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Tune shadow perspective distortion (#12146)

* Pass perspective distortion parameters as uniforms
* Set all perspective bias parameters via ShadowRenderer
* Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
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x2048 2022-03-31 22:40:06 +02:00 committed by GitHub
parent 06d197cdd0
commit 31578303a4
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GPG key ID: 4AEE18F83AFDEB23
12 changed files with 117 additions and 59 deletions

View file

@ -47,17 +47,17 @@ const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
#ifdef ENABLE_DYNAMIC_SHADOWS
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
@ -172,12 +172,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
float getBaseLength(vec2 smTexCoord)
{
float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
return bias1 / (1.0 / l - bias0); // return to undistorted coords
return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
float getDeltaPerspectiveFactor(float l)
{
return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@ -489,8 +489,8 @@ void main(void)
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
vec3 posLightSpace = getLightSpacePosition();
float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 50.0));
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) {

View file

@ -45,8 +45,8 @@ varying float nightRatio;
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
const float e = 2.718281828459;
const float BS = 10.0;
const float bias0 = 0.9;
const float bias1 = 1.0 - bias0;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@ -206,9 +206,9 @@ void main(void)
// Distance from the vertex to the player
float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
// perspective factor estimation according to the
float perspectiveFactor = distanceToPlayer * bias0 + bias1;
float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
(f_textureresolution * bias1 - perspectiveFactor * bias0);
(f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;

View file

@ -43,17 +43,17 @@ const float fogShadingParameter = 1.0 / (1.0 - fogStart);
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
@ -162,12 +162,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
float getBaseLength(vec2 smTexCoord)
{
float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
return bias1 / (1.0 / l - bias0); // return to undistorted coords
return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
float getDeltaPerspectiveFactor(float l)
{
return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@ -477,8 +477,8 @@ void main(void)
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
vec3 posLightSpace = getLightSpacePosition();
float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 50.0));
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) {

View file

@ -37,8 +37,8 @@ const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
const float bias0 = 0.9;
const float bias1 = 1.0 - bias0;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@ -116,9 +116,9 @@ void main(void)
// Distance from the vertex to the player
float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
// perspective factor estimation according to the
float perspectiveFactor = distanceToPlayer * bias0 + bias1;
float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
(f_textureresolution * bias1 - perspectiveFactor * bias0);
(f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;

View file

@ -4,15 +4,15 @@ varying vec4 tPos;
varying vec3 varColor;
#endif
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}

View file

@ -1,15 +1,15 @@
uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}