- use the geometric normal to apply the shadow bias. This affects cascades > 0 and spot/point lights. - use the scene's origin as a reference point for stabilizing the shadowmap, this is more robust. - clamp directional shadowmap correctly to the 1-texel border, which needs to be reachable, as it is a valid value. - don't snap the shadowmap to texel boundaries if stable mode is not active (before we only didn't do it based on lispsm). Stable mode can make the shadow unstable when both the camera and the scene move together, so it's better to have a more predictable API where "stable" mode means that the snapping occurs and doesn't otherwise. - add "far origin" distance slider to the debug ui FIXES=[299310624]
41 KiB
41 KiB