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Use a smaller epsilon for omni and spot attenuation cutoff #102272

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merged 1 commit into from
Feb 3, 2025

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clayjohn
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@clayjohn clayjohn commented Feb 1, 2025

We just want to avoid calculating shadows when the attenuation is zero, so we should use the smallest epsilon we can get away with

Fixes: #102241

Looks great now
Screenshot from 2025-01-31 17-03-36

We just want to avoid calculating shadows when the attenuation is zero, so we should use the smallest epsilon we can get away with
@clayjohn clayjohn added this to the 4.4 milestone Feb 1, 2025
@clayjohn clayjohn requested a review from DarioSamo February 1, 2025 01:13
@clayjohn clayjohn requested a review from a team as a code owner February 1, 2025 01:13
@JekSun97
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JekSun97 commented Feb 1, 2025

I wonder where this value changed, what caused this problem

@AThousandShips
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The value wasn't changed, it was introduced as an optimization, but the epsilon was too broad for edge cases

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@Calinou Calinou left a comment

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Tested locally, it works as expected.

Screenshots with debanding enabled:

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There's still banding despite debanding being enabled due to godotengine/godot-proposals#4193 not being implemented yet.

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@Repiteo Repiteo merged commit fbc584f into godotengine:master Feb 3, 2025
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Repiteo commented Feb 3, 2025

Thanks!

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High luminosity spotlights have a hard edge
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