Adding receiver plane bias to directional shadows (#3305)
* Adding receiver plane bias to directional shadows * fixing whitespace issue * Slight spelling change
This commit is contained in:
+53
-36
@@ -8,6 +8,8 @@
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#pragma once
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#include "ReceiverPlaneDepthBias.azsli"
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// Pcf filtering taken from legacy Cry/Lumberyard ShadowCommon.cfi.
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//
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// Approximate an expensive but smooth bicubic filter by taking multiple bilinear samples and then weighting the samples appropriately.
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@@ -28,8 +30,12 @@ struct SampleShadowMapBicubicParameters
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float invShadowMapSize;
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SamplerComparisonState samplerState;
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float comparisonValue;
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// Optionally pass in a non-zero value into the receiverPlaneDepthBias to reduce shadow acne with large Pcf kernels
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float2 receiverPlaneDepthBias;
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};
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float SampleShadowMapBicubic_4Tap(SampleShadowMapBicubicParameters param)
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{
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// Compute the shadow map UV and fractionals.
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@@ -47,13 +53,19 @@ float SampleShadowMapBicubic_4Tap(SampleShadowMapBicubicParameters param)
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float2 uv1 = (fractionalUV / weights1) + 1.0;
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// Accumulate the shadow results and return the resolve value.
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float shadow;
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float shadow = 0;
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const float2 uvOffsets[4] = {float2(uv0.x, uv0.y), float2(uv1.x, uv0.y), float2(uv0.x, uv1.y), float2(uv1.x, uv1.y)};
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const float weights[4] = {weights0.x * weights0.y, weights1.x * weights0.y, weights0.x * weights1.y, weights1.x * weights1.y};
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[unroll]
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for(int i = 0 ; i < 4; ++i)
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{
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const float2 texCoordOffset = uvOffsets[i] * param.invShadowMapSize;
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const float fragmentDistance = param.comparisonValue + ApplyReceiverPlaneDepthBias(param.receiverPlaneDepthBias, texCoordOffset);
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shadow += weights[i] * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + texCoordOffset, param.shadowPos.z), fragmentDistance);
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}
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shadow = weights0.x * weights0.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv0.x, uv0.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights1.x * weights0.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv1.x, uv0.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights0.x * weights1.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv0.x, uv1.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights1.x * weights1.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv1.x, uv1.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow /= 16.0;
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return shadow * shadow;
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}
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@@ -80,20 +92,26 @@ float SampleShadowMapBicubic_9Tap(SampleShadowMapBicubicParameters param)
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float2 uv1 = (3.0 + fractionalUV) / weights1;
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float2 uv2 = (fractionalUV / weights2) + 2.0;
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const float2 uvOffsets[9] = {float2(uv0.x, uv0.y), float2(uv1.x, uv0.y), float2(uv2.x, uv0.y),
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float2(uv0.x, uv1.y), float2(uv1.x, uv1.y), float2(uv2.x, uv1.y),
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float2(uv0.x, uv2.y), float2(uv1.x, uv2.y), float2(uv2.x, uv2.y) };
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const float weights[9] = {weights0.x * weights0.y, weights1.x * weights0.y, weights2.x * weights0.y,
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weights0.x * weights1.y, weights1.x * weights1.y, weights2.x * weights1.y,
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weights0.x * weights2.y, weights1.x * weights2.y, weights2.x * weights2.y};
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// Accumulate the shadow results and return the resolve value.
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float shadowResult;
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shadowResult = weights0.x * weights0.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv0.x, uv0.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadowResult += weights1.x * weights0.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv1.x, uv0.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadowResult += weights2.x * weights0.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv2.x, uv0.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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float shadowResult = 0;
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shadowResult += weights0.x * weights1.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv0.x, uv1.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadowResult += weights1.x * weights1.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv1.x, uv1.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadowResult += weights2.x * weights1.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv2.x, uv1.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadowResult += weights0.x * weights2.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv0.x, uv2.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadowResult += weights1.x * weights2.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv1.x, uv2.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadowResult += weights2.x * weights2.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv2.x, uv2.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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[unroll]
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for(int i = 0 ; i < 9 ; ++i)
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{
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const float2 texCoordOffset = uvOffsets[i] * param.invShadowMapSize;
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const float fragmentDistance = param.comparisonValue + ApplyReceiverPlaneDepthBias(param.receiverPlaneDepthBias, texCoordOffset);
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shadowResult += weights[i] * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + texCoordOffset, param.shadowPos.z), fragmentDistance);
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}
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shadowResult /= 144.0;
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return shadowResult * shadowResult;
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@@ -123,28 +141,27 @@ float SampleShadowMapBicubic_16Tap(SampleShadowMapBicubicParameters param)
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float2 uv2 = -((7.0 * fractionalUV + 5.0) / weights2) + 1.0;
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float2 uv3 = -(fractionalUV / weights3) + 3.0;
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// Accumulate the shadow results and return the resolve value.
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float shadow;
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const float2 uvOffsets[16] = {float2(uv0.x, uv0.y), float2(uv1.x, uv0.y), float2(uv2.x, uv0.y), float2(uv3.x, uv0.y),
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float2(uv0.x, uv1.y), float2(uv1.x, uv1.y), float2(uv2.x, uv1.y), float2(uv3.x, uv1.y),
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float2(uv0.x, uv2.y), float2(uv1.x, uv2.y), float2(uv2.x, uv2.y), float2(uv3.x, uv2.y),
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float2(uv0.x, uv3.y), float2(uv1.x, uv3.y), float2(uv2.x, uv3.y), float2(uv3.x, uv3.y)};
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shadow = weights0.x * weights0.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv0.x, uv0.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights1.x * weights0.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv1.x, uv0.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights2.x * weights0.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv2.x, uv0.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights3.x * weights0.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv3.x, uv0.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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const float weights[16] = {weights0.x * weights0.y, weights1.x * weights0.y, weights2.x * weights0.y, weights3.x * weights0.y,
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weights0.x * weights1.y, weights1.x * weights1.y, weights2.x * weights1.y, weights3.x * weights1.y,
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weights0.x * weights2.y, weights1.x * weights2.y, weights2.x * weights2.y, weights3.x * weights2.y,
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weights0.x * weights3.y, weights1.x * weights3.y, weights2.x * weights3.y, weights3.x * weights3.y};
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shadow += weights0.x * weights1.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv0.x, uv1.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights1.x * weights1.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv1.x, uv1.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights2.x * weights1.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv2.x, uv1.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights3.x * weights1.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv3.x, uv1.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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// Accumulate the shadow results and return the resolve value.
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float shadow = 0;
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shadow += weights0.x * weights2.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv0.x, uv2.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights1.x * weights2.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv1.x, uv2.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights2.x * weights2.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv2.x, uv2.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights3.x * weights2.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv3.x, uv2.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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[unroll]
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for(int i = 0 ; i < 16 ; ++i)
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{
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const float2 texCoordOffset = uvOffsets[i] * param.invShadowMapSize;
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const float fragmentDistance = param.comparisonValue + ApplyReceiverPlaneDepthBias(param.receiverPlaneDepthBias, texCoordOffset);
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shadow += weights0.x * weights3.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv0.x, uv3.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights1.x * weights3.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv1.x, uv3.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights2.x * weights3.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv2.x, uv3.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights3.x * weights3.y * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + float2(uv3.x, uv3.y) * param.invShadowMapSize, param.shadowPos.z), param.comparisonValue);
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shadow += weights[i] * param.shadowMap.SampleCmpLevelZero(param.samplerState, float3(texelCenter + texCoordOffset, param.shadowPos.z), fragmentDistance);
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}
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shadow /= 2704;
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return shadow * shadow;
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+17
-1
@@ -14,6 +14,7 @@
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#include "Shadow.azsli"
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#include "ShadowmapAtlasLib.azsli"
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#include "BicubicPcfFilters.azsli"
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#include "ReceiverPlaneDepthBias.azsli"
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// Before including this azsli file, a PassSrg must be defined with the following members:
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// Texture2DArray<float> m_directionalLightShadowmap;
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@@ -23,6 +24,7 @@
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// This matchs ShadowFilterMethod in ShadowConstants.h
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enum class ShadowFilterMethod {None, Pcf, Esm, EsmPcf};
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option ShadowFilterMethod o_directional_shadow_filtering_method = ShadowFilterMethod::None;
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option bool o_directional_shadow_receiver_plane_bias_enable = true;
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// DirectionalLightShadow calculates lit ratio for a directional light.
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class DirectionalLightShadow
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@@ -107,6 +109,8 @@ class DirectionalLightShadow
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float m_slopeBias[ViewSrg::MaxCascadeCount];
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float3 m_normalVector;
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DebugInfo m_debugInfo;
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float3 m_shadowPosDX[ViewSrg::MaxCascadeCount];
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float3 m_shadowPosDY[ViewSrg::MaxCascadeCount];
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};
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// This outputs the coordinate in shadowmap Texture space of the given point.
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@@ -438,6 +442,7 @@ float DirectionalLightShadow::SamplePcfBicubic(float3 shadowCoord, uint indexOfC
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{
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const uint filteringSampleCount = ViewSrg::m_directionalLightShadows[m_lightIndex].m_filteringSampleCount;
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const uint size = ViewSrg::m_directionalLightShadows[m_lightIndex].m_shadowmapSize;
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const uint cascadeCount = ViewSrg::m_directionalLightShadows[m_lightIndex].m_cascadeCount;
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Texture2DArray<float> shadowmap = PassSrg::m_directionalLightShadowmap;
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@@ -448,7 +453,8 @@ float DirectionalLightShadow::SamplePcfBicubic(float3 shadowCoord, uint indexOfC
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param.invShadowMapSize = rcp(size);
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param.comparisonValue = shadowCoord.z;
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param.samplerState = SceneSrg::m_hwPcfSampler;
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param.receiverPlaneDepthBias = o_directional_shadow_receiver_plane_bias_enable ? ComputeReceiverPlaneDepthBias(m_shadowPosDX[indexOfCascade], m_shadowPosDY[indexOfCascade]) : 0;
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if (filteringSampleCount <= 4)
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{
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return SampleShadowMapBicubic_4Tap(param);
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@@ -476,6 +482,16 @@ float DirectionalLightShadow::GetVisibility(
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shadow.m_debugInfo.m_cascadeIndex = 0;
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shadow.m_debugInfo.m_usePcfFallback = false;
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if (o_directional_shadow_receiver_plane_bias_enable)
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{
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[unroll]
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for(int i = 0 ; i < ViewSrg::MaxCascadeCount ; ++i)
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{
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shadow.m_shadowPosDX[i] = ddx_fine(shadowCoords[i]);
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shadow.m_shadowPosDY[i] = ddy_fine(shadowCoords[i]);
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}
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}
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// Calculate slope bias
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const float3 lightDirection =
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normalize(SceneSrg::m_directionalLights[lightIndex].m_direction);
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+38
@@ -0,0 +1,38 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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// Use ddx/ddy to attempt to predict the slope of the receiver plane (the triangle we are shading) and adjust the pcf comparision depth accordingly
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// See Section 20.5 Large Pcf Kernels in "Introduction to 3D Game Programming with DirectX 12" for a good explanation and diagrams of the problem
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// Solution from:
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// https://web.archive.org/web/20120220010450/http://developer.amd.com/media/gpu_assets/Isidoro-ShadowMapping.pdf
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// Another implementation example: https://github.com/TheRealMJP/Shadows
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float2 ComputeReceiverPlaneDepthBias(float3 projCoordsDDX, float3 projCoordsDDY)
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{
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const float invDet = 1.0f / ((projCoordsDDX.x * projCoordsDDY.y) - (projCoordsDDX.y * projCoordsDDY.x));
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float2 receiverPlaneDepthBias;
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receiverPlaneDepthBias.x = projCoordsDDY.y * projCoordsDDX.z - projCoordsDDX.y * projCoordsDDY.z;
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receiverPlaneDepthBias.y = projCoordsDDX.x * projCoordsDDY.z - projCoordsDDY.x * projCoordsDDX.z;
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receiverPlaneDepthBias *= invDet;
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return receiverPlaneDepthBias;
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}
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// For each sample in the Pcf kernel, offset the z comparison depth value by the amount returned by this function.
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// receiverPlaneDepthBias should be the input from ComputeReceiverPlaneDepthBias()
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float ApplyReceiverPlaneDepthBias(const float2 receiverPlaneDepthBias, const float2 texCoordOffset)
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{
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float fragmentDepthBias = dot(receiverPlaneDepthBias, texCoordOffset);
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// Because ddx/ddy can only give us a very rough approximation of the underlying surface, we might introduce acne by biasing away from the camera.
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// Clamping this will remove this effect
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fragmentDepthBias = min(fragmentDepthBias, 0.0);
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return fragmentDepthBias;
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}
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+4
@@ -168,6 +168,10 @@ namespace AZ
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//! Sets the shadowmap Pcf method.
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virtual void SetPcfMethod(LightHandle handle, PcfMethod method) = 0;
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//! Sets whether the directional shadowmap should use receiver plane bias.
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//! This attempts to reduce shadow acne when using large pcf filters.
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virtual void SetShadowReceiverPlaneBiasEnabled(LightHandle handle, bool enable) = 0;
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};
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} // namespace Render
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} // namespace AZ
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@@ -202,6 +202,7 @@ namespace AZ
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{
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uint32_t shadowFilterMethod = m_shadowData.at(nullptr).GetData(m_shadowingLightHandle.GetIndex()).m_shadowFilterMethod;
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RPI::ShaderSystemInterface::Get()->SetGlobalShaderOption(m_directionalShadowFilteringMethodName, AZ::RPI::ShaderOptionValue{shadowFilterMethod});
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RPI::ShaderSystemInterface::Get()->SetGlobalShaderOption(m_directionalShadowReceiverPlaneBiasEnableName, AZ::RPI::ShaderOptionValue{ m_shadowProperties.GetData(m_shadowingLightHandle.GetIndex()).m_isReceiverPlaneBiasEnabled });
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const uint32_t cascadeCount = m_shadowData.at(nullptr).GetData(m_shadowingLightHandle.GetIndex()).m_cascadeCount;
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ShadowProperty& property = m_shadowProperties.GetData(m_shadowingLightHandle.GetIndex());
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@@ -616,6 +617,10 @@ namespace AZ
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m_shadowBufferNeedsUpdate = true;
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}
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void DirectionalLightFeatureProcessor::SetShadowReceiverPlaneBiasEnabled(LightHandle handle, bool enable)
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{
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m_shadowProperties.GetData(handle.GetIndex()).m_isReceiverPlaneBiasEnabled = enable;
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}
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void DirectionalLightFeatureProcessor::OnRenderPipelineAdded(RPI::RenderPipelinePtr pipeline)
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{
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@@ -177,6 +177,10 @@ namespace AZ
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// Shadow filter method of the light
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ShadowFilterMethod m_shadowFilterMethod = ShadowFilterMethod::None;
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// If true, this will reduce the shadow acne introduced by large pcf kernels by estimating the angle of the triangle being shaded
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// with the ddx/ddy functions.
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bool m_isReceiverPlaneBiasEnabled = true;
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};
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static void Reflect(ReflectContext* context);
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@@ -218,6 +222,7 @@ namespace AZ
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void SetFilteringSampleCount(LightHandle handle, uint16_t count) override;
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void SetShadowBoundaryWidth(LightHandle handle, float boundaryWidth) override;
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void SetPcfMethod(LightHandle handle, PcfMethod method) override;
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void SetShadowReceiverPlaneBiasEnabled(LightHandle handle, bool enable) override;
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const Data::Instance<RPI::Buffer> GetLightBuffer() const;
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uint32_t GetLightCount() const;
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@@ -371,6 +376,7 @@ namespace AZ
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Name m_lightTypeName = Name("directional");
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Name m_directionalShadowFilteringMethodName = Name("o_directional_shadow_filtering_method");
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Name m_directionalShadowReceiverPlaneBiasEnableName = Name("o_directional_shadow_receiver_plane_bias_enable");
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static constexpr const char* FeatureProcessorName = "DirectionalLightFeatureProcessor";
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};
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} // namespace Render
|
||||
|
||||
+8
@@ -185,6 +185,14 @@ namespace AZ
|
||||
//! This sets the type of Pcf (percentage-closer filtering) to use.
|
||||
//! @param method The Pcf method to use.
|
||||
virtual void SetPcfMethod(PcfMethod method) = 0;
|
||||
|
||||
//! Gets whether the directional shadowmap should use receiver plane bias.
|
||||
//! This attempts to reduce shadow acne when using large pcf filters.
|
||||
virtual bool GetShadowReceiverPlaneBiasEnabled() const = 0;
|
||||
|
||||
//! Sets whether the directional shadowmap should use receiver plane bias.
|
||||
//! @param enable flag specifying whether to enable the receiver plane bias feature
|
||||
virtual void SetShadowReceiverPlaneBiasEnabled(bool enable) = 0;
|
||||
};
|
||||
using DirectionalLightRequestBus = EBus<DirectionalLightRequests>;
|
||||
|
||||
|
||||
+4
@@ -115,6 +115,10 @@ namespace AZ
|
||||
|
||||
PcfMethod m_pcfMethod = PcfMethod::Bicubic;
|
||||
|
||||
//! Whether not to enable the receiver plane bias.
|
||||
//! This uses partial derivatives to reduce shadow acne when using large pcf kernels.
|
||||
bool m_receiverPlaneBiasEnabled = true;
|
||||
|
||||
bool IsSplitManual() const;
|
||||
bool IsSplitAutomatic() const;
|
||||
bool IsCascadeCorrectionDisabled() const;
|
||||
|
||||
+2
-2
@@ -21,7 +21,7 @@ namespace AZ
|
||||
if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
|
||||
{
|
||||
serializeContext->Class<DirectionalLightComponentConfig, ComponentConfig>()
|
||||
->Version(7)
|
||||
->Version(8)
|
||||
->Field("Color", &DirectionalLightComponentConfig::m_color)
|
||||
->Field("IntensityMode", &DirectionalLightComponentConfig::m_intensityMode)
|
||||
->Field("Intensity", &DirectionalLightComponentConfig::m_intensity)
|
||||
@@ -41,7 +41,7 @@ namespace AZ
|
||||
->Field("PcfPredictionSampleCount", &DirectionalLightComponentConfig::m_predictionSampleCount)
|
||||
->Field("PcfFilteringSampleCount", &DirectionalLightComponentConfig::m_filteringSampleCount)
|
||||
->Field("Pcf Method", &DirectionalLightComponentConfig::m_pcfMethod)
|
||||
;
|
||||
->Field("ShadowReceiverPlaneBiasEnabled", &DirectionalLightComponentConfig::m_receiverPlaneBiasEnabled);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+17
-2
@@ -88,6 +88,8 @@ namespace AZ
|
||||
->Event("SetFilteringSampleCount", &DirectionalLightRequestBus::Events::SetFilteringSampleCount)
|
||||
->Event("GetPcfMethod", &DirectionalLightRequestBus::Events::GetPcfMethod)
|
||||
->Event("SetPcfMethod", &DirectionalLightRequestBus::Events::SetPcfMethod)
|
||||
->Event("GetShadowReceiverPlaneBiasEnabled", &DirectionalLightRequestBus::Events::GetShadowReceiverPlaneBiasEnabled)
|
||||
->Event("SetShadowReceiverPlaneBiasEnabled", &DirectionalLightRequestBus::Events::SetShadowReceiverPlaneBiasEnabled)
|
||||
->VirtualProperty("Color", "GetColor", "SetColor")
|
||||
->VirtualProperty("Intensity", "GetIntensity", "SetIntensity")
|
||||
->VirtualProperty("AngularDiameter", "GetAngularDiameter", "SetAngularDiameter")
|
||||
@@ -104,7 +106,8 @@ namespace AZ
|
||||
->VirtualProperty("SofteningBoundaryWidth", "GetSofteningBoundaryWidth", "SetSofteningBoundaryWidth")
|
||||
->VirtualProperty("PredictionSampleCount", "GetPredictionSampleCount", "SetPredictionSampleCount")
|
||||
->VirtualProperty("FilteringSampleCount", "GetFilteringSampleCount", "SetFilteringSampleCount")
|
||||
->VirtualProperty("PcfMethod", "GetPcfMethod", "SetPcfMethod");
|
||||
->VirtualProperty("PcfMethod", "GetPcfMethod", "SetPcfMethod")
|
||||
->VirtualProperty("ShadowReceiverPlaneBiasEnabled", "GetShadowReceiverPlaneBiasEnabled", "SetShadowReceiverPlaneBiasEnabled");
|
||||
;
|
||||
}
|
||||
}
|
||||
@@ -539,6 +542,7 @@ namespace AZ
|
||||
SetPredictionSampleCount(m_configuration.m_predictionSampleCount);
|
||||
SetFilteringSampleCount(m_configuration.m_filteringSampleCount);
|
||||
SetPcfMethod(m_configuration.m_pcfMethod);
|
||||
SetShadowReceiverPlaneBiasEnabled(m_configuration.m_receiverPlaneBiasEnabled);
|
||||
|
||||
// [GFX TODO][ATOM-1726] share config for multiple light (e.g., light ID).
|
||||
// [GFX TODO][ATOM-2416] adapt to multiple viewports.
|
||||
@@ -637,6 +641,17 @@ namespace AZ
|
||||
m_configuration.m_pcfMethod = method;
|
||||
m_featureProcessor->SetPcfMethod(m_lightHandle, method);
|
||||
}
|
||||
|
||||
|
||||
bool DirectionalLightComponentController::GetShadowReceiverPlaneBiasEnabled() const
|
||||
{
|
||||
return m_configuration.m_receiverPlaneBiasEnabled;
|
||||
}
|
||||
|
||||
void DirectionalLightComponentController::SetShadowReceiverPlaneBiasEnabled(bool enable)
|
||||
{
|
||||
m_configuration.m_receiverPlaneBiasEnabled = enable;
|
||||
m_featureProcessor->SetShadowReceiverPlaneBiasEnabled(m_lightHandle, enable);
|
||||
}
|
||||
|
||||
} // namespace Render
|
||||
} // namespace AZ
|
||||
|
||||
+2
@@ -84,6 +84,8 @@ namespace AZ
|
||||
void SetFilteringSampleCount(uint32_t count) override;
|
||||
PcfMethod GetPcfMethod() const override;
|
||||
void SetPcfMethod(PcfMethod method) override;
|
||||
bool GetShadowReceiverPlaneBiasEnabled() const override;
|
||||
void SetShadowReceiverPlaneBiasEnabled(bool enable) override;
|
||||
|
||||
private:
|
||||
friend class EditorDirectionalLightComponent;
|
||||
|
||||
+7
-3
@@ -164,9 +164,13 @@ namespace AZ
|
||||
->EnumAttribute(PcfMethod::Bicubic, "Bicubic")
|
||||
->EnumAttribute(PcfMethod::BoundarySearch, "Boundary search")
|
||||
->Attribute(Edit::Attributes::ChangeNotify, Edit::PropertyRefreshLevels::ValuesOnly)
|
||||
->Attribute(Edit::Attributes::ReadOnly, &DirectionalLightComponentConfig::IsShadowPcfDisabled);
|
||||
;
|
||||
|
||||
->Attribute(Edit::Attributes::ReadOnly, &DirectionalLightComponentConfig::IsShadowPcfDisabled)
|
||||
->DataElement(
|
||||
Edit::UIHandlers::CheckBox, &DirectionalLightComponentConfig::m_receiverPlaneBiasEnabled,
|
||||
"Shadow Receiver Plane Bias Enable",
|
||||
"This reduces shadow acne when using large pcf kernels.")
|
||||
->Attribute(Edit::Attributes::ChangeNotify, Edit::PropertyRefreshLevels::ValuesOnly)
|
||||
->Attribute(Edit::Attributes::ReadOnly, &DirectionalLightComponentConfig::IsShadowPcfDisabled);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user