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https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
cleanup, fix shadow qml
This commit is contained in:
parent
0d9f639331
commit
72f52b069e
10 changed files with 101 additions and 154 deletions
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@ -317,7 +317,7 @@ void ZoneEntityRenderer::updateKeySunFromEntity(const TypedEntityPointer& entity
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sunLight->setIntensity(_keyLightProperties.getIntensity());
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sunLight->setDirection(_lastRotation * _keyLightProperties.getDirection());
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sunLight->setCastShadows(_keyLightProperties.getCastShadows());
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sunLight->setShadowsBiasScale(_keyLightProperties.getShadowBias());
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sunLight->setShadowBias(_keyLightProperties.getShadowBias());
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sunLight->setShadowsMaxDistance(_keyLightProperties.getShadowMaxDistance());
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}
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@ -2754,7 +2754,7 @@ bool EntityItemProperties::getPropertyInfo(const QString& propertyName, EntityPr
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ADD_GROUP_PROPERTY_TO_MAP(PROP_KEYLIGHT_DIRECTION, KeyLight, keylight, Direction, direction);
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ADD_GROUP_PROPERTY_TO_MAP(PROP_KEYLIGHT_CAST_SHADOW, KeyLight, keyLight, CastShadows, castShadows);
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ADD_GROUP_PROPERTY_TO_MAP_WITH_RANGE(PROP_KEYLIGHT_SHADOW_BIAS, KeyLight, keyLight, ShadowBias, shadowBias, 0.0f, 1.0f);
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ADD_GROUP_PROPERTY_TO_MAP_WITH_RANGE(PROP_KEYLIGHT_SHADOW_MAX_DISTANCE, KeyLight, keyLight, ShadowMaxDistance, shadowMaxDistance, 0.0f, 500.0f);
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ADD_GROUP_PROPERTY_TO_MAP_WITH_RANGE(PROP_KEYLIGHT_SHADOW_MAX_DISTANCE, KeyLight, keyLight, ShadowMaxDistance, shadowMaxDistance, 1.0f, 250.0f);
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}
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{ // Ambient light
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ADD_GROUP_PROPERTY_TO_MAP(PROP_AMBIENT_LIGHT_INTENSITY, AmbientLight, ambientLight, Intensity, intensity);
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@ -40,7 +40,7 @@ class ReadBitstreamToTreeParams;
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* @property {number} shadowBias=0.5 - The bias of the shadows cast by the light. Use this to fine-tune your shadows to your scene
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* to prevent shadow acne and peter panning. In the range <code>0.0</code> – <code>1.0</code>.
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* @property {number} shadowMaxDistance=40.0 - The max distance from your view at which shadows will be computed. Higher values will
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* cover more of your scene, but with less precision. In the range <code>0.0</code> – <code>500.0</code>.
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* cover more of your scene, but with less precision. In the range <code>1.0</code> – <code>250.0</code>.
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*/
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class KeyLightPropertyGroup : public PropertyGroup {
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public:
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@ -81,20 +81,12 @@ float Light::getShadowsMaxDistance() const {
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return _shadowsMaxDistance;
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}
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void Light::setShadowsBiasScale(const float scale) {
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_shadowsBiasScale = std::max(0.0f, scale);
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void Light::setShadowBias(float bias) {
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_shadowBias = bias;
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}
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float Light::getShadowsBiasScale() const {
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return _shadowsBiasScale;
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}
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void Light::setBiasInput(float bias) {
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_biasInput = bias;
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}
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float Light::getBiasInput() const {
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return _biasInput;
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float Light::getShadowBias() const {
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return _shadowBias;
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}
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void Light::setColor(const Color& color) {
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@ -109,11 +109,8 @@ public:
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void setShadowsMaxDistance(const float maxDistance);
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float getShadowsMaxDistance() const;
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void setShadowsBiasScale(const float scale);
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float getShadowsBiasScale() const;
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void setBiasInput(float bias);
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float getBiasInput() const;
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void setShadowBias(float bias);
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float getShadowBias() const;
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void setOrientation(const Quat& orientation);
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const glm::quat& getOrientation() const { return _transform.getRotation(); }
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@ -201,9 +198,8 @@ protected:
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Type _type { SUN };
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float _spotCos { -1.0f }; // stored here to be able to reset the spot angle when turning the type spot on/off
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float _shadowsMaxDistance{ 40.0f };
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float _shadowsBiasScale{ 1.0f };
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float _biasInput{ 0.5f }; // 0.23f will roughly give the default constant and slope values
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float _shadowsMaxDistance { 40.0f };
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float _shadowBias { 0.5f }; // 0.23f will roughly give the default constant and slope values
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bool _castShadows{ false };
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void updateLightRadius();
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@ -33,7 +33,6 @@
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// but are readjusted afterwards
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#define SHADOW_FRUSTUM_NEAR 1.0f
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#define SHADOW_FRUSTUM_FAR 500.0f
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static const unsigned int SHADOW_CASCADE_COUNT{ 4 };
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using namespace render;
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@ -316,76 +315,42 @@ RenderShadowSetup::RenderShadowSetup() :
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_shadowFrameCache = std::make_shared<LightStage::ShadowFrame>();
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}
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void RenderShadowSetup::configure(const Config& configuration) {
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distanceTriggeredByConfig = _globalMaxDistance != configuration.globalMaxDistance;
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biasTriggeredByConfig = _biasInput != configuration.biasInput;
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// go back to using the config's default bias values if a change to any of those is triggered
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if (constant0 != configuration.constantBias0 || slope0 != configuration.slopeBias0 ||
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constant1 != configuration.constantBias1 || slope1 != configuration.slopeBias1 ||
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constant2 != configuration.constantBias2 || slope2 != configuration.slopeBias2 ||
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constant3 != configuration.constantBias3 || slope3 != configuration.slopeBias3) {
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constant0 = configuration.constantBias0;
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slope0 = configuration.slopeBias0;
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constant1 = configuration.constantBias1;
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slope1 = configuration.slopeBias1;
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constant2 = configuration.constantBias2;
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slope2 = configuration.slopeBias2;
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constant3 = configuration.constantBias3;
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slope3 = configuration.slopeBias3;
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changeInDefaultConfigValues = true;
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distanceTriggeredByConfig = false;
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biasTriggeredByConfig = false;
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setConstantBias(0, constant0);
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setSlopeBias(0, slope0);
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#if SHADOW_CASCADE_MAX_COUNT > 1
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setConstantBias(1, constant1);
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setConstantBias(2, constant2);
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setConstantBias(3, constant3);
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setSlopeBias(1, slope1);
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setSlopeBias(2, slope2);
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setSlopeBias(3, slope3);
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#endif
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}
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// modify bias using single input and work in calculateBias()
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if (distanceTriggeredByConfig) {
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changeInDefaultConfigValues = false;
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_globalMaxDistance = configuration.globalMaxDistance;
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calculateBiases();
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}
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if (biasTriggeredByConfig) {
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changeInDefaultConfigValues = false;
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_biasInput = configuration.biasInput;
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calculateBiases();
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}
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void RenderShadowSetup::configure(const Config& config) {
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constantBias0 = config.constantBias0;
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constantBias1 = config.constantBias1;
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constantBias2 = config.constantBias2;
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constantBias3 = config.constantBias3;
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slopeBias0 = config.slopeBias0;
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slopeBias1 = config.slopeBias1;
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slopeBias2 = config.slopeBias2;
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slopeBias3 = config.slopeBias3;
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biasInput = config.biasInput;
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maxDistance = config.maxDistance;
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}
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void RenderShadowSetup::calculateBiases() {
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void RenderShadowSetup::calculateBiases(float biasInput) {
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// slope scaling values derived from ratio between original constantBias and slopeBias pairs
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const std::array<float, 4> SLOPE_SCALES = {{ 2.7f, 3.0f, 3.7f, 3.5f }};
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const std::array<float, SHADOW_CASCADE_MAX_COUNT> SLOPE_SCALES = {{ 2.7f, 3.0f, 3.7f, 3.5f }};
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const float CONVERT_BIAS = 100.0f;
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const float MIN_SCALE_DIVISOR = 0.5f;
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// the bias is relative to resolution
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// to remain consistent with the constant and slope bias values, the biasInput
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// value is in the 0.0 - 1.0 range but needs to be scaled up for further calculations
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// TODO: expose variable resolution
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int resolution = LightStage::Shadow::MAP_SIZE;
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const int DEFAULT_RESOLUTION = LightStage::Shadow::MAP_SIZE;
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float inverseResolution = 1.0f / (float)resolution;
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int resolutionScale = DEFAULT_RESOLUTION * inverseResolution;
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float convertedBias = _biasInput * (CONVERT_BIAS / resolutionScale);
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std::array<float, 4> localConstants;
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std::array<float, 4> localSlopes;
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float convertedBias = biasInput * (CONVERT_BIAS / resolutionScale);
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float scaleFactor = 1.0f;
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for (int i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
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scaleFactor = convertedBias * (cacasdeDistances[0] / glm::max(MIN_SCALE_DIVISOR, cacasdeDistances[i + 4])) * inverseResolution;
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localConstants[i] = cacasdeDistances[i] * scaleFactor;
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localSlopes[i] = cacasdeDistances[i] * scaleFactor * SLOPE_SCALES[i];
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setConstantBias(i, localConstants[i]);
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setSlopeBias(i, localSlopes[i]);
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scaleFactor = convertedBias * (cacasdeDistances[0] / glm::max(MIN_SCALE_DIVISOR, cacasdeDistances[i + SHADOW_CASCADE_MAX_COUNT])) * inverseResolution;
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float constantBias = cacasdeDistances[i] * scaleFactor;
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float slopeBias = cacasdeDistances[i] * scaleFactor * SLOPE_SCALES[i];
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setConstantBias(i, constantBias);
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setSlopeBias(i, slopeBias);
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}
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}
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@ -425,43 +390,47 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c
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output.edit2() = _cameraFrustum;
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if (!_globalShadowObject) {
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_globalShadowObject = std::make_shared<LightStage::Shadow>(currentKeyLight, SHADOW_CASCADE_COUNT);
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_globalShadowObject = std::make_shared<LightStage::Shadow>(currentKeyLight, SHADOW_CASCADE_MAX_COUNT);
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}
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resolution = _globalShadowObject->MAP_SIZE;
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_globalShadowObject->setLight(currentKeyLight);
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_globalShadowObject->setKeylightFrustum(args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR);
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// if the max distance isn't altered externally, grab the value from the light
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if (!distanceTriggeredByConfig && !biasTriggeredByConfig) {
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_globalMaxDistance = currentKeyLight->getShadowsMaxDistance();
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}
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_globalShadowObject->setMaxDistance(_globalMaxDistance);
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auto& firstCascade = _globalShadowObject->getCascade(0);
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auto& firstCascadeFrustum = firstCascade.getFrustum();
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unsigned int cascadeIndex;
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for (cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
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// Update our biases and maxDistance from the light or config
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_globalShadowObject->setMaxDistance(maxDistance > 0.0f ? maxDistance : currentKeyLight->getShadowsMaxDistance());
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for (unsigned int cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
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cacasdeDistances[cascadeIndex] = _globalShadowObject->getCascade(cascadeIndex).getMaxDistance();
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cacasdeDistances[cascadeIndex + 4] = _globalShadowObject->getCascade(cascadeIndex).getMinDistance();
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cacasdeDistances[cascadeIndex + SHADOW_CASCADE_MAX_COUNT] = _globalShadowObject->getCascade(cascadeIndex).getMinDistance();
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}
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if (!biasTriggeredByConfig && !distanceTriggeredByConfig && !changeInDefaultConfigValues) {
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setBiasInput(currentKeyLight->getBiasInput());
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calculateBiases();
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calculateBiases(biasInput > 0.0f ? biasInput : currentKeyLight->getShadowBias());
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std::array<float, SHADOW_CASCADE_MAX_COUNT> constantBiases = { constantBias0, constantBias1, constantBias2, constantBias3 };
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std::array<float, SHADOW_CASCADE_MAX_COUNT> slopeBiases = { slopeBias0, slopeBias1, slopeBias2, slopeBias3 };
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for (unsigned int cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
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float constantBias = constantBiases[cascadeIndex];
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if (constantBias > 0.0f) {
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setConstantBias(cascadeIndex, constantBias);
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}
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float slopeBias = slopeBiases[cascadeIndex];
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if (slopeBias > 0.0f) {
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setSlopeBias(cascadeIndex, slopeBias);
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}
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}
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// Adjust each cascade frustum
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const auto biasScale = currentKeyLight->getShadowsBiasScale();
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for (cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
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for (unsigned int cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
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auto& bias = _bias[cascadeIndex];
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_globalShadowObject->setKeylightCascadeFrustum(cascadeIndex, args->getViewFrustum(),
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SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR,
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bias._constant, bias._slope * biasScale);
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bias._constant, bias._slope);
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}
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_shadowFrameCache->pushShadow(_globalShadowObject);
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// Now adjust coarse frustum bounds
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auto& firstCascade = _globalShadowObject->getCascade(0);
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auto& firstCascadeFrustum = firstCascade.getFrustum();
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auto frustumPosition = firstCascadeFrustum->getPosition();
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auto farTopLeft = firstCascadeFrustum->getFarTopLeft() - frustumPosition;
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auto farBottomRight = firstCascadeFrustum->getFarBottomRight() - frustumPosition;
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@ -473,7 +442,7 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c
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auto near = firstCascadeFrustum->getNearClip();
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auto far = firstCascadeFrustum->getFarClip();
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for (cascadeIndex = 1; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
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for (unsigned int cascadeIndex = 1; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
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auto& cascadeFrustum = _globalShadowObject->getCascade(cascadeIndex).getFrustum();
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farTopLeft = cascadeFrustum->getFarTopLeft() - frustumPosition;
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@ -75,34 +75,31 @@ public:
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CullFunctor _cullFunctor;
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};
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const float DEFAULT_BIAS_INPUT = 0.5f;
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const float DEFAULT_MAX_DISTANCE = 40.0f;
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class RenderShadowSetupConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(float constantBias0 MEMBER constantBias0 NOTIFY dirty)
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Q_PROPERTY(float constantBias1 MEMBER constantBias1 NOTIFY dirty)
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Q_PROPERTY(float constantBias2 MEMBER constantBias2 NOTIFY dirty)
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Q_PROPERTY(float constantBias3 MEMBER constantBias3 NOTIFY dirty)
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Q_PROPERTY(float slopeBias0 MEMBER slopeBias0 NOTIFY dirty)
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Q_PROPERTY(float slopeBias1 MEMBER slopeBias1 NOTIFY dirty)
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Q_PROPERTY(float slopeBias2 MEMBER slopeBias2 NOTIFY dirty)
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Q_PROPERTY(float slopeBias3 MEMBER slopeBias3 NOTIFY dirty)
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Q_PROPERTY(float biasInput MEMBER biasInput NOTIFY dirty)
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Q_PROPERTY(float globalMaxDistance MEMBER globalMaxDistance NOTIFY dirty)
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Q_PROPERTY(float constantBias0 MEMBER constantBias0 NOTIFY dirty)
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Q_PROPERTY(float constantBias1 MEMBER constantBias1 NOTIFY dirty)
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Q_PROPERTY(float constantBias2 MEMBER constantBias2 NOTIFY dirty)
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Q_PROPERTY(float constantBias3 MEMBER constantBias3 NOTIFY dirty)
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Q_PROPERTY(float slopeBias0 MEMBER slopeBias0 NOTIFY dirty)
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Q_PROPERTY(float slopeBias1 MEMBER slopeBias1 NOTIFY dirty)
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Q_PROPERTY(float slopeBias2 MEMBER slopeBias2 NOTIFY dirty)
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Q_PROPERTY(float slopeBias3 MEMBER slopeBias3 NOTIFY dirty)
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Q_PROPERTY(float biasInput MEMBER biasInput NOTIFY dirty)
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Q_PROPERTY(float maxDistance MEMBER maxDistance NOTIFY dirty)
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public:
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float biasInput{ DEFAULT_BIAS_INPUT };
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float globalMaxDistance{ DEFAULT_MAX_DISTANCE };
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float constantBias0{ 0.15f };
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float constantBias1{ 0.15f };
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float constantBias2{ 0.175f };
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float constantBias3{ 0.2f };
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float slopeBias0{ 0.4f };
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float slopeBias1{ 0.45f };
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float slopeBias2{ 0.65f };
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float slopeBias3{ 0.7f };
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// Set to > 0 to experiment with these values
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float constantBias0 { 0.0f };
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float constantBias1 { 0.0f };
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float constantBias2 { 0.0f };
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float constantBias3 { 0.0f };
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float slopeBias0 { 0.0f };
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float slopeBias1 { 0.0f };
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float slopeBias2 { 0.0f };
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float slopeBias3 { 0.0f };
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float biasInput { 0.0f };
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float maxDistance { 0.0f };
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signals:
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void dirty();
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@ -116,7 +113,7 @@ public:
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using JobModel = render::Job::ModelIO<RenderShadowSetup, Input, Output, Config>;
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RenderShadowSetup();
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void configure(const Config& configuration);
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void configure(const Config& config);
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void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
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private:
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@ -130,29 +127,22 @@ private:
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LightStage::ShadowFrame::Object _globalShadowObject;
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LightStage::ShadowFramePointer _shadowFrameCache;
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const int DEFAULT_RESOLUTION = 1024;
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float _biasInput{ DEFAULT_BIAS_INPUT };
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float _globalMaxDistance{ DEFAULT_MAX_DISTANCE };
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int resolution{ DEFAULT_RESOLUTION };
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// initialize with values from RenderShadowSetupConfig
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float constant0{ 0.15f };
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float constant1{ 0.15f };
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float constant2{ 0.175f };
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float constant3{ 0.2f };
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float slope0{ 0.4f };
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float slope1{ 0.45f };
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float slope2{ 0.65f };
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float slope3{ 0.7f };
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bool changeInDefaultConfigValues{ false };
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bool distanceTriggeredByConfig{ false };
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bool biasTriggeredByConfig{ false };
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// Values from config
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float constantBias0;
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float constantBias1;
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float constantBias2;
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float constantBias3;
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float slopeBias0;
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float slopeBias1;
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float slopeBias2;
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float slopeBias3;
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float biasInput;
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float maxDistance;
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std::array<float, 8> cacasdeDistances; // 4 max then 4 min distances
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void setConstantBias(int cascadeIndex, float value);
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void setSlopeBias(int cascadeIndex, float value);
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void setBiasInput(float input) { _biasInput = input; }
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void calculateBiases();
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void calculateBiases(float biasInput);
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};
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class RenderShadowCascadeSetup {
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@ -117,17 +117,17 @@ Rectangle {
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max: 1.0
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min: 0.0
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height: 38
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width:250
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width: 250
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}
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ConfigSlider {
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label: qsTr("Shadow Max Distance")
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integral: false
|
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config: shadowConfig
|
||||
property: "globalMaxDistance"
|
||||
max: 100.0
|
||||
min: 1.0
|
||||
property: "maxDistance"
|
||||
max: 250.0
|
||||
min: 0.0
|
||||
height: 38
|
||||
width:250
|
||||
width: 250
|
||||
}
|
||||
Repeater {
|
||||
model: [
|
||||
|
@ -156,17 +156,17 @@ Rectangle {
|
|||
integral: false
|
||||
config: shadowConfig
|
||||
property: "constantBias"+modelData
|
||||
max: 1.0
|
||||
max: 3.0
|
||||
min: 0.0
|
||||
height: 38
|
||||
width:250
|
||||
width: 250
|
||||
}
|
||||
ConfigSlider {
|
||||
label: qsTr("Slope bias")
|
||||
integral: false
|
||||
config: shadowConfig
|
||||
property: "slopeBias"+modelData
|
||||
max: 1.0
|
||||
max: 3.0
|
||||
min: 0.0
|
||||
height: 38
|
||||
width: 250
|
||||
|
|
|
@ -319,7 +319,7 @@ const GROUPS = [
|
|||
label: "Shadow Max Distance",
|
||||
type: "number-draggable",
|
||||
min: 0,
|
||||
max: 500,
|
||||
max: 250,
|
||||
step: 0.1,
|
||||
decimals: 2,
|
||||
propertyID: "keyLight.shadowMaxDistance",
|
||||
|
|
|
@ -319,7 +319,7 @@ const GROUPS = [
|
|||
label: "Shadow Max Distance",
|
||||
type: "number-draggable",
|
||||
min: 0,
|
||||
max: 500,
|
||||
max: 250,
|
||||
step: 0.1,
|
||||
decimals: 2,
|
||||
propertyID: "keyLight.shadowMaxDistance",
|
||||
|
|
Loading…
Reference in a new issue