rendering: formalize main light shadow bias settings
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@@ -19,10 +19,6 @@ namespace Rendering {
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namespace {
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constexpr float kDirectionalShadowReceiverDepthBias = 0.0015f;
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constexpr float kDirectionalShadowNormalBiasScale = 1.5f;
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constexpr float kDirectionalShadowStrength = 0.85f;
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std::shared_ptr<const RenderPipelineAsset> CreateDefaultPipelineAsset() {
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static const std::shared_ptr<const RenderPipelineAsset> s_defaultPipelineAsset =
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std::make_shared<Pipelines::BuiltinForwardPipelineAsset>();
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@@ -395,9 +391,8 @@ RenderDirectionalShadowData BuildDirectionalShadowData(
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1.0f / static_cast<float>(plan.mapHeight));
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shadowData.mapMetrics.worldTexelSize = texelWorldSize;
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shadowData.sampling.enabled = 1.0f;
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shadowData.sampling.receiverDepthBias = kDirectionalShadowReceiverDepthBias;
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shadowData.sampling.normalBiasScale = kDirectionalShadowNormalBiasScale;
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shadowData.sampling.shadowStrength = kDirectionalShadowStrength;
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shadowData.sampling.settings = plan.sampling;
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shadowData.casterBias.settings = plan.casterBias;
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return shadowData;
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}
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