[Bf-blender-cvs] [49ba9d02d8d] blender2.8: Eevee: Fix shadow bleeding after farclip for cubemaps.
Clément Foucault
noreply at git.blender.org
Mon Sep 11 01:14:55 CEST 2017
Commit: 49ba9d02d8dc5e1aef3cc0f0b3453866125af64c
Author: Clément Foucault
Date: Mon Sep 11 01:13:55 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB49ba9d02d8dc5e1aef3cc0f0b3453866125af64c
Eevee: Fix shadow bleeding after farclip for cubemaps.
NOTE: We should not check for radial distance. But this is faster.
===================================================================
M source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index 6623c9526b0..a91786f89d6 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -61,6 +61,12 @@ float shadow_cubemap(ShadowData sd, ShadowCubeData scd, float texid, vec3 W)
vec3 cubevec = W - scd.position.xyz;
float dist = length(cubevec);
+ /* If fragment is out of shadowmap range, do not occlude */
+ /* XXX : we check radial distance against a cubeface distance.
+ * We loose quite a bit of valid area. */
+ if (dist > sd.sh_far)
+ return 1.0;
+
cubevec /= dist;
#if defined(SHADOW_VSM)
@@ -83,6 +89,7 @@ float evaluate_cascade(ShadowData sd, mat4 shadowmat, vec3 W, float range, float
vec4 shpos = shadowmat * vec4(W, 1.0);
float dist = shpos.z * range;
+ /* If fragment is out of shadowmap range, do not occlude */
if (shpos.z > 1.0 || shpos.z < 0.0)
return 1.0;
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