godotengine / godotengine/godot

Distant Shadow Splits have Wrong Bias

Open
#100,375 2 comments 0 reactions 0 assignees View on GitHub
bug topic:3d topic:rendering
Dominant language
C++
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Description

### Tested versions

since https://github.com/godotengine/godot/pull/68339

### System information

Vulkan

### Issue description

https://github.com/godotengine/godot/pull/48776 and https://github.com/godotengine/godot/pull/68339 Modify Blur and Bias respectively, but the latter adjusts bias based on the non modified blur value and doesn't take blur modification that the first PR is doing inside the shader.

The bias modification code should be applied to the modified - Final blur values, not the base blur.

### Steps to reproduce

Observe Distant Splits bias increase as blur levels increase, without blending splits, and observe how blur levels are the same for the splits, but the bias still increases for those distant splits

### Minimal reproduction project (MRP)

N/A

Contributor guide

Open the contributing guide

Research direction

Start by tracing the distant shadow split blur and bias shader code described in PRs #48776 and #68339. Compare where the modified final blur and bias values are calculated, then reproduce the increasing bias across distant splits without split blending. Done means the bias uses the modified final blur value and no longer increases when split blur levels are equal.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
computer-graphics, game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
45/100

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