![]() # Objective - Improve antialiasing for non-point light shadow edges. - Very partially addresses https://github.com/bevyengine/bevy/issues/3628. ## Solution - Implements "The Witness"'s shadow map sampling technique. - Ported from @superdump's old branch, all credit to them :) - Implements "Call of Duty: Advanced Warfare"'s stochastic shadow map sampling technique when the velocity prepass is enabled, for use with TAA. - Uses interleaved gradient noise to generate a random angle, and then averages 8 samples in a spiral pattern, rotated by the random angle. - I also tried spatiotemporal blue noise, but it was far too noisy to be filtered by TAA alone. In the future, we should try spatiotemporal blue noise + a specialized shadow denoiser such as https://gpuopen.com/fidelityfx-denoiser/#shadow. This approach would also be useful for hybrid rasterized applications with raytraced shadows. - The COD presentation has an interesting temporal dithering of the noise for use with temporal supersampling that we should revisit when we get DLSS/FSR/other TSR. --- ## Changelog * Added `ShadowFilteringMethod`. Improved directional light and spotlight shadow edges to be less aliased. ## Migration Guide * Shadows cast by directional lights or spotlights now have smoother edges. To revert to the old behavior, add `ShadowFilteringMethod::Hardware2x2` to your cameras. --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> |
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