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authorJeroen Bakker <jeroen@blender.org>2020-02-24 12:46:45 +0300
committerJeroen Bakker <jeroen@blender.org>2020-02-27 17:57:58 +0300
commit403bb357ae2b1d2561a0d77c96035ba54c197cbd (patch)
tree140f9338c9a662467969e186145019f52df9a549
parentf2b95b9eae2ee913c99cff7595527b18d8b49d0a (diff)
Fix T74110: EEVEE Shadow Pass
Shadow could penetrate occluded geometry. This patch adds a check to see if the light is in the right location to light the pixel. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6918
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl6
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl1
2 files changed, 5 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
index fa02bee45b7..fe6a828f369 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
@@ -19,7 +19,7 @@ void main()
float depth = texelFetch(depthBuffer, texel, 0).r;
if (depth == 1.0f) {
/* Early exit background does not receive shadows */
- fragColor.r = 1.0;
+ fragColor.r = 0.0;
return;
}
@@ -40,6 +40,7 @@ void main()
vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition);
vec3 true_normal = normalize(cross(dFdx(viewPosition), dFdy(viewPosition)));
+ vec3 N = normal_view_to_world(true_normal);
for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
LightData ld = lights_data[i];
@@ -48,8 +49,9 @@ void main()
l_vector.xyz = ld.l_position - worldPosition;
l_vector.w = length(l_vector.xyz);
+ float light_input = smoothstep(0.2, -0.2, -dot(N, normalize(l_vector.xyz)));
float l_vis = light_shadowing(
- ld, worldPosition, viewPosition, tracing_depth, true_normal, rand.x, true, 1.0);
+ ld, worldPosition, viewPosition, tracing_depth, true_normal, rand.x, true, light_input);
accum_light += l_vis;
}
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index 6605e1165d4..cfe79cb3ee0 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -164,6 +164,7 @@ uniform mat4 ModelMatrixInverse;
#define normal_object_to_world(n) (transpose(mat3(ModelMatrixInverse)) * n)
#define normal_world_to_object(n) (transpose(mat3(ModelMatrix)) * n)
#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
+#define normal_view_to_world(n) (mat3(ViewMatrixInverse) * n)
#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0))
#define point_object_to_view(p) ((ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)