Shadow could penetrate occluded geometry. This patch adds a check to see
if the light is in the right location to light the pixel.
Details
Details
- Reviewers
Clément Foucault (fclem) - Maniphest Tasks
- T74110: EEVEE: Shadow Pass Visible on Backsided geometry
- Commits
- rB403bb357ae2b: Fix T74110: EEVEE Shadow Pass
Diff Detail
Diff Detail
- Repository
- rB Blender
- Branch
- T74110 (branched from master)
- Build Status
Buildable 6736 Build 6736: arc lint + arc unit
Event Timeline
| source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl | ||
|---|---|---|
| 52 | does cycles actually have this fallof? if not just use a step function. | |
| source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl | ||
|---|---|---|
| 52 | l_vector is not normalized. so i'm guessing the 1.5 factors are not correct. | |
| source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl | ||
|---|---|---|
| 52 | Best result I got with float light_input = smoothstep(1.5, -1.5, -dot(N, l_vector.xyz)); But it will leave artifacts near edges. | |
