_volume_size, int, int)
 	FUNC1(environment_set_volumetric_fog_filter_active, bool)
-	FUNC1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
-	FUNC1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
 
 	FUNC3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
 

+ 1 - 5
servers/rendering_server.cpp

@@ -2371,12 +2371,8 @@ RenderingServer::RenderingServer() {
 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/volume_size", PropertyInfo(Variant::INT, "rendering/volumetric_fog/volume_size", PROPERTY_HINT_RANGE, "16,512,1"));
 	GLOBAL_DEF("rendering/volumetric_fog/volume_depth", 128);
 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/volume_depth", PropertyInfo(Variant::INT, "rendering/volumetric_fog/volume_depth", PROPERTY_HINT_RANGE, "16,512,1"));
-	GLOBAL_DEF("rendering/volumetric_fog/use_filter", 0);
+	GLOBAL_DEF("rendering/volumetric_fog/use_filter", 1);
 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/use_filter", PropertyInfo(Variant::INT, "rendering/volumetric_fog/use_filter", PROPERTY_HINT_ENUM, "No (Faster),Yes (Higher Quality)"));
-	GLOBAL_DEF("rendering/volumetric_fog/directional_shadow_shrink", 512);
-	ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/directional_shadow_shrink", PropertyInfo(Variant::INT, "rendering/volumetric_fog/directional_shadow_shrink", PROPERTY_HINT_RANGE, "32,2048,1"));
-	GLOBAL_DEF("rendering/volumetric_fog/positional_shadow_shrink", 512);
-	ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/positional_shadow_shrink", PropertyInfo(Variant::INT, "rendering/volumetric_fog/positional_shadow_shrink", PROPERTY_HINT_RANGE, "32,2048,1"));
 
 	GLOBAL_DEF("rendering/spatial_indexer/update_iterations_per_frame", 10);
 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/spatial_indexer/update_iterations_per_frame", PropertyInfo(Variant::INT, "rendering/spatial_indexer/update_iterations_per_frame", PROPERTY_HINT_RANGE, "0,1024,1"));

+ 1 - 10
servers/rendering_server.h

@@ -1025,18 +1025,9 @@ public:
 
 	virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
 
-	enum EnvVolumetricFogShadowFilter {
-		ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED,
-		ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW,
-		ENV_VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM,
-		ENV_VOLUMETRIC_FOG_SHADOW_FILTER_HIGH,
-	};
-
-	virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
+	virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
 	virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
 	virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
-	virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
-	virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
 
 	virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;