Merge pull request #1558 from aws-lumberyard-dev/banding

Adjust Pdo shadow map bias
main
mrieggeramzn 5 years ago committed by GitHub
commit b4641b0b5d
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@ -10,6 +10,7 @@
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/ParallaxMapping.azsli>
#include <Atom/Features/MatrixUtility.azsli>
#include <Atom/Features/Shadow/Shadow.azsli>
#include "MaterialInputs/AlphaInput.azsli"
#include "MaterialInputs/ParallaxInput.azsli"
@ -73,8 +74,6 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace)
if(ShouldHandleParallaxInDepthShaders())
{
static const float ShadowMapDepthBias = 0.000001;
float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
@ -87,7 +86,7 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace)
ObjectSrg::GetWorldMatrix(), uvMatrix, uvMatrixInverse,
IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, OUT.m_depth);
OUT.m_depth += ShadowMapDepthBias;
OUT.m_depth += PdoShadowMapBias;
}
// Clip Alpha

@ -121,7 +121,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
ObjectSrg::GetWorldMatrix(), uvMatrix, uvMatrixInverse,
IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, depthNDC, IN.m_position.w, displacementIsClipped);
// Adjust directional light shadow coorinates for parallax correction
// Adjust directional light shadow coordinates for parallax correction
if(o_parallax_enablePixelDepthOffset)
{
const uint shadowIndex = ViewSrg::m_shadowIndexDirectionalLight;

@ -10,6 +10,7 @@
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/ParallaxMapping.azsli>
#include <Atom/Features/MatrixUtility.azsli>
#include <Atom/Features/Shadow/Shadow.azsli>
#include "MaterialInputs/AlphaInput.azsli"
#include "MaterialInputs/ParallaxInput.azsli"
@ -73,9 +74,7 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace)
OUT.m_depth = IN.m_position.z;
if(ShouldHandleParallaxInDepthShaders())
{
static const float ShadowMapDepthBias = 0.000001;
{
float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz };
float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz };
PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
@ -87,7 +86,7 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace)
ObjectSrg::GetWorldMatrix(), uvMatrix, uvMatrixInverse,
IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, OUT.m_depth);
OUT.m_depth += ShadowMapDepthBias;
OUT.m_depth += PdoShadowMapBias;
}
// Alpha

@ -9,6 +9,11 @@
static const float EsmExponentialShift = 87.; // slightly smaller value of log(FLT_MAX)
// Slope-scale depth bias doesn't work with depth writes. Apply a small bias with this value so that bicubic filtering
// won't have shadow acne
// Longer-term, we should probably try and implement Normal Offset biasing [GFX TODO][ATOM-15846]
static const float PdoShadowMapBias = 0.001;
// Must match the equivalent enumeration in ShadowConstants.h
enum PcfFilterMethod { PcfFilterMethod_BoundarySearch = 0, PcfFilterMethod_Bicubic = 1 };

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