From 87aa23107d8e362f20287a94fa5e58b0baac2b0f Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 17 Jun 2024 18:59:13 +0200 Subject: [PATCH] Fix shadow sharpness processing --- Source/Shaders/ShadowsCommon.hlsl | 2 +- Source/Shaders/ShadowsSampling.hlsl | 4 ---- 2 files changed, 1 insertion(+), 5 deletions(-) diff --git a/Source/Shaders/ShadowsCommon.hlsl b/Source/Shaders/ShadowsCommon.hlsl index 43fd0c2d5..dc449a9a5 100644 --- a/Source/Shaders/ShadowsCommon.hlsl +++ b/Source/Shaders/ShadowsCommon.hlsl @@ -80,7 +80,7 @@ float CalculateSubsurfaceOcclusion(float opacity, float sceneDepth, float shadow float PostProcessShadow(ShadowData lightShadow, float shadow) { // Apply shadow fade and sharpness - shadow = saturate((shadow - 0.5) * lightShadow.Sharpness + 0.5); + shadow = saturate((shadow - 0.51f) * lightShadow.Sharpness + 0.5f); shadow = lerp(1.0f, shadow, lightShadow.Fade); return shadow; } diff --git a/Source/Shaders/ShadowsSampling.hlsl b/Source/Shaders/ShadowsSampling.hlsl index e53cab08d..393234fc4 100644 --- a/Source/Shaders/ShadowsSampling.hlsl +++ b/Source/Shaders/ShadowsSampling.hlsl @@ -284,10 +284,6 @@ ShadowSample SampleDirectionalLightShadow(LightData light, Buffer shadow result.SurfaceShadow = PostProcessShadow(shadow, result.SurfaceShadow); - // Fix shadow intensity that got reduced by cascades sharpness stabilization (see above) - if (cascadeIndex != 0 && result.SurfaceShadow <= 0.1f) - result.SurfaceShadow += 0.01f; - return result; }