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Merge pull request #37722 from reduz/implement-softshadows

Support light size and soft shadows
Rémi Verschelde 5 years ago
parent
commit
c2f0d58c36

+ 11 - 0
scene/3d/light_3d.cpp

@@ -216,6 +216,14 @@ bool Light3D::is_editor_only() const {
 }
 }
 
 
 void Light3D::_validate_property(PropertyInfo &property) const {
 void Light3D::_validate_property(PropertyInfo &property) const {
+
+	if (get_light_type() == RS::LIGHT_DIRECTIONAL && property.name == "light_size") {
+		property.usage = 0;
+	}
+
+	if (get_light_type() != RS::LIGHT_DIRECTIONAL && property.name == "light_angular_distance") {
+		property.usage = 0;
+	}
 }
 }
 
 
 void Light3D::_bind_methods() {
 void Light3D::_bind_methods() {
@@ -251,6 +259,8 @@ void Light3D::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color");
 	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color");
 	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_ENERGY);
 	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_ENERGY);
 	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
 	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
+	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,64,0.01,or_greater"), "set_param", "get_param", PARAM_SIZE);
+	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01"), "set_param", "get_param", PARAM_SIZE);
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
 	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SPECULAR);
 	ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SPECULAR);
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disable,Indirect,All"), "set_bake_mode", "get_bake_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disable,Indirect,All"), "set_bake_mode", "get_bake_mode");
@@ -315,6 +325,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
 	set_param(PARAM_INDIRECT_ENERGY, 1);
 	set_param(PARAM_INDIRECT_ENERGY, 1);
 	set_param(PARAM_SPECULAR, 0.5);
 	set_param(PARAM_SPECULAR, 0.5);
 	set_param(PARAM_RANGE, 5);
 	set_param(PARAM_RANGE, 5);
+	set_param(PARAM_SIZE, 0);
 	set_param(PARAM_ATTENUATION, 1);
 	set_param(PARAM_ATTENUATION, 1);
 	set_param(PARAM_SPOT_ANGLE, 45);
 	set_param(PARAM_SPOT_ANGLE, 45);
 	set_param(PARAM_SPOT_ATTENUATION, 1);
 	set_param(PARAM_SPOT_ATTENUATION, 1);

+ 1 - 0
scene/3d/light_3d.h

@@ -46,6 +46,7 @@ public:
 		PARAM_INDIRECT_ENERGY = RS::LIGHT_PARAM_INDIRECT_ENERGY,
 		PARAM_INDIRECT_ENERGY = RS::LIGHT_PARAM_INDIRECT_ENERGY,
 		PARAM_SPECULAR = RS::LIGHT_PARAM_SPECULAR,
 		PARAM_SPECULAR = RS::LIGHT_PARAM_SPECULAR,
 		PARAM_RANGE = RS::LIGHT_PARAM_RANGE,
 		PARAM_RANGE = RS::LIGHT_PARAM_RANGE,
+		PARAM_SIZE = RS::LIGHT_PARAM_SIZE,
 		PARAM_ATTENUATION = RS::LIGHT_PARAM_ATTENUATION,
 		PARAM_ATTENUATION = RS::LIGHT_PARAM_ATTENUATION,
 		PARAM_SPOT_ANGLE = RS::LIGHT_PARAM_SPOT_ANGLE,
 		PARAM_SPOT_ANGLE = RS::LIGHT_PARAM_SPOT_ANGLE,
 		PARAM_SPOT_ATTENUATION = RS::LIGHT_PARAM_SPOT_ATTENUATION,
 		PARAM_SPOT_ATTENUATION = RS::LIGHT_PARAM_SPOT_ATTENUATION,

+ 1 - 1
servers/rendering/rasterizer.h

@@ -231,7 +231,7 @@ public:
 
 
 	virtual RID light_instance_create(RID p_light) = 0;
 	virtual RID light_instance_create(RID p_light) = 0;
 	virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
 	virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
-	virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0) = 0;
+	virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) = 0;
 	virtual void light_instance_mark_visible(RID p_light_instance) = 0;
 	virtual void light_instance_mark_visible(RID p_light_instance) = 0;
 	virtual bool light_instances_can_render_shadow_cube() const {
 	virtual bool light_instances_can_render_shadow_cube() const {
 		return true;
 		return true;

+ 68 - 5
servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp

@@ -965,6 +965,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
 	scene_state.ubo.shadow_filter_mode = shadow_filter_get();
 	scene_state.ubo.shadow_filter_mode = shadow_filter_get();
 
 
 	scene_state.ubo.pancake_shadows = p_pancake_shadows;
 	scene_state.ubo.pancake_shadows = p_pancake_shadows;
+	scene_state.ubo.shadow_blocker_count = 16;
 
 
 	scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
 	scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
 	scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
 	scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
@@ -1484,6 +1485,10 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
 				light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
 				light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
 				light_data.mask = storage->light_get_cull_mask(base);
 				light_data.mask = storage->light_get_cull_mask(base);
 
 
+				float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+
+				light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
+
 				Color shadow_col = storage->light_get_shadow_color(base).to_linear();
 				Color shadow_col = storage->light_get_shadow_color(base).to_linear();
 
 
 				if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
 				if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
@@ -1551,12 +1556,44 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
 						light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * light_instance_get_directional_shadow_texel_size(li, j);
 						light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * light_instance_get_directional_shadow_texel_size(li, j);
 						light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
 						light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
 						light_data.shadow_transmittance_z_scale[j] = light_instance_get_shadow_range(li, j);
 						light_data.shadow_transmittance_z_scale[j] = light_instance_get_shadow_range(li, j);
+						light_data.shadow_range_begin[j] = light_instance_get_shadow_range_begin(li, j);
 						store_camera(shadow_mtx, light_data.shadow_matrices[j]);
 						store_camera(shadow_mtx, light_data.shadow_matrices[j]);
+
+						Vector2 uv_scale = light_instance_get_shadow_uv_scale(li, j);
+						uv_scale *= atlas_rect.size; //adapt to atlas size
+						switch (j) {
+							case 0: {
+								light_data.uv_scale1[0] = uv_scale.x;
+								light_data.uv_scale1[1] = uv_scale.y;
+							} break;
+							case 1: {
+								light_data.uv_scale2[0] = uv_scale.x;
+								light_data.uv_scale2[1] = uv_scale.y;
+							} break;
+							case 2: {
+								light_data.uv_scale3[0] = uv_scale.x;
+								light_data.uv_scale3[1] = uv_scale.y;
+							} break;
+							case 3: {
+								light_data.uv_scale4[0] = uv_scale.x;
+								light_data.uv_scale4[1] = uv_scale.y;
+							} break;
+						}
 					}
 					}
 
 
 					float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
 					float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
 					light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
 					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];
 					light_data.fade_to = -light_data.shadow_split_offsets[3];
+
+					float softshadow_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+					if (softshadow_angle > 0.0) {
+						// I know tan(0) is 0, but let's not risk it with numerical precision.
+						// technically this will keep expanding until reaching the sun, but all we care
+						// is expand until we reach the radius of the near plane (there can't be more occluders than that)
+						light_data.softshadow_angle = Math::tan(Math::deg2rad(softshadow_angle));
+					} else {
+						light_data.softshadow_angle = 0;
+					}
 				}
 				}
 
 
 				//	Copy to SkyDirectionalLightData
 				//	Copy to SkyDirectionalLightData
@@ -1619,6 +1656,10 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
 				light_data.direction[1] = direction.y;
 				light_data.direction[1] = direction.y;
 				light_data.direction[2] = direction.z;
 				light_data.direction[2] = direction.z;
 
 
+				float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+
+				light_data.size = size;
+
 				light_data.cone_attenuation_angle[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION));
 				light_data.cone_attenuation_angle[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION));
 				float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
 				float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
 				light_data.cone_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(spot_angle)));
 				light_data.cone_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(spot_angle)));
@@ -1646,6 +1687,7 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
 						shadow_texel_size *= light_instance_get_shadow_texel_size(li, p_shadow_atlas);
 						shadow_texel_size *= light_instance_get_shadow_texel_size(li, p_shadow_atlas);
 
 
 						light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
 						light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
+
 					} else { //omni
 					} else { //omni
 						light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
 						light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
 						float shadow_texel_size = light_instance_get_shadow_texel_size(li, p_shadow_atlas);
 						float shadow_texel_size = light_instance_get_shadow_texel_size(li, p_shadow_atlas);
@@ -1656,18 +1698,31 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
 
 
 					Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas);
 					Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas);
 
 
-					if (type == RS::LIGHT_OMNI) {
+					light_data.atlas_rect[0] = rect.position.x;
+					light_data.atlas_rect[1] = rect.position.y;
+					light_data.atlas_rect[2] = rect.size.width;
+					light_data.atlas_rect[3] = rect.size.height;
 
 
-						light_data.atlas_rect[0] = rect.position.x;
-						light_data.atlas_rect[1] = rect.position.y;
-						light_data.atlas_rect[2] = rect.size.width;
-						light_data.atlas_rect[3] = rect.size.height * 0.5;
+					if (type == RS::LIGHT_OMNI) {
 
 
+						light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
 						Transform proj = (p_camera_inverse_transform * light_transform).inverse();
 						Transform proj = (p_camera_inverse_transform * light_transform).inverse();
 
 
 						store_transform(proj, light_data.shadow_matrix);
 						store_transform(proj, light_data.shadow_matrix);
+
+						if (size > 0.0) {
+
+							light_data.soft_shadow_size = size;
+						} else {
+							light_data.soft_shadow_size = 0.0;
+						}
+
 					} else if (type == RS::LIGHT_SPOT) {
 					} else if (type == RS::LIGHT_SPOT) {
 
 
+						//used for clamping in this light type
+						light_data.atlas_rect[2] += light_data.atlas_rect[0];
+						light_data.atlas_rect[3] += light_data.atlas_rect[1];
+
 						Transform modelview = (p_camera_inverse_transform * light_transform).inverse();
 						Transform modelview = (p_camera_inverse_transform * light_transform).inverse();
 						CameraMatrix bias;
 						CameraMatrix bias;
 						bias.set_light_bias();
 						bias.set_light_bias();
@@ -1676,6 +1731,14 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
 
 
 						CameraMatrix shadow_mtx = rectm * bias * light_instance_get_shadow_camera(li, 0) * modelview;
 						CameraMatrix shadow_mtx = rectm * bias * light_instance_get_shadow_camera(li, 0) * modelview;
 						store_camera(shadow_mtx, light_data.shadow_matrix);
 						store_camera(shadow_mtx, light_data.shadow_matrix);
+
+						if (size > 0.0) {
+							CameraMatrix cm = light_instance_get_shadow_camera(li, 0);
+							float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
+							light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
+						} else {
+							light_data.soft_shadow_size = 0.0;
+						}
 					}
 					}
 				} else {
 				} else {
 					light_data.shadow_color_enabled[3] = 0;
 					light_data.shadow_color_enabled[3] = 0;

+ 15 - 3
servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h

@@ -254,17 +254,19 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
 		float position[3];
 		float position[3];
 		float inv_radius;
 		float inv_radius;
 		float direction[3];
 		float direction[3];
+		float size;
 		uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
 		uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
 		uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
 		uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
 		uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
 		uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
-		uint32_t mask;
 		uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
 		uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
 		float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
 		float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
 		float shadow_matrix[16];
 		float shadow_matrix[16];
 		float shadow_bias;
 		float shadow_bias;
 		float shadow_normal_bias;
 		float shadow_normal_bias;
 		float transmittance_bias;
 		float transmittance_bias;
-		uint32_t pad;
+		float soft_shadow_size;
+		uint32_t mask;
+		uint32_t pad[3];
 	};
 	};
 
 
 	struct DirectionalLightData {
 	struct DirectionalLightData {
@@ -272,9 +274,11 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
 		float direction[3];
 		float direction[3];
 		float energy;
 		float energy;
 		float color[3];
 		float color[3];
+		float size;
 		float specular;
 		float specular;
 		uint32_t mask;
 		uint32_t mask;
-		uint32_t pad[3];
+		float softshadow_angle;
+		uint32_t pad[1];
 		uint32_t blend_splits;
 		uint32_t blend_splits;
 		uint32_t shadow_enabled;
 		uint32_t shadow_enabled;
 		float fade_from;
 		float fade_from;
@@ -283,12 +287,17 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
 		float shadow_normal_bias[4];
 		float shadow_normal_bias[4];
 		float shadow_transmittance_bias[4];
 		float shadow_transmittance_bias[4];
 		float shadow_transmittance_z_scale[4];
 		float shadow_transmittance_z_scale[4];
+		float shadow_range_begin[4];
 		float shadow_split_offsets[4];
 		float shadow_split_offsets[4];
 		float shadow_matrices[4][16];
 		float shadow_matrices[4][16];
 		float shadow_color1[4];
 		float shadow_color1[4];
 		float shadow_color2[4];
 		float shadow_color2[4];
 		float shadow_color3[4];
 		float shadow_color3[4];
 		float shadow_color4[4];
 		float shadow_color4[4];
+		float uv_scale1[2];
+		float uv_scale2[2];
+		float uv_scale3[2];
+		float uv_scale4[2];
 	};
 	};
 
 
 	struct GIProbeData {
 	struct GIProbeData {
@@ -343,6 +352,9 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
 			uint32_t pancake_shadows;
 			uint32_t pancake_shadows;
 			uint32_t shadow_filter_mode;
 			uint32_t shadow_filter_mode;
 
 
+			uint32_t shadow_blocker_count;
+			uint32_t shadow_pad[3];
+
 			float ambient_light_color_energy[4];
 			float ambient_light_color_energy[4];
 
 
 			float ambient_color_sky_mix;
 			float ambient_color_sky_mix;

+ 3 - 1
servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp

@@ -2032,7 +2032,7 @@ void RasterizerSceneRD::light_instance_set_transform(RID p_light_instance, const
 	light_instance->transform = p_transform;
 	light_instance->transform = p_transform;
 }
 }
 
 
-void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale) {
+void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
 
 
 	LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
 	LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
 	ERR_FAIL_COND(!light_instance);
 	ERR_FAIL_COND(!light_instance);
@@ -2048,7 +2048,9 @@ void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance
 	light_instance->shadow_transform[p_pass].farplane = p_far;
 	light_instance->shadow_transform[p_pass].farplane = p_far;
 	light_instance->shadow_transform[p_pass].split = p_split;
 	light_instance->shadow_transform[p_pass].split = p_split;
 	light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
 	light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
+	light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
 	light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
 	light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
+	light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
 }
 }
 
 
 void RasterizerSceneRD::light_instance_mark_visible(RID p_light_instance) {
 void RasterizerSceneRD::light_instance_mark_visible(RID p_light_instance) {

+ 14 - 1
servers/rendering/rasterizer_rd/rasterizer_scene_rd.h

@@ -573,7 +573,9 @@ private:
 			float split;
 			float split;
 			float bias_scale;
 			float bias_scale;
 			float shadow_texel_size;
 			float shadow_texel_size;
+			float range_begin;
 			Rect2 atlas_rect;
 			Rect2 atlas_rect;
+			Vector2 uv_scale;
 		};
 		};
 
 
 		RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
 		RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
@@ -883,7 +885,7 @@ public:
 
 
 	RID light_instance_create(RID p_light);
 	RID light_instance_create(RID p_light);
 	void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
 	void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
-	void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0);
+	void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2());
 	void light_instance_mark_visible(RID p_light_instance);
 	void light_instance_mark_visible(RID p_light_instance);
 
 
 	_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
 	_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
@@ -967,6 +969,17 @@ public:
 		LightInstance *li = light_instance_owner.getornull(p_light_instance);
 		LightInstance *li = light_instance_owner.getornull(p_light_instance);
 		return li->shadow_transform[p_index].farplane;
 		return li->shadow_transform[p_index].farplane;
 	}
 	}
+	_FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
+
+		LightInstance *li = light_instance_owner.getornull(p_light_instance);
+		return li->shadow_transform[p_index].range_begin;
+	}
+
+	_FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
+
+		LightInstance *li = light_instance_owner.getornull(p_light_instance);
+		return li->shadow_transform[p_index].uv_scale;
+	}
 
 
 	_FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
 	_FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
 
 

+ 1 - 0
servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp

@@ -3104,6 +3104,7 @@ RID RasterizerStorageRD::light_create(RS::LightType p_type) {
 	light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
 	light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
 	light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
 	light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
 	light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
 	light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
+	light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
 	light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
 	light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
 	light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
 	light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
 	light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
 	light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;

+ 353 - 32
servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl

@@ -441,7 +441,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
 	return mix(vec3(dielectric), albedo, vec3(metallic));
 	return mix(vec3(dielectric), albedo, vec3(metallic));
 }
 }
 
 
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
 #ifdef LIGHT_BACKLIGHT_USED
 #ifdef LIGHT_BACKLIGHT_USED
 		vec3 backlight,
 		vec3 backlight,
 #endif
 #endif
@@ -481,7 +481,7 @@ LIGHT_SHADER_CODE
 	/* clang-format on */
 	/* clang-format on */
 
 
 #else
 #else
-	float NdotL = dot(N, L);
+	float NdotL = min(A + dot(N, L), 1.0);
 	float cNdotL = max(NdotL, 0.0); // clamped NdotL
 	float cNdotL = max(NdotL, 0.0); // clamped NdotL
 	float NdotV = dot(N, V);
 	float NdotV = dot(N, V);
 	float cNdotV = max(NdotV, 0.0);
 	float cNdotV = max(NdotV, 0.0);
@@ -491,11 +491,11 @@ LIGHT_SHADER_CODE
 #endif
 #endif
 
 
 #if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
 #if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
-	float cNdotH = max(dot(N, H), 0.0);
+	float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
 #endif
 #endif
 
 
 #if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
 #if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
-	float cLdotH = max(dot(L, H), 0.0);
+	float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
 #endif
 #endif
 
 
 	if (metallic < 1.0) {
 	if (metallic < 1.0) {
@@ -613,7 +613,7 @@ LIGHT_SHADER_CODE
 #elif defined(SPECULAR_PHONG)
 #elif defined(SPECULAR_PHONG)
 
 
 		vec3 R = normalize(-reflect(L, N));
 		vec3 R = normalize(-reflect(L, N));
-		float cRdotV = max(0.0, dot(R, V));
+		float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
 		float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
 		float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
 		float phong = pow(cRdotV, shininess);
 		float phong = pow(cRdotV, shininess);
 		phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
 		phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
@@ -686,6 +686,24 @@ LIGHT_SHADER_CODE
 
 
 #ifndef USE_NO_SHADOWS
 #ifndef USE_NO_SHADOWS
 
 
+const vec2 shadow_poisson_disk[16] = vec2[](
+		vec2(-0.94201624, -0.39906216),
+		vec2(0.94558609, -0.76890725),
+		vec2(-0.094184101, -0.92938870),
+		vec2(0.34495938, 0.29387760),
+		vec2(-0.91588581, 0.45771432),
+		vec2(-0.81544232, -0.87912464),
+		vec2(-0.38277543, 0.27676845),
+		vec2(0.97484398, 0.75648379),
+		vec2(0.44323325, -0.97511554),
+		vec2(0.53742981, -0.47373420),
+		vec2(-0.26496911, -0.41893023),
+		vec2(0.79197514, 0.19090188),
+		vec2(-0.24188840, 0.99706507),
+		vec2(-0.81409955, 0.91437590),
+		vec2(0.19984126, 0.78641367),
+		vec2(0.14383161, -0.14100790));
+
 float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
 float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
 
 
 	vec2 pos = coord.xy;
 	vec2 pos = coord.xy;
@@ -725,6 +743,51 @@ float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
 	return 0;
 	return 0;
 }
 }
 
 
+float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
+
+	//find blocker
+	float blocker_count = 0.0;
+	float blocker_average = 0.0;
+
+	mat2 poisson_rotate;
+
+	{
+		float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
+		float sr = sin(r);
+		float cr = cos(r);
+		poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
+	}
+
+	for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+		vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale;
+		float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+		if (d < pssm_coord.z) {
+			blocker_average += d;
+			blocker_count += 1.0;
+		}
+	}
+
+	if (blocker_count > 0.0) {
+
+		//blockers found, do soft shadow
+		blocker_average /= blocker_count;
+		float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
+		tex_scale *= penumbra;
+
+		float s = 0.0;
+		for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+			vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale;
+			s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
+		}
+
+		return s / float(scene_data.shadow_blocker_count);
+
+	} else {
+		//no blockers found, so no shadow
+		return 1.0;
+	}
+}
+
 #endif //USE_NO_SHADOWS
 #endif //USE_NO_SHADOWS
 
 
 void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
 void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
@@ -760,6 +823,13 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
 	vec3 shadow_attenuation = vec3(1.0);
 	vec3 shadow_attenuation = vec3(1.0);
 	vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
 	vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
 	color_specular.rgb *= attenuation_energy.y;
 	color_specular.rgb *= attenuation_energy.y;
+	float size_A = 0.0;
+
+	if (lights.data[idx].size > 0.0) {
+
+		float t = lights.data[idx].size / max(0.001, light_length);
+		size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+	}
 
 
 #ifdef LIGHT_TRANSMITTANCE_USED
 #ifdef LIGHT_TRANSMITTANCE_USED
 	float transmittance_z = transmittance_depth; //no transmittance by default
 	float transmittance_z = transmittance_depth; //no transmittance by default
@@ -773,7 +843,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
 		vec4 v = vec4(vertex, 1.0);
 		vec4 v = vec4(vertex, 1.0);
 
 
 		vec4 splane = (lights.data[idx].shadow_matrix * v);
 		vec4 splane = (lights.data[idx].shadow_matrix * v);
-		float shadow_len = length(splane.xyz);
+		float shadow_len = length(splane.xyz); //need to remember shadow len from here
 
 
 		{
 		{
 			vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius;
 			vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius;
@@ -782,26 +852,126 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
 			splane = (lights.data[idx].shadow_matrix * v);
 			splane = (lights.data[idx].shadow_matrix * v);
 		}
 		}
 
 
-		splane.xyz = normalize(splane.xyz);
-		vec4 clamp_rect = lights.data[idx].atlas_rect;
+		float shadow;
+
+		if (lights.data[idx].soft_shadow_size > 0.0) {
+			//soft shadow
+
+			//find blocker
+
+			float blocker_count = 0.0;
+			float blocker_average = 0.0;
+
+			mat2 poisson_rotate;
+
+			{
+				float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
+				float sr = sin(r);
+				float cr = cos(r);
+				poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
+			}
+
+			vec3 normal = normalize(splane.xyz);
+			vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+			vec3 tangent = normalize(cross(v0, normal));
+			vec3 bitangent = normalize(cross(tangent, normal));
+			float z_norm = shadow_len * lights.data[idx].inv_radius;
+
+			tangent *= lights.data[idx].soft_shadow_size;
+			bitangent *= lights.data[idx].soft_shadow_size;
 
 
-		if (splane.z >= 0.0) {
+			for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+				vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]);
+				vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y;
 
 
-			splane.z += 1.0;
+				pos = normalize(pos);
+				vec4 uv_rect = lights.data[idx].atlas_rect;
 
 
-			clamp_rect.y += clamp_rect.w;
+				if (pos.z >= 0.0) {
 
 
+					pos.z += 1.0;
+					uv_rect.y += uv_rect.w;
+				} else {
+
+					pos.z = 1.0 - pos.z;
+				}
+
+				pos.xy /= pos.z;
+
+				pos.xy = pos.xy * 0.5 + 0.5;
+				pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+				float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r;
+				if (d < z_norm) {
+					blocker_average += d;
+					blocker_count += 1.0;
+				}
+			}
+
+			if (blocker_count > 0.0) {
+
+				//blockers found, do soft shadow
+				blocker_average /= blocker_count;
+				float penumbra = (z_norm - blocker_average) / blocker_average;
+				tangent *= penumbra;
+				bitangent *= penumbra;
+
+				z_norm -= lights.data[idx].inv_radius * lights.data[idx].shadow_bias;
+
+				shadow = 0.0;
+				for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+
+					vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]);
+					vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y;
+
+					pos = normalize(pos);
+					vec4 uv_rect = lights.data[idx].atlas_rect;
+
+					if (pos.z >= 0.0) {
+
+						pos.z += 1.0;
+						uv_rect.y += uv_rect.w;
+					} else {
+
+						pos.z = 1.0 - pos.z;
+					}
+
+					pos.xy /= pos.z;
+
+					pos.xy = pos.xy * 0.5 + 0.5;
+					pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+					shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
+				}
+
+				shadow /= float(scene_data.shadow_blocker_count);
+
+			} else {
+				//no blockers found, so no shadow
+				shadow = 1.0;
+			}
 		} else {
 		} else {
-			splane.z = 1.0 - splane.z;
-		}
 
 
-		splane.xy /= splane.z;
+			splane.xyz = normalize(splane.xyz);
+			vec4 clamp_rect = lights.data[idx].atlas_rect;
+
+			if (splane.z >= 0.0) {
+
+				splane.z += 1.0;
+
+				clamp_rect.y += clamp_rect.w;
+
+			} else {
+				splane.z = 1.0 - splane.z;
+			}
+
+			splane.xy /= splane.z;
 
 
-		splane.xy = splane.xy * 0.5 + 0.5;
-		splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius;
-		splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
-		splane.w = 1.0; //needed? i think it should be 1 already
-		float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
+			splane.xy = splane.xy * 0.5 + 0.5;
+			splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius;
+			splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+			splane.w = 1.0; //needed? i think it should be 1 already
+			shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
+		}
 
 
 #ifdef LIGHT_TRANSMITTANCE_USED
 #ifdef LIGHT_TRANSMITTANCE_USED
 		{
 		{
@@ -836,7 +1006,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
 	}
 	}
 #endif //USE_NO_SHADOWS
 #endif //USE_NO_SHADOWS
 
 
-	light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+	light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
 #ifdef LIGHT_BACKLIGHT_USED
 #ifdef LIGHT_BACKLIGHT_USED
 			backlight,
 			backlight,
 #endif
 #endif
@@ -903,6 +1073,13 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
 	vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
 	vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
 	color_specular.rgb *= attenuation_energy.y;
 	color_specular.rgb *= attenuation_energy.y;
 
 
+	float size_A = 0.0;
+
+	if (lights.data[idx].size > 0.0) {
+
+		float t = lights.data[idx].size / max(0.001, light_length);
+		size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+	}
 /*
 /*
 	if (lights.data[idx].atlas_rect!=vec4(0.0)) {
 	if (lights.data[idx].atlas_rect!=vec4(0.0)) {
 		//use projector texture
 		//use projector texture
@@ -920,22 +1097,82 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
 
 
 		v.xyz -= spot_dir * lights.data[idx].shadow_bias;
 		v.xyz -= spot_dir * lights.data[idx].shadow_bias;
 
 
-		float depth_bias_scale = 1.0 / (max(0.0001, dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius)); //the closer to the light origin, the more you have to offset to reach 1px in the map
+		float z_norm = dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius;
+
+		float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
 		vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * lights.data[idx].shadow_normal_bias * depth_bias_scale;
 		vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * lights.data[idx].shadow_normal_bias * depth_bias_scale;
 		normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
 		normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
 		v.xyz += normal_bias;
 		v.xyz += normal_bias;
 
 
+		//adjust with bias
+		z_norm = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius;
+
+		float shadow;
+
 		vec4 splane = (lights.data[idx].shadow_matrix * v);
 		vec4 splane = (lights.data[idx].shadow_matrix * v);
 		splane /= splane.w;
 		splane /= splane.w;
-		splane.z = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius;
-		float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
+
+		if (lights.data[idx].soft_shadow_size > 0.0) {
+			//soft shadow
+
+			//find blocker
+
+			float blocker_count = 0.0;
+			float blocker_average = 0.0;
+
+			mat2 poisson_rotate;
+
+			{
+				float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
+				float sr = sin(r);
+				float cr = cos(r);
+				poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
+			}
+
+			float uv_size = lights.data[idx].soft_shadow_size * z_norm;
+			for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+				vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size;
+				suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
+				float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+				if (d < z_norm) {
+					blocker_average += d;
+					blocker_count += 1.0;
+				}
+			}
+
+			if (blocker_count > 0.0) {
+
+				//blockers found, do soft shadow
+				blocker_average /= blocker_count;
+				float penumbra = (z_norm - blocker_average) / blocker_average;
+				uv_size *= penumbra;
+
+				shadow = 0.0;
+				for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+					vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size;
+					suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
+					shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
+				}
+
+				shadow /= float(scene_data.shadow_blocker_count);
+
+			} else {
+				//no blockers found, so no shadow
+				shadow = 1.0;
+			}
+
+		} else {
+			//hard shadow
+			splane.z = z_norm;
+			shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
+		}
 
 
 		shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
 		shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
 
 
 #ifdef LIGHT_TRANSMITTANCE_USED
 #ifdef LIGHT_TRANSMITTANCE_USED
 		{
 		{
 
 
-			splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+			vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
 			splane /= splane.w;
 			splane /= splane.w;
 
 
 			float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
 			float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
@@ -950,7 +1187,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
 
 
 #endif //USE_NO_SHADOWS
 #endif //USE_NO_SHADOWS
 
 
-	light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+	light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
 #ifdef LIGHT_BACKLIGHT_USED
 #ifdef LIGHT_BACKLIGHT_USED
 			backlight,
 			backlight,
 #endif
 #endif
@@ -1636,13 +1873,28 @@ FRAGMENT_SHADER_CODE
 	normal_bias -= light_dir * dot(light_dir, normal_bias);                                                                                                           \
 	normal_bias -= light_dir * dot(light_dir, normal_bias);                                                                                                           \
 	m_var.xyz += normal_bias;
 	m_var.xyz += normal_bias;
 
 
+				float shadow = 0.0;
+
 				if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
 				if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
 					vec4 v = vec4(vertex, 1.0);
 					vec4 v = vec4(vertex, 1.0);
 
 
 					BIAS_FUNC(v, 0)
 					BIAS_FUNC(v, 0)
 
 
 					pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
 					pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+					pssm_coord /= pssm_coord.w;
+
+					if (directional_lights.data[i].softshadow_angle > 0) {
+						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);
+					} else {
+						shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+					}
+
 					shadow_color = directional_lights.data[i].shadow_color1.rgb;
 					shadow_color = directional_lights.data[i].shadow_color1.rgb;
+
 #ifdef LIGHT_TRANSMITTANCE_USED
 #ifdef LIGHT_TRANSMITTANCE_USED
 					{
 					{
 						vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
 						vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
@@ -1663,6 +1915,18 @@ FRAGMENT_SHADER_CODE
 					BIAS_FUNC(v, 1)
 					BIAS_FUNC(v, 1)
 
 
 					pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
 					pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+					pssm_coord /= pssm_coord.w;
+
+					if (directional_lights.data[i].softshadow_angle > 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;
+						shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+					} else {
+						shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+					}
+
 					shadow_color = directional_lights.data[i].shadow_color2.rgb;
 					shadow_color = directional_lights.data[i].shadow_color2.rgb;
 #ifdef LIGHT_TRANSMITTANCE_USED
 #ifdef LIGHT_TRANSMITTANCE_USED
 					{
 					{
@@ -1684,6 +1948,18 @@ FRAGMENT_SHADER_CODE
 					BIAS_FUNC(v, 2)
 					BIAS_FUNC(v, 2)
 
 
 					pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
 					pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+					pssm_coord /= pssm_coord.w;
+
+					if (directional_lights.data[i].softshadow_angle > 0) {
+						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;
+						shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+					} else {
+						shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+					}
+
 					shadow_color = directional_lights.data[i].shadow_color3.rgb;
 					shadow_color = directional_lights.data[i].shadow_color3.rgb;
 #ifdef LIGHT_TRANSMITTANCE_USED
 #ifdef LIGHT_TRANSMITTANCE_USED
 					{
 					{
@@ -1706,7 +1982,20 @@ FRAGMENT_SHADER_CODE
 					BIAS_FUNC(v, 3)
 					BIAS_FUNC(v, 3)
 
 
 					pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
 					pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+					pssm_coord /= pssm_coord.w;
+
+					if (directional_lights.data[i].softshadow_angle > 0) {
+						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;
+						shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+					} else {
+						shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+					}
+
 					shadow_color = directional_lights.data[i].shadow_color4.rgb;
 					shadow_color = directional_lights.data[i].shadow_color4.rgb;
+
 #ifdef LIGHT_TRANSMITTANCE_USED
 #ifdef LIGHT_TRANSMITTANCE_USED
 					{
 					{
 						vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
 						vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
@@ -1722,40 +2011,72 @@ FRAGMENT_SHADER_CODE
 #endif
 #endif
 				}
 				}
 
 
-				pssm_coord /= pssm_coord.w;
-
-				float shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
-
 				if (directional_lights.data[i].blend_splits) {
 				if (directional_lights.data[i].blend_splits) {
 
 
 					vec3 shadow_color_blend = vec3(0.0);
 					vec3 shadow_color_blend = vec3(0.0);
 					float pssm_blend;
 					float pssm_blend;
+					float shadow2;
 
 
 					if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
 					if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
 						vec4 v = vec4(vertex, 1.0);
 						vec4 v = vec4(vertex, 1.0);
 						BIAS_FUNC(v, 1)
 						BIAS_FUNC(v, 1)
 						pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
 						pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+						pssm_coord /= pssm_coord.w;
+
+						if (directional_lights.data[i].softshadow_angle > 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;
+							shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+						} else {
+							shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+						}
+
 						pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
 						pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
 						shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
 						shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
 					} else if (depth_z < 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);
 						vec4 v = vec4(vertex, 1.0);
 						BIAS_FUNC(v, 2)
 						BIAS_FUNC(v, 2)
 						pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
 						pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+						pssm_coord /= pssm_coord.w;
+
+						if (directional_lights.data[i].softshadow_angle > 0) {
+							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;
+							shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+						} else {
+							shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+						}
+
 						pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
 						pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+
 						shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
 						shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
 					} else if (depth_z < 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);
 						vec4 v = vec4(vertex, 1.0);
 						BIAS_FUNC(v, 3)
 						BIAS_FUNC(v, 3)
 						pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
 						pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+						pssm_coord /= pssm_coord.w;
+						if (directional_lights.data[i].softshadow_angle > 0) {
+							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;
+							shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+						} else {
+							shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+						}
+
 						pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
 						pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
 						shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
 						shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
 					} else {
 					} else {
 						pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
 						pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
 					}
 					}
 
 
-					pssm_coord /= pssm_coord.w;
+					pssm_blend = sqrt(pssm_blend);
 
 
-					float shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
 					shadow = mix(shadow, shadow2, pssm_blend);
 					shadow = mix(shadow, shadow2, pssm_blend);
 					shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
 					shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
 				}
 				}
@@ -1767,7 +2088,7 @@ FRAGMENT_SHADER_CODE
 #undef BIAS_FUNC
 #undef BIAS_FUNC
 			}
 			}
 
 
-			light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
+			light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].size, directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
 #ifdef LIGHT_BACKLIGHT_USED
 #ifdef LIGHT_BACKLIGHT_USED
 					backlight,
 					backlight,
 #endif
 #endif

+ 16 - 4
servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl

@@ -47,6 +47,11 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
 	bool pancake_shadows;
 	bool pancake_shadows;
 	uint shadow_filter_mode;
 	uint shadow_filter_mode;
 
 
+	uint shadow_blocker_count;
+	uint shadow_pad0;
+	uint shadow_pad1;
+	uint shadow_pad2;
+
 	vec4 ambient_light_color_energy;
 	vec4 ambient_light_color_energy;
 
 
 	float ambient_color_sky_mix;
 	float ambient_color_sky_mix;
@@ -141,17 +146,19 @@ struct LightData { //this structure needs to be as packed as possible
 	vec3 position;
 	vec3 position;
 	float inv_radius;
 	float inv_radius;
 	vec3 direction;
 	vec3 direction;
+	float size;
 	uint attenuation_energy; //attenuation
 	uint attenuation_energy; //attenuation
 	uint color_specular; //rgb color, a specular (8 bit unorm)
 	uint color_specular; //rgb color, a specular (8 bit unorm)
 	uint cone_attenuation_angle; // attenuation and angle, (16bit float)
 	uint cone_attenuation_angle; // attenuation and angle, (16bit float)
-	uint mask;
 	uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
 	uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
 	vec4 atlas_rect; // used for spot
 	vec4 atlas_rect; // used for spot
 	mat4 shadow_matrix;
 	mat4 shadow_matrix;
 	float shadow_bias;
 	float shadow_bias;
 	float shadow_normal_bias;
 	float shadow_normal_bias;
 	float transmittance_bias;
 	float transmittance_bias;
-	uint pad;
+	float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+	uint mask;
+	uint pad[3];
 };
 };
 
 
 layout(set = 0, binding = 5, std430) buffer Lights {
 layout(set = 0, binding = 5, std430) buffer Lights {
@@ -180,11 +187,11 @@ struct DirectionalLightData {
 	vec3 direction;
 	vec3 direction;
 	float energy;
 	float energy;
 	vec3 color;
 	vec3 color;
+	float size;
 	float specular;
 	float specular;
 	uint mask;
 	uint mask;
-	uint pad0;
+	float softshadow_angle;
 	uint pad1;
 	uint pad1;
-	uint pad2;
 	bool blend_splits;
 	bool blend_splits;
 	bool shadow_enabled;
 	bool shadow_enabled;
 	float fade_from;
 	float fade_from;
@@ -193,6 +200,7 @@ struct DirectionalLightData {
 	vec4 shadow_normal_bias;
 	vec4 shadow_normal_bias;
 	vec4 shadow_transmittance_bias;
 	vec4 shadow_transmittance_bias;
 	vec4 shadow_transmittance_z_scale;
 	vec4 shadow_transmittance_z_scale;
+	vec4 shadow_range_begin;
 	vec4 shadow_split_offsets;
 	vec4 shadow_split_offsets;
 	mat4 shadow_matrix1;
 	mat4 shadow_matrix1;
 	mat4 shadow_matrix2;
 	mat4 shadow_matrix2;
@@ -202,6 +210,10 @@ struct DirectionalLightData {
 	vec4 shadow_color2;
 	vec4 shadow_color2;
 	vec4 shadow_color3;
 	vec4 shadow_color3;
 	vec4 shadow_color4;
 	vec4 shadow_color4;
+	vec2 uv_scale1;
+	vec2 uv_scale2;
+	vec2 uv_scale3;
+	vec2 uv_scale4;
 };
 };
 
 
 layout(set = 0, binding = 7, std140) uniform DirectionalLights {
 layout(set = 0, binding = 7, std140) uniform DirectionalLights {

+ 35 - 6
servers/rendering/rendering_server_scene.cpp

@@ -1499,7 +1499,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
 					if (j == 0 || d_z > z_max)
 					if (j == 0 || d_z > z_max)
 						z_max = d_z;
 						z_max = d_z;
 				}
 				}
+
 				real_t radius = 0;
 				real_t radius = 0;
+				real_t soft_shadow_expand = 0;
 				Vector3 center;
 				Vector3 center;
 
 
 				{
 				{
@@ -1528,12 +1530,30 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
 						bias_scale = radius / first_radius;
 						bias_scale = radius / first_radius;
 					}
 					}
 
 
-					x_max_cam = x_vec.dot(center) + radius;
-					x_min_cam = x_vec.dot(center) - radius;
-					y_max_cam = y_vec.dot(center) + radius;
-					y_min_cam = y_vec.dot(center) - radius;
 					z_min_cam = z_vec.dot(center) - radius;
 					z_min_cam = z_vec.dot(center) - radius;
 
 
+					{
+
+						float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
+
+						if (soft_shadow_angle > 0.0 && pancake_size > 0.0) {
+
+							float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
+							soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
+
+							x_max += soft_shadow_expand;
+							y_max += soft_shadow_expand;
+
+							x_min -= soft_shadow_expand;
+							y_min -= soft_shadow_expand;
+						}
+					}
+
+					x_max_cam = x_vec.dot(center) + radius + soft_shadow_expand;
+					x_min_cam = x_vec.dot(center) - radius - soft_shadow_expand;
+					y_max_cam = y_vec.dot(center) + radius + soft_shadow_expand;
+					y_min_cam = y_vec.dot(center) - radius - soft_shadow_expand;
+
 					if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
 					if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
 						//this trick here is what stabilizes the shadow (make potential jaggies to not move)
 						//this trick here is what stabilizes the shadow (make potential jaggies to not move)
 						//at the cost of some wasted resolution. Still the quality increase is very well worth it
 						//at the cost of some wasted resolution. Still the quality increase is very well worth it
@@ -1588,8 +1608,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
 					}
 					}
 				}
 				}
 
 
-				if (cull_max > z_max)
+				if (cull_max > z_max) {
 					z_max = cull_max;
 					z_max = cull_max;
+				}
 
 
 				if (pancake_size > 0) {
 				if (pancake_size > 0) {
 					z_max = z_vec.dot(center) + radius + pancake_size;
 					z_max = z_vec.dot(center) + radius + pancake_size;
@@ -1677,11 +1698,19 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
 
 
 					ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
 					ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
 
 
+					Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
+
 					Transform ortho_transform;
 					Transform ortho_transform;
 					ortho_transform.basis = transform.basis;
 					ortho_transform.basis = transform.basis;
 					ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
 					ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
 
 
-					RSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, z_max - z_min_cam, distances[i + 1], i, radius * 2.0 / texture_size, bias_scale * aspect_bias_scale * min_distance_bias_scale);
+					{
+						Vector3 max_in_view = p_cam_transform.affine_inverse().xform(z_vec * cull_max);
+						Vector3 dir_in_view = p_cam_transform.xform_inv(z_vec).normalized();
+						cull_max = dir_in_view.dot(max_in_view);
+					}
+
+					RSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, z_max - z_min_cam, distances[i + 1], i, radius * 2.0 / texture_size, bias_scale * aspect_bias_scale * min_distance_bias_scale, z_max, uv_scale);
 				}
 				}
 
 
 				RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
 				RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);

+ 1 - 0
servers/rendering_server.h

@@ -382,6 +382,7 @@ public:
 		LIGHT_PARAM_INDIRECT_ENERGY,
 		LIGHT_PARAM_INDIRECT_ENERGY,
 		LIGHT_PARAM_SPECULAR,
 		LIGHT_PARAM_SPECULAR,
 		LIGHT_PARAM_RANGE,
 		LIGHT_PARAM_RANGE,
+		LIGHT_PARAM_SIZE,
 		LIGHT_PARAM_ATTENUATION,
 		LIGHT_PARAM_ATTENUATION,
 		LIGHT_PARAM_SPOT_ANGLE,
 		LIGHT_PARAM_SPOT_ANGLE,
 		LIGHT_PARAM_SPOT_ATTENUATION,
 		LIGHT_PARAM_SPOT_ATTENUATION,