Fixed the bug with the thin dark lines at cascade shadow switches (hopefully)

This commit is contained in:
Olivier Prat 2018-08-05 12:06:36 +02:00
parent d457cf45d5
commit 8eb7ceb66a
2 changed files with 60 additions and 14 deletions

View file

@ -13,6 +13,7 @@
<@include ShadowCore.slh@>
#define SHADOW_DITHER 1
#define SHADOW_NOISE_ENABLED 0
#define SHADOW_SCREEN_SPACE_DITHER 1
@ -31,10 +32,12 @@ vec2 PCFkernel[4] = vec2[4](
vec2(0.5, -1.5)
);
#if SHADOW_NOISE_ENABLED
float evalShadowNoise(vec4 seed) {
float dot_product = dot(seed, vec4(12.9898,78.233,45.164,94.673));
return fract(sin(dot_product) * 43758.5453);
}
#endif
struct ShadowSampleOffsets {
vec3 points[4];
@ -73,12 +76,16 @@ ShadowSampleOffsets evalShadowFilterOffsets(vec4 position) {
float evalShadowAttenuationPCF(int cascadeIndex, ShadowSampleOffsets offsets, vec4 shadowTexcoord, float bias) {
shadowTexcoord.z -= bias;
#if SHADOW_DITHER
float shadowAttenuation = 0.25 * (
fetchShadow(cascadeIndex, shadowTexcoord.xyz + offsets.points[0]) +
fetchShadow(cascadeIndex, shadowTexcoord.xyz + offsets.points[1]) +
fetchShadow(cascadeIndex, shadowTexcoord.xyz + offsets.points[2]) +
fetchShadow(cascadeIndex, shadowTexcoord.xyz + offsets.points[3])
);
#else
float shadowAttenuation = fetchShadow(cascadeIndex, shadowTexcoord.xyz);
#endif
return shadowAttenuation;
}
@ -89,20 +96,55 @@ float evalShadowCascadeAttenuation(int cascadeIndex, ShadowSampleOffsets offsets
float evalShadowAttenuation(vec3 worldLightDir, vec4 worldPosition, float viewDepth, vec3 worldNormal) {
ShadowSampleOffsets offsets = evalShadowFilterOffsets(worldPosition);
vec4 cascadeShadowCoords[2];
cascadeShadowCoords[0] = vec4(0);
cascadeShadowCoords[1] = vec4(0);
ivec2 cascadeIndices;
float cascadeMix = determineShadowCascadesOnPixel(worldPosition, viewDepth, cascadeShadowCoords, cascadeIndices);
// Adjust bias if we are at a grazing angle with light
float oneMinusNdotL = 1.0 - clamp(dot(worldLightDir, worldNormal), 0, 1);
vec2 cascadeAttenuations = vec2(1.0, 1.0);
cascadeAttenuations.x = evalShadowCascadeAttenuation(cascadeIndices.x, offsets, cascadeShadowCoords[0], oneMinusNdotL);
if (cascadeMix > 0.0 && cascadeIndices.y < getShadowCascadeCount()) {
cascadeAttenuations.y = evalShadowCascadeAttenuation(cascadeIndices.y, offsets, cascadeShadowCoords[1], oneMinusNdotL);
vec4 cascadeShadowCoords[4];
vec4 cascadeWeights;
vec4 cascadeAttenuations = vec4(1.0);
vec3 cascadeMix;
bvec4 isPixelOnCascade;
int cascadeIndex;
const float oneMinusNdotL = 1.0 - clamp(dot(worldLightDir, worldNormal), 0, 1);
for (cascadeIndex=0 ; cascadeIndex<getShadowCascadeCount() ; cascadeIndex++) {
cascadeShadowCoords[cascadeIndex] = evalShadowTexcoord(cascadeIndex, worldPosition);
}
float attenuation = mix(cascadeAttenuations.x, cascadeAttenuations.y, cascadeMix);
isPixelOnCascade.x = isShadowCascadeProjectedOnPixel(cascadeShadowCoords[0]);
isPixelOnCascade.y = isShadowCascadeProjectedOnPixel(cascadeShadowCoords[1]);
isPixelOnCascade.z = isShadowCascadeProjectedOnPixel(cascadeShadowCoords[2]);
isPixelOnCascade.w = isShadowCascadeProjectedOnPixel(cascadeShadowCoords[3]);
if (isPixelOnCascade.x) {
cascadeAttenuations.x = evalShadowCascadeAttenuation(0, offsets, cascadeShadowCoords[0], oneMinusNdotL);
}
if (isPixelOnCascade.y) {
cascadeAttenuations.y = evalShadowCascadeAttenuation(1, offsets, cascadeShadowCoords[1], oneMinusNdotL);
}
if (isPixelOnCascade.z) {
cascadeAttenuations.z = evalShadowCascadeAttenuation(2, offsets, cascadeShadowCoords[2], oneMinusNdotL);
}
if (isPixelOnCascade.w) {
cascadeAttenuations.w = evalShadowCascadeAttenuation(3, offsets, cascadeShadowCoords[3], oneMinusNdotL);
}
cascadeWeights.x = evalShadowCascadeWeight(cascadeShadowCoords[0]);
cascadeWeights.y = evalShadowCascadeWeight(cascadeShadowCoords[1]);
cascadeWeights.z = evalShadowCascadeWeight(cascadeShadowCoords[2]);
cascadeWeights.w = evalShadowCascadeWeight(cascadeShadowCoords[3]);
cascadeWeights = mix(vec4(0.0), cascadeWeights, isPixelOnCascade);
cascadeMix.x = evalCascadeMix(cascadeWeights.x, cascadeWeights.y);
cascadeMix.y = evalCascadeMix(cascadeWeights.y, cascadeWeights.z);
cascadeMix.z = evalCascadeMix(cascadeWeights.z, cascadeWeights.w);
vec3 attenuations = mix(cascadeAttenuations.xyz, cascadeAttenuations.yzw, cascadeMix.xyz);
attenuations.x = mix(1.0, attenuations.x, isPixelOnCascade.x);
attenuations.y = mix(1.0, attenuations.y, !isPixelOnCascade.x && isPixelOnCascade.y);
attenuations.z = mix(1.0, attenuations.z, !any(isPixelOnCascade.xy) && any(isPixelOnCascade.zw));
float attenuation = min(attenuations.x, min(attenuations.y, attenuations.z));
// Falloff to max distance
return mix(1.0, attenuation, evalShadowFalloff(viewDepth));
}

View file

@ -79,6 +79,10 @@ float evalShadowCascadeWeight(vec4 cascadeTexCoords) {
return clamp(blend * getShadowCascadeInvBlendWidth(), 0.0, 1.0);
}
float evalCascadeMix(float firstCascadeWeight, float secondCascadeWeight) {
return ((1.0-firstCascadeWeight) * secondCascadeWeight) / (firstCascadeWeight + secondCascadeWeight);
}
float determineShadowCascadesOnPixel(vec4 worldPosition, float viewDepth, out vec4 cascadeShadowCoords[2], out ivec2 cascadeIndices) {
cascadeIndices.x = getFirstShadowCascadeOnPixel(0, worldPosition, cascadeShadowCoords[0]);
cascadeIndices.y = cascadeIndices.x+1;
@ -88,7 +92,7 @@ float determineShadowCascadesOnPixel(vec4 worldPosition, float viewDepth, out ve
float secondCascadeWeight = evalShadowCascadeWeight(cascadeShadowCoords[1]);
// Returns the mix amount between first and second cascade.
return ((1.0-firstCascadeWeight) * secondCascadeWeight) / (firstCascadeWeight + secondCascadeWeight);
return evalCascadeMix(firstCascadeWeight, secondCascadeWeight);
} else {
return 0.0;
}