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Massive improvemnts to shadows quality/flexibility#7204

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Massive improvemnts to shadows quality/flexibility#7204
jay3d wants to merge 1 commit into
godotengine:masterfrom
jay3d:upstream

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@jay3d

@jay3d jay3d commented Nov 29, 2016

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Significant changes to how PCF shadows work, made them took less samples with higher quality results, also added more flexible control of the filtering radius in the editor.

@reduz

reduz commented Nov 29, 2016 via email

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@ScotFlux

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Spectacular. You've just got Godot 🏆 Congratulations! 👍

@khairul169

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Nice catch! :D

@akien-mga

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@jay3d Would you mind redoing this PR against the 2.1 branch? We'd gladly merge it to include this in the future 2.1.3-stable release.

For master/3.0, it would have to be implemented differently, but @reduz would likely use this PR as a reference.

@Zireael07

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This would be awesome to see, poke @jay3d

@akien-mga

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Bump :) I would still consider merging this in the 2.1 branch if rebased and/or having a new PR for the master branch, if relevant with the gles3 rasterizer.

@akien-mga

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Closing as it can't be merged in master at any rate, but if someone wants to try to port this to the 2.1 branch, it would be quite interesting.

@Calinou

Calinou commented Jul 1, 2018

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I had a try at porting this to the master branch with GLES3, but unfortunately, there's a noticeable dithering pattern:

image

I could confirm this by compiling and running the branch from this pull request (based on Godot 2.1):

image

Both screenshots were taken with the "High" shadow filter quality; the shadow filter radius was set to 1.5.

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7 participants