EEVEE-Next: Jittered Soft Shadows #119753

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Miguel Pozo wants to merge 46 commits from pragma37/blender:pull-eevee-jittered-shoft-shadows into main

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3 changed files with 3 additions and 3 deletions
Showing only changes of commit d30e6af62f - Show all commits

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@ -385,7 +385,7 @@ void ShadowPunctual::end_sync(Light &light, bool is_render_sync)
}
if (is_area_light(light.type)) {
/* Shift shadow map origin for area light to avoid clipping nearby geometry. */
/* Shift shadow map origin, so the near plane overlaps with the area light plane. */
pragma37 marked this conversation as resolved Outdated

This can be removed. And you can use light.object_mat directly as it is junk free now!.

This can be removed. And you can use `light.object_mat` directly as it is junk free now!.
origin_shift.z += near;
}

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@ -266,7 +266,7 @@ vec3 shadow_punctual_face_local_to_local_position(int face_id, vec3 fL)
}
}
/* Turns local light coordinate into shadow region index. Matches eCubeFace order.
/* Turns local shadow coordinate into shadow region index. Matches eCubeFace order.
* \note lL does not need to be normalized. */
int shadow_punctual_face_index_get(vec3 lL)
{

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@ -357,7 +357,7 @@ ShadowRayPunctual shadow_ray_generate_punctual(LightData light, vec2 random_2d,
/* Use an offset in the ray direction to jitter which face is traced.
* This helps hiding some harsh discontinuity. */
int face_id = shadow_punctual_face_index_get(local_ray_start + direction * 0.5);
/* Local Light Space > Face Local (View) Space. */
/* Local Shadow Space > Face Local (View) Space. */
vec3 view_ray_start = shadow_punctual_local_position_to_face_local(face_id, local_ray_start);
vec3 view_ray_end = shadow_punctual_local_position_to_face_local(face_id, local_ray_end);