From fb85ea535fce06c0202cb264f6cd05337014305d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Fri, 24 May 2024 18:31:20 +0200 Subject: [PATCH] Fix: EEVEE-Next: Broken sun soft shadows The soft shadows were only getting blurred up to a radius of 1 unit. --- .../engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl index b439834023b..3b4461cfde1 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl @@ -173,7 +173,7 @@ ShadowRayDirectional shadow_ray_generate_directional( direction = shadow_ray_above_horizon_ensure(direction, lNg, max_tracing_distance); /* It only make sense to trace where there can be occluder. Clamp by distance to near plane. */ - direction *= saturate(dist_to_near_plane / direction.z) + 0.0001; + direction *= max(texel_radius, dist_to_near_plane / direction.z); ShadowRayDirectional ray; ray.origin = lP;