rendering: formalize main light shadow params
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@@ -19,6 +19,10 @@ 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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@@ -386,16 +390,14 @@ RenderDirectionalShadowData BuildDirectionalShadowData(
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: (plan.orthographicHalfExtent > Math::EPSILON && plan.mapWidth > 0u
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? (plan.orthographicHalfExtent * 2.0f) / static_cast<float>(plan.mapWidth)
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: 0.0f);
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shadowData.shadowParams = Math::Vector4(
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0.0015f,
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shadowData.mapMetrics.inverseMapSize = Math::Vector2(
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1.0f / static_cast<float>(plan.mapWidth),
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1.0f / static_cast<float>(plan.mapHeight),
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0.85f);
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shadowData.shadowOptions = Math::Vector4(
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1.0f,
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texelWorldSize,
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1.5f,
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0.0f);
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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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return shadowData;
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}
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