diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/DirectionalLightShadow.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/DirectionalLightShadow.azsli index a7122aaf3a..59817af701 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/DirectionalLightShadow.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/DirectionalLightShadow.azsli @@ -166,7 +166,7 @@ float DirectionalLightShadow::GetThickness(uint lightIndex, float3 shadowCoords[ bool2 DirectionalLightShadow::IsShadowed(float3 shadowCoord, uint indexOfCascade) { static const float PixelMargin = 1.5; // avoiding artifact between cascade levels. - static const float DepthMargin = 0.01; // avoiding artifact when near depth bounds. + static const float DepthMargin = 1e-8; // avoiding artifact when near depth bounds. // size is the shadowap's width and height. const uint size = ViewSrg::m_directionalLightShadows[m_lightIndex].m_shadowmapSize; @@ -210,8 +210,8 @@ float DirectionalLightShadow::GetVisibilityFromLightNoFilter() float DirectionalLightShadow::GetVisibilityFromLightPcf() { - static const float DepthMargin = 0.01; // avoiding artifact when near depth bounds. static const float PixelMargin = 1.5; // avoiding artifact between cascade levels. + static const float DepthMargin = 1e-8; // avoiding artifact when near depth bounds. const uint size = ViewSrg::m_directionalLightShadows[m_lightIndex].m_shadowmapSize; const uint cascadeCount = ViewSrg::m_directionalLightShadows[m_lightIndex].m_cascadeCount;