rendering: stabilize single-map directional shadow fitting
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@@ -16,9 +16,11 @@ namespace Rendering {
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// fitting and the default sampling / caster bias values emitted into the
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// runtime shadow contract.
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struct DirectionalShadowPlanningSettings {
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uint32_t mapDimension = 1024u;
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// Keep the single-map MainLight shadow at a higher baseline so the current
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// non-cascaded implementation has enough texel density to be usable.
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uint32_t mapDimension = 2048u;
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float minFocusDistance = 5.0f;
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float maxFocusDistance = 64.0f;
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float maxFocusDistance = 32.0f;
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float perspectiveFocusFactor = 1.0f;
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float orthographicFocusFactor = 2.0f;
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float minDepthRange = 20.0f;
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@@ -286,7 +286,7 @@ DirectionalShadowRenderPlan BuildDirectionalShadowRenderPlan(
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gameObject->GetComponent<Components::MeshRendererComponent>();
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if (meshRenderer == nullptr ||
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!meshRenderer->IsEnabled() ||
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(!meshRenderer->GetCastShadows() && !meshRenderer->GetReceiveShadows())) {
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!meshRenderer->GetCastShadows()) {
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continue;
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}
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