EDIT: Forward-Z cascaded shadow map failed...
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@@ -12,7 +12,7 @@ inline constexpr int kShadowCascadeCount = 4;
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// Maximum shadow distance for CSM in view-space units
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inline constexpr float kShadowCSMFar = 50.0f;
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// Shadow map resolution used for stabilization (texel snapping). Must match actual image size.
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inline constexpr float kShadowMapResolution = 2048.0f;
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inline constexpr float kShadowMapResolution = 4096.0f;
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// Extra XY expansion for cascade footprint (safety against FOV/aspect changes)
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inline constexpr float kShadowCascadeRadiusScale = 1.15f;
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// Additive XY margin in world units (light-space) beyond scaled radius
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@@ -35,6 +35,9 @@ void SamplerManager::init(DeviceManager *deviceManager)
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sh.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sh.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sh.compareEnable = VK_FALSE; // manual PCF
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// Depth shadow maps are single-level; keep base LOD only and avoid mip filtering.
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sh.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
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sh.maxLod = 0.0f;
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sh.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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vkCreateSampler(_deviceManager->device(), &sh, nullptr, &_shadowLinearClamp);
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}
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@@ -76,7 +76,6 @@ struct GPUSceneData {
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glm::vec4 sunlightDirection; // w for sun power
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glm::vec4 sunlightColor;
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// CSM data (unused by current shaders until wired)
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glm::mat4 lightViewProjCascades[4];
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glm::vec4 cascadeSplitsView;
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};
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