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Merge pull request #100319 from Flarkk/fix_light_shadow_range

Fix shadows of long range `OmniLight3D` and `SpotLight3D`
This commit is contained in:
Thaddeus Crews
2024-12-13 16:19:39 -06:00
3 changed files with 8 additions and 6 deletions

View File

@@ -2558,8 +2558,9 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
}
real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t z_near = 0.005f;
Projection cm;
cm.set_perspective(90, 1, radius * 0.005f, radius);
cm.set_perspective(90, 1, z_near, radius);
for (int i = 0; i < 6; i++) {
RENDER_TIMESTAMP("Cull OmniLight3D Shadow Cube, Side " + itos(i));
@@ -2647,9 +2648,10 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
real_t z_near = 0.005f;
Projection cm;
cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
cm.set_perspective(angle * 2.0, 1.0, z_near, radius);
Vector<Plane> planes = cm.get_projection_planes(light_transform);