Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

(Re-)Implemented Light3D's property "shadow_reverse_cull_face" #77238

Merged
merged 1 commit into from
May 22, 2023

Conversation

markusneg
Copy link
Contributor

@markusneg markusneg commented May 19, 2023

The parameter "shadow_reverse_cull_face" is now passed to the shadow pass so that the mesh back-faces can be used for shadow map calculation. Fixes #50005.

While in 3.x the "shadow_bias" had to be negative for reversed cull faces, in 4.x it seems to work well with positive values. In contrast, the property "shadow_normal_bias" seems not to be normalized as it makes shadow acne on the back-faces worse.

@markusneg markusneg requested a review from a team as a code owner May 19, 2023 12:15
@markusneg markusneg force-pushed the light-reverse-cull-face branch 2 times, most recently from 27d8792 to 989c125 Compare May 19, 2023 12:24
@Chaosus Chaosus added this to the 4.1 milestone May 19, 2023
The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
Copy link
Member

@clayjohn clayjohn left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks good to me now!

@akien-mga akien-mga merged commit a3bbb46 into godotengine:master May 22, 2023
@akien-mga
Copy link
Member

Thanks!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Vulkan: Light3D Reverse Cull Face not reimplemented yet
4 participants