rendering: formalize main light shadow bias settings

This commit is contained in:
2026-04-13 01:40:29 +08:00
parent 2ee74e7761
commit 1d6f2e290d
11 changed files with 113 additions and 26 deletions

View File

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