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Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260
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@@ -385,7 +385,6 @@ public:
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LIGHT_PARAM_ATTENUATION,
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LIGHT_PARAM_SPOT_ANGLE,
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LIGHT_PARAM_SPOT_ATTENUATION,
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LIGHT_PARAM_CONTACT_SHADOW_SIZE,
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LIGHT_PARAM_SHADOW_MAX_DISTANCE,
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LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
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LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
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@@ -393,7 +392,8 @@ public:
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LIGHT_PARAM_SHADOW_FADE_START,
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LIGHT_PARAM_SHADOW_NORMAL_BIAS,
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LIGHT_PARAM_SHADOW_BIAS,
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LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
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LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
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LIGHT_PARAM_TRANSMITTANCE_BIAS,
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LIGHT_PARAM_MAX
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};
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@@ -666,6 +666,7 @@ public:
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VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE,
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VIEWPORT_DEBUG_DRAW_SSAO,
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VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER,
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VIEWPORT_DEBUG_DRAW_PSSM_SPLITS,
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};
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@@ -816,6 +817,15 @@ public:
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virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
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virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
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enum ShadowFilter {
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SHADOW_FILTER_NONE,
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SHADOW_FILTER_PCF5,
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SHADOW_FILTER_PCF13,
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SHADOW_FILTER_MAX
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};
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virtual void shadow_filter_set(ShadowFilter p_filter) = 0;
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/* SCENARIO API */
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virtual RID scenario_create() = 0;
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