Eevee: Shadow Multi Resolution #54934

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opened 2018-05-03 11:47:08 +02:00 by Clément Foucault · 5 comments

At the moment shadows are all using the same resolution because they are stored inside a big texture array.

Moving to a shadow pool system where we can have all shadows packed into a giant atlas will allows user to specify shadow map resolution per lamp.

Implemented on f48e53f562 with a different approach.

At the moment shadows are all using the same resolution because they are stored inside a big texture array. Moving to a shadow pool system where we can have all shadows packed into a giant atlas will allows user to specify shadow map resolution per lamp. Implemented on f48e53f562 with a different approach.
Clément Foucault self-assigned this 2018-05-03 11:47:08 +02:00
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Added subscriber: @fclem

Added subscriber: @fclem
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I changed my plan of action.

Being able to change shadow resolution per light is not the most useful feature and it would prevent us from using cubemap array in the future.

So for that matter, I separated only the cascaded shadowmap resolution (sun lamps) from the cube one. Also making sure the octahedral array (the current replacement for cubemap array) gets the same number of texels than its cubemap counterpartso it increase default quality quite a bit.

Also I removed the 8K shadow option because it's really overkill and unstable on lots of systems.

The CSM resolution is by default 1024px per cascade now and is coupled with a small constant blur to minimize the shadow flickering in the distant cascades.

I changed my plan of action. Being able to change shadow resolution per light is not the most useful feature and it would prevent us from using cubemap array in the future. So for that matter, I separated only the cascaded shadowmap resolution (sun lamps) from the cube one. Also making sure the octahedral array (the current replacement for cubemap array) gets the same number of texels than its cubemap counterpartso it increase default quality quite a bit. Also I removed the 8K shadow option because it's really overkill and unstable on lots of systems. The CSM resolution is by default 1024px per cascade now and is coupled with a small constant blur to minimize the shadow flickering in the distant cascades.

Added subscriber: @dfelinto

Added subscriber: @dfelinto

@fclem when possible include a reference of the commit(s) related to the task after the task is done.

@fclem when possible include a reference of the commit(s) related to the task after the task is done.

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#54934
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