Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Vulkan: PCSS-style shadow size options no longer implemented, yet still used in the code #50094

Closed
Calinou opened this issue Jul 2, 2021 · 0 comments · Fixed by #50402
Closed

Comments

@Calinou
Copy link
Member

Calinou commented Jul 2, 2021

Godot version

4.0.dev (659178e)

System information

Fedora 34, GeForce GTX 1080 (NVIDIA 465.31)

Issue description

#45023 removed the PCSS-like features for directional, omni and spot shadows since they were too demanding. However, increasing Light Size or Light Angular Distance above 0 will still decrease shadow quality noticeably.

We should either reimplement this feature in a more efficient way, or remove the remnants of the old code entirely. I've tried my hand at removing the code here, but the shader no longer runs because the binding sizes no longer match. I don't know how to fix that.

See also #50088.

Steps to reproduce

  • Add a DirectionalLight3D node and enable shadows.
  • Set the DirectionalLight3D node's Angular Distance property to a value above 0, and notice how the shadow quality degrades. Yet, the sky shader will still use this value to enlarge the sun on the procedural sky.
  • Add a OmniLight3D node and enable shadows.
  • Set the OmniLight3D node's Shadow Size property a value above 0, and notice the shadow quality degrading.
  • Do the same as OmniLight3D for SpotLight3D.

Minimal reproduction project

test_shadow_size.zip

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging a pull request may close this issue.

1 participant