Make the "softness" of soft shadows adjustible per-light. (#1454)

Note: Thanks to the nature of YAML properties in RobustToolbox, this commit is only an API blocker if the Softness property is directly manipulated from code, which is unlikely.
This commit is contained in:
20kdc
2020-12-19 20:44:47 +00:00
committed by GitHub
parent 58560f589f
commit 6972000293
4 changed files with 23 additions and 1 deletions

View File

@@ -13,7 +13,7 @@ highp float createOcclusion(highp vec2 diff)
// Change soft shadow size based on distance from primary occluder.
highp float distRatio = (ourDist - occlDist.x) / occlDist.x / 2.0;
perpendicular *= distRatio;
perpendicular *= distRatio * lightSoftness;
// Totally not hacky PCF on top of VSM.
highp float occlusion = smoothstep(0.1, 1.0, ChebyshevUpperBound(occlDist, ourDist));

View File

@@ -13,6 +13,7 @@ uniform highp vec4 lightColor;
uniform highp vec2 lightCenter;
uniform highp float lightRange;
uniform highp float lightPower;
uniform highp float lightSoftness;
uniform highp float lightIndex;
uniform sampler2D shadowMap;

View File

@@ -83,6 +83,18 @@ namespace Robust.Client.GameObjects
set => _energy = value;
}
/// <summary>
/// Soft shadow strength multiplier.
/// Has no effect if soft shadows are not enabled.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public float Softness
{
get => _softness;
set => _softness = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public bool VisibleNested
{
@@ -115,6 +127,7 @@ namespace Robust.Client.GameObjects
private bool _maskAutoRotate;
private Angle _rotation;
private float _energy;
private float _softness;
/// <summary>
/// Radius, in meters.
@@ -167,6 +180,7 @@ namespace Robust.Client.GameObjects
serializer.DataFieldCached(ref _color, "color", Color.White);
serializer.DataFieldCached(ref _enabled, "enabled", true);
serializer.DataFieldCached(ref _energy, "energy", 1f);
serializer.DataFieldCached(ref _softness, "softness", 1f);
serializer.DataFieldCached(ref _maskAutoRotate, "autoRot", false);
serializer.DataFieldCached(ref _visibleNested, "nestedvisible", true);

View File

@@ -377,6 +377,7 @@ namespace Robust.Client.Graphics.Clyde
var lastRange = float.NaN;
var lastPower = float.NaN;
var lastColor = new Color(float.NaN, float.NaN, float.NaN, float.NaN);
var lastSoftness = float.NaN;
Texture? lastMask = null;
for (var i = 0; i < count; i++)
@@ -424,6 +425,12 @@ namespace Robust.Client.Graphics.Clyde
lightShader.SetUniformMaybe("lightColor", lastColor);
}
if (_enableSoftShadows && !MathHelper.CloseTo(lastSoftness, component.Softness))
{
lastSoftness = component.Softness;
lightShader.SetUniformMaybe("lightSoftness", lastSoftness);
}
lightShader.SetUniformMaybe("lightCenter", lightPos);
lightShader.SetUniformMaybe("lightIndex", (i + 0.5f) / ShadowTexture.Height);