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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleD-ModestA "normal" level of difficulty; suitable for simple features or challenging fixesA "normal" level of difficulty; suitable for simple features or challenging fixesS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!
Description
What problem does this solve or what need does it fill?
Shadow acne is an artifact that occurs when sampling the shadow map. The shadow map surface you intend to sample was discretized into the shadow map, which might not perfectly match the sample position.
The solution is to bias the sampling position away from the surface a little.
What solution would you like?
An automatic algorithm to compute a good shadowing bias.
State of the art is "Oriented Depth Bias" from FFXVI http://www.jp.square-enix.com/tech/library/pdf/2023_FFXVIShadowTechPaper.pdf#page=28.
What alternative(s) have you considered?
A constant shadow bias is already supported by our lighting system. It's hard to find a good value for this that doesn't result in objects appearing to disconnect from their shadows.
Additional context
An older method called "Receiver Plane Depth Bias" was tried in #10188.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleD-ModestA "normal" level of difficulty; suitable for simple features or challenging fixesA "normal" level of difficulty; suitable for simple features or challenging fixesS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!
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