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Massive improvemnts to shadows quality/flexibility #7204

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Massive improvemnts to shadows quality/flexibility #7204

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jay3d
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@jay3d jay3d commented Nov 29, 2016

Significant changes to how PCF shadows work, made them took less samples with higher quality results, also added more flexible control of the filtering radius in the editor.

@reduz
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reduz commented Nov 29, 2016 via email

@ScotFlux
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Spectacular. You've just got Godot 🏆 Congratulations! 👍

@khairul169
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Nice catch! :D

@akien-mga
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@jay3d Would you mind redoing this PR against the 2.1 branch? We'd gladly merge it to include this in the future 2.1.3-stable release.

For master/3.0, it would have to be implemented differently, but @reduz would likely use this PR as a reference.

@Zireael07
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This would be awesome to see, poke @jay3d

@akien-mga
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Bump :) I would still consider merging this in the 2.1 branch if rebased and/or having a new PR for the master branch, if relevant with the gles3 rasterizer.

@akien-mga
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Closing as it can't be merged in master at any rate, but if someone wants to try to port this to the 2.1 branch, it would be quite interesting.

@Calinou
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Calinou commented Jul 1, 2018

I had a try at porting this to the master branch with GLES3, but unfortunately, there's a noticeable dithering pattern:

image

I could confirm this by compiling and running the branch from this pull request (based on Godot 2.1):

image

Both screenshots were taken with the "High" shadow filter quality; the shadow filter radius was set to 1.5.

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7 participants