Change normal bias for entities to avoid shadow acne

This commit is contained in:
Dmitry Kostenko 2022-02-14 09:00:55 +01:00 committed by x2048
parent 12896b22d8
commit 25c1974e0d
2 changed files with 12 additions and 11 deletions

@ -56,12 +56,6 @@ vec4 getPerspectiveFactor(in vec4 shadowPosition)
return shadowPosition;
}
// assuming near is always 1.0
float getLinearDepth()
{
return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0));
}
vec3 getLightSpacePosition()
{
vec4 pLightSpace;
@ -69,8 +63,7 @@ vec3 getLightSpacePosition()
#if DRAW_TYPE == NDT_PLANTLIKE
pLightSpace = m_ShadowViewProj * vec4(worldPosition, 1.0);
#else
float offsetScale = (0.0057 * getLinearDepth() + normalOffsetScale);
pLightSpace = m_ShadowViewProj * vec4(worldPosition + offsetScale * normalize(vNormal), 1.0);
pLightSpace = m_ShadowViewProj * vec4(worldPosition + normalOffsetScale * normalize(vNormal), 1.0);
#endif
pLightSpace = getPerspectiveFactor(pLightSpace);
return pLightSpace.xyz * 0.5 + 0.5;
@ -544,6 +537,5 @@ void main(void)
float clarity = clamp(fogShadingParameter
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col = mix(skyBgColor, col, clarity);
gl_FragColor = vec4(col.rgb, base.a);
}

@ -36,6 +36,8 @@ const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
const float bias0 = 0.9;
const float bias1 = 1.0 - bias0;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@ -104,8 +106,15 @@ void main(void)
#ifdef ENABLE_DYNAMIC_SHADOWS
vec3 nNormal = normalize(vNormal);
cosLight = dot(nNormal, -v_LightDirection);
float texelSize = 767.0 / f_textureresolution;
float slopeScale = clamp(1.0 - abs(cosLight), 0.0, 1.0);
// Calculate normal offset scale based on the texel size adjusted for
// curvature of the SM texture. This code must be change together with
// getPerspectiveFactor or any light-space transformation.
float distanceToPlayer = length((eyePosition - worldPosition).xyz) / f_shadowfar;
float perspectiveFactor = distanceToPlayer * bias0 + bias1;
float texelSize = 1.0 / f_textureresolution;
texelSize *= f_shadowfar * perspectiveFactor / (bias1 / perspectiveFactor - texelSize * bias0) * 0.15;
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
if (f_timeofday < 0.2) {