EEVEE-NEXT: PCF & soft shadow missing part #119725
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Reference: blender/blender#119725
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System Information
Operating system: WIN 11 23H2
Graphics card: RTX 2060
Blender Version
Broken: DAILY 4.2 ALPHA FROM 21/03/2024
Worked: NONE ALPHA FEATURES
Short description of error
Wheny our using an area light for ligtning a scene when your come close to the mesh a part of shadow doesn't have PCF Shadowing and btw too soft shadow missed ! But if you are distant from the mesh you don't have the error
Exact steps for others to reproduce the error
and boom you got that :
Video : https://projects.blender.org/attachments/9d7df738-81aa-40f4-b3d4-e83d5ed2b831
Blend file in attachement
EEVEE: PCF SHADOW MISSING PARTto EEVEE-NEXT: PCF & SOFT SHADOW SHADOW MISSING PARTCan confirm
If you don't mind I would like to tackle with this.
For me it seems like borderline calculation / condition case.
Not sure yet in engine code or in its shaders, still tracing.
In this particular scene in Shadow Tile debug mode (F3 > Debug Menu > 10) the problematic tile is not marked as "used".
Also the case is sensitive to light "size" parameter.
For example, without moving camera the case disappears if the size is reduced from 100 to 96, and yet another pattern appears if the size is increased to 146 or so.
Nah isn't logical because when you are too far of the mesh the shadow is okay and when you come close the changement come here... Need a refactoring
I got stacked with this one.
The code fragment that causes this case:
For some reason shadow tile is not marked as
is_used
andis_allocated
. Removing aforementioned early return fixes the shadows, but makes everything slower (which is the point of this check).As far as I was able to trace/debug the case, the tile data leaving shadow compute shaders is fine (
tilemaps_buf
). Then it gets converted totilemaps_img
and passed to actual rendering and ray tracing. At this point the tile is not recognized asis_allocated
.Some insights or ideas on how visible shadow tiles are recognized and/or processed during rendering would be valuable.
Tell him to @fclem
EEVEE-NEXT: PCF & SOFT SHADOW SHADOW MISSING PARTto EEVEE-NEXT: PCF & soft shadow missing part@Vitalijs-Komasilovs Good catch!
While that may workaround the issue, having actually valid tiles tagged as invalid seems like a pretty bad problem that could cause other issues.
Definitely removing
is_allocated
check is not a way to resolve this bug.This is how the "problematic" tile looks like from the distance. In this case shadows are fine.
And here is the same tile close up with wrong shadows. It kind of extends "outside" the viewport. This might be the root cause.
Also there are other similar not valid tiles along borders of the viewport, but their shadow edges are not visible, thought.
Similar effect kicks in if you zoom out. All these marked tiles extend way beyond the viewport. But again, no visible artifacts in this case.
Maybe this will help to find the right clue.
Can you test if this is linked to the
Normal Bias
? Seems like some tagging is missing because of this bias.Did testing. Seems unrelated to the
Normal Bias
, it visually slightly changes shadow distance from the object, but the tile is still not tagged.Meanwhile I found that light
Size
significantly affects number of untagged tiles (see attached screenshots). And in case of shadows it is almost exclusively used forshadow_projection_shift
calculations. Maybe due to this shift tagging routine (shadow_tag_usage_tilemap_punctual
) is not able to map point coordinates to tile coordinates?