Add smooth shadows blending between directional light cascades
It was deprecated in 1.9 in favor for dithering between cascades. Bing back that option for games that don't use TAA.
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@@ -1,7 +1,7 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#define USE_GBUFFER_CUSTOM_DATA
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#define SHADOWS_CSM_BLENDING 1
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#define SHADOWS_CSM_DITHERING 1
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#include "./Flax/Common.hlsl"
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#include "./Flax/GBuffer.hlsl"
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@@ -102,14 +102,22 @@ float4 PS_PointLight(Model_VS2PS input) : SV_Target0
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// Pixel shader for directional light shadow rendering
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META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_2(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0)
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META_PERMUTATION_2(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0)
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META_PERMUTATION_2(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0)
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META_PERMUTATION_2(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0)
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META_PERMUTATION_2(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1)
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META_PERMUTATION_2(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1)
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META_PERMUTATION_2(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1)
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META_PERMUTATION_2(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
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float4 PS_DirLight(Quad_VS2PS input) : SV_Target0
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{
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// Sample GBuffer
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