ADD: Receiver plane depth bias
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@@ -19,7 +19,7 @@ inline constexpr float kShadowCascadeRadiusScale = 1.1f;
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inline constexpr float kShadowCascadeRadiusMargin = 10.0f;
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// Clipmap shadow configuration (used when cascades operate in clipmap mode)
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// Base coverage radius of level 0 around the camera (world units). Each level doubles the radius.
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inline constexpr float kShadowClipBaseRadius = 30.0f;
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inline constexpr float kShadowClipBaseRadius = 20.0f;
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// When using dynamic pullback, compute it from the covered XY range of each level.
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// pullback = max(kShadowClipPullbackMin, cover * kShadowClipPullbackFactor)
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inline constexpr float kShadowClipPullbackFactor = 2.5f; // fraction of XY half-size behind center
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@@ -157,7 +157,7 @@ void SceneManager::update_scene()
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const glm::vec3 eye = center - L * pullback;
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const glm::mat4 V = glm::lookAtRH(eye, center, up);
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const float zNear = 0.1f;
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const float zNear = 0.2f;
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const float zFar = pullback + cover * kShadowClipForwardFactor + kShadowClipZPadding;
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const glm::mat4 P = glm::orthoRH_ZO(-cover, cover, -cover, cover, zNear, zFar);
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