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authorClément Foucault <foucault.clem@gmail.com>2018-11-15 16:44:45 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-11-15 20:16:30 +0300
commit516e000aa9762c6b19c64ce46e5dd458cd04a1fb (patch)
treedaef7a7f7e8211e212aa24bc9a8a8322d7eef25f /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
parentd082b18d877f2da661ee2a48fdf3c69d67406e86 (diff)
Eevee: Add Light Threshold value
This is an important change. Starting from now, all lights have a finite influence radius (similar to the old sphere option for BI). In order to avoid costly setup time, this distance is first computed automatically based on a light threshold. The distance is computed at the light origin and using the inverse square falloff. The setting can be found inside the render settings panel > shadow tab. This light threshold does not take the light shape into account an may not suit every case. That's why we provide a per lamp override where you can just set the cutt off distance (Light Properties Panel > Light > Custom Distance). The influence distance is also used as shadow far clip distance. This influence distance does not concerns sun lights that still have a far clip distance. --- This change is important because it makes it possible to cull lights an improve performance drastically in the future.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index eb03df67f6b..a54cefc5b85 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -24,7 +24,7 @@ uniform sampler2DArray planarDepth;
/* ------ Lights ----- */
struct LightData {
- vec4 position_influence; /* w : InfluenceRadius */
+ vec4 position_influence; /* w : InfluenceRadius (inversed and squared) */
vec4 color_spec; /* w : Spec Intensity */
vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */