Add a shadow opacity property to Light3D

This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
This commit is contained in:
Hugo Locurcio 2022-06-10 12:47:06 +02:00
parent f85a816965
commit baaa7503c7
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GPG key ID: 39E8F8BE30B0A49C
18 changed files with 65 additions and 36 deletions

View file

@ -37,13 +37,12 @@
[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
</member>
<member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0">
Distance over which the light fades. The light's energy is progressively reduced over this distance and is completely invisible at the end.
Distance over which the light and its shadow fades. The light's energy and shadow's opacity is progressively reduced over this distance and is completely invisible at the end.
[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
</member>
<member name="distance_fade_shadow" type="float" setter="set_distance_fade_shadow" getter="get_distance_fade_shadow" default="50.0">
The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than [member distance_fade_begin] + [member distance_fade_length] to further improve performance, as shadow rendering is often more expensive than light rendering itself.
[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only when [member shadow_enabled] is [code]true[/code].
[b]Note:[/b] Due to a rendering engine limitation, shadows will be disabled instantly instead of fading smoothly according to [member distance_fade_length]. This may result in visible pop-in depending on the scene topography.
</member>
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
@ -95,6 +94,9 @@
<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0">
Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible.
</member>
<member name="shadow_opacity" type="float" setter="set_param" getter="get_param" default="1.0">
The opacity to use when rendering the light's shadow map. Values lower than [code]1.0[/code] make the light appear through shadows. This can be used to fake global illumination at a low performance cost.
</member>
<member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face" default="false">
If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED].
</member>
@ -150,15 +152,19 @@
<constant name="PARAM_SHADOW_PANCAKE_SIZE" value="15" enum="Param">
Constant for accessing [member DirectionalLight3D.directional_shadow_pancake_size].
</constant>
<constant name="PARAM_SHADOW_BLUR" value="16" enum="Param">
<constant name="PARAM_SHADOW_OPACITY" value="16" enum="Param">
Constant for accessing [member shadow_opacity].
</constant>
<constant name="PARAM_SHADOW_BLUR" value="17" enum="Param">
Constant for accessing [member shadow_blur].
</constant>
<constant name="PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="17" enum="Param">
<constant name="PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="18" enum="Param">
Constant for accessing [member shadow_fog_fade].
</constant>
<constant name="PARAM_TRANSMITTANCE_BIAS" value="18" enum="Param">
<constant name="PARAM_TRANSMITTANCE_BIAS" value="19" enum="Param">
Constant for accessing [member shadow_transmittance_bias].
</constant>
<constant name="PARAM_MAX" value="19" enum="Param">
<constant name="PARAM_MAX" value="20" enum="Param">
Represents the size of the [enum Param] enum.
</constant>
<constant name="BAKE_DISABLED" value="0" enum="BakeMode">

View file

@ -3777,6 +3777,7 @@
The light's energy.
</constant>
<constant name="LIGHT_PARAM_INDIRECT_ENERGY" value="1" enum="LightParam">
The light's indirect energy multiplier (final indirect energy is [constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_INDIRECT_ENERGY]).
</constant>
<constant name="LIGHT_PARAM_SPECULAR" value="2" enum="LightParam">
The light's influence on specularity.
@ -3820,14 +3821,17 @@
<constant name="LIGHT_PARAM_SHADOW_PANCAKE_SIZE" value="15" enum="LightParam">
Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to [code]0[/code] turns off the pancaking effect.
</constant>
<constant name="LIGHT_PARAM_SHADOW_BLUR" value="16" enum="LightParam">
<constant name="LIGHT_PARAM_SHADOW_OPACITY" value="16" enum="LightParam">
The light's shadow opacity. Values lower than [code]1.0[/code] make the light appear through shadows. This can be used to fake global illumination at a low performance cost.
</constant>
<constant name="LIGHT_PARAM_SHADOW_BLUR" value="17" enum="LightParam">
Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
</constant>
<constant name="LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="17" enum="LightParam">
<constant name="LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="18" enum="LightParam">
</constant>
<constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="18" enum="LightParam">
<constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="19" enum="LightParam">
</constant>
<constant name="LIGHT_PARAM_MAX" value="19" enum="LightParam">
<constant name="LIGHT_PARAM_MAX" value="20" enum="LightParam">
Represents the size of the [enum LightParam] enum.
</constant>
<constant name="LIGHT_BAKE_DISABLED" value="0" enum="LightBakeMode">

View file

@ -1650,7 +1650,7 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
light_data.shadow_enabled = false;
light_data.shadow_opacity = 0.0;
}
// TODO, to avoid stalls, should rotate between 3 buffers based on frame index.

View file

@ -165,7 +165,7 @@ private:
float inv_spot_attenuation;
float cos_spot_angle;
float specular_amount;
uint32_t shadow_enabled;
float shadow_opacity;
};
static_assert(sizeof(LightData) % 16 == 0, "LightData size must be a multiple of 16 bytes");

View file

@ -495,7 +495,7 @@ struct LightData { //this structure needs to be as packed as possible
mediump float cone_attenuation;
mediump float cone_angle;
mediump float specular_amount;
bool shadow_enabled;
mediump float shadow_opacity;
};
#ifndef DISABLE_LIGHT_OMNI
layout(std140) uniform OmniLightData { // ubo:5

View file

@ -70,6 +70,7 @@ void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_OPACITY] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;

View file

@ -224,7 +224,7 @@ bool Light3D::is_editor_only() const {
}
void Light3D::_validate_property(PropertyInfo &property) const {
if (!shadow && (property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_blur" || property.name == "distance_fade_shadow")) {
if (!shadow && (property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_opacity" || property.name == "shadow_blur" || property.name == "distance_fade_shadow")) {
property.usage = PROPERTY_USAGE_NO_EDITOR;
}
@ -299,6 +299,7 @@ void Light3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_fog_fade", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_param", "get_param", PARAM_SHADOW_VOLUMETRIC_FOG_FADE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_OPACITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BLUR);
ADD_GROUP("Distance Fade", "distance_fade_");
@ -328,6 +329,7 @@ void Light3D::_bind_methods() {
BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE);
BIND_ENUM_CONSTANT(PARAM_SHADOW_OPACITY);
BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR);
BIND_ENUM_CONSTANT(PARAM_SHADOW_VOLUMETRIC_FOG_FADE);
BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS);
@ -375,6 +377,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
set_param(PARAM_SHADOW_FADE_START, 0.8);
set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
set_param(PARAM_SHADOW_OPACITY, 1.0);
set_param(PARAM_SHADOW_BLUR, 1.0);
set_param(PARAM_SHADOW_BIAS, 0.03);
set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);

View file

@ -54,6 +54,7 @@ public:
PARAM_SHADOW_NORMAL_BIAS = RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
PARAM_SHADOW_BIAS = RS::LIGHT_PARAM_SHADOW_BIAS,
PARAM_SHADOW_PANCAKE_SIZE = RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
PARAM_SHADOW_OPACITY = RS::LIGHT_PARAM_SHADOW_OPACITY,
PARAM_SHADOW_BLUR = RS::LIGHT_PARAM_SHADOW_BLUR,
PARAM_SHADOW_VOLUMETRIC_FOG_FADE = RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE,
PARAM_TRANSMITTANCE_BIAS = RS::LIGHT_PARAM_TRANSMITTANCE_BIAS,

View file

@ -2869,7 +2869,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
}
light_data.shadow_enabled = p_using_shadows && light_storage->light_has_shadow(base);
light_data.shadow_opacity = p_using_shadows && light_storage->light_has_shadow(base) ? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) : 0.0;
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
@ -2886,7 +2886,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
angular_diameter = 0.0;
}
if (light_data.shadow_enabled) {
if (light_data.shadow_opacity > 0.001) {
RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base);
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
@ -3040,19 +3040,26 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// Reuse fade begin, fade length and distance for shadow LOD determination later.
float fade_begin = 0.0;
float fade_shadow = 0.0;
float fade_length = 0.0;
real_t distance = 0.0;
float fade = 1.0;
float shadow_opacity_fade = 1.0;
if (light_storage->light_is_distance_fade_enabled(li->light)) {
fade_begin = light_storage->light_get_distance_fade_begin(li->light);
fade_shadow = light_storage->light_get_distance_fade_shadow(li->light);
fade_length = light_storage->light_get_distance_fade_length(li->light);
distance = camera_plane.distance_to(li->transform.origin);
// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
if (distance > fade_begin) {
// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
}
if (distance > fade_shadow) {
shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length);
}
}
float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
@ -3120,7 +3127,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
bool in_shadow_range = true;
if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
if (distance > light_storage->light_get_distance_fade_shadow(li->light)) {
if (distance > light_storage->light_get_distance_fade_shadow(li->light) + light_storage->light_get_distance_fade_length(li->light)) {
// Out of range, don't draw shadows to improve performance.
in_shadow_range = false;
}
@ -3129,7 +3136,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
if (needs_shadow && in_shadow_range) {
// fill in the shadow information
light_data.shadow_enabled = true;
light_data.shadow_opacity = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) * shadow_opacity_fade;
float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
@ -3189,7 +3196,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
}
} else {
light_data.shadow_enabled = false;
light_data.shadow_opacity = 0.0;
}
li->cull_mask = light_storage->light_get_cull_mask(base);
@ -3637,7 +3644,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
if (p_render_data->render_buffers.is_valid()) {
bool directional_shadows = false;
for (uint32_t i = 0; i < directional_light_count; i++) {
if (cluster.directional_lights[i].shadow_enabled) {
if (cluster.directional_lights[i].shadow_opacity > 0.001) {
directional_shadows = true;
break;
}

View file

@ -608,7 +608,7 @@ private:
float inv_spot_attenuation;
float cos_spot_angle;
float specular_amount;
uint32_t shadow_enabled;
float shadow_opacity;
float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
float shadow_matrix[16];
@ -633,7 +633,7 @@ private:
float softshadow_angle;
float soft_shadow_scale;
uint32_t blend_splits;
uint32_t shadow_enabled;
float shadow_opacity;
float fade_from;
float fade_to;
uint32_t pad[2];

View file

@ -377,7 +377,7 @@ void main() {
for (uint i = 0; i < params.directional_light_count; i++) {
vec3 shadow_attenuation = vec3(1.0);
if (directional_lights.data[i].shadow_enabled) {
if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -view_pos.z;
vec4 pssm_coord;
@ -486,7 +486,7 @@ void main() {
vec3 light = omni_lights.data[light_index].color;
if (omni_lights.data[light_index].shadow_enabled) {
if (omni_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = omni_lights.data[light_index].atlas_rect;
vec2 flip_offset = omni_lights.data[light_index].direction.xy;
@ -572,7 +572,7 @@ void main() {
vec3 light = spot_lights.data[light_index].color;
if (spot_lights.data[light_index].shadow_enabled) {
if (spot_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = spot_lights.data[light_index].atlas_rect;
vec2 flip_offset = spot_lights.data[light_index].direction.xy;

View file

@ -15,7 +15,7 @@ struct LightData { //this structure needs to be as packed as possible
mediump float cone_attenuation;
mediump float cone_angle;
mediump float specular_amount;
bool shadow_enabled;
mediump float shadow_opacity;
highp vec4 atlas_rect; // rect in the shadow atlas
highp mat4 shadow_matrix;
@ -60,7 +60,7 @@ struct DirectionalLightData {
highp float softshadow_angle;
highp float soft_shadow_scale;
bool blend_splits;
bool shadow_enabled;
mediump float shadow_opacity;
highp float fade_from;
highp float fade_to;
uvec2 pad;

View file

@ -1417,7 +1417,7 @@ void fragment_shader(in SceneData scene_data) {
float shadow = 1.0;
if (directional_lights.data[i].shadow_enabled) {
if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec3 light_dir = directional_lights.data[i].direction;
vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
@ -1626,7 +1626,7 @@ void fragment_shader(in SceneData scene_data) {
#ifdef LIGHT_TRANSMITTANCE_USED
float transmittance_z = transmittance_depth;
if (directional_lights.data[i].shadow_enabled) {
if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
@ -1681,6 +1681,8 @@ void fragment_shader(in SceneData scene_data) {
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity;
#endif
blur_shadow(shadow);

View file

@ -395,7 +395,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef SHADOWS_DISABLED
if (omni_lights.data[idx].shadow_enabled) {
if (omni_lights.data[idx].shadow_opacity > 0.001) {
// there is a shadowmap
vec2 texel_size = scene_data_block.data.shadow_atlas_pixel_size;
vec4 base_uv_rect = omni_lights.data[idx].atlas_rect;
@ -498,6 +498,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
}
shadow /= float(sc_penumbra_shadow_samples);
shadow = mix(1.0, shadow, omni_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@ -516,7 +517,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
vec2 pos = shadow_sample.xy / shadow_sample.z;
float depth = shadow_len - omni_lights.data[idx].shadow_bias;
depth *= omni_lights.data[idx].inv_radius;
shadow = sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth);
shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth), omni_lights.data[idx].shadow_opacity);
}
return shadow;
@ -674,7 +675,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef SHADOWS_DISABLED
if (spot_lights.data[idx].shadow_enabled) {
if (spot_lights.data[idx].shadow_opacity > 0.001) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
vec3 spot_dir = spot_lights.data[idx].direction;
@ -735,6 +736,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
}
shadow /= float(sc_penumbra_shadow_samples);
shadow = mix(1.0, shadow, spot_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@ -743,7 +745,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
} else {
//hard shadow
vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z);
shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv);
shadow = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv), spot_lights.data[idx].shadow_opacity);
}
return shadow;

View file

@ -1134,7 +1134,7 @@ void main() {
#ifdef USE_SOFT_SHADOWS
//version with soft shadows, more expensive
if (directional_lights.data[i].shadow_enabled) {
if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;
@ -1286,7 +1286,7 @@ void main() {
#else
// Soft shadow disabled version
if (directional_lights.data[i].shadow_enabled) {
if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;

View file

@ -88,6 +88,7 @@ void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
light.param[RS::LIGHT_PARAM_SHADOW_OPACITY] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;

View file

@ -1911,6 +1911,7 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_OPACITY);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BLUR);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE);
BIND_ENUM_CONSTANT(LIGHT_PARAM_TRANSMITTANCE_BIAS);

View file

@ -425,6 +425,7 @@ public:
LIGHT_PARAM_SHADOW_NORMAL_BIAS,
LIGHT_PARAM_SHADOW_BIAS,
LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
LIGHT_PARAM_SHADOW_OPACITY,
LIGHT_PARAM_SHADOW_BLUR,
LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE,
LIGHT_PARAM_TRANSMITTANCE_BIAS,