rendering: tune main light shadow bias defaults
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@@ -1340,7 +1340,7 @@ TEST(CameraRenderer_Test, AutoAllocatesDirectionalShadowSurfaceFromShadowPlan) {
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EXPECT_FLOAT_EQ(pipelineState->lastShadowViewProjection.m[0][3], 11.0f);
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EXPECT_FLOAT_EQ(pipelineState->lastShadowViewProjection.m[1][3], 12.0f);
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EXPECT_FLOAT_EQ(pipelineState->lastShadowViewProjection.m[2][3], 13.0f);
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EXPECT_FLOAT_EQ(pipelineState->lastShadowSampling.settings.receiverDepthBias, 0.0015f);
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EXPECT_FLOAT_EQ(pipelineState->lastShadowSampling.settings.receiverDepthBias, 0.0010f);
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EXPECT_FLOAT_EQ(pipelineState->lastShadowMapMetrics.inverseMapSize.x, 1.0f / 256.0f);
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EXPECT_FLOAT_EQ(pipelineState->lastShadowMapMetrics.inverseMapSize.y, 1.0f / 128.0f);
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EXPECT_FLOAT_EQ(pipelineState->lastShadowSampling.settings.shadowStrength, 0.85f);
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@@ -285,9 +285,9 @@ TEST(SceneRenderRequestPlanner_Test, SanitizesInvalidDirectionalShadowPlanningSe
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EXPECT_FLOAT_EQ(settings.minDepthRange, 20.0f);
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EXPECT_FLOAT_EQ(settings.boundsPadding, 1.0f);
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EXPECT_FLOAT_EQ(settings.minDepthPadding, 2.0f);
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EXPECT_FLOAT_EQ(settings.sampling.receiverDepthBias, 0.0015f);
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EXPECT_FLOAT_EQ(settings.sampling.normalBiasScale, 1.5f);
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EXPECT_FLOAT_EQ(settings.sampling.receiverDepthBias, 0.0010f);
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EXPECT_FLOAT_EQ(settings.sampling.normalBiasScale, 2.0f);
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EXPECT_FLOAT_EQ(settings.sampling.shadowStrength, 1.0f);
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EXPECT_FLOAT_EQ(settings.casterBias.depthBiasFactor, 1.0f);
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EXPECT_EQ(settings.casterBias.depthBiasUnits, 2);
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EXPECT_FLOAT_EQ(settings.casterBias.depthBiasFactor, 2.5f);
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EXPECT_EQ(settings.casterBias.depthBiasUnits, 4);
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}
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