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Merge pull request #100319 from Flarkk/fix_light_shadow_range
Fix shadows of long range `OmniLight3D` and `SpotLight3D`
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@@ -2558,8 +2558,9 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
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}
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real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
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real_t z_near = 0.005f;
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Projection cm;
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cm.set_perspective(90, 1, radius * 0.005f, radius);
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cm.set_perspective(90, 1, z_near, radius);
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for (int i = 0; i < 6; i++) {
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RENDER_TIMESTAMP("Cull OmniLight3D Shadow Cube, Side " + itos(i));
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@@ -2647,9 +2648,10 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
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real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
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real_t angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
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real_t z_near = 0.005f;
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Projection cm;
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cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
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cm.set_perspective(angle * 2.0, 1.0, z_near, radius);
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Vector<Plane> planes = cm.get_projection_planes(light_transform);
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