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Merge pull request #100319 from Flarkk/fix_light_shadow_range

Fix shadows of long range `OmniLight3D` and `SpotLight3D`
Thaddeus Crews 9 月之前
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dc5f1b7a28

+ 2 - 2
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -2614,9 +2614,9 @@ void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas
 			Rect2 atlas_rect_norm = atlas_rect;
 			atlas_rect_norm.position /= float(atlas_size);
 			atlas_rect_norm.size /= float(atlas_size);
-			copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
+			copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), zfar, false);
 			atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
-			copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
+			copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), zfar, true);
 
 			//restore transform so it can be properly used
 			light_storage->light_instance_set_shadow_transform(p_light, Projection(), light_storage->light_instance_get_base_transform(p_light), zfar, 0, 0, 0);

+ 2 - 2
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

@@ -1382,9 +1382,9 @@ void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, i
 			Rect2 atlas_rect_norm = atlas_rect;
 			atlas_rect_norm.position /= float(atlas_size);
 			atlas_rect_norm.size /= float(atlas_size);
-			copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
+			copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), zfar, false);
 			atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
-			copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
+			copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), zfar, true);
 
 			//restore transform so it can be properly used
 			light_storage->light_instance_set_shadow_transform(p_light, Projection(), light_storage->light_instance_get_base_transform(p_light), zfar, 0, 0, 0);

+ 4 - 2
servers/rendering/renderer_scene_cull.cpp

@@ -2558,8 +2558,9 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
 				}
 
 				real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+				real_t z_near = 0.005f;
 				Projection cm;
-				cm.set_perspective(90, 1, radius * 0.005f, radius);
+				cm.set_perspective(90, 1, z_near, radius);
 
 				for (int i = 0; i < 6; i++) {
 					RENDER_TIMESTAMP("Cull OmniLight3D Shadow Cube, Side " + itos(i));
@@ -2647,9 +2648,10 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
 
 			real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
 			real_t angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+			real_t z_near = 0.005f;
 
 			Projection cm;
-			cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
+			cm.set_perspective(angle * 2.0, 1.0, z_near, radius);
 
 			Vector<Plane> planes = cm.get_projection_planes(light_transform);